Barbarian
For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage.
Class Features
As a barbarian, you gain the following class features.
Hit Points
- Hit Dice: 1d12 per barbarian level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
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
The Barbarian
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Rage, Unarmored Defense |
| 2nd | +2 | Reckless Attack, Danger Sense |
| 3rd | +2 | Primal Path |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack, Fast Movement |
| 6th | +3 | Path feature |
| 7th | +3 | Feral Instinct, Instinctive Pounce |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Brutal Critical (1 die) |
| 10th | +4 | Path feature |
| 11th | +4 | Relentless Rage |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Brutal Critical (2 dice) |
| 14th | +5 | Path feature |
| 15th | +5 | Persistent Rage |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Brutal Critical (3 dice) |
| 18th | +6 | Indomitable Might |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Primal Champion |
Note
Starting at 3rd level, your Primal Path replaces the standard Rage system with a resource-powered Spell-Like Ability (SLA).
Class Features
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.
- You have resistance to bludgeoning, piercing, and slashing damage.
- If you are able to cast spells, you can't cast them or concentrate on them while raging (unless granted by a subclass feature).
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.
Uses per Day: At levels 1 and 2, you can rage 2 times per day. You must finish a long rest to regain these uses.
Subclass Scaling: At 3rd level, your Primal Path transforms this into a Spell-Like Ability (SLA) (e.g., Destabilizing Outrage, Wrath of the Elements, Hellish Outburst, or Righteous Fury) powered by magic resources. The potency of your benefits will now scale based on the resources you spend at initiation.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution 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.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. The choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Note: In this campaign, Primal Paths introduce magical resources that fuel "Rage-Like Abilities." These abilities primarily function while you are raging.
Primal Paths
Path of the Arcane Warp (Arcane)
Barbarians who follow the Path of the Arcane Warp channel the shimmering, disruptive power of the Arcane. Their rage is a localized distortion in reality, allowing them to blink through space and burn the mana of their foes.
Arcane Mana (Passive)
When you choose this path at 3rd level, you gain an Arcane Mana pool. Your maximum mana equals your Intelligence or Charisma modifier (your choice) multiplied by your barbarian level.
Destabilizing Outrage (Spell-Like Ability)
At 3rd level, you gain the ability to enter a Destabilizing Outrage as a bonus action. This replaces your standard Rage feature. This ability has an Activation Cost and a Sustain Cost:
- Activation: Base 2 Mana.
- Sustain: Base 1 Mana at the start of each of your turns to maintain the rage.
- Scaling: For every 2 additional Mana spent at initiation, you gain the following benefits:
- Effect: +1d6 Force damage on all melee weapon attacks.
- Teleport: +10 feet to your teleport distance (see below).
- Duration Grace: The outrage lasts for an additional 1 minute without needing to be sustained if you are incapacitated.
- Sustain Increase: Each +2 Mana unit spent at initiation increases the sustain cost by 1 Mana per turn.
Example: Spending 6 Mana at initiation (Base 2 + 4 scaling) provides +2d6 Force damage and +20ft teleport, but costs 3 Mana per turn to sustain.
Warp-Strike (Passive)
While in Destabilizing Outrage, you can teleport up to 10 feet (plus scaling) to an unoccupied space you can see as a bonus action or as part of the bonus action used to enter rage.
Mana-Burn (Passive)
At 6th level, your strikes disrupt the magic of others. While in Destabilizing Outrage, if you hit a creature with a melee attack, you can force them to lose 1 Mana from their pool.
Arcane Mirror (Spell-Like Ability)
Starting at 10th level, you can reflect magic back at its source. As a reaction while in Destabilizing Outrage, you can spend 2 Mana to force a caster targeting you to make a saving throw against their own spell DC. On a failure, the spell is reflected back.
Dimensional Rift (Spell-Like Ability)
At 14th level, you can unleash a cataclysmic burst of force. As an action while in Destabilizing Outrage, you can spend 5 Mana to create a rift. All enemies within 20 feet of you take 8d10 Force damage and are banished until the start of your next turn.
Path of the Wild Wrath (Fae)
Wild Wrath barbarians form a prismatic bond with the Fae, letting elemental forces flow through them. They are avatars of the changing seasons and the raw power of nature.
Fae Mana (Passive)
When you choose this path at 3rd level, you gain a pool of Fae Mana drawn from your bond with the Fae. While you cannot cast spells, you gain Fae Mana according to the 1/3 caster progression below.
| Barbarian Level | Fae Mana Pool | Short Rest Recovery |
|---|---|---|
| 1–2 | 2 | 1 |
| 3 | 3 | 2 |
| 4 | 5 | 2 |
| 5 | 5 | 3 |
| 6 | 7 | 3 |
| 7–8 | 7 | 4 |
| 9–12 | 10 | 5–6 |
| 13–20 | 14 | 7–10 |
- Short Rest: Recover Fae Mana equal to half your Barbarian level (rounded up).
- Long Rest: Recover all Fae Mana.
Wrath of the Elements (Spell-Like Ability)
At 3rd level, you gain the ability to enter a Wrath of the Elements as a bonus action. When you initiate this rage, choose an element: Fire, Frost, or Lightning. This ability has an Activation Cost and a Sustain Cost:
- Activation: Spend L Fae Mana.
- Sustain: At the start of each of your turns, you must spend L-1 Fae Mana to maintain the rage. (An activation of 1 Fae Mana requires no sustain cost on the first turn, but ends after 1 minute).
