Thank you to LordShadowthorn for inspiration! (I'll use that inspiration now. What do I roll for writing something?)
Also, please vote above. I'll change it to a rating system later.
This is an optimization guide for barbarians. This is looking at quite literally everything except roleplay, it's a guide for min-maxing. Of course, if you're actually a roleplayer(like me), you will probably not want to take all this advice. However, if you're reading this, I recommend that you at the very least read the section (at the end) that offers ways you could fight that makes the best use of your class features. I'm very open to suggestions, but please wait on posting until I'm done writing this guide. (I'll mention when that is)
Credit to LordS for the following rating system.
If I highlight something in This Color, then I think that it is a great option, and always worth taking if it fits your character's theme.
If I highlight something in This Color, then I think that it is a good option, and always worth considering if it fits your character's theme.
If I highlight something in This Color, then I think that it is a decent option, and consistent.
If I highlight something in This Color, then I think that it is an ok option.
If I highlight something in This Color, then I think that it is a bad option. It's okay to take if it fits your roleplay, but it will limit you.
If I highlight something in This Color, then I think that it is a terrible option. You should heavily consider the ways in which it heavily limits you before taking it, and only take it if it matches your character's theme perfectly.
This will be a progressive guide, and I will post different parts of this guide one part at a time. Please remember not to comment until the guide is finished. Thanks!
A barbarian is a strong warrior. Their strength comes not from their martial prowess or their brute force, but instead their rage. They will usually fill the role of tank or front liner, absorbing blows for their allies while dealing blows at the same time. This section will focus on what makes this class great, and what makes this class... not so great.
Why Barbarians are STRONG:
Barbarians are strong. Literally. Many of their features need strength, and while that's not necessarily a good thing, it's okay when you realize how much damage strength based weapons can do. Also, they have a lot of hit points. In a nutshell, barbarians are tough (very) and strong (very). Plus, they get other features which just randomly boost combat like advantage on initiative rolls (great) and danger sense (great).
Why Barbarians are WEAK:
Barbarians are great at their job, which is head on combat and absorbing damage... but not so great at other things. First of all, almost all their abilities except for the level 18 feature are combat related, and while this boosts their combat power, it makes them kind of useless as skill monkeys. Plus, with (usually) low mental scores, they are very susceptible to mind breaking (intelligence saves) and mind affecting (wisdom saves) features.
As a barbarian, you'll value some ability scores over others. Here, I'll rank (first time using the ranking system) the ability scores. In terms of roleplaying, you should heavily consider this advice if you want to help in combat, but you could take less important options over others.
Strength:Lots of your abilities, such as rage and reckless rely on strength in order to work, and rage gives you advantage on strength checks and saves.
Dexterity:You need it for your AC and dexterity saving throws, but otherwise it's useless for a barbarian.
Constitution:If you're going to be tanking hit points, you'll want constitution. Constitution increases your hit points, but it also helps you boost your AC when unarmored.
Intelligence: Intelligence won't help you very much, but it won't hurt you either. Investigation and knowledge skills always help, even though these checks aren't very common. If you want a smart barbarian, go for it, but you shouldn't be putting your best score in intelligence.
Wisdom:As a barbarian, your biggest weaknesses will probably be wisdom saving throws. Since you need all 3 physical scores, you'll end up putting worse scores in mental ability scores, and wisdom saving throws are a big deal. Plus, you have perception, which is always helpful.
Charisma: For a barbarian, charisma is okay. Being able to talk is always nice, even if you won't be doing the talking, and some barbarians might want to pump up intimidation.
Before I begin, I want to get something out of the way. I won't be choosing species because of their racial ability scores. Those are like an afterthought, or a footnote. I'll be choosing species because of the features they give, their size, and their speed. This is because the most you'll get out of racial ability score bonuses is a +1 to the modifier, which isn't huge. The features, size, and speed matter the most. I'll split this into books. I will rate everything as it appears in the book that I spoiler, even if it's legacy content.
PHB SPECIES:
Dragonborn:Dragonborn get a breath weapon and a damage resistance. This is ok. The main benefit of the breath weapon is that it deals AOE chromatic damage, but it's not great for anything else. A single barbarian attack will usually deal far more damage that the breath weapon. Plus, the breath weapon doesn't even work with extra attack or rage! It's a saving throw feature, not an attack. The helpful part is the chromatic damage resistance, which is nice.
Hill Dwarf:Hill Dwarves get extra hit points, a damage resistance, a useless feature (called stonecunning), and some (useless) weapon training. I would rate them with dragonborn, except for the extra hit points.
Mountain Dwarf:Mountain dwarves are just ok. I only rated them this high because of their resistance (helpful), darkvision (very helpful), and ability score increases. It's only a +1, but it's a +1 to hit, damage, AC, and hit points. Those bonuses are just too good to ignore.
Dark Elf(Drow): Drow are okay. They're elves. They get some helpful passive abilities, like Trance and Fey Ancestry, but what sets drow apart from other elves is their spellcasting. They get some cool spells, but they're either instantaneous or concentration, none of which work while raging. Of course, you will not always have rage available, and the spells will help in that scenario. I'll give it half red, but only because of sunlight sensitivity. Spells and Superior Darkvision just aren't great enough for barbarians to cancel out sunlight sensitivity.
High Elf:High elves are largely fine. They get elvish abilities like trance and fey. However, they also get a cantrip. This could give extra utility outside of combat if needed, which is why this is blue.
Wood Elf: Wood elves get all the elf bonuses, but their main bonuses are their speed bonus and hide bonus. If your party is short on stealthy people, you could try to take that job with your speed and mask of the wild. Blue tier!
Forest Gnome: Gnomes. The first small race. You're probably aware, but small creatures cannot wield heavy weapons well and that... is a problem. Despite this, a d10(battleaxe) isn't actually terribly smaller than a d12(greataxe). Still, without the ability to wield a greataxe or a greatsword, you are somewhat weaker. On the plus side, you have Gnomish cunning, solving your saving throw issue, and some out of combat utility. It would be rated higher if it was medium, but since they're small, they're sitting at green.
Rock Gnome:These are actually much worse than Forest Gnome without minor illusion, but they still have gnomish cunning. Blue and a half.
Half Elf:Half Elves gain skill versatility, fey ancestry, and darkvision. Basic, passive, but out of combat utility and nice features. Blue.
Lightfoot Halfling: Halflings are small, and they just barely make up for it. Sure, they get brave. Sure, they get lucky. Still, no darkvision leaves them sitting at a low black. Naturally Stealthy just isn't good enough.
Stout Halfling:With a resistance, they make up for being small and sit at half blue.
Half Orc:Finally! A solid gold! Free intimidation, an extra round of being alive, and stronger criticals to stack with brutal. To top it all off, these guys allow for Orcish Fury, a great feat.
Human: It's human. While the racial ability increase actually means something this time, they don't have any other features. They're basically useless.
Variant Human: Vhumans are great! The free feat could by an early GWM, polearm master, tough, or sentinel... pretty strong. Still, at higher levels, this early feat will mean a lot less.
Tiefling: Tieflings are definitely not the strongest, they aren't weak either. With darkvision and hellish resistance, they are already a black and a half, but they also get spellcasting. Despite spells not mixing with rage, they are a good back up in case you're in a fight without rage.
MOoT SPECIES:
Centaur: Centaur are amazing. They have a charge attack, and since Rage isn't once per turn, this lets you deal extra rage damage twice per turn. Plus, a 40 foot speed is great for getting into battle. The only downside is the climbing thing, and that's rare. Green and a half.
Leonin: Lenoin are crazy strong! They have 35 foot movement, darkvision, claws, and a free proficiency. However, what really sets them apart is their ROAR. With a DC based on constitution, the roar takes the cake. Gold!
Minotaur: Minotaur are a really cool concept, but not as ridiculous as they would seem. Their best feature, in my opinion, is where they can push enemies 10 feet away. Plus, they get a proficiency. Blue and a half.
Satyr: Satyrs are pretty cool. They have better jumps, and have free skills. The biggest part is magic resistance though. That alone gives a solid green.
Triton: Triton are water warriors, and they get some really cool defensive spells. When you're not raging, these spells are very helpful. Still, without any abilities that really boost Barbarians, they're left at blue.
SACoC SPECIES:
Owlin:Owlin are great. They can fly while not wearing medium or heavy armor, which most barbarians will not. They have 120 feet of darkvision, and automatic stealth. It doesn't help the barbarian too much, but it's enough for a solid blue.
MotM SPECIES:
Aarakocra: Don't get me wrong; I love aarakockra. It's only that they aren't exactly perfect for barbarians. They have an unarmed strike, which is useless. They don't have darkvision. They just have flight and a spell. These are both ok, but gust of wind isn't the best spell, especially for a barbarian. Flight is good, but you won't be needing it too often. Black and a half.
Aasimar: Aasimar are great. They get a healing ability, which never hurts. They get darkvision, and two resistances. Plus, celestial revelation and light bring everything home. Blue and a half, only because these features just aren't for barbarians.
AirGenasi:Air Genasi are cool. 35 foot movement speed is great, darkvision is amazing, unending breath is kind of meh, and resistance is also great. Finally, we have Mingle with the Wind which has great utility spells and shocking grasp, although shocking grasp might be a little bit useless. A bunch of random but nice gimmes, we'll give it a solid green and a half.
Bugbear: Bugbears are amazing. They get darkvision and normal speed, but their best features are Fey Ancestry (no more wasting rages only to get charmed), Surprise Attack(extra damage by attack, it's great), but the most crazily wrong feature: Long Limbed. This adds +5 feet to your reach. Combined with polearm master, sentinel, and a polearm, you could control 30 feet of a battlefield! That's ridiculous! Solid gold. This is just too good.
Centaur: MotM centaur is like MOoT centaur, but minus the proficiencies. Green and a third.
Changeling: I don't love changelings. They don't actually give you much of anything, except for some social skills and that's not what barbarians do. Black.
Deep Gnome:They're small. Their features are about social things, and stealth. They also get Gnomish Magic Resistance. Green, but only because of Gnomish Magic Resistance.
Duergar: Advantage against being charmed and stunned is nice; nobody likes wasting a rage. With dwarven resilience, they gain a resistance, but the most important feature is Duergar Magic. Although magic and rage doesn't mix, Enlarge/Reduce can be used like an extra rage, of sorts, and invisibility could have utility uses.
Earth Genasi: Normally, I love Earth Genasi. Bonus action blade ward is amazing. However, that effect is already given by rage, and the other features are rather situational. Pass without trace is good, but that's it. Half blue.
Eladrin: Eladrin might not seem great for barbarian, but if you want to make a more mobile barbarian, Eladrin is amazing. First of all, Fey Step is not a spell so it can happen in combat. Plus, the seasonal effects are great too. Finally, you have all the elf things like Keen Senses, Trance, and Fey Ancestry.
Fairy: Fairies are bad. Not terrible, mind you, just bad. Their spells aren't helpful enough to a barbarian to make up for their small size, and their flight is just another flight ability. Boooooring, plus they're small.
Firbolg: Firbolg are pretty cool and have great flavor, but aren't the greatest barbarians. They're more focused on avoiding attention, and the social aspect of D&D. They're fine. Black and a half.
Fire Genasi: Fire Genasi are largely fine, it's only that their best feature is their spellcasting, which (you guessed it) doesn't mix with Rage, as they're combat spells. Still, (you guessed it again) when you're out of rages, it could help.
Githyanki:These are different from the other innate spellcasters. These spells are all utility, and have no use while raging (except for misty step). These are great spells too, and Astral Knowledge take the cake. Blue and a half.
Githzerai: Githzerai are interesting. They get shield, which is useless while raging. They get detect thoughts, which seems strange for a barbarian to do, and they have discipline and resistance. Discipline is nice, less wasting rages, and the resistance could be used with bear totem to create a barbarian resistant to all damage (cool, right?). Let's slap them right up with their githyanki cousins.
