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Barbarian

5e class · 2024 rules, SRD 5.2

Hit die
d12
Primary ability
Strength
Saving throws
Strength, Constitution
Skills
Choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
Armor
Light Armor, Medium Armor, Shields
Weapons
Simple Weapons, Martial Weapons
Subclass at
3rd level
Ability Score Improvements
4th, 8th, 12th, 16th, 19th

The Barbarian table

LevelProficiency bonusFeatures
1st+2Rage, Unarmored Defense, Weapon Mastery
2nd+2Danger Sense, Reckless Attack
3rd+2Barbarian Subclass, Primal Knowledge
4th+2Ability Score Improvement
5th+3Extra Attack, Fast Movement
6th+3Barbarian Subclass feature
7th+3Feral Instinct, Instinctive Pounce
8th+3Ability Score Improvement
9th+4Brutal Strike
10th+4Barbarian Subclass feature
11th+4Relentless Rage
12th+4Ability Score Improvement
13th+5Improved Brutal Strike
14th+5Barbarian Subclass feature
15th+5Persistent Rage
16th+5Ability Score Improvement
17th+6Improved Brutal Strike (17)
18th+6Indomitable Might
19th+6Epic Boon
20th+6Primal Champion

Class features

Rage (1st level)

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Rage Damage. When you make an attack using Strength-with either a weapon or an Unarmed Strike-and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.
Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
No Concentration or Spells. You can't maintain Concentration, and you can't cast spells.
Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
- Make an attack roll against an enemy.
- Force an enemy to make a saving throw.
- Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Unarmored Defense (1st level)

While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

Weapon Mastery (1st level)

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.

Danger Sense (2nd level)

You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.

Reckless Attack (2nd level)

You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next
turn, but attack rolls against you have Advantage during that time.

Barbarian Subclass (3rd level)

You gain a Barbarian subclass of your choice. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.

Primal Knowledge (3rd level)

You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.
In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception,
Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.

Ability Score Improvement (4th level)

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.

Extra Attack (5th level)

You can attack twice instead of once whenever you take the Attack action on your turn.

Fast Movement (5th level)

Your speed increases by 10 feet while you aren't wearing Heavy armor.

Barbarian Subclass feature (6th level)

You gain a Barbarian subclass of your choice. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.

Feral Instinct (7th level)

Your instincts are so honed that you have Advantage on Initiative rolls.

Instinctive Pounce (7th level)

As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.

Brutal Strike (9th level)

If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.
Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.
Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a timethe most recent one.

Relentless Rage (11th level)

Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.
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.

Improved Brutal Strike (13th level)

You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.
Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn.
Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.

Persistent Rage (15th level)

When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a Long Rest.
In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.

Improved Brutal Strike (17) (17th level)

The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.

Indomitable Might (18th level)

If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.

Epic Boon (19th level)

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

Primal Champion (20th level)

You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.

Subclass in the SRD 5.2

Path of the Berserker

Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.

Frenzy (3rd level)

If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.

Mindless Rage (6th level)

You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.

Retaliation (10th level)

When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.

Intimidating Presence (14th level)

As a Bonus Action, you can strike terror into others with your menacing presence and primal power.
When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save,
a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.
Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

Also in the 2014 rules.

This page includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (CC-BY-4.0). Talewrite is not affiliated with or endorsed by Wizards of the Coast.