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, Reckless Warrior

7

3

Primal Instinct (2)

8

3

Feat

9

4

Feral Instinct

10

4

Warrior Path Improvement

11

4

Brutal Critical, Channel Rage

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 if you are not fatigued and not wearing heavy armour. While raging:

          You have resistance to bludgeoning, piercing, and slashing damage.

          You gain a bonus to the damage equal to your rage potency as shown in the Barbarian class table when you hit with a melee attack using strength.

          You can add your rage potency to Strength ability checks and Strength saving throws.

          You can’t maintain concentration on spells or abilities, and you can’t cast spells.

The rage lasts until the end of your next turn 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 become fatigued. At the end of each of your turns, you can make a DC 15 Constitution saving throw to end this fatigued condition. The condition ends automatically after 1 minute.

 

Unarmoured Defence

While not wearing armour, you armour class equals 10 + Constitution modifier + your Dexterity modifier unless it is higher. 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. When you take the attack action while raging, you can choose to attack recklessly granting all attacks against you advantage until the beginning of your next turn. If you can make multiple attacks on your turn, you can replace each attack with a reckless attack. It can be the same reckless attack or a different one.

When you attack recklessly, you can replace any melee attack you make with a special reckless attack:

          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. The extra damage on a critical hit increase 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. This additional attack has disadvantage and does not benefit from your reckless attack feature.

          Forceful Blow. On a hit, you can push the target up to 10 feet horizontally away from you if it is your size or smaller, or 5 feet horizontally away from you if it is one size larger than you.

          Hurling Strike. You can make a ranged attack with a thrown weapon you are wielding. You can add your rage potency to the damage roll. On a critical hit, the target is also knocked prone.

 

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.

You can enter a persistent rage once between short or long rests. At later level, you gain additional uses of your persistent rage. 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.

This rage functions like your normal rage except:

          Your rage lasts up to 10 minutes, and you can maintain it with a bonus action (as normal) or by making an attack against an enemy on your turn.

 

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 your rage and persistent rage abilities differently:

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

          Persistent Rage. When you enter a 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.

 

Reckless Warrior

Also at 6th level, your ‘warrior tradition’ grants you a special reckless attack option. You must use an action to use the reckless attack option granted by your warrior tradition instead of making a special attack. Besides being an action instead of a special attack, this reckless attack follows all the other rules of your ‘reckless attack’ feature.

 

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.

 

Channel Rage

Also beginning at 11th level, you can change the primal instinct benefit of your persistent rage when you use a bonus action to maintain your rage. You can use this feature only once per rage.

 

Tireless Rage

Also beginning at 13th level, you can choose to not become fatigued when your rage ends. You can use this feature once between short or long rests.

 

Indomitable Might

Beginning at 15th level, you can add your rage potency to Dexterity and Constitution ability checks and saving throws while raging.

 

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 a point of exhaustion when the rage ends.

 

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.