Goblin: Fury of the small is nice, and fey ancestry + darkvision is also nice, but that doesn't make up for the small size. Also, nimble escape is useless for barbarians. Half red, just not good enough.
Goliath: The main boon of goliath is Stone's Endurance, and what a feature that is! It lets you negate 1d12+con modifier damage from one attack your proficiency bonus number of times! Little Giant is also nice, and I think we can all agree that Mountain Born is trash. It's a solid blue and a half.
Harengon: With a helpful boost to Dexterity saves, initiative, and free perception, Harengon are pretty good. Rabbit hop isn't great, though. Blue.
Hobgoblin: Hobgoblin get all the goblinoid features, but they also get features that help with allies. It's pretty good. Bonus action help is fine, the 3rd level boon is amazing, and Fortune from the Many is also great. Blue and a half. It would be higher if you were guaranteed allies.
Kenku: Kenku are ok. They have social manipulation skills and mimicry, but that's not particularly helpful for a barbarian. Black.
Kobold: Kobolds are cool. Sure, they're small, but they have great features. First of all, Draconic Cry. On demand advantage within 10 feet for all allies and you is very strong. Kobold's Legacy is versatile, but I would recommend sorcery and taking a utility cantrip. All things considered, I'll rate it blue and a half.
Lizardfolk: First of all, we're looking at feeding frenzy. This lets you make a high damage(like, really high) bonus action attack that also gives you temporary hit points. Now, I wasn't planning on getting into MATH so soon, but we might as well calculate some stuff. 1d12(greataxe)+1d6(frenzy) +str mod*2+ 4(rage bonus), on average, equals 20 damage on average per round, assuming a +3 strength modifier and assuming hits. That's one round of damage for a level 1 barbarian (hold up, I think I'm on to something here!)! Plus, that gives you two temporary hit points, which is 4 mundane damage negated. Of course, it's only prof bonus times per day, but that's just too strong. Natural Armor can provide some nice AC if you (for some reason) have some low constitution. Finally, free proficiencies are just great.
Minotaur: Minotaur haven't changed much from the MOoT version; the only difference was that imposing presence was replaced by Labyrinthine recall. I think that imposing presence is a little bit better, so this minotaur is a little bit worse.
Orc: Orcs are fine. They have adrenaline rush, which is good for getting into battle. They have powerful build, and Relentless Endurance. It's good, I'll give it blue.
Satyr: Same as MOoT, but weaker.
Sea Elf: Sea elves are just elves, but with child and friend of the sea, plus a swimming speed. Plus, the Trance gives drifting proficiencies which is nice. Still, no good combat features except for resistance and fey ancestry.
ShadarKai: Necrotic resistance is great, and so are the drifting proficiencies. Blessing of the Raven Queen is good for getting into battle, assuming a non-bear barbarian, and the elf stuff is great. We'll stick them a nice blue and a half.
Shifter: Alright, these guys are insane. Let's break them down. First of all, they get free proficiencies, and good ones too. Also, they get darkvision! That's great. The good part, however, is their shifting. They can shift into a stronger form as much or more than you can rage. When you do this, you gain your PB*2 temp hp, which is kind of meh, but you also get another feature. I'd recommend either the bonus action 1d6 bite, or +1d6 thp and +1 AC. Either way, the bite is probably better. It's like lizardfolk hungry jaws, but for a whole minute! (and no thp.) Alternatively, you could go wildhunt and have fun with reckless and a +5 to passive perception. Solid gold.
Tabaxi: Cat's talent is nice. Two proficiencies, with good skills too. Also, Feline Agility could be nice. Often you won't need to move much, but if you need to do some maneuvering you could use it. Climbing is meh, kinda situational. Let's try blue and a half.
Tortle: Tortles are interesting. WIth a base AC of 17, they are great, and they get skills. I'll paint them blue and a half.
Triton: Control Air and Water is different now, with water walk instead of wall of water. Honestly, I liked wall of water better but I can live with water walk too. Also, they gained Darkvision. Kinda meh, I'm keeping them at black and a half.
Water Genasi: I cannot express my disappointment at no shape water. Acid resistance is meh, and the other spells are meh. It's all kind of... useless. Red.
Yuan-ti:Ah, the snake folk. Let's begin with the spellcasting, which is now mostly useless. Suggestion is good, but the animal friendship is useless. Also, poison spray is useless. Magic Resistance and Poison Resilience is the only reason this gets blue. Poison and magic resistance is just too good.
VGtM SPECIES:
Fallen Aasimar(Legacy):These are crazy powerful. The healing ability is nice, and helps reinforce your role as the damage taker, but the big thing is Fallen Aasimar's Necrotic Shroud. With your level damage, which is huge, and a frighten ability. That's very strong.
Protector Aasimar(Legacy): These are slightly less powerful than fallen, because fallen get frighten and flight isn't great. However, for the same reasons that fallen is great, protector is also good.
Scourge Aasimar(Legacy): These guys are incredible, like fallen. They get extra damage, and although the damage can also affect themselves, they have resistance to it so it's less of an impact. Incredibly strong, lots of damage.
Bugbear(Legacy): These guys are just slightly weaker than the more modern version with a once per turn surprise attack. Still, nearly gold.
Firbolg(Legacy): Slightly weaker the MotM version in every way. Black.
Goblin(Legacy): They got worse in every way. Red.
Hobgoblin(Legacy): Martial training is useless on a barbarian, and saving face is good, but once per rest. Stay black.
Kenku(Legacy):Wonderful for roleplay... not so wonderful for barbarian. Forging documents just isn't your job.
Kobold(Legacy): Little dragons are, surprisingly(not), bad for barbarians. Sunlight sensitivity cancels out pack tactics, and then you're left with un-barbarian like features. Yuck.
Lizardfolk(Legacy): Finally, something good! Although hungry jaws is weaker now, you get cunning artisan(useless). Still, solid blue.
Orc(Legacy): Surprisingly, orcs are kinda bad. Aggressive is fine, and that's all we get. Blue.
Tabaxi(Legacy): Feline Agility is somewhat meh, but Cat's Talent is already crazy! Plus, you get a climbing speed. Blue and a half, just for the proficiencies.
Triton(Legacy): Meh, situational abilities. Just black.
Yuan-Ti Pureblood(Legacy): Ooh, finally! Poison immunity is great, and magic resistance. Those two bump this race up to blue and a half, and the other abilities are just situational.
VRGtR SPECIES:
*technically, these are lineages but they're close enough to races to include in this section.*
Dhampir: Damphirs--no, Dhampires--no, *why'd they make this race so hard to pronounce?* Dhampirs are very strong. First of all, their bite. Although 1d4 may seem weak, gaining a bonus to your next attack roll is great. I don't want to do the math; head over to tips and tactics for that, but it might be better than normally attacking. It's also great for a dex based barbarian, since it uses your con modifier. Besides, Ancestral Legacy and the climb is great as well.
Hexblood: Hexbloods aren't the best... they get Ancestral Legacy, and great utility, but not much else. Still, they're fine.
Reborn: Reborn are crazy! Of course, they get that crazy Ancestral Legacy, but Deathless Nature! Ridiculously powerful! Advantage on death saves, resistance and advantage against poison, and a fast long rest. Plus, Knowledge from a Past Life is very good for utility. Solid green and a half.
SCAG SPECIES:
Feral Tieflings: Feral tieflings aren't very different from their non feral counterparts; the only difference is the ASI. Still, it's a small improvement... which won't change the color.
Devil's Tongue: Devil's Tongue's spells are different, but nice. Vicious Mockery is a waste on a barbarian, but the others are better than combat spells. Still, just blue.
Hellfire: Not enough of a change to change the color, but Hellish Rebuke is still better than burning hands.
Winged: Wings are better than spells, but not so good it'll change the color.
ERftLW SPECIES:
*Kalashtar and Warforged may not be available for play in your campaign, as they are setting specific*
Changeling(Legacy):Changelings don't get good features for a barbarian. Shapechanging is cool and all, and there's a skill, but that's all. Useless.
Kalashtar:Dual Mind is INCREDIBLE. Advantage on wisdom saves is crazy. Mind link is nice for utility, and Severed from Dreams is nice. Nobody likes wasting a rage on sleep. Overall, Kalashtar covers the weaknesses of the barbarians: Wisdom saving throws with Dual Mind, low utility with Mind Link, and wasting rages... although this one is only from sleeping.
Beasthide(Legacy):Beasthide is great for improved AC and more thp, but falls off at later levels. Still, natural athlete helps bring it home. Solid blue and a half.
Longtooth(Legacy): Intimidation is great, but the bonus action attack never stops being useful. Just for the extra attack, solid green.
Swiftstride(Legacy): Swiftstride is perhaps the worst of the shifters. Speed is fun, but acrobatics is worse than athletics and being more agile isn't as good as a bonus action attack. It doesn't boost the barbarian at all, in fact.
Wildhunt(Legacy): Wildhunt is a doozy. Natural Tracker is somewhat meh, but no attack rolls against you with advantage is incredible. Why? It means that you can reckless attack at will! This way, you get advantage but they don't! Incredible! Automatic gold and a half!
Warforged: It was just Shifter, and now it's Warforged. First of all, constructed resilience is beautiful. Resistance to poison, advantage against poison... beautiful. Sentry's rest makes you perfectly for taking all the watches, and Integrated Protection is just a free, permanent, +1 to AC. Finally, Specialized Design helps you on the utility side. Solid green.
SAiS SPECIES:
*these races may not be available in your campaign, since they are setting specific. I will treat them as if in a spelljammer setting.*
Astral Elf: Astral Elf is so cool! Starlight step is great, for mobile barbarians, but astral fire has great utility and Astral Trance is just great. Lots of utility, but still, not great for combat.
Autognome: Armored Casing is kinda useless, since barbarians are supposed to have a high con, but if necessary it can work. Build for Success is nice. Healing machine is fun, and being able to benefit from healing spells is nice too. Mechanical Nature is amazing, and Sentry's Rest is meh. Specialized Design is ok, but not incredible. Still, in combat, you are much weaker than an average barbarian thanks to your small size. Still, the utility is so incredible that this retains a blue.
Giff: HIPPO HIPPO! Giff are not actually incredible for barbarains. Guns are pointless for barbarians, and although Astral Spark is good, it's not game changing in any way. Black.
Hadozee: Monkeys! Monkeys! Alright. Jokes aside, these guys are cool. They're basically intelligent, winged monkeys. Dexterous Feet helps them on the utility aspect, and Glide helps them stay alive. Finally, Hadozee dodge is pretty cool, reducing damage. It's okay, blue.
Plazmoid: It's slime time! Plasmoids get resistance to acid and poison, and advantage against being poisoned. That's already 2 resistances! Amorphous and Hold Breath are nice gimmes, and Shape Self gives you an extra limb, and the ability to, um, lose limbs. Cool, I guess. Blue and a half for two resistances, situational abilities, and SLIME TIME!
Thri-Kreen: Chameleon Carapace lets you hide a lot easier, which is always nice. Secondary arms are wonderful utility and the like. Sleepless makes you perfect for watch duty, and Telepathy is great. Not much to assist barbarians, however, so I'm rating it a blue.
MToF SPECIES:
Duergar: Superior Darkvision is wonderful, and so is the magic (second rage, anyone?), but Sunlight Sensitivity cancels those both out. We also have the Dwarf traits, and Duergar Resilience. Still pretty good, solid blue.
DeepGnome: Stone camouflage is nice, and so is superior darkvision. That's a solid blue and a half, adding the regular gnome traits.
Eladrin: Having lost floating proficiencies, and not being able to change your season, Eladrin are significantly worse now.
Sea Elf: Ah, they lost the resistance. Black and a half.
