Barbarian

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Barbarian Features

The Barbarian
Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal PathPrimal Knowledge (Optional) 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path feature 4 +2
7th +3 Feral InstinctInstinctive Pounce (Optional) 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path feature, Primal Knowledge (Optional) 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

Class Features

Class features
Primary Ability Strength
Hit Point Die D12 per Barbarian level
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapon Proficiencies Simple and Martial weapons
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B: (A) Greataxe, 4 HandaxesExplorer’s Pack, and 15 GP; or (B) 75 GP

Rage

1st-level Barbarian feature
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 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.

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 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.

Unarmored Defense

1st-level Barbarian feature
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

2nd-level Barbarian feature
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

2nd-level Barbarian feature
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

3rd-level Barbarian feature
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Primal Knowledge (Optional)

3rd-level Barbarian feature
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Ability Score Improvement

4th-level Barbarian feature
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

5th-level Barbarian feature
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

5th-level Barbarian feature
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Feral Instinct

7th-level Barbarian feature
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.

Instinctive Pounce (Optional)

7th-level Barbarian feature
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.

Brutal Critical

9th-level Barbarian feature
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

11th-level Barbarian feature
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

15th-level Barbarian feature
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

18th-level Barbarian feature
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

20th-level Barbarian feature
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.

Subclasses

Path Source
Ancestral Guardian Xanathar's Guide to Everything
Battlerager Sword Coast Adventurer's Guide
Beast Tasha's Cauldron of Everything
Berserker Player's Handbook
Giant Bigby Presents: Glory of the Giants
Storm Herald Xanathar's Guide to Everything
Totem Warrior Player's Handbook
Wild Magic Tasha's Cauldron of Everything
Zealot Xanathar's Guide to Everything

Path of the Glacier

Born from the frigid and daunting Everglacier, barbarians who follow Path of the Glacier have learned to harbor the resolute stillness, patience, and unwavering determination and destruction of the icy landscape. These warriors transform their bodies into powerful moving bunkers that are as difficult to take down as they are to escape from.

Barbarians that follow this path are often trained hunters who enjoy the patient stalking of prey. They thrive on the  peril they impose on their fleeing targets, and take special pride in their slow-and-steady approach.

Permafrost

3rd-level Path of the Glacier feature
Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC.

In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage, you can choose to maintain it instead. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Frostbite

3rd-level Path of the Glacier feature
Also at 3rd level, you can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you’re raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this  class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.

When a creature takes cold damage in this way, its speed is reduced by 10 feet until the start of your next turn.

Cold Fortress

6th-level Path of the Glacier feature
By 6th level, you learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour.

You can use a bonus action on your following turns while you’re raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier.

Deep Sleep

10th-level Path of the Glacier feature
At 10th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.

You awake from this rest after 6 hours, when you take damage, or when a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice.

Avalanche Stomp

14th-level Path of the Glacier feature
At 14th level, you become as mighty as an unstoppable glacier. As an action, you can stomp the ground to send out a magical tremor. All creatures of your choice within 15 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes bludgeoning damage equal to 3d6 + your Strength modifier and is knocked prone. This action counts as an attack for the purpose of maintaining your rage.

Path of the Infernal

#TheGriffonsSaddlebag_BookTwo
Barbarian - Path of the Infernal.webp
Barbarians are known far and wide as being some of the most relentless warriors in existence, entering terrifying rages that fuel their attacks and allow them to shrug off even the most staggering of blows. A barbarian’s presence and capabilities depend largely on the source
of their rage, such as from a sense of greater purpose, bloodlust, or deeper, spiritual connection. Regardless of where this fount of rage comes from, barbarians are always feared and respected for their brutal talents.

You have found the conduit for your rage in something scarier than anything you’d find on the Material Plane. Your inner fury burns from the hells themselves, manifesting itself as a series of fiendish transformations and flames whenever you enter a rage. The origin of this power may have been a near-death experience that showed you the Lower Planes, or perhaps it came from a soul-binding contract with a powerful devil. Some tieflings may find that this strength has resided within
themselves all along as part of their infernal heritage. Regardless of your reason for having these abilities, one thing is certain: hell hath no fury quite like you.

