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Barbarian

All classes · Multiclassing · Rules Glossary

Barbarian

Core Barbarian Traits

Primary Ability Strength
Hit Point Die D12 per Barbarian level
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapon Proficiencies Simple and Martial weapons
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B: (A) Greataxe, 4 Handaxes, Explorer's Pack, and 15 GP; or (B) 75 GP

Becoming a Barbarian ...

As a Level 1 Character

  • Gain all the traits in the Core Barbarian Traits table.
  • Gain the Barbarian's level 1 features, which are listed in the Barbarian Features table.

As a Multiclass Character

  • Gain the following traits from the Core Barbarian Traits table: Hit Point Die, proficiency with Martial weapons, and training with Shields.
  • Gain the Barbarian's level 1 features, which are listed in the Barbarian Features table.

Barbarian Class Features

As a Barbarian, you gain the following class features when you reach the specified Barbarian levels.

These features are listed in the Barbarian Features table.

Barbarian Features

Level Bonus Class Features Rages Damage Mastery
1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2
2 +2 Danger Sense, Reckless Attack 2 +2 2
3 +2 Barbarian Subclass, Primal Knowledge 3 +2 2
4 +2 Ability Score Improvement 3 +2 3
5 +3 Extra Attack, Fast Movement 3 +2 3
6 +3 Subclass feature 4 +2 3
7 +3 Feral Instinct, Instinctive Pounce 4 +2 3
8 +3 Ability Score Improvement 4 +2 3
9 +4 Brutal Strike 4 +3 3
10 +4 Subclass feature 4 +3 4
11 +4 Relentless Rage 4 +3 4
12 +4 Ability Score Improvement 5 +3 4
13 +5 Improved Brutal Strike 5 +3 4
14 +5 Subclass feature 5 +3 4
15 +5 Persistent Rage 5 +3 4
16 +5 Ability Score Improvement 5 +4 4
17 +6 Improved Brutal Strike 6 +4 4
18 +6 Indomitable Might 6 +4 4
19 +6 Epic Boon 6 +4 4
20 +6 Primal Champion 6 +4 4

Level 1: Rage

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.

You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While active, your Rage follows the rules below.

Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Rage Damage. When you make an attack using Strength--with either a weapon or an Unarmed Strike--and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

Strength Advantage. You have Advantage on Strength checks and Strength saving throws.

No Concentration or Spells. You can't maintain Concentration, and you can't cast spells.

Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Level 1: Unarmored Defense

While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.

Level 2: Danger Sense

You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.

Level 2: Reckless Attack

You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.

Level 3: Barbarian Subclass

You gain a Barbarian subclass of your choice. The Path of the Berserker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.

Level 3: Primal Knowledge

You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.

In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Fast Movement

Your speed increases by 10 feet while you aren't wearing Heavy armor.

Level 7: Feral Instinct

Your instincts are so honed that you have Advantage on Initiative rolls.

Level 7: Instinctive Pounce

As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.

Level 9: Brutal Strike

If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.

Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.

Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time-- the most recent one.

Level 11: Relentless Rage

Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.

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.

Level 13: Improved Brutal Strike

You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.

Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn.

Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.

Level 15: Persistent Rage

When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a Long Rest.

In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.

Level 17: Improved Brutal Strike

The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.

Level 18: Indomitable Might

If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.

Level 19: Epic Boon

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

Level 20: Primal Champion

You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.

Barbarian Subclass: Path of the Berserker

Channel Rage into Violent Fury

Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.

Level 3: Frenzy

If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.

Level 6: Mindless Rage

You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.

Level 10: Retaliation

When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.

Level 14: Intimidating Presence

As a Bonus Action, you can strike terror into others with your menacing presence and primal power.

When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

Barbarian Subclass: Path of the Nazirite

Barbarians are characterized by their brazen and often reckless approach to combat, their feats of strength and athleticism, and their bursts of primal rage that allow them to push beyond their normal physical limitations. The Bible holds no shortage of such warriors, from the brutality of the Woman of Thebez to the righteous fury of Jehu. However, the quintessential reckless and rage-fueled warrior in scripture is undoubtedly Samson, the Nazirite.