Shadar-Kai:Fewer uses of Blessing of the Raven Queen equals a LOT WORSE.
Githyanki: Martial prodigy is wasted on barbarians, and Decadent Knowledge is really just a ribbon. However, the Psionics give the barbarian some utility, so I'll give it a black and a half.
Githzerai: Mental Discipline is great for barbarians, and the psionics are nearly as good as the Githyanki's. Blue.
Baalzebul Tieflings: The spells really aren't great for barbarians, so black.
Dispater Tieflings: The spells are great utility. Blue and a half.
FiernaTieflings: Excelling in social encounters, these are just as good as Dispater Tieflings.
Levistus Tieflings: They're combat spells, but GOOD combat spells. Let's try blue and nearly a half.
Mammon Tieflings: The spells are all kinda useless, except mage hand. Black.
Mephistopheles Tieflings: First of all, who named this subrace? I want to give the a good, old, *removed* (that was me). Anyways, mage hand is good but burning hands is less good, and there is no barbarian who will ever use flame blade. Either they want smash things with axe, or they want a flame tongue and they have one. Black!
Zariel Tieflings: For some reason, these guys have smite spells. That's really strong. Give it up for Zariel tieflings, the combat masters!
When they aren't raging, at least.
GGtR SPECIES:
*some of these races are setting specific; your DM might not allow some of these in your campaign*
WHO NAMED VEDALKEN? I'D LIKE TO GIVE THEM A GOOD PIECE OF MY MIND!
Centaur(Legacy):Centaurs are still great; still, the 1d4 change from 1d6 is a bummer... in the early levels. Give it a solid green.
Loxodon: I think I've found my favorite race ever. Loxodons! First of all, Loxodon serenity helps with not wasting rages, and the natural armor actually helps, especially if you're going standard array without a dexterity increase. Amazing! Plus, the trunk is way too cool. It's just... cool. Plus, it's got some great utility; I only don't like the fact that it has a 5 foot reach. Finally, keen smell is pretty good. If people actually used their smelling, it would be great. Solid green.
Minotaur(Legacy): Minotaurs. They're okay. The Horns are useless. Imposing Presence is beautiful, but Goring Rush... less so. The real thing that brings this race up is Hammering Horns. I could see this in a combo with polearm master and sentinel. You could attack, bonus action shove, and prepare for the enemy to come back into your reach so that you can stop them with sentinel and polearm master. Still, meh. Blue.
Simic Hybrid: Your main feature is Animal Enhancement. At first level, it gives you a situational ability to adapt to climbing, being underwater, and great heights. At 5th level, however, is a combat feature. You can either have unarmed strikes that deal 1d6 damage and grapple, +1 AC while not wearing heavy armor, and 30 ft poison spray which technically isn't a spell. Tbh, none of these will really help a barbarian except for the AC bonus. In the end, you're left with +1 to AC and a situational feature. Stick it at black.
Vedalken: Vedalken Dispassion already makes this race incredible. It's already covered the most important weakness of the barbarians: Mental saves. Free proficiencies are always nice, and partially amphibious is great as well. Flat out incredible. Green and a half.
AI SPECIES:
Verdan: First of all, telepathic insight. Amazing saving throw advantages. Second, Limited Telepathy. Although it is, well, limited, any kind of telepathy at all is good. Also, Black Blood Healing. This can help you regain some more hit points in a short rest. Finally, Persuasive. Persuasion is good. Utility, covering weaknesses, and better healing. Oh, and the size is hilarious--you start out small, but at level 5 you grow to medium (!!). We'll pretend that you're just medium.
SotDQ SPECIES:
Kender: Fearless is great, Kender Aptitude is also great, and Taunt is great for provoking enemies, tanking, and protecting allies. Still, they're small which makes them... blue and a half.
EEPC SPECIES:
Aarakocra(Legacy): It's a 50 foot flying speed. Good for utility... although that's all since barbarians don't play in the air. Still, blue.
Air Genasi(Legacy): Yay, you get levitate. You get to hold your breath. Hooray.
Earth Genasi(Legacy): Okay, this is better. Earth walk is helpful, and pass without trace is a great spell.
Fire Genasi(Legacy): A cantrip isn't bad, especially for the ability to see. Burning Hands is lame, since you can't cast while raging. Maybe you could cast this then bonus action rage?
Water Genasi(Legacy): SHAPE WATER! A wonderful utility cantrip. Create or destroy water has uses, and the other features are great.
Goliath(Legacy): Mountain born gives you a resistance now, and stone's endurance exists. Plus, natural athlete. Good enough for a blue.
Well, variant humans are actually pretty good for barbarians. Both Tough and Sentinel are great feats for tanks, which as you pointed out is often a barbarian's primary role.
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Will everyone stop calling him "The Demogorgon"? It's his name, not a title!
PLEASE STOP POSTING UNTIL I'M DONE WITH THE GUIDE!
in fact, it would be nice if the comments got deleted. It's right up there on the first post.
CLASS FEATURES:
Hit Points:The barbarian has a d12 hit die, the highest out of every class, making it very beefy and tanky. Honestly, sometimes I think it was a typo...
Proficiencies: Just average. Skills, saves, weapons, armor. Average.
Rage:Your defining feature: Rage. Extra damage is always nice, but the best part is resistance to mundane damage while raging. That's incredible! For comparison, permanent mundane damage resistance for WAR CLERICS, the most combat oriented cleric subclass, is the CAPSTONE FEATURE. Granted, the war domain kind of sucks, but still. My point stands.
Unarmored Defense:This feature is pretty good too. Adding your con modifier to your AC should hopefully automatically be better than studded leather, or as good as a chain shirt. As your constitution modifier increases, your AC might even become superior to chain mail or perhaps even splint! By the time you add a shield to the mix, your DM is going to hate you. (they won't)
Reckless Attack:Reckless attack is another defining feature of barbarians. It gives you advantage on all of your attack rolls on your turn, but advantage on your enemies' attack rolls against you for the whole round. While this may seem like it is normally a bad deal, this can be very good. First of all, synergizing with GWM to make that +10 damage bonus more likely is always great. Plus, a potential 3 attacks per turn (extra attack + polearm master) is incredible with this, giving you advantage on all of them. Plus, it makes you a better target for enemies, which means taking the heat off of your allies. Also, as previously pointed out, this actually synergizes perfectly with abilities that make it impossible for enemies to have advantage on attack rolls against you. If that's the case, then this is at will advantage with no downside. Beautiful.
DangerSense:Basically evasion, but only against effects that you can see. However, you'll probably be able to see everything that requires you to make a dex save on success half damage, right?
PrimalPath:I'll make a section about the subclasses later.
Extra Attack: Brutal attacks x2! Slam slam slam! I get to use my rage bonus--twice! (maybe thrice if I have a bonus action attack!)
FastMovement:Speed. +10 movement speed is amazing. This is the only class other than the monk that gives you a permanent speed boost.
FeralInstinct:Amazing! Advantage on init rolls... man, I wish I always had this!
BrutalCritical: It's good. Criticals come rarely enough that this doesn't matter too much, but when a crit does come it's always nice for it to be extra, extra brutal.
Relentless Rage: Literally too angry to die? Anyone? This is amazing!
Brutal Critical: Now that you get a second die, the ability begins to get stronger. When a crit comes, it's devastating.
Persistent Rage:Let's not waste a rage. That would be nice. Persistent Rage makes it harder for enemies to waste your rages. Still, it's a little bit situational.
Brutal Critical: It's the third die! This makes greataxe stronger than greatsword, which is a big deal. Titanic Critical would be a better name.
Indomitable Might: So strong! Any DC less than 20 gets demolished! Still, situational.
Primal Champion: Excuse me, but your strength just exceeded what should be possible... please correct it. Seriously, a +2 to your strength and constitution modifiers? Incredible! What a capstone!
Let's go ahead and give each primal path, aka barbarian subclass, a rundown.
PATH OF THE ANCESTRAL GUARDIAN:
Ancestral Protectors:This is a GREAT tanking ability, but not great for much else. To be fair, if you're engaged in melee combat with somebody else, they are probably not interested in attacking the hexadin who's 20 feet away. Still, it's good for tanking.
Spirit Shield:This is actually good. It costs your reaction, which somewhat reduces your tanking potential because no opportunity attacks, but nobody likes taking damage. Plus, this is infinite use.
Consult the Spirits: Basically a ribbon. It can be nice utility, but takes away from the focus of tanking.
Vengeful Ancestors:This is just a strong ability made better. Now, it's definitely worth using your reaction to Spirit Shield.
PATH OF THE BATTLERAGER:
Restriction: Dwarves Only: Forcing the user of the subclass to be a dwarf, when there are far more fabulous species out there.
Battlerager Armor:As the subclass practically forces the use to wear armor. This is, I suppose, fine, but gives disadvantage on stealth and by the time you get +5 con, the armor will be weaker unless you add magic to the mix. Besides, the BA attack is weaker than a Polearm Master BA attack. A subclass feature which is weaker than a feat... :(
Reckless Abandon: Free thp for using reckless. I'll never complain. It would be better if used with a wildhunt shifter, but oh well.
Battlerager Charge: Bonus action dash. It's useless, considering that rage takes a bonus action to activate.
Spiked Retribution: Alright, this feature is actually pretty good. Extra damage is always nice, and it's a punishment for attacking.
PATH OFTHE BEAST:
Form of the Beast: This is incredible. You get to choose your form every time you rage, making you adaptable to different types of combat situations. Here are some criteria about when to use your abilities (and why they're so good). You'll want to use your bite when you are very weak, and have less than half your hit points remaining. Possibly the last fight in a dungeon. This will, on average, deal 2 less damage than a greataxe attack, but also allow you to regain hp. You'll want your claws when you just want to deal damage, since this is 2d6+str mod*2+rage bonus*2. Assuming a level 7 barbarian with strength 18, this will deal 7+8+6=21 damage on average in a turn, assuming rage. That's very good damage. You'll want to use your tail when you're low on hit points, but not below half. Also, you want to use your tail when you're defending, since it costs your reaction. Still, this is a great way to let you never get hit. Plus, reach is great.
Bestial Soul: Nice utility, and can be switched often, but still kind of situational.
InfectiousFury: Crazy power! 2d12 psychic damage is nothing to laugh at, and forcing it to use up it's reaction to attack it's ally is also incredible. Still, it has limited uses by long rest, and that's a big restriction.
Call of the Hunt: Incredible. Extra damage for your allies and thp for you EVERY TIME YOU RAGE? That's incredible! The damage might not seem like much, but when spread to four allies, it adds up. Plus, who is going to not accept 20 free thp? It's great. Gold.
PATH OF THE BERSERKER:
Frenzy: A bonus action attack is huge. With a greataxe and a level 5, strength 18 barbarian, that can add up to 19.5+12+6=37.5 damage per round. Ouch! Of course, as a drawback, you lose your bonus acti--I mean, you gain a level of exhaustion. This is a big deal, since a long rest can only cancel 1 level of exhaustion. The first two levels of exhaustion aren't terrible, but from third onwards the effects get worse and worse. Only frenzy, at most, once in a day, or if it's the BBEG dungeon or something. Still, despite the limits, Frenzy is a ridiculously strong feature. I'd be willing to give it blue and a half.
Mindless Rage: This can save you a lot of wasted rages. I'll give it a green.
Intimidating Presence: Intimidating Presence is hard to use, since it kind of forces you to put something good in charisma. Also, it forces you to use your action in order to use or sustain the effect, and it only affects one target. It's kind of useless.
Retaliation: Come on. This is an amazing feature. Basically, it reads: if an enemy hits you, then you get to be angry enough to break through the normal limits of humanity and you get a free attack. With a level 14 barbarian(number crunching time!) and a +2 greataxe, this is about 26+8+20+9 =63 damage on average while in a Frenzy, assuming all hits. That's just crazy, considering all it requires is a rage. Add in GWM to the mix, add in the chance of landing a critical hit, and you get one scared adult red dragon in "bow" position at your feet. ROAR! Solid gold.
