Barbarian
A fury-driven warrior who shrugs off wounds and hits harder the angrier he gets.
Create a hero of this class- Hit die
- d12
- Primary ability
- STR
- Saving throws
- STR, CON
- Spellcasting
- No spellcasting
Progression, levels 1-20
- Level 1Prof. bonus +2
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 (2 at levels 1–2, 3 at levels 3–5, 4 at levels 6–11, 5 at levels 12–16, 6 at levels 17–20). 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 (+2 at levels 1–8, +3 at levels 9–15, +4 at levels 16–20). **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 making an attack roll against an enemy, forcing an enemy to make a saving throw, or taking 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.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.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: two kinds at levels 1–3, three kinds at levels 4–9, and four kinds at levels 10–20. There is no separate selection screen: the mastery property (Cleave, Graze, Push, Sap, Slow, Topple, Vex, Nick) applies to melee weapons in your equipment whose kind is among your choices. - Level 2Prof. bonus +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.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 3Prof. bonus +2
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.Additional Rage (3 per long rest)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 4Prof. bonus +2Ability Score Improvement
Weapon Mastery (3 weapons)
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: two kinds at levels 1–3, three kinds at levels 4–9, and four kinds at levels 10–20. There is no separate selection screen: the mastery property (Cleave, Graze, Push, Sap, Slow, Topple, Vex, Nick) applies to melee weapons in your equipment whose kind is among your choices. - Level 5Prof. bonus +3
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.Fast Movement
Your speed increases by 10 feet while you aren't wearing Heavy armor. - Level 6Prof. bonus +3Subclass FeatureAdditional Rage (4 per long rest)
- Level 7Prof. bonus +3
Feral Instinct
Your instincts are so honed that you have Advantage on Initiative rolls.Instinctive Pounce
As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed. - Level 8Prof. bonus +3Ability Score Improvement
- Level 9Prof. bonus +4Rage Damage +3
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 10Prof. bonus +4Subclass Feature
Weapon Mastery (4 weapons)
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: two kinds at levels 1–3, three kinds at levels 4–9, and four kinds at levels 10–20. There is no separate selection screen: the mastery property (Cleave, Graze, Push, Sap, Slow, Topple, Vex, Nick) applies to melee weapons in your equipment whose kind is among your choices. - Level 11Prof. bonus +4
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 12Prof. bonus +4Additional Rage (5 per long rest)Ability Score Improvement
- Level 13Prof. bonus +5
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 14Prof. bonus +5Subclass Feature
- Level 15Prof. bonus +5
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 16Prof. bonus +5Rage Damage +4Ability Score Improvement
- Level 17Prof. bonus +6Additional Rage (6 per long rest)
Improved Brutal Strike (Enhanced)
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 18Prof. bonus +6
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 19Prof. bonus +6Ability Score Improvement
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 20Prof. bonus +6
Primal Champion
You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.
Subclasses
Path of the Berserker
Chosen at level 3
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.
Tempest
Chosen at level 3
*Become the Eye of the Storm* Your rage calls the storm: lightning and thunder ride your weapon, winds shield you and hurl foes back, and at the height of your power the storm itself lashes everyone who stands against you. (Level Up: Advanced 5th Edition, adapted.)
- Level 3
Touched by Thunder
Choose lightning or thunder: you gain resistance to it. While your Rage is active, hits with the melee weapon in your main hand deal an extra 1d6 damage of the chosen type (2d6 at 10th level, 3d6 at 15th, 4d6 at 20th). Adaptation of A5E: the empowered weapon is the one in your main hand, and the damage type is the one you chose at 3rd level. - Level 6
Whirling Winds
While your Rage is active, winds whirl around you: you have the benefit of half cover (+2 to AC against attacks, to Dexterity saving throws and to checks made to hide). You also gain resistance to whichever of lightning or thunder you did not choose at 3rd level. - Level 10
Forceful Gale
Once per turn while your Rage is active, when you damage a creature with a melee attack, it makes a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, it is pushed away from you: from close quarters to near. Adaptation of A5E: 10 feet of push is one combat zone. - Level 14
Perfect Storm
While your Rage is active, a hostile creature that starts its turn in close quarters with you makes a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier). It takes damage of the type you chose at 3rd level equal to your barbarian level, or half as much on a success. Adaptation of A5E: the 10-foot aura of Whirling Winds is the close-quarters zone.
Rager
Chosen at level 3
*Fury That Will Not Fall* Your rage is a refusal to stop: you shrug off the killing blow, every kill sharpens your hunger, and foes cannot slip away from you. (Level Up: Advanced 5th Edition, adapted.)
- Level 3
Hard to Kill
When you drop to 0 Hit Points, you immediately make a death saving throw. On a success, you instead regain Hit Points equal to your Constitution modifier (minimum 1) and your Rage doesn't end; on a failure, it counts as your first failed death save. Once per Short or Long Rest.Enraged Focus
While your Rage is active, your first attack roll on each of your turns gets an extra 1d4. Adaptation of A5E: the original's expertise die is the basic d4. - Level 6
Thirst for the Kill
When your weapon attack drops a hostile creature to 0 Hit Points, your next weapon hit within a minute deals extra damage: roll one of that creature's Hit Dice (Huge d12, Gargantuan d20, otherwise d8). Adaptation of A5E: the engine knows only the largest sizes; smaller creatures use d8. - Level 10
Relentless
While your Rage is active, when a creature uses Disengage to leave close quarters with you, you can use your Reaction to follow it: it is in close quarters with you again. You can do this a number of times equal to your proficiency bonus per Long Rest. Adaptation of A5E: «follow up to twice your Speed» is read as staying in close quarters. - Level 14
Pitiless Gaze
While your Rage is active, a creature in close quarters with you that hits you with a melee attack takes 1d6 Psychic damage.
Dreadnought
Chosen at level 3
*An Unstoppable Wall* You charge like a siege ram, stand like a fortress, and nothing in your path stays upright for long. (Level Up: Advanced 5th Edition, adapted.)
- Level 3
Leveling Charge
When you hit a creature with a melee weapon attack after moving into close quarters with it this turn, it must succeed on a Strength saving throw (DC 8 + your Proficiency Bonus + your Strength modifier) or be knocked Prone. The game rolls the save.Standing Firm
You have Advantage on ability checks and saving throws to avoid being knocked Prone. While wearing Heavy armor, when a creature you can see attacks an ally in close quarters with you, you can use your Reaction to impose Disadvantage on that attack roll. - Level 6
Ever Onwards
While your Rage is active, Difficult Terrain doesn't slow you, and you have Advantage on saving throws against being Charmed or Frightened. - Level 10
Leveling Charge: Knock Down
On a turn when you charged into close quarters with a creature, you can use a Bonus Action to knock down a creature in close quarters with you: it must succeed on a Strength saving throw or be knocked Prone.Terrifying Inevitability
While your Rage is active, as a Bonus Action you fix your will on a creature in close quarters with you: it must succeed on a Wisdom saving throw (DC 8 + your Proficiency Bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On later turns you can extend it with a Bonus Action. A creature that succeeds is immune for the rest of the fight. - Level 14
Rebounding Blow
While wearing Heavy armor, when a creature in close quarters with you misses you with a melee weapon attack, you can use your Reaction to turn the miss into a hit: you take half its damage, and the attacker takes the same amount.