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 1st
Armor:
Light Armor,
Medium Armor, shields
Weapons: Simple
Weapons,
Martial WeaponsTools: None
Saving Throws:
Strength,
ConstitutionSkills: Choose two from
Animal Handling,
Athletics,
Intimidation,
Nature,
Perception, and
SurvivalYou 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
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.
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 and
Spells. To gain this benefit, you can't be
Blinded,
Deafened, 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.
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.
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 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.
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 and
Constitution scores increase by 4. Your maximum for those scores is now 24.
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 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.
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.