PATH OF THE STORM HERALD:
It's time for nearly everybody's second or third least favorite subclass (kinda weird, actually)!
Storm Aura: It's actually okay. Unfortunately, friendly fire exists with a Storm Herald, which makes it nearly incompatible with a paladin because the auras have the same range. Tundra is kinda useless, since it's not very much thp. Desert is okay, PB fire damage per turn isn't terrible, but still not the best. Tundra deals an actual good amount of damage, and it's lightning damage which is okay as well. Overall, this can do some reasonable damage, but it's kinda meh because the damage really isn't that amazing and also friendly fire.
Storm Soul: It's a damage resistance, which is amazing, but that's all unless you count the ribbon. Plus, this is based on your choice for Storm Aura, unlike Totem Warrior. meh.
Shielding Storm: Guess what? Now, instead of your allies taking damage because they're in your aura, they...
still take damage but a lot less while in your aura.
great.
Raging Storm: It's the subclass capstone! The only feature here which is actually helpful is... the desert feature, which still isn't great. It's a situational ability. Thank you for the mostly situational ability. Huzzah. Thanks for the great capstone feature. Not.
PATH OF THE TOTEM WARRIOR:
Spirit Seeker: It's a ribbon, but very flavorful and it's pretty good for some situational stuff. Blue.
Totem Spirit: This is an amazing feature, and we all know why. The bear and wolf are incredibly strong. Wolf synergizes with paladin, aura and the wolf feature working together. Bear is just too good for obvious reasons.
Aspect of the Beast: This is a situational ability, but still very good. Perfect eagle eyesight? That's pretty good. Travel pace could help in a travel heavy campaign, bears can help break down doors, wolf is more meh, but TIGER is incredible. 2 more skill proficiencies? Imagine a skill monkey subclass in BARBARIAN for these two amazing skills. Green, since it's adaptable and by 6th level you will probably know what the campaign is like.
Spirit Walker: Another flavorful ribbon. It can help... sometimes.
Totemic Attunement: A huge variety of abilities, each of which is strong. Gold, obviously.
PATH OF THE ZEALOT:
Divine Fury:A huge damage boon. 1d6 plus half the barbarian PER successful attack. Incredible.
Warrior of the Gods: This is also an amazing feature. Revivify, but it doesn't cost diamonds!
Fanatical Focus: Indomitable once per rage. That's insane, especially for a 6th level feature.
Zealous Presence: Give all your allies advantage for a whole turn? Incredible! Deal way too much damage! Boom boom!
Rage Beyond Death: An extremely powerful ability. Essentially, you become invincible until the battle ends and then even though you should have died you decided to eat a goodberry. Congratulations, you are officially invincible.
PATH OF WILD MAGIC:
Magic Awareness: It's a pretty good feature. Being able to sense magic is always great.
Wild Surge: First of all, the save DC includes your CON modifier, which is amazing. All of the effects are pretty good; damage, thp, teleportation, chucking weapons like an idiot, extra AC, area around you is difficult terrain. Still, because some of the effects aren't the best, and they don't include extra rage damage, I rate it blue. Plus, the damage doesn't really scale.
Bolstering Magic: This is an interesting feature. A limited use of a weaker guidance is somewhat useless, although it doesn't require concentration, but regaining spell slots is incredible. Blue.
Unstable Backlash: Extra uses of wild magic, and rerolls if you want one. It's nice, buffing the previous feature. Still, blue.
Controlled Surge: It's a good feature, but the damage still doesn't scale so it's just blue.
In this section, I will cover various feats and how good they are for barbarians. They will be compared to ability score improvements.
Non Racial, Non Setting Specific Feats:
Actor: Okay, let's begin. Actor is a half feat, giving you a bonus to charisma. That could help for intimidation a little. However, the skills generally aren't helpful for a barbarian. This feat just really doesn't help a barbarian, and its just a waste of a feat or ASI.
Alert: This feat essentially helps you go first in combat. There are a few benefits that the Actor feat give to the barbarian. First of all, an earlier rage. Sometimes, an enemy will deal mundane damage to you before you get the chance to rage, and therefore you aren't able to gain the resistance that rage confers. This applies especially to Totem Warrior Barbarians. Also, being surprised absolutely sucks. Finally, you get to make your initiative modifier something that isn't actually your dexterity modifier. It's just something cool you can do to your character sheet. That's all.
Artificer Initiate: This feat isn't great for barbarians. First of all, the spells their spellcasting ability modifier is Intelligence, which could make the barbarian MAD(multiple ability dependent) if the spells use the spellcasting ability. Plus, artisans tools are really annoying to carry around, and I as a DM would require both hands to use them. Essentially, you are forced to give up both hands in order to use artisan tools. Finally, you can't cast spells while ragin. All of this suggests that the spells had best be utility, and from this I draw the conclusion that this feat is essentially a bit of artificer utility. Still, you could take Guidance and some kind of utility first level spell, so I'll call it blue.
Athlete: Overall, in my opinion, this feat doesn't do well. Ever. Climbing utility is mostly useless, the movement lost from being prone doesn't hurt barbarians, and in this game, jumping is literally useless. On the plus side, you get free strength or dexterity because it's a half feat so it can be black.
Charger: This feat sucks. It's useless for a barbarian. Hooray, you get to deal less than average damage--by a lot, considering extra attack level 5--in exchange for getting to the front lines, when you should already be there. You also get to push your enemy. Very helpful.
Chef: A +1 to con (or wisdom, but, uh...) and you get to cook. The ingredients aren't specified, and honestly I don't know what I'd say they cost. However, free hit points and temporary hit points are always nice. Blue for utility and nice con bonus.
Crossbow Expert: To be honest, crossbow master doesn't make use of rage, since extra rage damage only applies to strength based attacks. It also forces you to play with a one handed weapon, which everybody hates with a barbarian. Personally, I don't think that the BA attack makes up for these two factors, and therefore I consider this feat to be of little use to a barbarian. However, it could be good for a dex based barbarian, though that is a more uncommon barbarian build.
Crusher: Crusher is a strength or dex half feat with which to barbarian can dominate the battlefield. Unfortunately, the only good bludgeoning weapon for barbarians is the maul, but the extra strength and knockback makes this feat good for defending allies who are in melee. Unfortunately, no polearm master combos are viable here because of the maul being more or less required. It's as good as an ASI for barbarians; would be better if it was a different martial class.
Defensive Duelist: No. Not for your strength barbarian, but maybe for your dex barbarian. In general, barbarians don't use finesse weapons so this is only viable in a rogue multi for SA. On the plus side, the effect is amazing. This is situational, and build dependent. I'll leave it red because it is completely unviable for other barbarians. (is unviable a world?)
Dual Wielder: I have played with the idea of a dual battleaxe barbarian, and I believe this is a very satisfactory build. Although you cannot make 3 attacks on your first turn (extra + BA two weapon attack), because of rage, you can make 3 attacks on other turns. You add your strength and rage to all of them, and overall, the weapons themselves do similar damage if compared to great weapons. Plus, this makes reckless attack more useful because it will apply to more attacks. Finally, a free +1 to AC is never a bad thing. Definitely green, half gold even.
Dungeon Delver: This is interesting. Generally, this might seem slightly situational and DM dependent (I mean, who even puts traps in dungeons these days). I would recommend waiting until level 8 or even 12 to take this feat, just so that you know if your DM will be using it. Plus, it definitely doesn't beat any of the combat feats. However, this feat can be a good defensive measure. Nobody likes losing hp before the first combat of the day, especially to that lame fall trap. Given that your barbarian will probably be at the front of the marching order, you are the most likely to be hit by a trap. Also, seeing secret doors is just awesome because you get to brag about it.
Durable: So, looks like you get 10(maybe 8 if ur bad)-12 automatic hit points per hit die now. Way to be efficient. Need I say more?
Fey Touched: Great feat, but not really today. Everyone loves getting misty step and hex, but in this case, neither of those spells are any use to you. Getouta here! Well, actually, to be fair, you could take a utility spell but nobody needs an enchantment utility that's also first level! No way, I would rather have a +2 to constitution.
Fighting Initiate: Free great weapon style! Amazing! End of story! (In reality, it's actually not that helpful so stay black please.)
Gift of the Chromatic Dragon: So... its PB uses absorb elements, and then +1d4 damage on all attacks for a minute, using up your BA. Wow. That's really good.
Gift of theGem Dragon: What!? 2d8 punishment damage? Incredible! This could easily synergize well with polearm master and sentinel, beginning with a sentinel attack, following up with polearm, and then once they manage to actually hit you ONCE they get catapulted back by your psychic energy. Green and a half!
Gift of the Metallic Dragon: Whoa. Cure wounds, a tiny but nice bit of healing. Useless, but you have wings to make attacks miss. That's also kinda meh. Surprisingly this guy is just black.
Grappler: I don't feel like doing any math, but advantage seems like a great thing to have (*seems*). Just a bit of extra damage. In the form of lots of advantage. Huzzah. Absolutely necessary for any kind of *cough* useless *cough* battlerager build.
Great Weapon Master: barbarian smash dragon face hard needs GWM.
Gunner: Okay, sure, we all love the idea and flavor of a barbarian machine gunning the enemies out of this world, but come on. AXES. Besides, that greataxe does more damage anyways.
Healer: A great feat overall, just not exactly the barbarian's role. Use it after combat; not during. It would be better spent on a healer, just in case they somehow forgot to conserve their spell slots. If not the healer, then use it on the ranger who has bonus actions. (honestly, how do they have so many different bonus actions?) Still, it's fine. Blue!
Heavily Armored: Legit useless. Heavy armor = no rage.
Heavy Armor Master: *above*
Inspiring Leader: It's really not that amazing, but it's something. Black.
Keen Mind: Never was that helpful in the first place, to be honest, but on a barbarian? Are you kidding me?
Lightly Armored: N/A
Linguist: Just as bad as Keen Mind, and for the same reason.
Lucky: Lucky is amazing! The best feat of all time! LUUUUUCKY!!!
Mage Slayer: Mage slayer is an interesting spell. It is actually likely that you will close the distance to the spellcaster, given that +10 speed from level 5. Plus, you are proficient in strength saves and strength is one of your greatest attributes. Still, enough misty steps should solve the enemy mage's problem. If you can close the distance though, this spell is amazing.
Magic Initiate: Nice utility bonus, because you can't cast spells in combat. Still, it's amazing.
Martial Adept: A free reaction riposte: Incredible, even if it's only a d6. Still, there's only one per rest.
Medium Armor Master: Essential for any kind of battlerager build for the +1 to AC, and sneaking. However, medium armor could easily get dwarfed by an 18 (17 dex, 20 con) unarmored defense.
Metamagic Adept: N/A
Mobile: If, for some reason, you are intent on the mage slayer path, you might want this feat to boost your movement speed all the way to 50. Alternatively, just get it anyways, because 50 speed is incredible.
Moderately Armored: N/A
Mounted Combatant: This feat gives you free advantage, and an excuse to be on a mount and be fast. It kind of wastes your fast movement, but that's okay, because free advantage. Still, it would be better spent on the fighter cavalier.
Observant: Observant is always nice to have. Since being an angry warrior who gets angry and hits lots of stuff isn't scary enough, we might as well make it so that you can't hide. Seriously, though, this might actually not be much of a problem. You just have to sponge attacks from the big scary guy and also hit the big scary guy who is not hiding like a coward.
Piercer: I'm not exactly sure why you are using a >piercing< weapon, and either way, the extra damage isn't that good anyways.
Poisoner: Whoa. Bonus action poison, so maybe you can't do it the first rage round of combat, but after that, an average of 9 extra poison damage per round--ignoring resistances, as well. However, this may prove too expensive, and also this defeats all bonus action attacks. Black is enough.
