Barbarian

Class Stat

Wielding weapons ranging from greataxes and swords, what separates these men and women from other warriors is their ability to harness their inner-beasts and translate that power to unbridled savagery on the battlefield.

Whether developed as a Barbarian through their nomadic tribe, or as members of an army regiment designated to harness their fury at the front-lines, adventurers who train in the art of the Barbarian become foes to be reckoned with, and a formidable enemy to fight in melee.

Hit Points (HP)

Hit Dice 1d12 per level
HP at Level 1 12 + CON modifier
HP at higher levels 1d12 (or 6) + CON modifier per level

Proficiencies

Armour Light armour, medium armour, shields
Weapons Simple weapons, martial weapons
Tools None
Saving Throws STR, CON
Skills Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Barbarian Table

Level Proficiency Bonus Abilities Skills Known Rages Rage Damage
1 +2 Unarmoured Defense, Rage 1 2 +2
2 +2 Reckless Attack 2 2 +2
3 +2 Frenzied Rage, Martial Maneuver 3 3 +2
4 +2 Ability Score Improvement 4 3 +2
5 +3 Extra Attack 5 4 +2
6 +3 Attack of Opportunity* 6 4 +2
7 +3 Martial Maneuver 7 4 +2
8 +3 Ability Score Improvement 8 4 +2
9 +4 Brutal Critical 9 4 +3
10 +4 Martial Maneuver 10 4 +3
11 +4 Undying Rage 11 4 +3
12 +4 Ability Score Improvement 12 5 +3
13 +5 - 13 5 +3
14 +5 Persistent Rage 14 5 +3
15 +5 Martial Maneuver 15 5 +3
16 +5 Ability Score Improvement 16 5 +4
17 +6 - 17 6 +4
18 +6 Primeval Might 18 6 +4
19 +6 Ability Score Improvement 19 6 +4
20 +6 Champion of Battle 20 Unlimited +4

Equipment

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

Or, you could choose to start with 2d4 × 10 gp and purchase your equipment.

Class Abilities

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action and gain the following benefits provided you aren't wearing heavy armour:

Unarmoured Defense

While you are not wearing any armour, your AC equals 10 + your DEX modifier + CON 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.

Frenzied Rage

Starting at 3rd Level, you can choose to go into a frenzy when you rage, making more attacks than usual.

You can choose to activate this when you enter Rage or at the start of your turns while you are Enraged. For the duration of your Rage you can make a single melee weapon attack as a bonus action on each of your turns.

The first time you use this feature, you suffer no drawback. However, for each subsequent use before you complete a long rest, when your rage ends, you suffer one level of

Exhaustion
.

Martial Maneuver

At Levels 3, 7, 10, and 15, you can learn some techniques that you can employ in combat which show your martial prowess. See the Martial Maneuvers page.

Ability Score Improvement

At Levels 4, 8, 12, 16, and 19, 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 skill.

Extra Attack

At Level 5, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Attack of Opportunity*

From 6th Level onwards, you are able to train yourself to take advantage of any drop in guard of your enemies. You can choose to forgo spending a skill point to learn the Attack of Opportunity reaction below:

Reaction Trigger: A creature within your reach makes a ranged attack, leaves a square during its movement, or casts a spell with somatic (S) or material (M) components.

Effect: Make a melee weapon attack against the creature.

*Attack of Opportunity variant: You can only learn this feature if you are using this variant.

Brutal Critical

From 9th Level onwards, your critical hits have become far more devastating. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice an additional time and add it to the extra damage of the critical hit.

Undying Rage

At Level 11, your rage can now keep you fighting despite grievous wounds.

If you drop to 0 HP while you're raging and don't die outright, you can make a DC 10 CON saving throw. If you succeed, you drop to 1 HP instead.

Each time you use this skill after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage

At Level 14, your rage becomes so fierce that it persists through most circumstances.

Your Rage ends early only if you fall

Asleep
or
Unconscious
or if you choose to end it.

Primeval Might

At 18th Level, your power and might has become awesome to behold. If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Champion of Battle

At Level 20, your STR and CON scores increase by 4. Your maximum for those scores also increase by 4.