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.
You are right.
Most of my fear of redundancy came from the implementation of the beast barbarian and their claw feature.
If we take Beast and Berserker to lvl 3 and look into their weapon damage values (And lets say they have a STR of 16)
Berserker (with Great Sword) does 13 (2d6 +3 STR +2 RAGE) damage with one attack.
Berserker can attack twice with their Bonus Attack so around 26 damage per round.
Beast (Claws) does 9 (1d6 +3 STR +2 RAGE) damage with one attack.
Beast does not need a Bonus attack to attack twice, so does around 18 damage per round.
So Beast does more than 2/3 of the Damage Berserker does without needing their Bonus Attack or suffering Exhaustion.
But in the end, Beast Barbarian will be pretty sad about not having useful access to +1/+2/+3 Weapons like the Berserker does.
You have helped me to see that the Berserker has their place in the class roundup, even if the Community thinks it would be waste of time (just like the ranger, which I do not believe is true).
I don't particularly have a problem with the exhaustion, especially after having sat down and done a bunch of nerd math
At the level you get it (3), you get by far the absolute highest damage output any barbarian can have whenever you go into a frenzied rage, and it stays the highest, even (just a little) higher than a zealot with polearm master and sentinel.
By the time you reach higher levels, the problem with exhaustion really ceases to be one because so many other classes, of which you probably have at least one in the party, pick up greater restoration, and the money usually isn't an issue at that point. If not, the "problem" can also easily be solved by simply being careful about when you go into a frenzied rage.
I love the concept of a character holding onto their true rage and anger for moments when they truly need to let it all out. Until then, you're still a barbarian, one that's eventually immune to the charmed and frightened conditions. Imagine being dominated and told to murder your previous allies. You start to rage against them, and as your anger comes out, you realize what you're really pissed off about. A dragon commands a terrifying aura that causes you and the rest of your party to cower, but you tap into your inner well of rage, and forget what fear is for a moment. Only the Berserker barbarian is capable of all that without any magic or outside influence. They are the absolute best at just being some person with a greataxe, and if "I get real tired after becoming a literal death machine for a minute" turns you off of the rest it has to offer, that's alright, it's not the subclass for everyone. It's certainly far, far better than everyone makes it out to be.
I know I am not the first person to think about changing the Exhaustion Mechanic from the Berserker Barbarian.
How about the Barbarian just drops to 0 hit points after a frenzied rage. Still makes quite the impression.
I dunno, just fooling around here.
Where is the warrior path with bear wolf and eagle?
Well the Tail's good for the bonus AC, but also, the healing you get from Bite is always healing and not a lot of weapons are capable of that, and with the Claws you get to add your Rage damage and strength a 3rd time and get another chance to have a brutal crit.
Even if you don't use them as your main weapon after picking up perhaps some bigger and better magic one, they're all amazing backups, as nothing, not even a field of antimagic, can prevent you from raging and creating these weapons.
Since none of them require you to use all of your attacks with them to gain their benefits, you can use one of your attacks to activate their bonus effect (the claw's extra attack and the bite's healing) and then make your other attack with whatever weapon you've got.
Hey, anyone got advice on how Form of the Beast will hold up at higher levels once you find some badass magic weapons that will outshine any of the options in damage? I guess you could always keep the Tail around for the Reaction AC if you wanna tank, but what do y'all think?
I wouldn't be surprised if the d3 for Path of Wild Magic's Bolstering Magic feature was errata-ed to be a d4, with perhaps an additional rule that states that if the number rolled is higher than the highest spell slot the creature has, then they regain the highest spell slot available to them.
D3 is a D6, 1-2 is 1, 3-4 is 2, 5-6 is 3.
The claw attack from the beast barbarian does mix with any other weapon. If you use your claw one it has to be empty second the additional attack is only triggered on an attack with the claw. Using a Greataxe wont trigger the ability.
The correct way to do this is to roll a d6 and halve the result. Doing it with a d4 will skew the probability distribution away from what you would expect, unless you are rerolling 1's, in which case you end up with unnecessary die rolls.
roll d6 and divide by 2
Everyone talking about wild magic barbarian, and I'm over here looking to play path of the beast, sad that the tail morph got a damage nerf, and a benefit that is... eh... I mean, the bite is just the better defensive option, I think. the tail had that nice d12 oomph which paired well with the piercer feat... was it just not as used as the claws? Now it just eats a reaction to add an extra d8 to your AC, maybe causing a miss? Eh, I'm a barbarian, getting hit is, like, my thing, I even have a class feature that makes it easier to do so!
The claws, though, unchanged, and really powerful. Pair those with a great axe at level 5 with great weapon master and get a potential 4 attacks! 2 claws, one weapon, and if any of those three crit (unarmed strikes are a melee weapon for the purpose of GWM), or the target dies, an extra bonus attack with the axe!
Bite also got a bit of a nerf, now only healing your proficiency mod in health, and only when your before half health, but it's still solid, self sustain, so I can't complain.
I like what they did to change the level 14 ability. Instead of grant reckless attack to everyone, they add extra d6 damage on attack rolls. May not seem like much, but in a party of 5, that'll add up per round. Only attack rolls, though, sorry saving throw casters.
In total, can't wait to play my path of the beast barbarian, should be fun to just get angry and rip and tear!
Roll a D4 and subtract 1. So they get a min of a 1st level to max of 3rd level spell slot
What's a d3 in bolstering magic for Wild Magic, d4 right?
I know it is nitpicky and most DMs will treat it as any and all magic just like Detect, but couldn't they have just stated that it detects magic within a radius and the type of magic instead of specifically mentioning that it only does spells and magic items? Seems too specific for a game that is very careful with the wording of the rules.
You do make a good point about how Detect Magic works and how that conflicts with Rage and the Action Economy for a Barbar.
Most likely because Detect Magic requires Concentration, which Barbarians can't do while raging. Additionally, Detect Magic "costs" two full actions -- one to cast the spell, and on the next turn to focus on which school of magic the effect is.
This is something that only costs a single action & is something that you can do while raging. I -- personally -- like this change.
I guess you can use it while raging now. Find that sneaky, invisible caster.
I REALLY like what they did with Wild Magic. I'm a little confused why they changed Magic Awareness so that it is no longer the Detect Magic spell with the caveat of increased range and reduced duration. Seems like it's now just a little awkward and could leave room for false information. Like, if a magically enchanted barrier is somewhere then they can't detect it because it it isn't technically a spell nor is it a magic item. It IS magic, but it isn't one of the two specific things mentioned by the ability now. Wouldn't Detect Magic just be easier to use/implement and better overall for both the players and DM?
Like, I realize most DMs, myself included, will probably just treat it like Detect Magic, but why change the ability so that it no longer actually IS Detect Magic? Why change that?
It would be the Barbarian Wild Magic Table.
Yeah, this was great till the 10th level Unstable Backlash- No point in that ability at all. I would go something as you get a secondary effect, not replacing. And controlled surge as the cap stone. Seriously, sorry for the negativity. However, that is total crap. Again why only one effect. First, it's WILD magic- it needs to be more chaotic. Secondly, it should have increased the effects output. Doing more damage, or the effective range is doubled or something to that effect. Being able to choose what you do, eh that's cool I guess. HOWEVER, at 10th and 14th level. The amount of damage these effects have, will pale in comparison to other class abilities and your own weapon attacks.
3rd level ability- Freaking awesome. then it putters out from then on. 6th level is okay, not bad nor great, just okay.
Sorry for the negative feedback, However. I'm sorely disappointed in this one.