Barbarian

Classic fifth-edition (2014) SRD 5.1 rules. The complete rules for this entry are reproduced below for use at the table.

  • Hit Die: d12
  • Saving Throws: STR, CON
  • Proficiencies: Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Saving Throw: STR, Saving Throw: CON
  • Skill choices: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Starting Equipment

  • 1 × Explorer's Pack
  • 4 × Javelin
  • Choose: (a) a greataxe or (b) any martial melee weapon
  • Choose: (a) two handaxes or (b) any simple weapon

Class Progression

Level Proficiency Bonus Features Rage Count Rage Damage Bonus Brutal Critical Dice
1 +2 Rage, Unarmored Defense 2 2 0
2 +2 Reckless Attack, Danger Sense 2 2 0
3 +2 Primal Path 3 2 0
4 +2 Ability Score Improvement 3 2 0
5 +3 Extra Attack, Fast Movement 3 2 0
6 +3 Path feature 4 2 0
7 +3 Feral Instinct 4 2 0
8 +3 Ability Score Improvement 4 2 0
9 +4 Brutal Critical (1 die) 4 3 1
10 +4 Path feature 4 3 1
11 +4 Relentless Rage 4 3 1
12 +4 Ability Score Improvement 5 3 1
13 +5 Brutal Critical (2 dice) 5 3 2
14 +5 Path feature 5 3 2
15 +5 Persistent Rage 5 3 2
16 +5 Ability Score Improvement 5 4 2
17 +6 Brutal Critical (3 dice) 6 4 3
18 +6 Indomitable Might 6 4 3
19 +6 Ability Score Improvement 6 4 3
20 +6 Primal Champion 9999 4 3

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. This bonus increases as you level.

  • 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.

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.

Once you have raged the maximum number of times for your barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

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. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

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.

Brutal Critical (1 die)

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.

Subclasses

Epic Levels 21-40

The following epic progression is fully summarized here for play on Tazzurath. All epic rules in this section use the purple epic-text style.

The character editor presents levels 1-40 as one Barbarian class. When synchronized to Avrae, levels above 20 are automatically stored under EBarbarian while retaining the same subclass.

Level Proficiency Bonus Features Überages Überage Damage
21st +7 Brutal Critical (4), Extra Attack, Fueled Attacks, Überage, 2 6
22nd +7 Fighting Style, Uncanny Senses 2 6
23rd +7 -- 3 6
24th +7 Ability Score Improvement 3 6
25th +8 -- 3 6
26th +8 Extra Attack 4 6
27th +8 -- 4 7
28th +8 Ability Score Improvement 4 7
29th +9 Brutal Critical (5) 4 7
30th +9 Relentless Endurance 4 7
31st +9 Extra Attack 4 7
32nd +9 Ability Score Improvement 5 7
33rd +10 -- 5 8
34th +10 -- 5 8
35th +10 -- 5 8
36th +10 Ability Score Improvement, Extra Attack 5 8
37th +11 Brutal Critical (6) 6 8
39th +11 -- 6 8
40th +12 Ability Score Improvement, Natures Presence ∞ Con Mod

Epic feature rules

Brutal Critical

Add four weapon damage dice to a melee critical hit at level 21, five at 29, and six at 37. Weapons with multiple base dice add the complete set each time.

Extra Attack

Your Attack action makes three attacks at level 21, four at 26, five at 31, and six at 36.

Fueled Attacks

When you take the Attack action, spend one Hit Die to add 1d12 of the weapon's damage type to every hit you make that round.

Uncanny Senses

You have advantage on saving throws against harmful effects you can see, but not imperceptible effects such as Subtle Spell or purely mental magic.

Fighting Style

Choose one option from the fighter's Fighting Style list.

Uberage

Enter an enhanced rage that grants technical expertise on Strength checks and saves, the table's bonus damage, immunity to bludgeoning, piercing, and slashing damage, an 18-20 critical range, and a 60-foot fear aura using DC 10 + Strength modifier + proficiency bonus. It prevents spellcasting and concentration, benefits from all Rage features, ends when you fall unconscious or dismiss it, and has the uses shown in the progression table.

Second Primal Path

Choose another Primal Path at level 23 and gain its corresponding features at levels 23, 26, 30, and 34.

Ability Score Improvement

Gain 3 ability-score points. No score can exceed the character's total level. Instead, take a feat and increase one ability score by 1.

Relentless Endurance

Once per long rest, when Rage or Uberage would leave you at 0 hit points, spend Hit Dice equal to your proficiency bonus and regain the amount rolled.

Nature's Presence

At level 40, heavy two-handed weapons use 2d8 base damage. On a hit, you may also attempt to grapple; on success, throw the target a number of feet equal to your Strength modifier or, once per long rest, slam it for Constitution modifier d6 damage.

Epic progression credited to Adalwolf's Epic Level Handbook: Players.

SRD 5.1 · CC BY 4.0
Open source

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.