Barbarian Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.
A half-orc snarls at the latest challenger to her authority over their tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Primal Instinct
People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian, though, a settled life is no virtue, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
A Life of Danger
A barbarian plays an important role as a protector of their people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the closeknit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Creating a Barbarian
When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?
What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to another land and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.
QUICK BUILD
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.
The Barbarian Table
Level |
Proficiency |
Features |
Rages |
Rage |
---|---|---|---|---|
1st |
+2 |
2 |
+2 |
|
2nd |
+2 |
2 |
+2 |
|
3rd |
+2 |
3 |
+2 |
|
4th |
+2 |
3 |
+2 |
|
5th |
+3 |
3 |
+2 |
|
6th |
+3 |
4 |
+2 |
|
7th |
+3 |
4 |
+2 |
|
8th |
+3 |
4 |
+2 |
|
9th |
+4 |
Brutal Critical (1 die) |
4 |
+3 |
10th |
+4 |
4 |
+3 |
|
11th |
+4 |
4 |
+3 |
|
12th |
+4 |
5 |
+3 |
|
13th |
+5 |
Brutal Critical (2 dice) |
5 |
+3 |
14th |
+5 |
5 |
+3 |
|
15th |
+5 |
5 |
+3 |
|
16th |
+5 |
5 |
+4 |
|
17th |
+6 |
Brutal Critical (3 dice) |
6 |
+4 |
18th |
+6 |
6 |
+4 |
|
19th |
+6 |
6 |
+4 |
|
20th |
+6 |
Unlimited |
+4 |
Class Features
As a barbarian, you gain the following class features.
Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
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
Rage
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
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 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.
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. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
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 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.
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.
Brutal Critical
At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
This increases to three additional dice at 17th level.
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.
Brutal Critical
At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
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.
Primal Paths
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 is 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.
Path of the Berserker Legacy This doesn't reflect the latest rules and lore. Learn More
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.
Frenzy
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.
Mindless Rage
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.
Intimidating Presence
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 hours.
Retaliation
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 creature.
As a player barbarians have always been my favourite, indestructible meat shields. Sure they may not have the damage add up like a paladins divine smite or the sheer damage of a fireball. But as I played wild soul I loved it to bring the reckless energy to the team that can create that added damage. Though some features are weird It is like a roulette wheel it's random so I like it a lot. And as soon as you put up the new beast path I loved it more. It would work great with all sorts of barbarian builds, for lore and mechanic plays. I do however feel call of the hunt just doesn't suit that subclass. So far it demonstrates the ability to do it alone and like a berserker, wild soul, ancestral guardians and such I feel it should be replaced with some sort of counter-attack or counter defence maneuver, like say if a creature does damage (spell melee attack any kind but physic) during the state of rage you are able to cause fur, spikes scale whatever to take half that damage down except for physic damage this could be another short-long rest ability. Or optional thought since these barbarians are more animalistic how about some unarmored defence change
From: a caring player
dir
Like all the UA on this website, Path of the Wild Soul has a great class fantasy but is outrageously, obviously broken. I really liked this website before it started posting this sort of highly attractive, completely unconsidered content. To be honest, I am shocked such content even makes it onto a page somewhere--someone who knows enough about D&D 5e to know the basic rules should know enough to not let this junk through.
As much as I've been wanting to play a barbarian with that oh-so-anime, "I can't control my power!" schtick, here is the problem, o gods of Beyond:
With no limit on Magic Reserves (I think 1/long rest MIGHT be balanced, CON/long is way too many), it's trivial to give any caster with a level 1 healing spell (Cure Wounds, Healing Word) as many Level 1-4 spell slots as they like, up to their maximum. (In practice, you'd want to go up to maximum-minus-1 at some spell levels, just because it would require substantial luck to hit your maximum in every level at once: see below.) This is particularly broken for Clerics, who have many 8-hour, non-Concentration buffs like Death Ward and Aid, as well as Freedom of Movement at the 1-hour tier.
The reason, of course, is that a Barbarian only needs 1 hit point to use the Magic Reserves feature. Since any level of Cure Wounds or Healing Word (assuming you have at least +2 in your spellcasting ability) can heal more than 5 hit points, you have a chance to get a level 1 spell slot in addition to another spell slot of level 1-4 when you raise your Barbarian from unconsciousness. A cast of Death Ward, though it requires the highest level spell slot available using the 6th level version of Magic Reserves, guarantees the recovery of two Level 1-4 spell slots.