Level 3: The Vow of the Nazirite

Meaning literally "avowed," Nazirites were people consecrated to a sacred mission in service to God. Endowed with charismatic gifts, the Nazirites were specially equipped to lead, and sometimes to take up arms in defense of their communities. Born into a world fraught with combat and conflict, heroes of the Nazirite vow embraced danger as a way of life, and were often gifted with supernatural strength and resolve as a result of their devotion to God.

A Nazirite takes their vow seriously, and treats adherence to the vow as a symbol for their faith in God. When you choose to follow the Path of the Nazirite starting at 3rd level, you must also vow to do the following things:

  • Serve the will of God, and defend the innocent.
  • Abstain from consuming alcohol.
  • Abstain from cutting your hair.

Breaking the Vow. A Nazirite that breaks their vow immediately loses all subclass features. In order to restore the vow, a Nazirite must shave their head as a symbol of the broken vow and spend 24 hours consecrating themselves in a holy location. Subclass features are then immediately restored, but the hair must be regrown, since uncut hair is the symbol of the unbroken vow.

Level 3: Indomitable Strength

Your dedication to the will of God fills you with strength beyond that of normal human limitations, giving you the power to overcome obstacles in your path. When you choose this path at 3rd level, your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.

Additionally, when you use your Reckless Attack feature, any creature you hit during your turn takes extra damage of your weapon's damage type equal to half your barbarian level (rounded up).

Level 6: Unbreakable Will

Beginning at 6th level, your dedication to your vow is stronger than any fears or temptations that may cloud your mind. While you are raging you are immune to being charmed or frightened. If you are already charmed or frightened, entering a rage ends this condition.

Level 10: Eyes of Faith

Beginning at 10th level, your faith grants you awareness of your surroundings, regardless of any impediments to your sight. You gain blindsight out to a range of 10 feet. While you are raging, your blindsight extends to a range of 60 feet.

Level 14: Strength of Thousands

Starting at 14th level, you gain the ability to stand against the tides of evil, regardless of how numerous the enemy. As an action, you may make a single melee attack against any number of creatures. Each target must be within your weapon's range, and each requires a separate attack roll.

Barbarian Subclass: Path of the Pict

As the Roman legions expanded their invasion of Celt territory to the north, they were eventually stopped in their tracks by a breed of warrior the likes of which they had never before encountered. The Romans described them as “tall of body, with rippling muscles... and bodies covered in blue designs.” Roman records tend to conflate the traditions of many Celt tribes, but the practice of tattooing the skin blue seems to be associated with a tribe of warriors they called the Picts, which translates roughly to “the painted ones.”

Although the Picts probably would not have used this word to describe themselves, the only historical accounts we have come from the Romans, who characterize them as barbaric, violent, and uncivilized. In actuality, it is far more likely that these Celt tribes were simply fighting in defense of their homeland from Roman aggression. In any case, the scant descriptions we have of these Celts describe them as tough, tattooed, and unflinching in the face of combat, whether by land or sea.

Path of the Pict Features

3rdTattooed Resilience
6thNaval Berserker
10thBolstered Resolve
14thUnparalleled Resilience

Level 3: Tattooed Resilience

At 3rd level, when you adopt this path, you learn the Pict tradition of the ritual tattoo; an honor that is earned through your harsh training regimen and constant exposure to the unforgiving climate of your homeland. Your tattoo takes any form you choose, but symbolizes your affinity with a certain damage type, chosen from cold, fire, lightning, poison, psychic, or thunder.

While raging, you have resistance to any damage types associated with your tattoos in addition to your normal rage resistances.

You gain two tattoos of your choice at 3rd level, and gain an additional tattoo of your choice when you reach certain levels in this class: 6th, 10th, and 14th. Each time you gain a new tattoo, you also have the option to replace one of your existing tattoo resistances with a new one.

Level 6: Naval Berserker

Starting at 6th level, your years of experience with ship combat makes you ideally suited to boarding and commandeering an enemy vessel, even in rough seas with minimal support. While raging, you gain the following benefits:

  • Your long jump distance is doubled.
  • You have a climbing speed equal to your normal speed.
  • You have advantage on saving throws made against effects that would knock you prone or move you against your will.

