Barbarian Class Features

As a barbarian, you gain the following class features.

 

Hit Points

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 22 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

 

Proficiencies and Training

Armour: Light armour, medium armour, 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:

  • one martial melee weapon of you choice

  • two handaxes or any simple weapon

  • An explorer’s pack and four javelins

 

Features

Rage

You can imbue yourself with a primal rage. Your rage grants you extraordinary might and resilience. You can enter a rage as a bonus action, provided you aren’t wearing heavy armour.

While active, your rage grants you the following effects:

  • You have Resistance to bludgeoning, piercing, and slashing damage.

  • When you make an attack with a melee attack using strength, you gain a bonus to the damage equal to your rage potency as shown in the Barbarian class table.

  • You have advantage on Strength checks and Strength saving throws.

  • You can’t maintain concentration, and you can’t cast spells.

When you rage, the rage lasts until the end of your next turn. Your rage also ends early if you don heavy armour or if you become incapacitated. On subsequent turns, you can maintain your rage as a bonus action. You can maintain your rage in this way for up to 1 minute, after which your rage ends automatically.

When your rage ends, you gain a level of exhaustion that disappears after 1 minute.

 

Unarmoured Defence

While you are not wearing any armour, your Armour Class equals 10 + Constitution modifier + your Dexterity modifier. You can use shields and helmets and still gain this benefit.

 

Warrior Path

Barbarians come from various cultures and backgrounds. Beginning at 2nd level, your warrior path grants you special abilities depending on your choice of warrior tradition. Your warrior tradition choice grants you additional benefits at 10th and 17th level (see the list of warrior traditions).

 

Persistent Rage

Beginning at 3rd level, your rage is more intense and lasts longer. As a bonus action, you can enter a persistent rage. This rage functions like your rage feature except it lasts up to 10 minutes instead and you can maintain it with a bonus action (as normal) or by making an attack against an enemy on your turn.  At 7th level, when you gain the primal instinct feature, you can also maintain your persistent rage by using any action or bonus action granted by your primal instinct while raging.

You can enter a persistent rage a number of times between long rests equal to your rage potency.

 

Reckless Attack

Beginning at 3rd level, you can throw aside all concern for defense to attack with fierce desperation. While raging, when you make your first melee attack on your turn, you can choose to attack recklessly, gaining certain benefit on your attacks until the beginning of your next turn. If you have multiple attacks, you can apply different reckless attack options to each attack you make while you are attacking recklessly, though only one reckless attack option per attack. If you choose to attack recklessly, attacks against you have advantage until the beginning of your next turn as well.

When you gain this feature, you learn two reckless attack options. At 9th and 17th level, you gain an additional Reckless attack option:

  • Brutal Strike. You have advantage on the attack roll with this attack. Also, if this attack is a critical hit, you deal an additional 1d12 points of damage. This extra damage increases by 2d12 at 9th level (3d12), and again at 17th level (5d12).

  • Cleaving Strike. If this attack hits, you can make an additional attack against another creature that is within 5ft of the original target and within your reach. On a hit, this additional attack does not add your strength (or any other ability score modifier) to its damage roll.

  • Forceful Blow. If this attack hits, you can push the target up to 10 feet horisontally away from you if it is the same size or one size larger than you. If it is one size smaller than you or smaller, you can double the distance you push the target.

  • Intimidating Strike. If this attack hits, the target is goaded into attacking you. Until the beginning of your next turn, the target has disadvantage on attacks made against creatures other than you. Creatures immune to the frightened condition are immune to this effect. On a critical hit, the target also becomes frightened until the beginning of your next turn instead.

  • Reckless Throw. If you hit a creature that is one size smaller than you or smaller with an unarmed strike attack, you can forgo dealing damage and immediately use the creature as a simple melee weapon with the thrown (range 20/40) property that deals 1d4 bludgeoning damage on a hit. On a hit, both the target and the thrown creature take damage as if you hit them with the attack and both creatures must make a Strength saving throw or be knocked prone. On a miss, the thrown creature lands in the closest unoccupied space adjacent to the target.

  • Rending Strike. If you hit with this attack, the target takes additional damage when you hit it with subsequent attacks before the end of your turn. The target takes an additional 1d4 points of damage each on each following attack that hits the target before the end of your turn. This damage dice increases at 9th level (1d8) and again at 17th level (1d12).

  • Sundering Blow. If you hit with this attack, your attack leaves an opening in the target’s defences. Until the end of your next turn, the first attack against the creature each turn gains a bonus to attack and damage rolls equal to your rage potency.

 

Feat

At 4th level, you gain a feat from the list of feats. You must meet the prerequisites for the feat.

You gain an additional feat at 8th, 12th, 16th, and 19th level.

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 6th level, your speed increases by 10 feet while you aren’t wearing heavy armour.

 

Primal Instinct

At 7th level, your rage begins to take unique characteristics. Select a primal instinct (see the list of primal instincts). When you use your persistent rage feature, you also gain the effect of your primal instincts for the duration of the rage.

At 11th and 15th level, you learn additional primal instincts. Whenever you use your persistent rage, you can choose one of your known primal instincts to empower that rage for the duration.

For the duration of your persistent rage, you can, on any subsequent turn, expend another use of your persistent rage as a bonus action to add the benefit of an additional primal instinct to the ongoing rage for the duration.

 

Feral Instinct

By 9th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, when you roll initiative, you can immediately enter rage as if you had used a bonus action to enter rage on your turn.

 

Brutal Critical

Starting at 10th level, your melee attacks score a critical hit on a roll of 19-20.

 

Rage Power

Starting at 11th level, you can draw further power from your primal instincts when you rage. You gain the rage power of your primal instincts when you use either your rage feature or your persistent rage feature.

 

Tireless Rage

Beginning at 13th level, you can ignore a level of exhaustion you would gain as a result of ending your rage. You can use this ability once between short or long rests.

Indomitable Might

Beginning at 14th level, you can add your rage potency as a bonus to all Strength ability checks and Strength saving throws.

Deathless Rage

Beginning at 18th level, your rage becomes so strong that it prevents you from dying. While you’re raging, having 0 hit points doesn’t knock you unconscious and you cannot die as long as you maintain your rage. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

 

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores each increase by 4. And your maximum for those scores is now 24.