|This article is about Barbarian, in 5th edition.|
|For other uses of Barbarian, see Barbarian (disambiguation).|
|This material from the 5th edition SRD is published under the OGL|
Barbarian is a class in 5th edition.
- 1 Class Features
- 1.1 Hit Points
- 1.2 Proficiencies
- 1.3 Equipment
- 1.4 Barbarian Overview Table
- 1.5 Rage
- 1.6 Unarmored Defense
- 1.7 Reckless Attack
- 1.8 Danger Sense
- 1.9 Primal Path
- 1.10 Ability Score Improvement
- 1.11 Extra Attack
- 1.12 Fast Movement
- 1.13 Feral Instinct
- 1.14 Brutal Critical
- 1.15 Relentless Rage
- 1.16 Persistent Rage
- 1.17 Indomitable Might
- 1.18 Primal Champion
- 2 Sources and Notes
As a barbarian, you gain the following class features.
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 first
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose three from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival.
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.
Barbarian Overview Table
|1st||+2||Rage, Unarmed Defense||2||+2|
|2nd||+2||Danger Sense, Reckless Attack||2||+2|
|4th||+2||Ability Score Improvement||3||+2|
|5th||+3||Extra Attack, Fast Movement||3||+2|
|8th||+3||Ability Score Improvement||4||+2|
|9th||+4||Brutal Critical (1 die)||4||+3|
|12th||+4||Ability Score Improvement||5||+3|
|13th||+5||Brutal Critical (2 dice)||5||+3|
|16th||+5||Ability Score Improvement||5||+4|
|17th||+6||Brutal Critical (3 dice)||6||+4|
|19th||+6||Ability Score Improvement||6||+4|
While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength checks and saving throws
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian Table.
- You have resistance to bludgeoning, piercing, and slashing damage.
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 number of times shown for your barbarian level in the Rages column of the Barbarian Table, you must finish a long rest before you can rage again.
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make the 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.
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.
At 3rd level, you choose a path that shapes the nature of your rage. Choose one primal path. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Rage burns in every barbarian's heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it its an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.
(7 official and unofficial primal paths.)
|Path of the Ancestral Guardian||Ancestral Protectors, Spirit Shield, Consult the Spirits, Vengeful Ancestors||Barbarian guided by his ancestors.||Xanathar's Guide to Everything|
|Path of the Battlerager||Restriction: Dwarves Only, Battlerager Armor, Reckless Abandon, Battlerager Charge, Spiked Retribution||Dwarven barbarian who specializes in spiked armor.||Sword Coast Adventurer's Guide|
|Path of the Berserker||Frenzy, Mindless Rage, Unchecked Fury, Intimidating Presence, Retaliation||This path is a path of untrammeled fury, slick with blood.||SRD5|
|Path of the Immortal Warrior||Survival is victory for this, a regenerating and tireless warrior.||Max7238|
|Path of the Storm Herald||Storm Aura, Storm Soul, Shielding Storm, Raging Storm||Barbarian who taps the primal power of storms.||Xanathar's Guide to Everything|
|Path of the Totem Warrior||Spirit Seeker, Totem Spirit, Aspect of the Beast, Spirit Walker, Totemic Attunement||Barbarian that draws its power from animal spirits.||Player's Handbook (5e)|
|Path of the Zealot||Divine Fury, Warrior of the Gods, Fanatical Focus, Zealous Presence, Rage beyond Death||This path relies on religious ferver.||Xanathar's Guide to Everything|
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of a combat and aren't incapacitated, you can act normally during your first turn, but only if you enter your rage before doing anything else on that turn.
This increases to two additional dice at 13th level and three additional dice at 17th level.
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.
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.
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.
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.
Sources and Notes
- SRD-OGL v5.1 - 5th edition SRD/OGL document published Jan. 2016 by WotC
- Text changed from SRD that only listed Path of the Beserker and Path of the Totem Warrior
|Features||Rage +, Unarmored Defense +, Reckless Attack +, Danger Sense +, Primal Path +, Ability Score Improvement +, Extra Attack +, Fast Movement +, Feral Instinct +, Brutal Critical +, Relentless Rage +, Persistent Rage +, Indomitable Might + and Primal Champion +|
|Hit Die||1d12 +|
|Save||Strength + and Constitution +|
|Skill||Athletics +, Intimidation +, Nature +, Perception +, Survival + and Animal Handling +|
|Summary||Warriors from outside civilization +|