Level 10: Bolstered Resolve

At 10th level, you can bolster your resolve against effects that would normally overwhelm you. If you are subjected to an effect that allows you to make a saving throw, and you can see the source of this effect, you can use your reaction to give yourself advantage on the saving throw. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all uses of this feature after a long rest.

Level 14: Unparalleled Resilience

Beginning at 14th level, as you gain your final tattoo, your resilience reaches new heights. You have immunity to all damage types associated with your tattoos when you are raging, and resistance to these damage types even when you are not.

Barbarian Subclass: Path of Shadows

Source:Unearthed ApocryphaThis content is unofficial and is currently being playtested.

Unearthed Apocrypha #3: Villainous Options, p. 3.

“My rage burns to the depths of Sheol.” -Deuteronomy 32:22

Through their rage, Barbarians are deeply attuned to the primal emotions of others. In some cases, this attunement creates an extraplanar connection between themselves and Sheol, the Plane of the Dead. Barbarians who walk the Path of Shadows are empowered by echoes of revenge, regret, and righteous fury from the souls of the deceased, and when they enter their rage, open temporary connections to Sheol, channeling its innate magic and allowing the rage of their ancestors to merge with their own.

Level 3: Sheol Surge

Your Rage taps into the unpredictable magic of Sheol. When you activate your Rage, roll on the Sheol Surge table to determine the magical effect produced. If the effect requires a saving throw, the DC is 8 plus your Constitution modifier and Proficiency Bonus.

d8Sheol Surge Effect
1Your body gains the ability to melt into wisps of shadow at your command. While your Rage is active, you can use a Bonus Action on each turn to teleport up to 30 feet to an unoccupied space you can see.
2Skeletal hands erupt from the ground beneath a creature you can see within 60 feet. The target must succeed On a Dexterity saving throw or it has the Restrained condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.
3Wisps of shadow energy gather like a cloak around a creature of your choice within 30 feet. While your Rage is active, Attack rolls made against this creature have Disadvantage.
4Shades appear and flit around a creature of your choice within 30 feet. That creature has Disadvantage on attack rolls while your Rage is active.
5Inky black tendrils wrap themselves around your weapon. While your Rage is active, your weapon deals Necrotic damage instead of its normal damage type, and deals an extra 1d6 Necrotic damage to the first target you hit on each turn.
6A specter appears in an unoccupied space of your choice within 30 feet and remains as long as your Rage is active. As a Bonus Action on each of your turns, you can command the specter to move up to 30 feet and make a single melee attack. The specter uses your attack roll modifier and deals an amount of Necrotic damage calculated by rolling a number of d6s equal to your Rage damage bonus.
7Your mind fills with the whispering of souls from beyond the Veil. You cannot be Possessed and have Immunity to the Charmed and Frightened conditions while your Rage is active.
8Your body seems to melt into the shadows around it, making it difficult to track your movements. You gain a +1 bonus to AC while your Rage is active.

Level 6: One with shadows

The influence of Sheol grows stronger. You gain the following benefits.

Darkvision. You have Darkvision with a range of 60 feet. If you already had Darkvision, its range is extended by 60 feet.

Prowler. You know the Pass Without Trace spell and can cast it once with this feature. Constitution is your spellcasting ability for it. Once you use this feature, you cannot use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

Level 10: Umbral Reach

While your Rage is active, Whenever a creature you can see starts its turn within 5 feet of an area of dim light or darkness, you can take a Reaction to teleport into an unoccupied space within 5 feet of the target. You can then make one melee attack against the target as part of this Reaction.

Level 14: Chthonic Rage

While your Rage is active, magical darkness radiates out from you in a 30-foot emanation. The darkness spreads around corners, creatures with Darkvision cannot see through it, and it can only be dispelled by light from a spell of 3rd level or higher.

When you active your Rage, you can designate a number of creatures equal to your Proficiency Bonus that are not affected by this magical darkness and can