Polearm Master: We were all waiting for this moment. Polearm Master! Combine it with sentinel, and all of a sudden, you are suddenly a tornado of blows, because you get to hit your opponent once every 1.5 seconds: twice for extra attack, once for your BA end attack, and once when your opponent tries and fails to enter your range. That's all in the span of 6 seconds. That's just not fair. Ouch to your opponent!
Resilient: Absolutely necessary for any self respecting barbarian. Getting mind controlled sucks, but getting mind controlled every single encounter is worse. Maybe you should opt for a little bit of protection...
Ritual Caster: Hey, this is actually totally reasonable. It's not like you have to do anything during your breaks. Rangers might scavenge, perhaps a wizard is scribing a spell. You? You're standing around and maybe eating if it's lunch break. If we have something else to do, then we are more helpful as a party member. Borrow your wizard's spellbook and get yourself find familiar, identify, tiny hut. Cast them during the break so that your wizard doesn't have to.
Savage Attacker: You've heard the story before: savage attacker is just meh.
Sentinel: Maximize your tanking power with this amazing feat! Disengage is useless now, and combine with polearm master to get your opponents to hate you.
Shadow Touched: Invisibility is a great spell, and mostly utility. Have fun with it. Illusion is a great school, and a free 1st level spell from it is good. Blue.
Sharpshooter: Literally no barbarian features support a sharpshooter approach to combat. Bows are for rangers, not barbarians.
Shield Master: Shove is useless, but the extra support against a super common save is really helpful. Unfortunately, this loses your double hand privileges, but then again, you gain another 2 AC.
Skill Master: Skill master is a great feat. A free expertise and a free skill is amazing. If you are a battlerager, gaining expertise in athletics is great. Even if you aren't, there are skills like perception and stealth that you always need. Plus, another free skill is just great.
Skilled: This is nice if you want to be the skill monkey of the party, but honestly, that's the rogue/bard's job. Still, it's fine.
Skulker: None of these effects are exactly perfect for a barbarian, but it's nice to be able to hide easily.
Slasher: Maximizing your tanking skills. Even if your polearm sentinel opportunity attack fails, their speed is 10 less anyways. Besides, this also greatly increases the power of critical hits. This is a great feat.
Tavern Brawler: Literally useless except for the grapple, and even that you can't use on your first turn. This is, of course, necessary for any self respecting battlerager build, but useless for any polearm sentinel build.
Telekinetic: Mage hand is an amazing spell, but the shove is pointless. This is essentially a fixed cantrip magic initiate, but without the 1st level spell.
Telepathic: You can one way telepathy, a surprisingly common feature. You can also cast detect thoughts, a 2nd level spell. That's great!
Tough: OMG. THIS IS AMAZING. The number of hit points you gain each level increases by two. That's incredible!
Weapon Master: N/A because you have proficiency in all weapons
Racial Feats:
Bountiful Luck: Uh, first of all, why are you a halfling(no offense or anything, but, um...)? Anyways, back to business. This would be great, except it makes you useless as a character since you have to use your reaction to activate this. Therefore, it's bad.
Dragon Fear: So, uh, frightening in a radius... for a whole minute. That's pretty good, but the save DC is pretty low. Plus, it costs your action. Lame, but maybe not. Grue.
Dragon Hide: Literally none of this feat is helpful. No need for unarmored AC, claws are pointless.
Drow High Magic: Drow are meh, but this feat is insane. Detect magic, Levitate, and Dispel Magic. That's insane! Plus, it's all for free. Utility Barbarian now!
Dwarven Fortitude: Uh, combine this thing with durable and you are literally a walking, talking, hit point regenerator. (axolotl)
Elven Accuracy: So, for a dexterity based barbarian, this is the best feat. Half feat, so more dexterity, and the power to perfect the art of reckless attack. However, if you are not dex based, then this is useless. I'll leave it black.
Fade Away:EW EW EW EW EW EW EW! Nobody needs to be invisible or run away!
Fey Teleportation: Interesting, but somewhat weak. Misty step isn't amazing, and sylvan is useless. Blaaack. Actually, that's generous.
Flames of Phlegathos: N/A, we don't need spells.
Infernal Constitution: Poison and fire resistance is amazing, and poisoned is a terribly powerful effect. Gold.
Orcish Fury: Basically 4 extra attacks per long rest, plus free constitution/strength. That's awesome!
Prodigy: Great feat. Expertise, skill, and an amazing thing called a *cough*tool and language proficiency.*cough*
RevenantBlade: According to math, this feat is useless unless you are a Dexbarian. The thing is, it does not even come close to synergizing with any barbarian features. Brutal Critical? Absolutely not. Rage... str only. Reckless... str only. Yuck.
SecondChance: So... a slightly limited... silvery barbs... once per combat. That's, like, amazing!
SquatNimbleness: +5 speed, +1 strength, +1 athletics, and advantage on escape checks. That's pretty good! I rate it blue.5
Svirfneblin Magic: OMG. Although blur and blind/deaf are somewhat more meh, disguise and nondetect are amazing. Now, if the party wizard casts greater invisibility, not even the archmage can see you!
Wood Elf Magic: Longstrider and Pass Without Trace are amazing spells. You are suddenly capable of turning your allies into literal godly rogues, erasing tracks, moving 1100 feet every minute, and speeding along at 12.5 mph when dashing. That's stupidly good. Far too good. That's half a usain bolt, but sustainable for a whole hour.
Setting Specific Feats:
Aberrant Dragonmark: +1 con, always great for a barbarian. A cantrip and con based spell is also amazing, and it's from the sorcerer spell list. Also, you can roll a hit die to either deal damage or heal. That's pretty good, although the hit die is somewhat wasted in that your con modifier won't be much help. I'd recommend taking some instant combat spell, like chaos bolt, to use the round you rage.
Adept of the Black Robes: Take Tasha's Whip, and you're set. Use up all 4 of your remaining hit dice to deal a wicked 26 extra necrotic damage to the BBEG. Strike the BBEG in the first round of combat to cripple them. Next, rage. Finally, move to 11 feet away from them--ready with that polearm of yours. Next, make some sliced BBEG and the battle is over!
Adept of the Red Robes: I'm not sure, but this could be even better than Black Robes because of a very specific spell in the illusion school... Mirror Image. The balance fate feature can allow you to keep an enemy 10 feet away, even after you rolled a nat 1 on your d20. Overall, this is an amazing feat.
Adept of the White Robes: The Protective Magic feature is, unfortunately, useless, because you don't have spell slots. Boo hoo hoo. However, I can't say this is useless, because this feature can give you an abjuration or divination spell of the second level. Black.
Divinely Favored: You can get yourself guidance, augury, and a 1st level druid or cleric spell (you aren't evil, right?). Pretty good!
Initiate of High Sorcery: Gold, mainly because pathway to adept, but also because the spells are cool. Also, it literally comes from your background.
Knight of the Crown: Yo, this feat lets you yell at your paladin for attacking to slow. Then, they attack. Plus, you can do it proficiency bonus times! AMAZING! (ish)
Knight of the Rose: So now you get to yell at pally for being to lame and weak and thin and they get tougher in response. This is actually kinda worse...
Knight of the Sword: Now you get to make your enemy terrified and quivering in their boots because of either a) how smart you are b) how wise you are or c) how incredibly charismatic you are.
Squire of Solamnia: Ah, I see. You are better at getting on a horse, and you get to literally just hit harder and easier. (game design, WOTC! the feats are too good!)
Strixhaven Initiate: You literally choose quandrix, get *guidance* and *mage hand*, and then finally go ahead and take a free goodberry. Fun!
Strixhaven Mascot: Kinda mehish, but fractal can go tiny and help. That should work, right?
*if you're playing in strixhaven, you're probably actually a wizard, to be fair*
Now that we've thoroughly analyzed all the character options for the barbarian, we are ready to begin looking at some builds. These builds will include a combination of how to multiclass, a selection of feats, when the build is finished, which subclass to choose, how to array ability scores, and more. I'll also give each build a general color rating. Note that all of these builds can still go many ways, so we'll cap the rankings at green and rock bottom is now red.
Standard Barbarian:
Stats: Array your statistics according to the setting ability scores section of this guide.
Species: Stick with a gold race, preferably, or green. Leonin, half orc, bugbear--you know the gist (or, at least, you should if you've read as much as you ought to)
Multiclassing: Possibly a 1-3 level dip into fighter for style, surge, and more crits.
Subclass: None in particular, just not battlerager or herald because those are just meh.
Feats: GWM, polearm, sentinel, slasher, resilience(wis), and you are set.
Strategy: A normal barbarian's role on the battlefield is simple: rage, absorb all the damage, and deal some of your own. Rage helps you absorb much of the physical damage that is dealt to you, and gives you a tiny boost to your own damage. You have the greatest hit points, so you have the greatest responsibility to sponge. Charge to the front, keep control of your opportunity attacks, and destroy your enemies.
Battlerager Build:
Stats: Same as normal, but strength is better than constitution because you need the grapple.
Species: Same as standard.
Multiclassing: Unnecessary, preferably go all the way barbarian for those good indomitable might and primal champion sooner.
Subclass: Battlerager, obviously
Feats: Tavern brawler, Grappler, Medium Armor Master, and you are ready for the grapple fest. Skip on polearm and sentinel, go GWM, and you are a powerhouse.
Strategy: First round: Punch, grapple, pull out axe. Then, smash them.
Robarian Build:
This is probably actually more of a rogue build than a barbarian build, but whatever.
Stats: Same as normal, surprisingly.
Species: Preferably a good rogue species, like wood elf. Probably wood elf.
Multiclassing: Start in rogue for those first four skills, then switch to barbarian for two levels in order to get reckless, go for rogue/5 and then whatever you want.
Subclass: Probably just totem, but we can chill unless we get battlerager or storm.
Feats: Tough, and that's about it. All other ASIs are spent on stat improvements.
Strategy: Reckless every round to sneak attack. Front liner killing. DEATH!!!!
Dexbarian Build:
So, the point of a dexbarian build is to sacrifice just a little bit of damage(rage bonus, better weapon, reckless attack), in order to gain ridiculous AC and survivability.
Stats: You can go ahead and scrap strength, and go all the way for dexterity and constitution.
Species: Actually most elf species and stout halfling are probably the best here. Halflings, most likely, are the best, given that they were previously only left out for being small. Also, gnomes. Gnomes are great.
Multiclassing: Go for a little bit of fighter for action surge and better crit, because action surge and crit fishing are fun. That's all though.
Subclass: Totem warrior, most likely, or zealot. Not beast, natural weapons are strength. Battle, berserk, and storm are just plain baaad.
Feats: Tough, Defensive Duelist, and Lucky. Other than that, just ASIs for Dex and Con.
Strategy: Stick to the front and tank, mostly. Do a little bit of damage... that's about it.
Moon Barbarian Build:
Ah... what a fun build. Don't we all love turning into our totem animals?
Stats: You'll need 13 wisdom to multi into druid, but everything else is according to my general guides on statistics.
Species: Generally, the species I have pointed out in the species section above are all great fits. If you're still big on ASIs(for...some...reason) then forget about those for now. If you're gonna be a human transformer, stick with features. Abilities are replaced, features are not.
Multiclassing: If you haven't figured this out yet, we're going to be multiclassing to the druid.
Subclass: For druid, moon(obviously). For barbarian, we'll take totem warrior for a) insane flavor (you harness your natural power to become your spiritual self or smth like that) and b) the starting resistance to all damage.
Feats: All feats that I mentioned previously, but not weapon feats or tough. Those get replaced when you "harness your power to bring forth your spiritual self"(aka wild shape).
