As a Barbarian, you gain the following class
: 1d12 per barbarian levelHit Points at 1st Level
: 12 + your Constitution modifierHit Points at Higher Levels
: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
: Light armor
, medium armor
, shields Weapons: Simple weapons
, martial weaponsTools:
: Choose two from Animal Handling
, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
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
, and slashing
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.
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.
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
. To gain this benefit, you can't be blinded
, or incapacitated
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.
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.
Beginning at 5th level, you can attack
twice, instead of once, whenever you take the Attack action
on your turn
Starting at 5th level, your speed
increases by 10 feet while you aren't wearing heavy armor
By 7th level, your instincts are so honed that you have advantage
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.
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.
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
scores increase by 4. Your maximum for those scores is now 24.
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.
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
Beginning at 6th level, you can’t be charmed
. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
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.
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.