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.
totem warrior
unless you have half-orc skill of kinda the same thing as the barbarian skill
I have made a Path of the Totem Warrior barbarian, my idea (from choosing the bear, elk and eagle options) is that when I rage, I grow antlers, patches of fur, fangs and claws, and purple bat wings. The exaggeration of the features is dependent on how angry I am. What do you think?
which one?
Has anyone else noticed a WHOLE PRIMAL PATH is missing from this page?
Does your DM actually run campaigns at level 20?
I think the best way to simulate damage from something being thrown is to use the rule for fall damage, 1d6 bludgeoning for every 10 feet, and apply the damage to both the creature being thrown and what it strikes
How to make an annoying barbarian:
1) Chose Totem Warrior with Bear totem (3 levels)
2) Multiclass to Psi Warrior fighter (next 17 levels)
Because:
1) Bear totem rage resists all but psychic damage
2) Psionic abilities are not spells, so can be used during rage (psi defense/psi strike)
3) At 10th, get resistance to psychic damage - now resistant to ALL damage while raging.
That is why you get a Periapt of wound closure, at the start of your turn you'll be stabilized
Looks like it does increase it, just via the Elemental Cleaver feature, not as in inherit increase due to size. The Rune Knight subclass of Fighter gets an ability called Giant's Might that, in addition to giving strength checks and saves advantage, increases size alongside the following "Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d8 damage to a target on a hit.", which is basically a very toned-down version of Elemental Cleaver.
Also due to the fact that later levels kind of revolve around throwing, the damage increase to thrown "weapons"(a thrown Kobold counts as an improvised weapon haha) does technically apply due to your size, just specialized to match the full class as opposed to a simple flat number increase. It is odd that it doesn't give thrown damage numbers though, I've been trying to find a good source for those(as per my comment from the 3rd) and have yet to do so. The only sources from D&D directly seem to be some falling damage tables or the Catapult spell. Baldur's Gate 3 has a system as well, but that doesn't account for anything weighing more than 100lbs. The info for that can be found here: https://bg3.wiki/wiki/Throw
New path of the giant. Why does your damage not increase when using giants stature? Other magical effects that enlarge a character increase the damage
This helped me so much, im a viking and had no idea what to put down for my character sheet.
So I'm working on recreating Shyvana from League of Legends and I was thinking that dragonborn fighter(unarmed fighting/rune knight) plus barbarian(path of the beast/rage IE fury) and noticed something somewhat odd. For some reason it considers all of the beast forms as simple weapons and therefore doesn't apply for unarmed fighting, but Tabaxi claws are considered natural weapons and therefore work with it. Would it be too far fetched to see if my DM would allow the claw form at the very least to be considered natural weapons in this case? It shouldn't break too much and it's very on-flavor, particularly due to the nature of Shyvana herself.
Also, any recommendations on perfecting this concept from anyone familiar with both LoL and D&D would be excellent. She's classic brawler build as is, using the on-hit bonus action grapple to yeet people around, using the Giant's Might feature to become large alongside the form of the beast to have a pseudo "dragon transformation", also increasing her ability to throw people because of her carrying capacity increase with the size difference.
On that note, my current DM and I are having trouble finding any reliable examples of how throwing/fall damage should work. The closest I've been able to locate is the Catapult spell, but those numbers seem a bit to high to be reasonable if you try and scale with weight or anything, particularly as the build really comes online as early as level 6-8.
Character sheet is here, optimized as if I had unlimited access to items on creation and could allocate stats accordingly:
https://www.dndbeyond.com/characters/117174261
Doesn't work. Multiattack is not an attack. It's an action that allows you to make specific attacks. So extra attack doesn't work with multiattack.
Also you used your bonus action to turn in a bear so you have no bonus action to rage.
metagaminggggggg
My understanding of the rules is that the druid needs to have seen the creature themselves to use it for Wild Shape.
You can describe a tiger all you like but if someone has only ever seen a house cat, they'll only imagine a big house cat with stripes.
If you want that bent, convince your DM.
Half Orc
No. The best barbarian build is a Tortle with 16 levels in path of the totem warrior barbarian (bear totem), 2 levels in Fighter, and 2 levels in circle of the moon Druid. Then…..
1: Turn into a bear.
2: Use the bear’s multiattack, then the extra attack feature to multiattack again.
3: Turn back to normal, then action surge and withdraw into your shell.
4: Rage.
This will allow your character to get 4 turns worth of attacks in the first round of combat, then get an AC of 21 for the rest of the round, meaning that your opponents will barely be able to touch you, as well as the totem-infused rage giving you resistance to all non-magical damage except psychic. This is especially effective if you go first on initiative.
True, but that 15th level in barbarian lets you choose when to end the rage and 'lay on hands' isn't a spell, so OP's original build idea does work. It is not, however, immune to spells or abilities that cause instant death such as divine word or power word kill.
Ask your DM. They might rule that if you spend downtime describing it or searching for one together, then it might count. I'm obviously not familiar with the DM and how they interpret the rules but RAW (rules as written) that wouldn't count. I would personally rule that you could spend downtime or a long rest to teach the druid.
(in response to MrGooseFace394, I did not quote the comment)