HELLFIRE CLAW

3rd-level Path of the Infernal feature
Starting when you choose this path at 3rd level, one of your hands transforms into a large, fiery claw whenever you enter your rage. The claw remains for the duration of your rage. If you’re wielding a weapon with the clawed hand, its flames harmlessly spread to the weapon it’s holding and wreath it in magical flames. The first target you hit with this fiery weapon on each of your turns
takes an extra 1d6 fire damage. If you don’t deal this fire damage with a weapon attack on your turn, you can use a bonus action to make an unarmed strike with the claw, provided it’s empty. On a hit, the target takes the normal damage from your unarmed strike, which can be either bludgeoning or slashing damage (your choice), plus an extra 1d6 fire damage. The claw’s fire damage increases when you reach certain levels in this class, increasing to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

HELLBORN

3rd-level Path of the Infernal feature
At 3rd level, you learn to speak, read, and write either Abyssal or Infernal (your choice). In addition, you can add your Strength modifier to any Charisma (Intimidation) or Charisma (Persuasion) check you make when interacting with fiends.

When you reach 10th level in this class, you can add your Strength modifier to any Charisma (Intimidation) check you make when interacting with any creature, instead of only fiends.

INFERNAL WARRIOR

6th-level Path of the Infernal feature
By 6th level, the infernal fire within you burns hot even while you’re not raging. You gain resistance to fire damage.

In addition, when you use the Attack action to grapple a creature while you’re raging, the target takes your Hellfire Claw’s fire damage if your grapple check succeeds, and again at the end of each of that creature’s turns while it remains grappled.

PLANAR CONSPIRATOR

10th-level Path of the Infernal feature
At 10th level, you can make minor deals with an interested archfiend or similar power to peer into the minds of other creatures and exploit their fears. You can use an action to spend 2 Hit Dice, without regaining any hit points, to cast the detect thoughts spell. The DC for this spell is equal to 8 + your proficiency bonus + your Constitution modifier.

INCINERATING WRATH

14th-level Path of the Infernal feature
Starting at 14th level, when you take damage from a creature that you can see within 60 feet of you while you’re raging, you can use your reaction to release a punishing flame from your claw toward them, duplicating the effect of the hellish rebuke spell (3rd-level version, DC 8 + your proficiency bonus + your Constitution modifier). You can use this ability twice per rage.

Path of the Kaiju

The Path of the Kaiju is one of sheer destructive force. Some warriors of this kind are fueled by a relentless hatred of a kaiju, perhaps one that destroyed their home or ravaged their continent. In such cases, an individual’s burning obsession is a source of incredible strength, manifesting as an aspect of the kaiju’s own power in moments of blind rage. Other barbarians might worship kaiju for their strength and grandeur, calling on their aid in battle, embodying the might and fury of a colossus as they charge into the fray.

Aspect of the Kaiju

3rd-Level Path of the Kaiju Feature
When you adopt this path, choose a kaiju through which you draw power and gain the associated benefit from the options below.

  • The Ascendant Dragon. While raging, you can use an action to let loose a devastating blast of radiant energy from your mouth. Each creature in a 15-foot cone must succeed on a Dexterity saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus), taking 2d10 radiant damage on a failed save, or half as much damage on a successful one. Taking this action counts as making an attack for the purpose of maintaining your rage. The damage of this feature increases by 1d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10).
  • The Eternal Leviathan. When you enter your rage, or as a bonus action while raging, you can bellow an echoing cry. Each creature of your choice within 10 feet of you must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or have disadvantage on attack rolls against any target other than you until the start of your next turn.
  • The Titan Earth. You can use your Constitution modifier in place of your Strength modifier for Strength checks, as well as for the attack and damage rolls of your unarmed strikes and weapon attacks. These checks and attacks are still considered Strength-based for the purposes of your other features. In addition, you gain tremorsense out to 10 feet.
  • The Armoured Kabuto. While raging, if you move at least 15 feet straight towards a target and then immediately hit it with a weapon attack, the target takes an extra 2d8 bludgeoning damage from the attack.
  • The Infinite Tempest. The first time each turn while raging that you hit a target with a melee attack roll, you deal 1d6 lightning damage to each creature of your choice within 5 feet of the target as lightning spirals out from the point of impact.
    You can switch your chosen kaiju each time you gain a new barbarian level.

