Barbarian

Class Features

As a Barbarian, you gain the following class features.

Hit Points

Hig Dice: 1d12 per barbarian level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies

Armor:Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Barbarian
The Barbarian
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path Feature3+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical4+3
10th+4Path feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4

Rage

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

    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.

    Reckless Attack

    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.

    Danger Sense

    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

    At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or another path as detailed by source content. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

    Ability Score Improvement

    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

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Fast Movement

    Starting at 5th level, you speed increases by 10 feet while you aren't wearing heavy armor.

    Feral Instinct

    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.

    Ability Score Improvement (lvl 8)

    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.

    Brutal Critical

    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.

    Relentless Rage

    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.

    Ability Score Improvement (lvl 12)

    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.

    Brutal Critical

    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.

    Persistent Rage

    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.

    Ability Score Improvement (lvl 16)

    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.

    Brutal Critical

    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

    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.

    Ability Score Improvement (lvl 19)

    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.

    Primal Champion

    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.

    Primal Paths

    Tribes of barbarians specialize in different methods. Although they are largely the same, there are nuances that are different in each.

    Path of the Battle-born

    The Path of the Battle-born is for those who have dedicated their lives to the blood-lust that you feel during battle. These individuals show exceptional combat prowess, laying waste to all enemies in their way.

    This Ends Now

    Living your life always in the mists of battle, you've learn to tap into you're inner blood-lust. Starting when you choose this path at 3rd level you can go berserk when you rage. If you do so. for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. You can use this feature once per long rest and at 14th level you may use this feature twice per long rest.

    Blood-lust

    The scent of death only drives you to push yourself even further into battle. Beginning at 6th level whenever you are raging and a enemy dies within 10 feet of you, you gain temporary hit points equal to your proficiency + your constitution Modifier. These temporary hit points are reduced to 0 when your rage ends.

    Scent of Blood

    Starting at 10th level. Whenever a hostile creature takes damage within 20 feet of you, you can use your reaction to move half your movement speed toward the enemy who has taken damage. If your movement ends within melee attack range of enemy that took damage then as part of your reaction you may make one melee attack against that creature.

    Rage Beyond the Grave

    Beginning at 14th level, the blood-lust that fuels your rage allows you to shrug off fatal blows. While raging, having 0 hit points doesn't knock you Unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If you pass three death saves you regain 1 hp. If you take three failed death saves you die.


    Copy Left Notice: The Path of the Battle-born is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Path of the Berserker

    For some barbarians, rage is a means to an end - that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well being.

    Frenzy

    Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of Exhaustion.

    Mindless Rage

    Beginning at 6th level, you can't be Charmed or Frightened while raging. If you are Charmed or Frightened when you enter your rage, the effect is suspended for the duration of the rage.

    Intimidating Presence

    Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your bonus action to extend the duration of this effect on the Frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

    If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

    Retaliation

    Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.


    Copy Left Notice: The Path of the Berserker is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Path of the Executioner

    A huge barbarian with a glowing greataxe looks to its crying enemy, a smile shows up on his face as he sends down the greataxe for the final blow. The head flies off and lands some distance away in a gopher hole.

    This is a subclass designed for cruel, brute barbarians who want to destroy all foes that cross their path.

    Executioner's Greataxe

    You may spend 15 GP to convert any slashing weapon into an Executioner's Greataxe. The Executioner's Greataxe has special properties when wielded by an Executioner Barbarian.

    Intimidating Stance

    Whenever you brandish your Executioner's Greataxe as part of an Intimidation skill check. You may make an Intimidation (Strength) instead of an Intimidation (Charisma).

    Frozen Slash

    When the executioner is called out, that is the end for the victim. No matter how fast they are, they will not be able to escape.

    Strikes from the Executioner's Greataxe slow the target by 10 feet until the end of your next turn.

    Giant Strike

    You have learned to reverse the power of your Executioner's Greataxe to expand your own might. Once per long rest when you rage you may use the enlarge effect of the Enlarge/Reduce spell. This effect remains for the duration of the rage.

    Raging Slash

    While raging you may take larger swings with your Executioner's Greataxe. These larger swings may hit two targets within range who are within 5 feet of each other.


    Copy Left Notice: The Path of the Executioner is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Path of the Fist

    Some warriors are never happier than when they are slugging it out in the thick of the fray. Weapons are well and good but a true bruiser only really needs two good fists.

    Powerful Blows

    Starting when you choose this path at 3rd level, you can roll a d6 in place of the normal damage of your unarmed strikes. This die changes to a d8 when you are raging. Additionally your physical prowess gains you Expertise with Strength (Athletics) checks.

    If the GM allows fist weapons (cestus, katar, spiked gauntlet, tiger claws, etc.), use the best damage die with the damage type/properties of the weapon.

    Knock About

    By 6th level, you have learned the best ways of pushing foes around. When using the shove action your opponent must make a Strength saving throw. The DC check for this saving throw is 8 + your strength modifier + your proficiency. If they fail you can throw the enemy 5 feet in any direction (not just away from you). If they collide with an immovable object, the thrown adversary takes damage equal to 1d4 + strength. If they land on another creature or movable object then the damage is split between the thrown and the impacted creature or object. Any creatures damaged in this maneuver are knocked Prone.

    Adrenaline Surge

    At 10th level, you have the strength of will to push through the pain. Once per rage, you can use your bonus action to spend up to half your hit dice to gain temporary hit points. These temporary hit points fade away when your rage ends.

    Hammer Fists

    At 14th level, you know just where to hit a foe you have sent reeling. Any time you successfully make an unarmed strike against a Grappled or Prone foe, you do critical damage and the target must succeed on a Constitution saving throw, DC equal to the damage taken, or be Stunned until the end of your next turn.


    Copy Left Notice: The Path of the Fist is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Path of the Healer

    Every barbarian tribe needs a healer, so why not let it be you?

    While you still are adept in the same things a normal barbarian is adept in, instead of focusing on the fighting, you decide to aid your fellow barbarians and learn how to heal.

    Healer

    The healer of the tribe tries to keep all of the tribes-men's wounds cured. At level 3, when this path is chosen, you gain the ability to heal people directly and without a dice roll. Once per long rest you may touch 1 creature (not undead and not construct) healing it by a sum equal to 3x your barbarian level.

    Giver of Life

    Starting a level 6 you can use a bonus action to touch a creature, not including undead or constructs, granting it 2x your barbarian level in temporary hit points. You may use this feature once per short rest. The temporary hit points expire after 1 hour.

    Life Saver

    Beginning at level 10 you can expend 25 of your own hit points and your casting of Healer (Barbarian ability) to either cast Greater Restoration or bring a being, not including undead or constructs, back to life and to 1 hit point. You must do this within 10 minutes of the being dying. If you have less than 25 hit points left, then you can still use this ability, though it would cause you to become Incapacitated and begin making death saving throws.

    Protector from Death

    At 14th level, once per long rest, you can use an action to touch a living creature, except undead or constructs, in order to grant them a temporary protection from death, the first time a creature would be reduced to 0 hit points, they are instead reduced to 1 hit point. This can also protect creatures that would be killed instantly without taking damage, they would instead be lowered to 1 health. If you apply this protection to a second creature the protection on the first creature expires.


    Copy Left Notice: The Path of the Healer is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.


    Copy Left Notice: The Barbarian is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Many of the archetypes are from different sources and are individually marked.