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 Dice | 1d12 per level |
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HP at Level 1 | 12 + CON modifier |
HP at higher levels | 1d12 (or 6) + CON modifier per level |
Armour | Light armour, medium armour, shields |
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Weapons | Simple weapons, martial weapons |
Tools | None |
Saving Throws | STR, CON |
Skills | Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival |
Level | Proficiency Bonus | Abilities | Skills Known | Rages | Rage Damage | Weapon Mastery |
---|---|---|---|---|---|---|
1 | +2 | Unarmoured Defense, Rage, Weapon Mastery | 1 | 2 | +2 | 2 |
2 | +2 | Reckless Attack | 2 | 2 | +2 | 2 |
3 | +2 | Frenzied Rage, Primal Knowledge (1) | 3 | 3 | +2 | 2 |
4 | +2 | Ability Score Improvement | 4 | 3 | +2 | 3 |
5 | +3 | Extra Attack | 5 | 4 | +2 | 3 |
6 | +3 | Attack of Opportunity* | 6 | 4 | +2 | 3 |
7 | +3 | Instinctive Pounce | 7 | 4 | +2 | 3 |
8 | +3 | Ability Score Improvement | 8 | 4 | +2 | 3 |
9 | +4 | Brutal Critical (1) | 9 | 4 | +3 | 3 |
10 | +4 | Primal Knowledge (2) | 10 | 4 | +3 | 4 |
11 | +4 | Undying Rage | 11 | 4 | +3 | 4 |
12 | +4 | Ability Score Improvement | 12 | 5 | +3 | 4 |
13 | +5 | Brutal Critical (2) | 13 | 5 | +3 | 4 |
14 | +5 | Persistent Rage | 14 | 5 | +3 | 4 |
15 | +5 | — | 15 | 5 | +3 | 4 |
16 | +5 | Ability Score Improvement | 16 | 5 | +4 | 4 |
17 | +6 | Brutal Critical (3) | 17 | 6 | +4 | 4 |
18 | +6 | Primeval Might | 18 | 6 | +4 | 4 |
19 | +6 | Ability Score Improvement | 19 | 6 | +4 | 4 |
20 | +6 | Champion of Battle | 20 | Unlimited | +4 | 4 |
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.
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:
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.
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.
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.
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
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to Barbarians at 1st level.
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.
At Level 5, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At Level 5, your speed increases by 2m when you are not wearing heavy armour.
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.
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.
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.
This increases to two additional dice at 13th level and three additional dice at 17th level.
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.
At Level 14, your rage becomes so fierce that it persists through most circumstances.
Your Rage ends early only if you fall
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.
At Level 20, your STR and CON scores increase by 4. Your maximum for those scores also increase by 4.