Barbarian

 

Barbarian: Base Class

Barbarian

 

 

Level

Rage Potency

Features

1

2

Rage, Unarmoured Defence

2

2

Warrior Path, Reckless attack

3

2

Persistent Rage, Primal Instinct

4

2

Feat

5

3

Extra attack

6

3

Fast Movement

7

3

Primal Instinct (2)

8

3

Feat

9

4

Feral Instinct

10

4

Warrior Path Improvement

11

4

Brutal Critical

12

4

Feat

13

5

Tireless rage

14

5

Primal Instinct (3)

15

5

Indomitable Might

16

5

Feat

17

5

Warrior Path Improvement

18

6

Primal Champion

19

6

Feat

20

6

Deathless Rage

Barbarian Features

Base Traits

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 your 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 on spells or abilities, 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 extending the duration until the end of your next turn. 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

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).

 

Reckless Attack

Beginning at 2nd level, you can throw aside all concern for defence to attack with fierce desperation. While raging, when you make a melee attack on your turn, you can choose to attack recklessly. When you attack recklessly, you can replace any melee attack you make with a special reckless attack you know. If you can make multiple attacks, you can replace each attack with a reckless attack you know. It can be the same reckless attack or a different one. When you make a reckless attack, attacks against you have advantage until the beginning of your next turn as well.

When you gain this feature, you can select two reckless attack options, and 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 on a critical hit increases by 1d12 at 9th level (2d12), and again at 17th level (3d12).

          Cleaving Strike. On a hit, you can make an additional attack against another creature that is within 5 feet of the original target and within your reach as part of the cleaving strike. The additional attack is made with disadvantage.

          Crushing Strike. On a hit, the target’s speed is halved until the beginning of your next turn. On a critical hit, the target instead falls prone, and its speed becomes 0 until the beginning of your next turn.

          Forceful Blow. On a hit, you can push the target up to 10 feet horizontally 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 instead push it up to 20 feet away from you.

          Intimidating Strike. On a hit, 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 becomes frightened until the beginning of your next turn instead.

          Overpowering Strike. You have disadvantage on the attack roll. On a hit, the target is knocked prone if it is your size or smaller.

          Relentless Assault. On a hit, your speed increases by 10 feet and the target cannot make opportunity attacks against you until the end of your turn.

          Rending Strike. On a hit, the next attack you make against the target deals an additional 1d6 damage before the end of your turn.

          Sundering Blow. On a hit, your next attack against the target before the end of your turn gains a bonus to the attack and damage roll equal to your rage potency (stacking with your rage damage bonus).

 

Persistent Rage

Beginning at 3rd level, your rage is more intense and lasts longer. When you use a bonus action to rage or to maintain your rage, you can choose to make it a persistent rage instead. This rage functions like your normal rage 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.

You can enter a persistent rage once between short or long rests. At 9th level, you can use your persistent rage feature twice between short or long rests, and at 18th level, you can use your persistent rage up to three times between short and long rests.

 

Primal Instinct

At 3rd level, your rage begins to take unique characteristics. Choose a primal instinct to empower your rage. At 7th and 14th level, you gain an additional primal instinct. Your primal instincts benefit both your rage and persistent rage abilities:

          Rage. When you enter your rage, you can choose one of your primal instinct rage powers and gain the benefit of that primal instinct for the duration of the rage.

          Persistent Rage. When you enter your persistent rage, you gain the benefit of all your primal instinct rage powers and one of your primal instinct persistent rage powers.

 

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.

 

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 11th level, your melee attacks score a critical hit on a roll of 19-20.

 

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 15th level, you can add your rage potency as a bonus to all Strength saving throws.

 

Primal Champion

Beginning at 18th level, you can draw further power from your primal rage. Once between long rests, you gain the persistent rage benefit of all your primal instincts when you enter your persistent rage. When you use this ability, the persistent rage only lasts up to 1 minute, and you gain an additional point of exhaustion when the rage ends. Exhaustion your gain from using this feature does not disappear after 1 minute but follows the normal rules for exhaustion.

 

Deathless Rage

At 20th level, your rage becomes so strong that it prevents you from dying. While under the effect of your persistent rage, 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 persistent rage ends, and you die then only if you still have 0 hit points.