The only limitation to this loop is that it requires luck to fill every level of spell slot at once, since the feature grants temporary hit points if the rolled level's spell slots are all full. But this is a minor limitation compared to the obviously broken benefits of the feature.
EDIT TO ADD: Oh God, and I forgot Healing Spirit, which is broken on its own. That one heals every round and lasts
a minutemultiple rounds depending on spellcasting ability. So you make your Barbarian play whack-a-mole with him- or herself while every caster in the party, even ones without healing spells, get topped off. Yeah, definitely balanced!Totem Warrior is there, it’s just not there for free. Only the content from the basic rules is available free on here. You have to have either purchased the Player’s Handbook through DND Beyond or bought the individual subclass from the marketplace.
If you have Advantage on a roll, you roll the d20 twice and take the higher result. If you have Disadvantage on a roll, you roll twice and take the lower result. Many race or class abilities or magic items grant Advantage or Disadvantage on certain rolls, as described in the text for that feature or item. Also, your DM may determine that a roll has Advantage or Disadvantage based on the current in-game circumstances.
Totem warrior should be added
What does "[an] advantage on melee weapon attack rolls using Strength" even do/mean??? Also what does "[an] advantage on Dexterity saving throws against effects that you can see, such as traps and spells" mean??? It doesn't seem super specific to me and I, as a new player don't really understand what an "advantage" would necessarily mean, so... any insights???
sweet
This is wildly overpowered to give a person the ability to have effectively two classes and two sets of stats.
If you really want to pursue this, you need to also have ways of making this huge advantage something beyond the player's control, much like the Hulk endures.
So my suggestion:
part 1: have two character sheets for this player and give 'Bruce Banner' 1 level of a class of his choice for every 4 levels of Barbarian. If you want them to ape skills, you can do this somewhat through different Backgrounds and the Human racial benefit (so you'd give a Barbarian 'Sage' and an Artificer 'Outlander' or the like, to have there be more simulacrum between them).
part 2: whenever there is a tense moment -- when a character would have anxiety or fear or anger -- have them make a WIS save against a set DC. Have this WIS save increase by 2 every round of continuing anxiety. if they take damage or someone they care about does, increase the difficulty AND give them disadvantage. when they fail this save, they auto-Rage. This is the only time they get access to their Barbarian sheet which is far more powerful, but it also means they don't entirely get a choice of when they use their Barbarian sheet. And enforce that their rage is a frenzied rage, where they must fight.
This increases the stakes, and limits benefits.
Mind you, I still think this is too good and too huge a benefit, but it at least balances it back some.
I have an idea for a hulk style character. So while not raging his intelligence will be 15 (or higher) and his strength will be 8 (or lower) but when the character rages the 2 stats are swapped around so strength will be 15 and intelligence will be 8 (as well as all the other barbarian buffs). They could also multiclass into artificer (B.B is a scientist after all) but only use those abilities, spells etc. while not raging (probably a berserker). I'm open to suggestions
Path of the beast needs to be added but it would be better if you could have multiple aspects of the beast like snout and claws
When was Path of the Berserker first published up here on DndBeyond?
Its pretty much you are too angry to die
Androwrath: Even if you fail 3 death saves, you don't die until your rage ends, and that's only if you're still at 0 hp. So if you dropped to 0 while raging and got hit 10 times, but your healer hit you with even 1 hp worth of healing before your rage ended, you're fine.
Pls add path of wild soul to official
Pls this a too awesome
I was referring to Rage Beyond Death.
If you're talking about Relentless Rage, I believe when you fall but don't immediately die from magical or physical things, you roll d20 and as long as you roll over 10 you come back with 1 hp. No need to roll death saves. Then it goes to DC 15 constitution save to do it again before a rest.
I made a Halfling Barbarian for my Ebberon campaign and changed lucky to fury of the small.
You still make death saves, so if you fail 3 of them, you just fall dead. Or at least that's how I read it. Alternatively, if you succeed 3, you go to 1 hp.
The UA's are awesome.
-Jappins
P.S. Pretty Epic