Barbarian
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Table of Contents

Level 1

Rage

You fight with an unchecked primal ferocity in battle. You can use a bonus action on your turn to enter a Rage. You can only use or maintain your Rage while not 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. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

While your Rage lasts, you gain all the benefits listed below.

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 equal to 1d4. As you gain Barbarian levels, this damage bonus increases to match the Exploit Die column on the Barbarian table.

Damage Resistance

You have resistance to all physical damage. (Bludgeoning, Piercing and Slashing)

Check Advantages

You have advantage on all Strength checks and saving throws, and all Constitution 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 doing one of the following:

  • Make an attack roll against an enemy.

  • Force an enemy to make a saving throw.

  • Take any damage.

  • Take 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 movement speed increases by 3 meters, and your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain these benefits.

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. Whenever you level up, 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.


Level 2

Savage Exploits

You have gained savage abilities that enhance your martial skill on and off the battlefield:

Exploit Dice

The Barbarian table shows how many Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend these Dice in order to use them. You can only use one Exploit per attack, ability check, or saving throw, and you regain all Exploit Dice when you finish a short or long rest.

Your Exploit Dice begin as d4s and increase in size as you gain levels in this class, as indicated in the Barbarian table.

Exploits Known

At 2nd level, you learn two Savage Exploits from the list at the end of this class. The Exploits Known column of the Barbarian table shows when you learn additional Exploits.
To learn an Exploit you must meet any prerequisites that it may have, like a minimum ability score or Barbarian level.

Each time you gain a Barbarian level, you can replace one of the Savage Exploits you know with another Exploit of your choice, so long as you meet that Exploit's prerequisites.

Saving Throws

If one of your Exploits requires a creature to make a saving throw, your Exploit saving throw DC is calculated as follows:

Exploit save DC = 8 + your proficiency bonus + your Strength modifier

Danger Sense

Your instincts are so honed that you have Advantage on Initiative rolls.

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.


Level 3

Primal Path

You gain a Barbarian subclass of your choice, called a Primal Path. A subclass is a specialisation 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. Choose the Primal Path that best represents your Barbarian's style of combat and the source of your Rage.

Your Primal Path grants you features at 3rd level, and again when you reach 6th, 10th, and 14th level in this class.

Path Exploits

Some Primal Paths have a list of Path Exploits that you learn at the Barbarian levels noted in that Primal Path description. They don't count against your number of Exploits Known and cannot be switched out for other Exploits. If you do not meet a Path Exploit's prerequisites, you learn it regardless.

Primal Knowledge

You gain another proficiency of your choice from the skill list available to the Barbarian at level 1.


Level 4

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 6, 8, 12, and 16.


Level 5

Extra Attack

Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn.

Instinctive Pounce

Free Movement. As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.

Bonus Attack. If you take the Dash or Disengage Action while Raging, you can make one weapon attack as a bonus action.


Level 7

Feral Instincts

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 all Dexterity saving throws unless you have the Incapacitated condition.

Extended Rage

Your Rage lasts for its maximum duration, and only ends early if you become unconscious or you choose to end it.


Level 8

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.


Level 9

Improved Critical

Primal fury increases the power of your strikes. Attack rolls for your Strength-based weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

At certain Barbarian levels your critical hit range increases: 18-20 at Level 13, and 17-20 at level 17.

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 use one of your Exploits without expending an Exploit Die, provided its requisites are met. For example, Bloodthirsty Critical would still require the attack to be a critical hit.


Level 11

Relentless Rage

The white hot fury of your Rage burns ever brighter. You gain the following benefits while Raging:

  • If you drop to 0 hit points, but do not die outright, you can choose to end your Rage to drop to 1 hit point instead.

  • When you are forced to make an Intelligence, Wisdom, or Charisma saving throw you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).


Level 12

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.


Level 15

Persistent Rage

You have mastered your Rage, becoming one with your anger. Your Rage lasts for 1 hour.


Level 16

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.


Level 17

Improved Brutal Strike

The extra damage of your Brutal Strike increases to 2d10.


Level 18

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 19

Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.


Level 20

Primal Champion

You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.