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This article is about Barbarian, in 5th edition.
For other uses of Barbarian, see Barbarian (disambiguation).

Barbarian is a class in 5th edition.

Class Features

As a Barbarian, you gain the following class features.

Hit Points

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


Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength , Constitution
Skills: Choose three from Animal Handling , Athletics , Intimidation , Nature , Perception , Survival .


You start with the following equipment, in addition to the equipment granted by your background:

Barbarian Overview Table

The Barbarian

Level Proficiency
Features Rages Rage
1st +2 Rage, Unarmed Defense 2 +2
2nd +2 Danger Sense, Reckless Attack 2 +2
3rd +2 Primal Path 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 Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path Feature 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 Persistant 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


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 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

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.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make the 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.

Danger Sense

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.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Choose one primal path[1]. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Rage burns in every barbarian's heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it its an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

Primal Paths

This section exceeds the text of the SRD

Subclass Summary Features Flags License Source
Path of the Ancestral Guardian Barbarian guided by his ancestors. Ancestral Protectors, Spirit Shield, Consult the Spirits, Vengeful Ancestors Canon, Pointer Fair Use Xanathar's Guide to Everything
Path of the Battlerager Dwarven barbarian who specializes in spiked armor. Restriction: Dwarves Only, Battlerager Armor, Reckless Abandon, Battlerager Charge, Spiked Retribution Canon, Pointer Fair Use Sword Coast Adventurer's Guide
Path of the Beast Barbarian who draws power from a bestial spark inside them. Form of the Beast, Bestial Soul, Infectious Fury, Call the Hunt Pointer, UA Fair Use UA 2020 Subclasses Part 1
Path of the Berserker This path is a path of untrammeled fury, slick with blood. Frenzy, Mindless Rage, Unchecked Fury, Intimidating Presence, Retaliation Canon OGL SRD-OGL v5.1
Path of the Nightstalker Vampire/Witch/Dragon/Ghost Hunter Enmity, Esoteric Knowledge, Warded Resistance, Iron Resolve, Turn Creatures of Enmity, Armor of Enmity User Creation CC-BY-SA Rlyehable
Path of the Storm Herald Barbarian who taps the primal power of storms. Storm Aura, Storm Soul, Shielding Storm, Raging Storm Canon, Pointer Fair Use Xanathar's Guide to Everything
Path of the Totem Warrior Barbarian that draws its power from animal spirits. Spirit Seeker, Totem Spirit, Aspect of the Beast, Spirit Walker, Totemic Attunement Canon, Pointer Fair Use Player's Handbook (5e)
Path of the Zealot This path relies on religious ferver. Divine Fury, Warrior of the Gods, Fanatical Focus, Zealous Presence, Rage beyond Death Canon, Pointer Fair Use Xanathar's Guide to Everything

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.

Extra Attack

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

Fast Movement

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

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of a combat and aren't incapacitated, you can act normally during your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical

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

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

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

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

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.

Sources and Notes

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