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:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer's pack and four javelins
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:
- You have advantage on STR checks and STR saving throws.
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus damage increases as shown on the Barbarian Table.
- You gain resistance to BLUNT, PIERCE and SLASH damage.
- You cannot cast or concentrate on spells.
- Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
- You can use rage a number of times as shown on the Berserker Table, which replenishes after a long rest.
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
.
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
or
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.
Viking
Barbarians who follow the art of the Viking learn to transform their rage into a mantle of primal magick that swirls around them. When in a fury, they tap into nature to create powerful, magickal effects of storm and ice.
When you spend your first point in this skill tree, you must choose an Environment from Sea or Tundra. This Environment corresponds to the natural clime to which you attune to the most as a Viking. You might have grown up near the seas, or perhaps spent a lot of your time in colder climates. Your chosen Environment affects certain skills in this skill tree.
If a skill in this tree requires a creature to make a Saving Throw, the DC is calculated as 8 + your proficiency bonus + your CON modifier.
After you spend five points in this skill tree, you gain the ability to attune to the other Environment which you did not choose. You can spend 1 hour being at one with nature (for example, during a short rest) to change your currently attuned Environment to the other one.
After you spend ten points in this skill tree, you can now attune to the other Environment by spending 1 minute in meditation, rather than 1 hour.
Storm Aura
|
PASSIVE
Requires: Level 3
Magickal
|
You emanate a stormy, magickal aura while your rage.
When you enter your Rage, you emanate an aura that extends 4m out from you, but not through total cover. You activate the effect corresponding to your current Environment. You can reactivate the effect again on each of your turns as a bonus action.
Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a DEX saving throw | Fail: They take 1d6 LIGHTNING damage | Success: half damage.
Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary HP, as icy spirits inure it to suffering.
|
One with the Storm
|
PASSIVE
|
One with nature, you have become adept at navigating the environment.
You gain the following benefits while you are in a terrain corresponding to your current Environment:
- You gain Advantage on any INT check related to your terrain or creatures related to your terrain.
- You gain Advantage on any WIS (Survival) check.
- You ignore Difficult Terrain.
Sea: Coastal, Ocean
Tundra: Arctic
|
Enhanced Aura
|
PASSIVE
Requires: 2 points in Viking
Requires: Level 6
Magickal
|
Your Storm Aura becomes more powerful.
Your Storm Aura extends out to 6m and its effects can be reactivated once per turn as a Free Action. Furthermore, your Storm Aura gains the following bonuses:
Sea. The damage increases to 2d6 LIGHTNING damage.
Tundra. The temporary HP increases to 3.
|
Storm Breaker
|
Ability Time: 1 reaction
Range: Special
AoE: Single
Duration: Instantaneous
Magickal
|
The power of the storm you channel grows mightier, lashing out at your foes.
Reaction Trigger: When you hit a creature in your aura with a melee weapon attack.
Effect: Force that creature to make a STR saving throw.
Sea. On a failed save, the creature takes 1d6 WATER damage and is knocked
,
as if struck by a wave.
Tundra. On a failed save, the creature takes 1d6 ICE damage and has its speed reduced by 4m until the start of your next turn, as magickal frost covers it.
|
Storm's Fury
|
UPGRADE
Requires: 3 points in Viking
Requires: Level 7
|
Pity them, for the fury of nature has come upon them.
Sea. The creature now becomes
until the end of their next turn if they failed the Saving Throw by at least 5.
Tundra. The creature now has its speed reduced to 0 until the start of your next turn on a failed save. If they failed the Saving Throw by at least 5, they also become
,
until the start of their next turn.
|
Storm Soul
|
PASSIVE
Requires: Level 6
|
You embody the storm, making you one with the locale.
You gain one of the following benefits, depending on your current Environment:
Sea. Your Resistance Stage to LIGHTNING and WATER damage is at least Resist, and you can breathe underwater. You also gain a swimming speed of 10m.
Tundra. Your Resistance Stage to ICE and WIND damage is at least Resist, and you don't suffer the effects of extreme cold. Moreover, as an action, you can touch water and turn a 1.5m Cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
|
Ragnarok
|
Ability Time: Free
Range: Self
AoE: Single
Duration: Instantaneous
Requires: Level 7
|
You are able to ignore most effects that inhibit you; your Rage is too fierce.
You suspend all negative conditions on you until the start of your next turn. You must already be Enraged to activate this ability. If you are not Enraged, then you can still use this ability, provided that your next action is to enter Rage.
You may activate this effect even if you are
,
but you must be above 0 HP.
You can use this ability a number of times equal to half of your CON modifier (rounded up; minimum once), and this replenishes on a short or long rest.
|
Thunder's Roar
|
Ability Time: 1 action
Range: Self
AoE: Cone (6m)
Duration: Instantaneous
Requires: Level 6
|
You emit a powerful roar with the sound of thunder.
All creatures within range must make a CON Saving Throw | Fail: They take 3d6 SONIC damage and become
until the end of their next turn. | Succeed: They take half damage.
If a creature were to make a Concentration Check as a result of taking damage from this ability, they make the roll with Disadvantage.
The sound of thunder emitted by this ability can be heard from up to 30m away.
|
Shielding Storm
|
PASSIVE
Requires: 5 points in Viking
Requires: Level 11
|
You use your mastery over the storm to protect others.
Each creature of your choice has the damage resistance you gained from the Storm Soul ability while the creature is in your Storm Aura. Furthermore, once per long rest, whenever you take the corresponding damage, you can expend your reaction to become Immune to that damage type until the end of the turn instead.
|
Wreath of Storms
|
PASSIVE
Requires: 7 points in Viking
Requires: Level 14
Magickal
|
You surround yourself with the power of nature, granting yourself powerful abilities.
You gain one of the following benefits, depending on your current Environment:
Sea. While raging, you have a base flying speed of 20m.
Tundra. While raging, a mini snowstorm surrounds you, protecting you from attacks and harming your enemies. You gain a +1 bonus to your AC. Furthermore, the area in your Storm Aura is Lightly Obscured, it's Difficult Terrain for hostile creatures, and any hostile creature starting its turn the area takes ICE damage equal to half of your Barbarian Level (rounded down) + your CON modifier (minimum 0).
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