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
    RageYou 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 DefenseWhile 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 MasteryYour 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 AttackYou 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 SenseYou 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 SubclassYou 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.
    Primal KnowledgeYou 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.
    Additional Rage (3 per long rest)
  • Level 4Prof. bonus +2
    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.
    Ability Score Improvement
  • Level 5Prof. bonus +3
    Extra AttackYou can attack twice instead of once whenever you take the Attack action on your turn.
    Fast MovementYour speed increases by 10 feet while you aren't wearing Heavy armor.
  • Level 6Prof. bonus +3
    Subclass FeatureAdditional Rage (4 per long rest)
  • Level 7Prof. bonus +3
    Feral InstinctYour instincts are so honed that you have Advantage on Initiative rolls.
    Instinctive PounceAs part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.
  • Level 8Prof. bonus +3
    Ability Score Improvement
  • Level 9Prof. bonus +4
    Brutal StrikeIf 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.
    Rage Damage +3
  • Level 10Prof. bonus +4
    Subclass 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 RageYour 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 +4
    Additional Rage (5 per long rest)Ability Score Improvement
  • Level 13Prof. bonus +5
    Improved Brutal StrikeYou 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 +5
    Subclass Feature
  • Level 15Prof. bonus +5
    Persistent RageWhen 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 +5
    Rage Damage +4Ability Score Improvement
  • Level 17Prof. bonus +6
    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.
    Additional Rage (6 per long rest)
  • Level 18Prof. bonus +6
    Indomitable MightIf 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 +6
    Epic BoonYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
    Ability Score Improvement
  • Level 20Prof. bonus +6
    Primal ChampionYou 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
    FrenzyIf 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 RageYou 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
    RetaliationWhen 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 PresenceAs 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 ThunderChoose 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 WindsWhile 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 GaleOnce 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 StormWhile 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 KillWhen 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 FocusWhile 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 KillWhen 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
    RelentlessWhile 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 GazeWhile 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 ChargeWhen 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 FirmYou 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 OnwardsWhile 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 DownOn 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 InevitabilityWhile 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 BlowWhile 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.
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