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.
Natural weapons are not unarmed strikes, so they do not work for flurry of blows. Might be fun for flavor purposes, but mechanically they do not work, so no d12 flurry of tail blows.
With a multi class path of the beast and monk you could flurry of blows with your natural weapons, couldn’t you? So like attack someone then do tail attacks as your flurry of blows because they’re d12s. Seems a bit op to me.
Another problem with the wild soul magic reserves is that the damage does not say that it can't be reduced. So if you got your hands on a ring of force resistance, you could just give out spell slots to everyone, and have the cleric heal you back up with their new spell slots.
(UA) Path of the Beast: I’m assuming Rules as Intended allow the “Natural” melee weapons to count as weapon attacks for Rage. (But similar time the errata on Unarmed Strikes they are not “weapons” that can be enchanted. I also believe that these weapons are intended to be strength modifier based attacks (but that was left off the descriptions), and this should receive proficiency plus strength modifier to hit as well as strength modifier to damage, (in addition to rage damage).
I think the intended limiting factor is the force damage to the Barbarian but thinking about it, that does not work. The Barbarian could give another spell caster spell slots, then give the cleric spell slots and the cleric can use those to heal his damage for both sets if the cleric had a high wisdom (or bonuses like life domain healing bonuses), then it quickly off sets the damage. Using 1d8 + wisdom modifier you can easily average over 5 per level since it is 4.5 average with no modifier. That offsets 1 of the spells, 10 would offset both. So the Barbarian would probably take more damage then he would get back on average (wisdoms modifier does scale up with level of spell) if refueling 2 sets per healing spell. Unless the cleric got higher levels of healing spells, then the other spell. If the cleric gets lower spell slots back then the other caster then the Barbarian suffers more damage than healed but I don’t think it balances being able to do it unlimitedly. So I agree there should be a limited usage times.
I noticed that. They may want to put a limit on that. Number of uses per rest equal to your constitution modifier (minimum 1) seems consistent for this class.
It's quite embarrassing to have read it as many times as I did and not have read it properly the entire time, it also does change how I see the ability quite a bit. This does make me wish wizards would use a more consistent syntax, though this is my mistake, putting the personal buff before the group buff seems more sensical.
"Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened."
Are you talking about this? Because it clearly says "...and YOU have advantage..."
I mean, at level 20 you can rage as many times as your angry heart wishes, but up to 7 out of unlimited is still a lot, to the point that I'd agree the limit shouldn't be there, not so much once per short rest.
but what trips me up is that the as-written doesn't give the barbarian advantage on frightened saves in and of itself. Yes, you can give yourself the bonus as a creature within 30 ft of yourself, but it's dumb in my opinion that you're not just given advantage on said saves and can just impart that bonus + Reckless attack.This is all incorrect as I've misread the said effect. I still don't really think it needs a hard limit, Path of the berserker can outright suppress fear and charms on rage in comparison. And granting reckless attack, while powerful, has a "mileage may vary": if you have a paladin and a martial cleric or druid, it's strong. but if you're the sole frontline fighter or in a smaller party, not so much.Wild soul gives infinite spell slots in it's current state.
I feel like the fifth option of the Wild Surge Table of the Path of the Wild Soul could be formulated better. It would be nice if it was specified wheter the difficult terrain applies only to the batch of space around the Barbarian when the Rage starts or if it moves around with him. I also feel that a possible bad option or even just a very flavourful, but not super helpful one might be good fun. Half the reason I like playing Wild Magic Sorcerers is because of the wanton chaos.
I am making a dwarf barbarian with the path of the beast so that I can yell, "I have a right to BEAR arms!" As I use the claws attack.
Ya true i dont see it here.
I like Path of the Beast, but it feels strange that Call the Hunt has a number of uses based on your Constitution modifier, as for a Barbarian this will usually be one of your highest scores, meaning it'll be the same as your number of rages. Either it should just be an effect that triggers every time you Rage, or it should be once per short rest or something, so you have to choose more carefully which Rage you're going to use it with.
Yeah I just don't see myself giving up 5-20 hp just to give someone back a spell? Otherwise this Path seems so fun.
I enjoy Path of the Beast but I personally felt since it came out that some minor deatil was missing that would really make it more impactful. It finally hit me recently that there should also be a feature dependent on your origin for the sake of making each type feel more unique.
For example if you're the decendent of a lycan then you gain a +1 to your Armor Class when you rage since literally all lycans do that, or if you're the decendent of a druid then you gain a small amount of Temporary Hit Points each time you rage to mimic the extra Hit Points you technically get with Wildshape (maybe follow the Shifter rule for this one and make it Barbarian Level plus Constitution).
Fey spirit and animal spirit are both harder ones to come up with. Best I can do if you're gifted by a Fey spirit is while raging you have advantage on Saving Throws against being Charmed or Frightened (or maybe you can have this on at all times), or raging causes creatures around you to be Frightened. For having an animal spirit inside you though I got nothing, maybe when you rage a random Beast of a very low combat rating that would reasonably be there or is similar to the spirit in you charges through and fights with you until your rage ends. If that doesn't feel right maybe borrow an idea from Path of the Totem Warrior then, these are just ideas.
Edit: I realized right after posting this that the Level 14 feature already covers both Temporary Hit Points and the Frightered condition, my bad. Though in my defense: 1: I never reached Level 14 on the character I stamped this subclass on, so I forgot about this; 2: I actually don't care much for this feature, not because it isnt good, but because I don't think its as appropriate for this subclass specifically as it would be for another one.
Yeah. I made the sore mistake of using it for my character. (I know I know). And now no trace of it. I had to create a home brew sub class to re-instate the features.
Is Path of the Depths coming back I was going to use that on a character soon
They removed all Bilgewater content a bit ago for some reason.
Where is the path of the depths, which was described earlier?