Barbarian

Level Proficiency Bonus Features Rages Rage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path, Primal Knowledge (Optional)3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct, Instinctive Pounce (Optional)4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path feature, Primal Knowledge (Optional)4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
Barbarian Subclasses
Guardian Battle Rager
Beast Berserker
Giant Wild Magic
Zealot


Starting Class features

Hit Dice Hit Points at 1st Level Hit Points at Higher Levels
1d12 per barbarian level 12 + your Constitution modifier 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Armor Proficiencies Weapon Proficiencies Tool Proficiencies
Light armor, medium armor, shields Simple weapons, martial weapons None

Saving Throws Skills
Strength, Constitution Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

(a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon
An explorer's pack and four javelins

Alternatively, 5d4 × 10 starting gold



Feature Description Level
Rage Enter a rage as a bonus action. Gain benefits like advantage on Strength checks and saving throws, bonus damage to melee attacks, and resistance to bludgeoning, piercing, and slashing damage. Lasts for 1 minute, and ends early if knocked unconscious or if no attacks or damage have occurred. Limited rages per long rest. 1st
Unarmored Defense When not wearing armor, your AC equals 10 + Dexterity modifier + Constitution modifier. A shield can still be used. 1st
Danger Sense Gain advantage on Dexterity saving throws against effects you can see, such as traps and spells. Cannot be blinded, deafened, or incapacitated to use this feature. 2nd
Reckless Attack On your first attack each turn, you can choose to attack recklessly, gaining advantage on melee weapon attack rolls using Strength, but attack rolls against you have advantage until your next turn. 2nd
Primal Path At 3rd level, choose a path that shapes your rage. This choice grants you features at 3rd, 6th, 10th, and 14th levels. 3rd
Ability Score Improvement Increase one ability score by 2 or two scores by 1 (max 20). Available at 4th, 8th, 12th, 16th, and 19th level. 4th, 8th, 12th, 16th, 19th
Extra Attack At 5th level, you can attack twice instead of once when you take the Attack action on your turn. 5th
Fast Movement Your speed increases by 10 feet while not wearing heavy armor. 5th
Feral Instinct At 7th level, gain advantage on initiative rolls. If surprised and not incapacitated, you can act normally on your first turn if you enter rage first. 7th
Instinctive Pounce (Optional) At 7th level, move up to half your speed as part of the bonus action to enter rage. 7th
Brutal Critical At 9th level, roll one additional damage die for critical hits with melee attacks. Increases to two dice at 13th level and three dice at 17th level. 9th, 13th, 17th
Relentless Rage At 11th level, when reduced to 0 HP while raging, make a DC 10 Constitution saving throw to drop to 1 HP instead. The DC increases by 5 after each use, resetting after a rest. 11th
Persistent Rage At 15th level, your rage only ends if you fall unconscious or choose to end it. 15th
Indomitable Might At 18th level, use your Strength score instead of the result of a Strength check if it’s lower. 18th
Primal Champion At 20th level, increase your Strength and Constitution scores by 4 (max 24). Your primal power is fully realized. 20th