As a barbarian, you gain the following class features.
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution
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 weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics,
Intimidation, Nature, Perception, and Survival
You 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
|Level||Proficiency Bonus||Features||Rages||Rage Damage|
|1st||+2||Rage, Unarmored Defense||2||+2|
|2nd||+2||Reckless Attack, Danger Sense||2||+2|
|4th||+2||Ability Score Improvement||3||+2|
|5th||+3||Extra Attack, Fast Movement||3||+2|
|8th||+3||Ability Score Improvement||4||+2|
|9th||+4||Brutal Critical (1 die)||4||+3|
|12th||+4||Ability Score Improvement||5||+3|
|13th||+5||Brutal Critical (2 dice)||5||+3|
|16th||+5||Ability Score Improvement||5||+4|
|17th||+6||Brutal Critical (3 dice)||6||+4|
|19th||+6||Ability Score Improvement||6||+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
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
- You have resistance to bludgeoning, piercing, and
If you are able to cast formulaes, 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.
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.
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.
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
formulaes. To gain this benefit, you can’t be blinded,
deafened, or incapacitated.
At 3rd level, you choose a path that shapes the
nature of your rage. Choose the Path of the
Berserker or the Path of the Totem Warrior, both
detailed at the end of the class description. 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
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on your
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 em body 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
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
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
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protect and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
Most barbarian tribes consider a totem animal to be a kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals formulaes but only as rituals, as described in chapter 10, “Formulaecasting.”
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object-an amulet or similar adornment-that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear. While raging, you have resistance to all damage except physic damage. The spirit of the bear make you touch enough to stand up to any punishment.
Eagle. While you’re raging and aren’t wearing heave armor, other creates have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
Wolf. While you’re raging, your friends have advantage on melee attack rolls against any create within 5 feet of you that is hostile to you. They spirit of the wolf make you a leader of hunters.
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you s elected at 3rd level or a different one.
Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is double, and you have advantage on Strength checks make to push, pull, life, or break objects.
Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficult, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
Wolf. You gain the hunting sensibilities of a wolf. You can track other creature while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8, “Adventuring” for rules on travel pace).
At 10th level, you can case the commune with nature formulae, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Bear. While you’re raging, any create within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.