- Scaling: Based on the amount L of Fae Mana spent at initiation:
- Elemental Damage: You deal an extra Ld6 damage of the chosen type on all melee weapon attacks.
- Element Change: You can change the chosen element as a bonus action while the rage is active.
- Elemental Aura: Your aura (at 10th level) radius is 5 × L feet.
- Duration Grace: The rage duration (1 minute) is extended by L minutes of "grace" if you are incapacitated.
Nature's Surge (Spell-Like Ability)
At 6th level, while in Wrath of the Elements, you can spend 1 Fae Mana as a bonus action to cause the ground within 15 feet of you to erupt with prismatic growth, becoming difficult terrain for enemies until the start of your next turn.
Prismatic Shroud (Passive)
Beginning at 10th level, your aura shimmers with protective energy. While in Wrath of the Elements, you gain resistance to all damage except Force and Psychic.
Seasonal Avatar (Spell-Like Ability)
At 14th level, you can embody the High Fae. As an action while in Wrath of the Elements, you can spend 3 Fae Mana to transform for 1 minute. You gain a fly speed and can take two actions on your turn.
Path of the Infernal Torment (Infernal)
These barbarians do not seek demonic pacts; they open themselves to the caustic corruption of the Hells. Their rage is agony made manifestation, spreading shadows to everyone around them.
Infernal Entropy (Passive)
At 3rd level, you gain access to the Infernal Entropy system. Your maximum Entropy equals your Constitution modifier + your barbarian level.
Hellish Outburst (Spell-Like Ability)
At 3rd level, you gain the ability to enter a Hellish Outburst as a bonus action. This replaces your standard Rage feature. This ability has an Activation Cost and a Sustain Cost:
- Activation: Base 2 Entropy.
- Sustain: Base 1 Entropy at the start of each of your turns to maintain the rage.
- Scaling: For every 2 additional Entropy committed at initiation, you gain the following benefits:
- Shadow Damage: +1d6 Necrotic damage to melee attacks.
- Shadow Radius: +5 feet to your Aura of Darkness radius.
- Duration Grace: The outburst lasts for an additional 1 minute without needing to be sustained if you are incapacitated.
- Sustain Increase: Each +2 Entropy unit committed at initiation increases the sustain cost by 1 Entropy per turn.
Aura of Darkness (Passive)
While in Hellish Outburst, you emit a radius of darkness and shadow. Enemies within 10 feet (plus scaling) take 1d6 Necrotic damage (plus scaling) at the start of each of their turns.
Agonising Strike (Spell-Like Ability)
At 6th level, you can force your pain onto others. When you hit a creature with a melee attack while in Hellish Outburst, you can generate 2 Entropy to force them to make a Constitution saving throw (DC 8 + proficiency bonus + Constitution modifier). On a failure, they are Stunned until the start of your next turn.
Shadow Step (Spell-Like Ability)
Starting at 10th level, you can become semi-incorporeal. While in Hellish Outburst, you can generate 1 Entropy as a bonus action to move through objects and creatures as if they were difficult terrain. If you end your turn inside an object or creature, you take 1d10 force damage.
Hell-Gate Explosion (Spell-Like Ability)
At 14th level, you can unleash all your accumulated agony. When your Hellish Outburst ends (or as an action), you can unleash your Entropy in a 30-foot radius burst. Each point of current Entropy deals 1d12 Necrotic damage to all creatures in the area.
Path of the Zealot (Divine)
Driven by holy fury, Zealots channel the power of the gods into their rage. Their strikes are acts of worship, and their bodies are vessels for divine judgment.
Divine Burn (Passive)
When you choose this path at 3rd level, you gain access to the Divine Burn system. Your maximum Burn equals your Wisdom or Charisma modifier (your choice) + your barbarian level. Generating Burn is a comparable effect to generating Entropy.
Righteous Fury (Spell-Like Ability)
At 3rd level, you gain the ability to enter a Righteous Fury as a bonus action. This replaces your standard Rage feature. This ability has an Activation Cost and a Sustain Cost:
- Activation: Base 2 Burn.
- Sustain: Base 1 Burn at the start of each of your turns to maintain the rage.
- Scaling: For every 2 additional Burn generated at initiation, you gain the following benefits:
- Divine Damage: +1d6 Radiant damage on melee attacks.
- Holy Bulwark: +5 Temporary Hit Points (refreshed at the start of each of your turns while sustained).
- Duration Grace: The fury lasts for an additional 1 minute without needing to be sustained if you are at 0 HP.
- Sustain Increase: Each +2 Burn unit generated at initiation increases the sustain cost by 1 Burn per turn.
Warrior of the Gods (Passive)
At 3rd level, your soul is marked for endless battle. Spells that restore you to life (but not undeath), such as raise dead, require no material components to cast on you.
Fanatic Focus (Spell-Like Ability)
At 6th level, your zeal protects your mind. If you fail a saving throw while in Righteous Fury, you can generate 2 Burn to reroll it. You must use the new roll.
Zealous Presence (Spell-Like Ability)
Starting at 10th level, you can inspire divine fervor in others. As a bonus action while in Righteous Fury, you can generate 3 Burn to unleash a battle cry. Up to ten allies within 60 feet gain advantage on attack rolls and saving throws until the start of your next turn.
Rage Beyond Death (Passive)
At 14th level, you are too angry to die. While in Righteous Fury, having 0 hit points doesn't knock you unconscious. You still make death saves, but you only die if you have 3 failures when your rage ends, and only if you are still at 0 hit points.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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 feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Instinctive Pounce
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.
Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
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.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Related: Classes Reference | Mechanics Index