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.
I love the option, especially the idea of building a raging, frenzied, idiot trying to learn to read with their trusted companions.
Or, a barbarian that is ashamed of being illiterate so they hide it from others, secretly trying to learn by themselves
Some dungeon masters may impose such a restriction, but rules as written don’t say anything about barbarians being illiterate.
Depends on your Intelligence stat
Are Barbarians Illiterate in 5e?
I would love to see the play testing materiel be made official it is fantastic!
Yeah, I believe around level 5 or 6 you can 2 attacks per turn. If you are desperate you can use frenzy and gain 3 but you will be exhausted afterwards.
it'd be nice if we had some of the partnered content made official
I love the features present in the Path of the Beast - especially the options for natural weapons. I can already think of a couple of character builds that make use of the infectious nature of the subclass, so I genuinely hope to see it become official in the future.
Just whipped something together, yes it is reminiscent to both Wildsoul and Storm Herald, but still.
Path of the Dragon Shaman Barbarian
(inspired from an additional base-class out of DnD3.5)
Dragons breath magic. Dragons are godlike mortals. Dragons are to be worshipped.
3rd lvl Draconic Rage
You have to dedicate yourself to one specific type of dragon that you are venerating and emulating.
At the start of your Rage, you gain one use of a Breath Weapon similar in style and function as a Dragonborn does, corresponding with the type of dragon you have dedicated yourself to. This use of a Breath weapon is lost when you finish a long rest and have not used it before. If you already have a Breath Weapon (i.e. you are a Dragonborn) you gain this additionally to your own Breath Weapon.
6th lvl Draconic Infusion
Whilst raging, you and allied creatures within 10 ft. of you gain resistance to the Damage type of the type of your breath weapon. If you already have a resistance to that, you are immune to that type of damage.
You may change the Bonus Damage to melee attacks received from Rage to your draconic damage type.
10th lvl Draconic Wings
You grow Wings reminiscent to the type of dragon you chose on 3rd level. If you are unencumbered and do not wear medium or heavy armour, your flying speed is 30 ft.
14th lvl Draconic Secrets
You always have a Breath weapon like described earlier. It has a recharge of 6 on a d6.
You may spend 1 Hit-Dice+CON-Mod to heal others with your touch as an action.
Ok thanks
If you are referring to extra attacks, yes it's right there at 5th level.
Soooooooo can some one answer this question? Does a barb have multi attack?
I love the concept of the Frenzied Rage, especially the sense of pushing ones self over their limit for a short time. but the very first level of exhaustion makes any role playing after the first combat encounter kind of lame. Unless your barb really is just the dumb muscle of the group, she just kind of becomes useless role play wise, other than as a comedy of errors type.
I think the general opinion is that path of the depths is actually a bit op, not up. The level 6 ability is unlimited, and it lets you attack as part of the movement.
Maybe its just me but I feel like if some things were to be shifted around this would be a lot better of a sub class..not saying its bad by any means because the concept is freakin' amazing but hear me out:
First: I think the 6th and 10th skills should be switched.
Second: Arms of the Deep I think should be added to the Dredge Line ability just with a "Gain an additional appendage at 10th level" which would still leave 4 solid options to choose from with Manifestations of the Deep.
Another option would be to place Ghostwater Dive into Manifestations of the Deep and just have them take a secondary option at 10th level IE Manifestation would be 6th and an additional choice at 10th.
I dunno just some food for thought.
this is so good for a barbarian monk just garbing every one and smacking them with tentacles or good for if some one is going to take a lot of damage you can grab them and teleport away
Not exactly, it would make a difference when raging more than once per encounter... which you only rarely do, and this ability is not really the Berserker's problematic part.
That is the same as the current one....
Revamp
•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. When combat ends, you suffer one level of exhaustion (regardless of how many times you used frenzy).
The ability to bring back someone from the dead starts as early as level 3 with revivify, which is comparatively cheap. And if it's been longer than a minute, raise dead (level 5) will still suffice unless the body has received excessive damage. At a level where a zealot has undying rage, their group will usually have some access to bringing back the dead and the resources / funds to pay for it.
Also, indifference towards enemies does not mean a lack of self preservation (insert "guess I'll die" meme here) - the barbarian can still use other means of prolonging the range - assuming they are exactly level 14, and not yet 15 where they can just keep the rage going even without attacking or taking damage.
A zealot at 0 hp should generally have a pretty good idea that if they stop raging, they're in trouble. A rage ends at the end of their turn, which leaves them with enough time to for example drink a healing potion. And if the person who can keep them alive is just out of reach, they can still punch themselves in the gut to prolong the rage.
Warrior of the gods is the one part where I partially agree. Usually, a character should be aware of their own class features and such, but this particular one is kind of a weird case. But even if they don't really know about it, the point stands that if the party is at a level where their zealot has undying rage, they will usually have the means to bring someone back from the dead, and once they attempt to do so on the barbarian, they will realize that they can do so without material components, since the diamonds necessary simply just won't be consumed.