As a Barbarian, you gain the following
class features:
Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your
Constitution modifierHit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
Armor:
Light armor,
medium armor, shields
Weapons: Simple weapons,
martial weaponsTools: None
Saving Throws:
Strength, Constitution
Skills: Choose two from
Animal Handling,
Athletics,
Intimidation,
Nature,
Perception, and
SurvivalEquipment
You start with the following equipment, in addition to the equipment granted by your background:
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.
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.
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.
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage, such as the
Path of the Berserker. 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
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.
Primal Paths
Path of the Berserker
For some barbarians,
rage is a means to an end— that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your
rage you can make a single
melee weapon attack as a
bonus action on each of your
turns after this one. When your rage ends, you suffer one level of
exhaustion (as described in
Conditions).
Mindless Rage
Beginning at 6th level, you can’t be
charmed or
frightened while
raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Intimidating Presence
Beginning at 10th level, you can use your
action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a
Wisdom saving throw (DC equal to 8 + your
proficiency bonus + your
Charisma modifier) or be
frightened of you until the end of your next
turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take
damage from a creature that is within 5 feet of you, you can use your
reaction to make a
melee weapon attack against that creature.