Apex Hunter

3rd-Level Path of the Kaiju Feature
You gain proficiency in the Medicine and Survival skills. If you already have this proficiency, you gain proficiency in another skill of your choice. Additionally, you can take the Brace action, stand up from prone, or mount a creature using only 5 feet of movement.

Kaiju Force

6th-Level Path of the Kaiju Feature
When you enter your rage, you can increase your size and the size of your equipment. If you are smaller than Large, you become Large, and any objects you are wearing or carrying increase by the same relative amount; your weight increases by a factor of 8 for each size category increased. If you lack the room to become Large, you grow to the maximum attainable size. This growth lasts until your rage ends. Objects enlarged by this feature that are no longer in contact with you at the end of a turn return to the size they were before this feature affected them. While in this form, you can add your Constitution modifier to all Strength checks and Strength saving throws, and your weapon attacks deal an extra 1d4 damage on a hit.

Transformation of the Kaiju

10th-Level Path of the Kaiju Feature
You gain the power to transform into a vassal of a kaiju when you rage. This kaiju can be the same as your Aspect of the Kaiju feature, or a different one.

  • The Ascendant Dragon. While raging, you and any objects you are wearing or carrying assume a pseudo-liquid form. In this form, you have resistance to fire damage, you are immune to the grappled and restrained conditions, you gain a swimming speed of 60 feet, you can move through other creatures’ spaces and through gaps as small as 1 inch wide without squeezing (but you can’t stop there), and you gain the benefits of half cover while submerged in water.
  • The Eternal Leviathan. While raging, you adopt a translucent, ghastly form. In this form, you have resistance to cold and necrotic damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object or creature. If you are inside an object or creature when your rage ends, you are shunted to the nearest unoccupied space and take 5 force damage for every 5 feet travelled.
  • The Titan Earth. When you use your Kaiju Force feature, if you are smaller than Huge, you become Huge instead of Large, along with anything you are wearing. In addition to the effects of that feature, your reach increases by 5 feet, and your weapon attacks deal an extra 1d4 damage on a hit (2d4 extra damage total) until your rage ends.
  • The Armoured Kabuto. While raging, you sprout large, insectoid wings. You have a flying speed equal to your walking speed, and opportunity attacks against you have disadvantage.
  • The Infinite Tempest. While raging, you crackle with lightning and your blows land with booming claps of thunder. In this form, you have resistance to lightning and thunder damage, and you can use a bonus action to move in a straight line up to 30 feet, passing through other creatures without provoking opportunity attacks. Each creature you pass through in this way must succeed on a Dexterity saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or take 2d6 lightning damage.

Rampage

14th-Level Path of the Kaiju Feature
While you are raging and have hit points equal to or less than half your hit point maximum, your speed increases by 10 feet, and you can make one weapon attack as a bonus action. Furthermore, if you fail a saving throw, you can choose to succeed instead. You can use this feature to succeed on a saving throw a number of times equal to half your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Path of the Brewmaster

#LArsenesLedger
The right drink is welcome on any occasion. Mayhaps you want to invigorate your body ahead of a bloody brawl, ruminate over a moral quandary, celebrate a sensational dragon slaying, or fill your veins with liquid bread after a hard day’s slog through the elements. Knowing which drink to suggest for which occasion—and having that drink on hand—is what separates a lay brewer from a brewmaster. For a brewmaster, the act of brewing—a process which can take months—is a practice in mindfulness. Carrying their barrels and demijohns from place to place, you would be mistaken to construe these individuals as peaceful. This apparent tranquillity is but the calm before the storm, for when a brewmaster enters a rage, they do so fueled by the fermented products of their labours.

