Level |
Proficiency Bonus |
Features |
Rages |
Rage Damage |
1st |
+2 |
Rage, Unarmored Defense |
2 |
+2 |
2nd |
+2 |
Race-specific feature, Danger Sense |
2 |
+2 |
3rd |
+2 |
Primal Path |
3 |
+2 |
4th |
+2 |
Ability Score Improvement |
3 |
+2 |
5th |
+3 |
Extra Attack, Fast Movement |
3 |
+2 |
6th |
+3 |
Path feature |
4 |
+2 |
7th |
+3 |
Feral Instinct |
4 |
+2 |
8th |
+3 |
Ability Score Improvement |
4 |
+2 |
9th |
+4 |
Race-specific feature |
4 |
+3 |
10th |
+4 |
Path feature |
4 |
+3 |
11th |
+4 |
Relentless Rage |
4 |
+3 |
12th |
+4 |
Ability Score Improvement |
5 |
+3 |
13th |
+5 |
Race-specific feature improvement |
5 |
+3 |
14th |
+5 |
Path feature |
5 |
+3 |
15th |
+5 |
Persistent Rage |
5 |
+3 |
16th |
+5 |
Ability Score Improvement |
5 |
+4 |
17th |
+6 |
Race-specific feature improvement |
6 |
+4 |
18th |
+6 |
Race-specific feature |
6 |
+4 |
19th |
+6 |
Ability Score Improvement |
6 |
+4 |
20th |
+6 |
Primal Champion |
Unlimited |
+4 |
Class Features
Hit Points
- Hit Die: 1d12 per barbarian level
- HP at 1st Level: 12 + CON modifier
- HP at Higher Barbarian Levels: 1d12 + CON modifier
Proficiencies
- Armor: Light, medium, and shields
- Weapons: Simple and martial
- Tools: None
- Saving Throws: Strength and Charisma
- Skills: Choose two from: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
- A greataxe OR any martial melee weapon
- Two handaxes OR any simple weapon
- An explorer's pack and four javelins
Rage (1st-level)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense (1st-level)
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Danger Sense (2nd-level)
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Primal Path (3rd-level)
At 3rd level, you choose a path that shapes the nature of your rage. Choose a subclass of Barbarian. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Ability Score Improvement (4th-level and beyond)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack (5th-level)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement (5th-level)
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Feral Instinct (7th-level)
By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Relentless Rage (11th-level)
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Persistent Rage (15th-level)
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Primal Champion (20th-level)
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Race-specific Features
Aarakocra Barbarian
Reckless Attack (2nd-level)
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Brutal Critical (9th-level)
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Incredible Agility (18th-level)
Beginning at 18th level, if your total for a Dexterity check is less than your Dexterity score, you can use that score in place of the total.
Aelee Barbarian
Blinding Attack (2nd-level)
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can deal an additional 1d6 radiant damage if the attack hits, but attack rolls against you have advantage until your next turn. This damage increases to 1d8 once you reach 9th level and 1d10 once you reach 16th level.
Lightspring (9th-level)
Beginning at 9th level, when you score a critical hit, you may heal one ally of your choice an amount equal to half the damage dealt by the attack.. This increases to two allies at 13th level and three allies at 17th level.
Ethereal Awareness (18th-level)
Beginning at 18th level, if your total for a Wisdom check is less than your Wisdom score, you can use that score in place of the total.
Eldar Barbarian
Forceful Attack (2nd-level)
Starting at 2nd level, when you make your first attack on your turn, you can move the target enemy creature a maximum of 5 feet in any direction if the attack hits. This movement does not provoke attacks of opportunity. However, attack rolls against you have advantage until your next turn.
Stunning Critical (9th-level)
Beginning at 9th level, when you score a critical hit, the target must make a Constitution saving throw or be stunned for 1 round. The DC for this saving throw is 10 + your proficiency bonus + your Intelligence modifier.
Wild Intellect (18th-level)
Beginning at 18th level, if your total for a Intelligence check is less than your Intelligence score, you can use that score in place of the total.
Human Barbarian
All-in Attack (2nd-level)
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can give yourself advantage on melee weapon attack rolls using Strength during this turn, and you can deal an additional 1d6 damage if the attack hits. This damage is of a random damage type. Roll on the All-in Attack Damage Table to determine the damage type. However, attack rolls against you have advantage until your next turn, and will also deal an additional 1d6 damage of a random damage type if they hit. The damage for both your attack roll and attack rolls against you increases to 1d8 once you reach 9th level and 1d10 once you reach 16th level.
Brutal Critical (9th-level)
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Indomitable Might (18th-level)
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Ishimaia Barbarian
Reckless Attack (2nd-level)
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Critical Teleport (9th-level)
Beginning at 9th level, when you score a critical hit, you may teleport up to 30 feet to any unoccupied space you can see. This movement does not count against your uses of Fey Step and does not provoke attacks of opportunity. At 13th level, you may also teleport one ally of your choice, and at 17th level, you may teleport two allies of your choice, without provoking attacks of opportunity.
Primal Charisma (18th-level)
Beginning at 18th level, if your total for a Charisma check is less than your Charisma score, you can use that score in place of the total.
Kumoto Barbarian
Reckless Attack (2nd-level)
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Stunning Critical (9th-level)
Beginning at 9th level, when you score a critical hit, the target must make a Constitution saving throw or be stunned for 1 round. The DC for this saving throw is 10 + your proficiency bonus + your Wisdom modifier.
Incredible Agility (18th-level)
Beginning at 18th level, if your total for a Dexterity check is less than your Dexterity score, you can use that score in place of the total.
Masay Barbarian
Reckless Attack (2nd-level)
Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Dizzying Critical (9th-level)
Beginning at 9th level, if you score a critical hit, you can make an enhanced unarmed strike as a free action. This enhanced unarmed strike deals 1d4 bludgeoning damage. This increases to two unarmed strikes at 13th level and three unarmed strikes at 17th level. These additional attacks cannot critically hit. You may only make up to 5 weapon attacks per turn using this feature.
Incredible Agility (18th-level)
Beginning at 18th level, if your total for a Dexterity check is less than your Dexterity score, you can use that score in place of the total.
Tau'niki Barbarian
Sonic Attack (2nd-level)
Starting at 2nd level, if you are raging, as an bonus action on your turn, you can emit a high-frequency scream. All creatures around you in a 30 ft. radius must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be deafened. You have advantage on attack rolls for 1 round against any creature that fails its saving throw.
Stunning Critical (9th-level)
Beginning at 9th level, when you score a critical hit, the target must make a Constitution saving throw or be stunned for 1 round. The DC for this saving throw is 10 + your proficiency bonus + your Wisdom modifier.
Incredible Agility (18th-level)
Beginning at 18th level, if your total for a Dexterity check is less than your Dexterity score, you can use that score in place of the total.
U'moro Barbarian
Persevering Attack (2nd-level)
Starting at 2nd level, when you make your first attack on your turn, you may heal 1d6 hit points if your attack hits. However, until the end of your next turn, attack rolls against you have advantage and you have disadvantage on all attack rolls.
Brutal Critical (9th-level)
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Indomitable Might (18th-level)
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
All-in Attack Damage Table
d13 |
Damage type |
1 |
Acid |
2 |
Bludgeoning |
3 |
Cold |
4 |
Fire |
5 |
Force |
6 |
Lightning |
7 |
Necrotic |
8 |
Piercing |
9 |
Poison |
10 |
Psychic |
11 |
Radiant |
12 |
Slashing |
13 |
Thunder |
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