Strategy: Bear mode, and then shred. You take half damage, do +2 damage, have multiattack, soon will have extra attack, and maybe you can turn into something else. Also, maybe pop a control spell at the very start of combat for a nice little boost. Goodberry for healing.
That's about all the strategies that I can think of right now. More will come later.
Whoo, I'm back, and with me, I've finished the guide. I'm changing the poll at the top to a rating poll, but you can feel free to comment now! (abrupt unexpected change forced me to quit this for a bit, and my posting will be irregular now, but I'm sorta back.)
Re: Zealot’s divine fury, is it confirmed that it applies on every attack? My reading of the subclass description is that it applies to the first creature you hit on each of your turns, which would imply it can only proc once, and only on your turn (I.e., not on a reaction).
Literally Too Angry To Die - A Guide to Optimizing a Barbarian.
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Thank you to LordShadowthorn for inspiration! (I'll use that inspiration now. What do I roll for writing something?)
Also, please vote above. I'll change it to a rating system later.
This is an optimization guide for barbarians. This is looking at quite literally everything except roleplay, it's a guide for min-maxing. Of course, if you're actually a roleplayer(like me), you will probably not want to take all this advice. However, if you're reading this, I recommend that you at the very least read the section (at the end) that offers ways you could fight that makes the best use of your class features. I'm very open to suggestions, but please wait on posting until I'm done writing this guide. (I'll mention when that is)
Credit to LordS for the following rating system.
If I highlight something in This Color, then I think that it is a great option, and always worth taking if it fits your character's theme.
If I highlight something in This Color, then I think that it is a good option, and always worth considering if it fits your character's theme.
If I highlight something in This Color, then I think that it is a decent option, and consistent.
If I highlight something in This Color, then I think that it is an ok option.
If I highlight something in This Color, then I think that it is a bad option. It's okay to take if it fits your roleplay, but it will limit you.
If I highlight something in This Color, then I think that it is a terrible option. You should heavily consider the ways in which it heavily limits you before taking it, and only take it if it matches your character's theme perfectly.
This will be a progressive guide, and I will post different parts of this guide one part at a time. Please remember not to comment until the guide is finished. Thanks!
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
What are Barbarians?
A barbarian is a strong warrior. Their strength comes not from their martial prowess or their brute force, but instead their rage. They will usually fill the role of tank or front liner, absorbing blows for their allies while dealing blows at the same time. This section will focus on what makes this class great, and what makes this class... not so great.
Why Barbarians are STRONG:
Barbarians are strong. Literally. Many of their features need strength, and while that's not necessarily a good thing, it's okay when you realize how much damage strength based weapons can do. Also, they have a lot of hit points. In a nutshell, barbarians are tough (very) and strong (very). Plus, they get other features which just randomly boost combat like advantage on initiative rolls (great) and danger sense (great).
Why Barbarians are WEAK:
Barbarians are great at their job, which is head on combat and absorbing damage... but not so great at other things. First of all, almost all their abilities except for the level 18 feature are combat related, and while this boosts their combat power, it makes them kind of useless as skill monkeys. Plus, with (usually) low mental scores, they are very susceptible to mind breaking (intelligence saves) and mind affecting (wisdom saves) features.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Setting Ability Scores.
As a barbarian, you'll value some ability scores over others. Here, I'll rank (first time using the ranking system) the ability scores. In terms of roleplaying, you should heavily consider this advice if you want to help in combat, but you could take less important options over others.
Strength: Lots of your abilities, such as rage and reckless rely on strength in order to work, and rage gives you advantage on strength checks and saves.
Dexterity: You need it for your AC and dexterity saving throws, but otherwise it's useless for a barbarian.
Constitution: If you're going to be tanking hit points, you'll want constitution. Constitution increases your hit points, but it also helps you boost your AC when unarmored.
Intelligence: Intelligence won't help you very much, but it won't hurt you either. Investigation and knowledge skills always help, even though these checks aren't very common. If you want a smart barbarian, go for it, but you shouldn't be putting your best score in intelligence.
Wisdom: As a barbarian, your biggest weaknesses will probably be wisdom saving throws. Since you need all 3 physical scores, you'll end up putting worse scores in mental ability scores, and wisdom saving throws are a big deal. Plus, you have perception, which is always helpful.
Charisma: For a barbarian, charisma is okay. Being able to talk is always nice, even if you won't be doing the talking, and some barbarians might want to pump up intimidation.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Choosing a Species:
Before I begin, I want to get something out of the way. I won't be choosing species because of their racial ability scores. Those are like an afterthought, or a footnote. I'll be choosing species because of the features they give, their size, and their speed. This is because the most you'll get out of racial ability score bonuses is a +1 to the modifier, which isn't huge. The features, size, and speed matter the most. I'll split this into books. I will rate everything as it appears in the book that I spoiler, even if it's legacy content.
PHB SPECIES:
Dragonborn: Dragonborn get a breath weapon and a damage resistance. This is ok. The main benefit of the breath weapon is that it deals AOE chromatic damage, but it's not great for anything else. A single barbarian attack will usually deal far more damage that the breath weapon. Plus, the breath weapon doesn't even work with extra attack or rage! It's a saving throw feature, not an attack. The helpful part is the chromatic damage resistance, which is nice.
Hill Dwarf: Hill Dwarves get extra hit points, a damage resistance, a useless feature (called stonecunning), and some (useless) weapon training. I would rate them with dragonborn, except for the extra hit points.
Mountain Dwarf: Mountain dwarves are just ok. I only rated them this high because of their resistance (helpful), darkvision (very helpful), and ability score increases. It's only a +1, but it's a +1 to hit, damage, AC, and hit points. Those bonuses are just too good to ignore.
Dark Elf(Drow): Drow are okay. They're elves. They get some helpful passive abilities, like Trance and Fey Ancestry, but what sets drow apart from other elves is their spellcasting. They get some cool spells, but they're either instantaneous or concentration, none of which work while raging. Of course, you will not always have rage available, and the spells will help in that scenario. I'll give it half red, but only because of sunlight sensitivity. Spells and Superior Darkvision just aren't great enough for barbarians to cancel out sunlight sensitivity.
High Elf: High elves are largely fine. They get elvish abilities like trance and fey. However, they also get a cantrip. This could give extra utility outside of combat if needed, which is why this is blue.
Wood Elf: Wood elves get all the elf bonuses, but their main bonuses are their speed bonus and hide bonus. If your party is short on stealthy people, you could try to take that job with your speed and mask of the wild. Blue tier!
Forest Gnome: Gnomes. The first small race. You're probably aware, but small creatures cannot wield heavy weapons well and that... is a problem. Despite this, a d10(battleaxe) isn't actually terribly smaller than a d12(greataxe). Still, without the ability to wield a greataxe or a greatsword, you are somewhat weaker. On the plus side, you have Gnomish cunning, solving your saving throw issue, and some out of combat utility. It would be rated higher if it was medium, but since they're small, they're sitting at green.
Rock Gnome: These are actually much worse than Forest Gnome without minor illusion, but they still have gnomish cunning. Blue and a half.
Half Elf: Half Elves gain skill versatility, fey ancestry, and darkvision. Basic, passive, but out of combat utility and nice features. Blue.
Lightfoot Halfling: Halflings are small, and they just barely make up for it. Sure, they get brave. Sure, they get lucky. Still, no darkvision leaves them sitting at a low black. Naturally Stealthy just isn't good enough.
Stout Halfling: With a resistance, they make up for being small and sit at half blue.
Half Orc: Finally! A solid gold! Free intimidation, an extra round of being alive, and stronger criticals to stack with brutal. To top it all off, these guys allow for Orcish Fury, a great feat.
Human: It's human. While the racial ability increase actually means something this time, they don't have any other features. They're basically useless.
Variant Human: Vhumans are great! The free feat could by an early GWM, polearm master, tough, or sentinel... pretty strong. Still, at higher levels, this early feat will mean a lot less.
Tiefling: Tieflings are definitely not the strongest, they aren't weak either. With darkvision and hellish resistance, they are already a black and a half, but they also get spellcasting. Despite spells not mixing with rage, they are a good back up in case you're in a fight without rage.
MOoT SPECIES:
Centaur: Centaur are amazing. They have a charge attack, and since Rage isn't once per turn, this lets you deal extra rage damage twice per turn. Plus, a 40 foot speed is great for getting into battle. The only downside is the climbing thing, and that's rare. Green and a half.
Leonin: Lenoin are crazy strong! They have 35 foot movement, darkvision, claws, and a free proficiency. However, what really sets them apart is their ROAR. With a DC based on constitution, the roar takes the cake. Gold!
Minotaur: Minotaur are a really cool concept, but not as ridiculous as they would seem. Their best feature, in my opinion, is where they can push enemies 10 feet away. Plus, they get a proficiency. Blue and a half.
Satyr: Satyrs are pretty cool. They have better jumps, and have free skills. The biggest part is magic resistance though. That alone gives a solid green.
Triton: Triton are water warriors, and they get some really cool defensive spells. When you're not raging, these spells are very helpful. Still, without any abilities that really boost Barbarians, they're left at blue.
SACoC SPECIES:
Owlin: Owlin are great. They can fly while not wearing medium or heavy armor, which most barbarians will not. They have 120 feet of darkvision, and automatic stealth. It doesn't help the barbarian too much, but it's enough for a solid blue.
MotM SPECIES:
Aarakocra: Don't get me wrong; I love aarakockra. It's only that they aren't exactly perfect for barbarians. They have an unarmed strike, which is useless. They don't have darkvision. They just have flight and a spell. These are both ok, but gust of wind isn't the best spell, especially for a barbarian. Flight is good, but you won't be needing it too often. Black and a half.
Aasimar: Aasimar are great. They get a healing ability, which never hurts. They get darkvision, and two resistances. Plus, celestial revelation and light bring everything home. Blue and a half, only because these features just aren't for barbarians.
Air Genasi: Air Genasi are cool. 35 foot movement speed is great, darkvision is amazing, unending breath is kind of meh, and resistance is also great. Finally, we have Mingle with the Wind which has great utility spells and shocking grasp, although shocking grasp might be a little bit useless. A bunch of random but nice gimmes, we'll give it a solid green and a half.
Bugbear: Bugbears are amazing. They get darkvision and normal speed, but their best features are Fey Ancestry (no more wasting rages only to get charmed), Surprise Attack(extra damage by attack, it's great), but the most crazily wrong feature: Long Limbed. This adds +5 feet to your reach. Combined with polearm master, sentinel, and a polearm, you could control 30 feet of a battlefield! That's ridiculous! Solid gold. This is just too good.
Centaur: MotM centaur is like MOoT centaur, but minus the proficiencies. Green and a third.
Changeling: I don't love changelings. They don't actually give you much of anything, except for some social skills and that's not what barbarians do. Black.
Deep Gnome: They're small. Their features are about social things, and stealth. They also get Gnomish Magic Resistance. Green, but only because of Gnomish Magic Resistance.
Duergar: Advantage against being charmed and stunned is nice; nobody likes wasting a rage. With dwarven resilience, they gain a resistance, but the most important feature is Duergar Magic. Although magic and rage doesn't mix, Enlarge/Reduce can be used like an extra rage, of sorts, and invisibility could have utility uses.
Earth Genasi: Normally, I love Earth Genasi. Bonus action blade ward is amazing. However, that effect is already given by rage, and the other features are rather situational. Pass without trace is good, but that's it. Half blue.
Eladrin: Eladrin might not seem great for barbarian, but if you want to make a more mobile barbarian, Eladrin is amazing. First of all, Fey Step is not a spell so it can happen in combat. Plus, the seasonal effects are great too. Finally, you have all the elf things like Keen Senses, Trance, and Fey Ancestry.
Fairy: Fairies are bad. Not terrible, mind you, just bad. Their spells aren't helpful enough to a barbarian to make up for their small size, and their flight is just another flight ability. Boooooring, plus they're small.