Brewer

3rd-Level Path of the Brewmaster Feature
Years spent experimenting in breweries and kombucha clubs have given you a taste for fermentation and experience in bar room brawls. You gain proficiency with brewer’s supplies and improvised weapons, and you have a +1 bonus to attack and damage rolls you make with improvised weapons. When you reach 6th level in this class, attacks made with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you reach 10th level in this class, the attack and damage bonus increases to +2.

Ancestral Spirits

3rd-Level Path of the Brewmaster Feature
The act of refining ingredients, maintaining special yeast cultures, and carefully monitoring a brew’s progress is a ritualistic practice through which you find connection with your forebears and the natural world around you. The beverages you brew are fortified with the spirits of your ancestors, imparting enhanced benefits to you. When you finish a long rest, you can use brewer’s supplies to prepare a number of beverages equal to the number shown for your barbarian level in the Rages column of the Barbarian table (maximum 6), choosing from the list below (you can choose the same option more than once). When you enter a rage, you can imbibe one of these beverages (choosing from those that you prepared) as part of the bonus action you use to enter the rage, gaining its benefits for the duration of the rage. Undrunk beverages lose their potency when you finish a long rest.

Kefir

A nutritious, creamy beverage, kefir fortifies your body. You have advantage on Constitution saving throws.

Kombucha

A stimulating blend of fermented teas, this bubbly drink hones your reactions. You gain an additional reaction each round that can be used only to make opportunity attacks. You can take only one reaction per turn.

Mead

Sweet, honey mead fuels your body. Your walking speed increases by 10 feet and opportunity attacks made against you have disadvantage.

Sake

Strongly alcoholic, this clear liquid lends you a bloody, single-mindedness. You have advantage on Wisdom saving throws.

Stout

Dark, liquid bread is a bona fide meal replacement. You gain 1d4 temporary hit points at the start of each of your turns. If you have fewer than half your maximum hit points, you instead regain 1d4 hit points. These dice both increase to 1d8 when you reach 10th level in this class.

Brewer’s Gut

6th-Level Path of the Brewmaster Feature
Over time, you’ve imbibed an amalgam of experimental yeasts that have fortified your gut. When you finish a short or long rest, you gain one of the following benefits of your choice, which lasts until you finish a short or long rest:

Beer Jacket

You have resistance to cold damage.

Guts of Steel

You have resistance to poison damage.

Liquid Courage

You are immune to the frightened condition. As a bonus action, you can give a frightened creature that is friendly to you and within your reach a good-natured slap, allowing it to repeat the saving throw against the condition with advantage.

Drinking Buddies

10th-Level Path of the Brewmaster Feature
Sharing is caring. During a short or long rest, you can spend 30 minutes crafting a pitcher of beverages for up to 10 creatures. At the end of the rest, all creatures that drink your beverage gain your choice of one of the following benefits until it next finishes a short or long rest. Undrunk beverages lose their potency when you finish a short or long rest.

Ginger Ale

Fiery and stimulating, one can react quickly. The creature has advantage on initiative rolls.

Pulque

Good accompaniment for a drinking song. The creature gains a bonus to Charisma checks equal to your Constitution modifier (minimum bonus of +1).

Warm Cider

A wholesome beverage. The creature gains 3 temporary hit points at the start of each of its turns.

Fermented Binge

14th-Level Path of the Brewmaster Feature
You have grown a strain of super yeast within yourself that you can activate when you enter a rage. When you drink one of the beverages from your Ancestral Spirits feature, you can enhance the drink to gain an additional benefit based on its type.

Kefir

You are immune to poison damage and the poisoned condition, and you have advantage on saving throws made to avoid or end the exhaustion condition on yourself.

Kombucha

Creatures provoke an opportunity attack from you when they move within your reach.

Mead

Your walking speed increases by an additional 10 feet (20 feet total increase), and you can take the Disengage action as a bonus action on each of your turns.

Sake

You have resistance to psychic damage and are immune to the charmed condition.

Stout

The number of hit points regained or temporary hit points gained from this drink is doubled.
After you have used this feature, you can’t do so again until you finish a short or long rest.

Path of