Firbolg: Firbolg are pretty cool and have great flavor, but aren't the greatest barbarians. They're more focused on avoiding attention, and the social aspect of D&D. They're fine. Black and a half.
Fire Genasi: Fire Genasi are largely fine, it's only that their best feature is their spellcasting, which (you guessed it) doesn't mix with Rage, as they're combat spells. Still, (you guessed it again) when you're out of rages, it could help.
Githyanki: These are different from the other innate spellcasters. These spells are all utility, and have no use while raging (except for misty step). These are great spells too, and Astral Knowledge take the cake. Blue and a half.
Githzerai: Githzerai are interesting. They get shield, which is useless while raging. They get detect thoughts, which seems strange for a barbarian to do, and they have discipline and resistance. Discipline is nice, less wasting rages, and the resistance could be used with bear totem to create a barbarian resistant to all damage (cool, right?). Let's slap them right up with their githyanki cousins.
Goblin: Fury of the small is nice, and fey ancestry + darkvision is also nice, but that doesn't make up for the small size. Also, nimble escape is useless for barbarians. Half red, just not good enough.
Goliath: The main boon of goliath is Stone's Endurance, and what a feature that is! It lets you negate 1d12+con modifier damage from one attack your proficiency bonus number of times! Little Giant is also nice, and I think we can all agree that Mountain Born is trash. It's a solid blue and a half.
Harengon: With a helpful boost to Dexterity saves, initiative, and free perception, Harengon are pretty good. Rabbit hop isn't great, though. Blue.
Hobgoblin: Hobgoblin get all the goblinoid features, but they also get features that help with allies. It's pretty good. Bonus action help is fine, the 3rd level boon is amazing, and Fortune from the Many is also great. Blue and a half. It would be higher if you were guaranteed allies.
Kenku: Kenku are ok. They have social manipulation skills and mimicry, but that's not particularly helpful for a barbarian. Black.
Kobold: Kobolds are cool. Sure, they're small, but they have great features. First of all, Draconic Cry. On demand advantage within 10 feet for all allies and you is very strong. Kobold's Legacy is versatile, but I would recommend sorcery and taking a utility cantrip. All things considered, I'll rate it blue and a half.
Lizardfolk: First of all, we're looking at feeding frenzy. This lets you make a high damage(like, really high) bonus action attack that also gives you temporary hit points. Now, I wasn't planning on getting into MATH so soon, but we might as well calculate some stuff. 1d12(greataxe)+1d6(frenzy) +str mod*2+ 4(rage bonus), on average, equals 20 damage on average per round, assuming a +3 strength modifier and assuming hits. That's one round of damage for a level 1 barbarian (hold up, I think I'm on to something here!)! Plus, that gives you two temporary hit points, which is 4 mundane damage negated. Of course, it's only prof bonus times per day, but that's just too strong. Natural Armor can provide some nice AC if you (for some reason) have some low constitution. Finally, free proficiencies are just great.
Minotaur: Minotaur haven't changed much from the MOoT version; the only difference was that imposing presence was replaced by Labyrinthine recall. I think that imposing presence is a little bit better, so this minotaur is a little bit worse.
Orc: Orcs are fine. They have adrenaline rush, which is good for getting into battle. They have powerful build, and Relentless Endurance. It's good, I'll give it blue.
Satyr: Same as MOoT, but weaker.
Sea Elf: Sea elves are just elves, but with child and friend of the sea, plus a swimming speed. Plus, the Trance gives drifting proficiencies which is nice. Still, no good combat features except for resistance and fey ancestry.
Shadar Kai: Necrotic resistance is great, and so are the drifting proficiencies. Blessing of the Raven Queen is good for getting into battle, assuming a non-bear barbarian, and the elf stuff is great. We'll stick them a nice blue and a half.
Shifter: Alright, these guys are insane. Let's break them down. First of all, they get free proficiencies, and good ones too. Also, they get darkvision! That's great. The good part, however, is their shifting. They can shift into a stronger form as much or more than you can rage. When you do this, you gain your PB*2 temp hp, which is kind of meh, but you also get another feature. I'd recommend either the bonus action 1d6 bite, or +1d6 thp and +1 AC. Either way, the bite is probably better. It's like lizardfolk hungry jaws, but for a whole minute! (and no thp.) Alternatively, you could go wildhunt and have fun with reckless and a +5 to passive perception. Solid gold.
Tabaxi: Cat's talent is nice. Two proficiencies, with good skills too. Also, Feline Agility could be nice. Often you won't need to move much, but if you need to do some maneuvering you could use it. Climbing is meh, kinda situational. Let's try blue and a half.
Tortle: Tortles are interesting. WIth a base AC of 17, they are great, and they get skills. I'll paint them blue and a half.
Triton: Control Air and Water is different now, with water walk instead of wall of water. Honestly, I liked wall of water better but I can live with water walk too. Also, they gained Darkvision. Kinda meh, I'm keeping them at black and a half.
Water Genasi: I cannot express my disappointment at no shape water. Acid resistance is meh, and the other spells are meh. It's all kind of... useless. Red.
Yuan-ti: Ah, the snake folk. Let's begin with the spellcasting, which is now mostly useless. Suggestion is good, but the animal friendship is useless. Also, poison spray is useless. Magic Resistance and Poison Resilience is the only reason this gets blue. Poison and magic resistance is just too good.
VGtM SPECIES:
Fallen Aasimar(Legacy): These are crazy powerful. The healing ability is nice, and helps reinforce your role as the damage taker, but the big thing is Fallen Aasimar's Necrotic Shroud. With your level damage, which is huge, and a frighten ability. That's very strong.
Protector Aasimar(Legacy): These are slightly less powerful than fallen, because fallen get frighten and flight isn't great. However, for the same reasons that fallen is great, protector is also good.
Scourge Aasimar(Legacy): These guys are incredible, like fallen. They get extra damage, and although the damage can also affect themselves, they have resistance to it so it's less of an impact. Incredibly strong, lots of damage.
Bugbear(Legacy): These guys are just slightly weaker than the more modern version with a once per turn surprise attack. Still, nearly gold.
Firbolg(Legacy): Slightly weaker the MotM version in every way. Black.
Goblin(Legacy): They got worse in every way. Red.
Hobgoblin(Legacy): Martial training is useless on a barbarian, and saving face is good, but once per rest. Stay black.
Kenku(Legacy): Wonderful for roleplay... not so wonderful for barbarian. Forging documents just isn't your job.
Kobold(Legacy): Little dragons are, surprisingly(not), bad for barbarians. Sunlight sensitivity cancels out pack tactics, and then you're left with un-barbarian like features. Yuck.
Lizardfolk(Legacy): Finally, something good! Although hungry jaws is weaker now, you get cunning artisan(useless). Still, solid blue.
Orc(Legacy): Surprisingly, orcs are kinda bad. Aggressive is fine, and that's all we get. Blue.
Tabaxi(Legacy): Feline Agility is somewhat meh, but Cat's Talent is already crazy! Plus, you get a climbing speed. Blue and a half, just for the proficiencies.
Triton(Legacy): Meh, situational abilities. Just black.
Yuan-Ti Pureblood(Legacy): Ooh, finally! Poison immunity is great, and magic resistance. Those two bump this race up to blue and a half, and the other abilities are just situational.
VRGtR SPECIES:
*technically, these are lineages but they're close enough to races to include in this section.*
Dhampir: Damphirs--no, Dhampires--no, *why'd they make this race so hard to pronounce?* Dhampirs are very strong. First of all, their bite. Although 1d4 may seem weak, gaining a bonus to your next attack roll is great. I don't want to do the math; head over to tips and tactics for that, but it might be better than normally attacking. It's also great for a dex based barbarian, since it uses your con modifier. Besides, Ancestral Legacy and the climb is great as well.
Hexblood: Hexbloods aren't the best... they get Ancestral Legacy, and great utility, but not much else. Still, they're fine.
Reborn: Reborn are crazy! Of course, they get that crazy Ancestral Legacy, but Deathless Nature! Ridiculously powerful! Advantage on death saves, resistance and advantage against poison, and a fast long rest. Plus, Knowledge from a Past Life is very good for utility. Solid green and a half.
SCAG SPECIES:
Feral Tieflings: Feral tieflings aren't very different from their non feral counterparts; the only difference is the ASI. Still, it's a small improvement... which won't change the color.
Devil's Tongue: Devil's Tongue's spells are different, but nice. Vicious Mockery is a waste on a barbarian, but the others are better than combat spells. Still, just blue.
Hellfire: Not enough of a change to change the color, but Hellish Rebuke is still better than burning hands.
Winged: Wings are better than spells, but not so good it'll change the color.
ERftLW SPECIES:
*Kalashtar and Warforged may not be available for play in your campaign, as they are setting specific*
Changeling(Legacy): Changelings don't get good features for a barbarian. Shapechanging is cool and all, and there's a skill, but that's all. Useless.
Kalashtar: Dual Mind is INCREDIBLE. Advantage on wisdom saves is crazy. Mind link is nice for utility, and Severed from Dreams is nice. Nobody likes wasting a rage on sleep. Overall, Kalashtar covers the weaknesses of the barbarians: Wisdom saving throws with Dual Mind, low utility with Mind Link, and wasting rages... although this one is only from sleeping.
Beasthide(Legacy): Beasthide is great for improved AC and more thp, but falls off at later levels. Still, natural athlete helps bring it home. Solid blue and a half.
Longtooth(Legacy): Intimidation is great, but the bonus action attack never stops being useful. Just for the extra attack, solid green.
Swiftstride(Legacy): Swiftstride is perhaps the worst of the shifters. Speed is fun, but acrobatics is worse than athletics and being more agile isn't as good as a bonus action attack. It doesn't boost the barbarian at all, in fact.
Wildhunt(Legacy): Wildhunt is a doozy. Natural Tracker is somewhat meh, but no attack rolls against you with advantage is incredible. Why? It means that you can reckless attack at will! This way, you get advantage but they don't! Incredible! Automatic gold and a half!
Warforged: It was just Shifter, and now it's Warforged. First of all, constructed resilience is beautiful. Resistance to poison, advantage against poison... beautiful. Sentry's rest makes you perfectly for taking all the watches, and Integrated Protection is just a free, permanent, +1 to AC. Finally, Specialized Design helps you on the utility side. Solid green.
SAiS SPECIES:
*these races may not be available in your campaign, since they are setting specific. I will treat them as if in a spelljammer setting.*
Astral Elf: Astral Elf is so cool! Starlight step is great, for mobile barbarians, but astral fire has great utility and Astral Trance is just great. Lots of utility, but still, not great for combat.
Autognome: Armored Casing is kinda useless, since barbarians are supposed to have a high con, but if necessary it can work. Build for Success is nice. Healing machine is fun, and being able to benefit from healing spells is nice too. Mechanical Nature is amazing, and Sentry's Rest is meh. Specialized Design is ok, but not incredible. Still, in combat, you are much weaker than an average barbarian thanks to your small size. Still, the utility is so incredible that this retains a blue.
Giff: HIPPO HIPPO! Giff are not actually incredible for barbarains. Guns are pointless for barbarians, and although Astral Spark is good, it's not game changing in any way. Black.
Hadozee: Monkeys! Monkeys! Alright. Jokes aside, these guys are cool. They're basically intelligent, winged monkeys. Dexterous Feet helps them on the utility aspect, and Glide helps them stay alive. Finally, Hadozee dodge is pretty cool, reducing damage. It's okay, blue.
Plazmoid: It's slime time! Plasmoids get resistance to acid and poison, and advantage against being poisoned. That's already 2 resistances! Amorphous and Hold Breath are nice gimmes, and Shape Self gives you an extra limb, and the ability to, um, lose limbs. Cool, I guess. Blue and a half for two resistances, situational abilities, and SLIME TIME!
Thri-Kreen: Chameleon Carapace lets you hide a lot easier, which is always nice. Secondary arms are wonderful utility and the like. Sleepless makes you perfect for watch duty, and Telepathy is great. Not much to assist barbarians, however, so I'm rating it a blue.
MToF SPECIES:
Duergar: Superior Darkvision is wonderful, and so is the magic (second rage, anyone?), but Sunlight Sensitivity cancels those both out. We also have the Dwarf traits, and Duergar Resilience. Still pretty good, solid blue.
Deep Gnome: Stone camouflage is nice, and so is superior darkvision. That's a solid blue and a half, adding the regular gnome traits.
Eladrin: Having lost floating proficiencies, and not being able to change your season, Eladrin are significantly worse now.
Sea Elf: Ah, they lost the resistance. Black and a half.
Shadar-Kai: Fewer uses of Blessing of the Raven Queen equals a LOT WORSE.
Githyanki: Martial prodigy is wasted on barbarians, and Decadent Knowledge is really just a ribbon. However, the Psionics give the barbarian some utility, so I'll give it a black and a half.
Githzerai: Mental Discipline is great for barbarians, and the psionics are nearly as good as the Githyanki's. Blue.
Baalzebul Tieflings: The spells really aren't great for barbarians, so black.
Dispater Tieflings: The spells are great utility. Blue and a half.
Fierna Tieflings: Excelling in social encounters, these are just as good as Dispater Tieflings.
Glasya Tieflings: Wonderful stealth spells. Amazing utility.
Levistus Tieflings: They're combat spells, but GOOD combat spells. Let's try blue and nearly a half.
Mammon Tieflings: The spells are all kinda useless, except mage hand. Black.
Mephistopheles Tieflings: First of all, who named this subrace? I want to give the a good, old, *removed* (that was me). Anyways, mage hand is good but burning hands is less good, and there is no barbarian who will ever use flame blade. Either they want smash things with axe, or they want a flame tongue and they have one. Black!
Zariel Tieflings: For some reason, these guys have smite spells. That's really strong. Give it up for Zariel tieflings, the combat masters!
When they aren't raging, at least.
GGtR SPECIES:
*some of these races are setting specific; your DM might not allow some of these in your campaign*
WHO NAMED VEDALKEN? I'D LIKE TO GIVE THEM A GOOD PIECE OF MY MIND!
Centaur(Legacy): Centaurs are still great; still, the 1d4 change from 1d6 is a bummer... in the early levels. Give it a solid green.
Loxodon: I think I've found my favorite race ever. Loxodons! First of all, Loxodon serenity helps with not wasting rages, and the natural armor actually helps, especially if you're going standard array without a dexterity increase. Amazing! Plus, the trunk is way too cool. It's just... cool. Plus, it's got some great utility; I only don't like the fact that it has a 5 foot reach. Finally, keen smell is pretty good. If people actually used their smelling, it would be great. Solid green.
Minotaur(Legacy): Minotaurs. They're okay. The Horns are useless. Imposing Presence is beautiful, but Goring Rush... less so. The real thing that brings this race up is Hammering Horns. I could see this in a combo with polearm master and sentinel. You could attack, bonus action shove, and prepare for the enemy to come back into your reach so that you can stop them with sentinel and polearm master. Still, meh. Blue.
Simic Hybrid: Your main feature is Animal Enhancement. At first level, it gives you a situational ability to adapt to climbing, being underwater, and great heights. At 5th level, however, is a combat feature. You can either have unarmed strikes that deal 1d6 damage and grapple, +1 AC while not wearing heavy armor, and 30 ft poison spray which technically isn't a spell. Tbh, none of these will really help a barbarian except for the AC bonus. In the end, you're left with +1 to AC and a situational feature. Stick it at black.
Vedalken: Vedalken Dispassion already makes this race incredible. It's already covered the most important weakness of the barbarians: Mental saves. Free proficiencies are always nice, and partially amphibious is great as well. Flat out incredible. Green and a half.
AI SPECIES:
Verdan: First of all, telepathic insight. Amazing saving throw advantages. Second, Limited Telepathy. Although it is, well, limited, any kind of telepathy at all is good. Also, Black Blood Healing. This can help you regain some more hit points in a short rest. Finally, Persuasive. Persuasion is good. Utility, covering weaknesses, and better healing. Oh, and the size is hilarious--you start out small, but at level 5 you grow to medium (!!). We'll pretend that you're just medium.
SotDQ SPECIES:
Kender: Fearless is great, Kender Aptitude is also great, and Taunt is great for provoking enemies, tanking, and protecting allies. Still, they're small which makes them... blue and a half.
EEPC SPECIES:
Aarakocra(Legacy): It's a 50 foot flying speed. Good for utility... although that's all since barbarians don't play in the air. Still, blue.
Air Genasi(Legacy): Yay, you get levitate. You get to hold your breath. Hooray.
Earth Genasi(Legacy): Okay, this is better. Earth walk is helpful, and pass without trace is a great spell.
Fire Genasi(Legacy): A cantrip isn't bad, especially for the ability to see. Burning Hands is lame, since you can't cast while raging. Maybe you could cast this then bonus action rage?
Water Genasi(Legacy): SHAPE WATER! A wonderful utility cantrip. Create or destroy water has uses, and the other features are great.
Goliath(Legacy): Mountain born gives you a resistance now, and stone's endurance exists. Plus, natural athlete. Good enough for a blue.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Ooooh....Useless human stings my soul.
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
Well, variant humans are actually pretty good for barbarians. Both Tough and Sentinel are great feats for tanks, which as you pointed out is often a barbarian's primary role.
Will everyone stop calling him "The Demogorgon"? It's his name, not a title!
PLEASE STOP POSTING UNTIL I'M DONE WITH THE GUIDE!
in fact, it would be nice if the comments got deleted. It's right up there on the first post.
CLASS FEATURES:
Hit Points: The barbarian has a d12 hit die, the highest out of every class, making it very beefy and tanky. Honestly, sometimes I think it was a typo...
Proficiencies: Just average. Skills, saves, weapons, armor. Average.
Rage: Your defining feature: Rage. Extra damage is always nice, but the best part is resistance to mundane damage while raging. That's incredible! For comparison, permanent mundane damage resistance for WAR CLERICS, the most combat oriented cleric subclass, is the CAPSTONE FEATURE. Granted, the war domain kind of sucks, but still. My point stands.
Unarmored Defense: This feature is pretty good too. Adding your con modifier to your AC should hopefully automatically be better than studded leather, or as good as a chain shirt. As your constitution modifier increases, your AC might even become superior to chain mail or perhaps even splint! By the time you add a shield to the mix, your DM is going to hate you. (they won't)
Reckless Attack: Reckless attack is another defining feature of barbarians. It gives you advantage on all of your attack rolls on your turn, but advantage on your enemies' attack rolls against you for the whole round. While this may seem like it is normally a bad deal, this can be very good. First of all, synergizing with GWM to make that +10 damage bonus more likely is always great. Plus, a potential 3 attacks per turn (extra attack + polearm master) is incredible with this, giving you advantage on all of them. Plus, it makes you a better target for enemies, which means taking the heat off of your allies. Also, as previously pointed out, this actually synergizes perfectly with abilities that make it impossible for enemies to have advantage on attack rolls against you. If that's the case, then this is at will advantage with no downside. Beautiful.
Danger Sense: Basically evasion, but only against effects that you can see. However, you'll probably be able to see everything that requires you to make a dex save on success half damage, right?
Primal Path: I'll make a section about the subclasses later.
Ability Score Improvement: Completely self explanatory.
Extra Attack: Brutal attacks x2! Slam slam slam! I get to use my rage bonus--twice! (maybe thrice if I have a bonus action attack!)
Fast Movement: Speed. +10 movement speed is amazing. This is the only class other than the monk that gives you a permanent speed boost.
Feral Instinct: Amazing! Advantage on init rolls... man, I wish I always had this!
Brutal Critical: It's good. Criticals come rarely enough that this doesn't matter too much, but when a crit does come it's always nice for it to be extra, extra brutal.
Relentless Rage: Literally too angry to die? Anyone? This is amazing!
Brutal Critical: Now that you get a second die, the ability begins to get stronger. When a crit comes, it's devastating.
Persistent Rage: Let's not waste a rage. That would be nice. Persistent Rage makes it harder for enemies to waste your rages. Still, it's a little bit situational.
Brutal Critical: It's the third die! This makes greataxe stronger than greatsword, which is a big deal. Titanic Critical would be a better name.
Indomitable Might: So strong! Any DC less than 20 gets demolished! Still, situational.
Primal Champion: Excuse me, but your strength just exceeded what should be possible... please correct it. Seriously, a +2 to your strength and constitution modifiers? Incredible! What a capstone!
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Most people think Half-Orc or Goliath is the best race for a Barbarian but I think V human
sticking out ur gyat for the rizzler
PM me the word TOMATO🍅
Nothing can replace my Mountain Dwarf, sure I don't get a feat but whatever...
PRIMAL PATHS:
Let's go ahead and give each primal path, aka barbarian subclass, a rundown.
PATH OF THE ANCESTRAL GUARDIAN:
Ancestral Protectors: This is a GREAT tanking ability, but not great for much else. To be fair, if you're engaged in melee combat with somebody else, they are probably not interested in attacking the hexadin who's 20 feet away. Still, it's good for tanking.
Spirit Shield: This is actually good. It costs your reaction, which somewhat reduces your tanking potential because no opportunity attacks, but nobody likes taking damage. Plus, this is infinite use.
Consult the Spirits: Basically a ribbon. It can be nice utility, but takes away from the focus of tanking.
Vengeful Ancestors: This is just a strong ability made better. Now, it's definitely worth using your reaction to Spirit Shield.
PATH OF THE BATTLERAGER:
Restriction: Dwarves Only: Forcing the user of the subclass to be a dwarf, when there are far more fabulous species out there.
Battlerager Armor: As the subclass practically forces the use to wear armor. This is, I suppose, fine, but gives disadvantage on stealth and by the time you get +5 con, the armor will be weaker unless you add magic to the mix. Besides, the BA attack is weaker than a Polearm Master BA attack. A subclass feature which is weaker than a feat... :(
Reckless Abandon: Free thp for using reckless. I'll never complain. It would be better if used with a wildhunt shifter, but oh well.
Battlerager Charge: Bonus action dash. It's useless, considering that rage takes a bonus action to activate.
Spiked Retribution: Alright, this feature is actually pretty good. Extra damage is always nice, and it's a punishment for attacking.
PATH OF THE BEAST:
Form of the Beast: This is incredible. You get to choose your form every time you rage, making you adaptable to different types of combat situations. Here are some criteria about when to use your abilities (and why they're so good). You'll want to use your bite when you are very weak, and have less than half your hit points remaining. Possibly the last fight in a dungeon. This will, on average, deal 2 less damage than a greataxe attack, but also allow you to regain hp. You'll want your claws when you just want to deal damage, since this is 2d6+str mod*2+rage bonus*2. Assuming a level 7 barbarian with strength 18, this will deal 7+8+6=21 damage on average in a turn, assuming rage. That's very good damage. You'll want to use your tail when you're low on hit points, but not below half. Also, you want to use your tail when you're defending, since it costs your reaction. Still, this is a great way to let you never get hit. Plus, reach is great.
Bestial Soul: Nice utility, and can be switched often, but still kind of situational.
Infectious Fury: Crazy power! 2d12 psychic damage is nothing to laugh at, and forcing it to use up it's reaction to attack it's ally is also incredible. Still, it has limited uses by long rest, and that's a big restriction.
Call of the Hunt: Incredible. Extra damage for your allies and thp for you EVERY TIME YOU RAGE? That's incredible! The damage might not seem like much, but when spread to four allies, it adds up. Plus, who is going to not accept 20 free thp? It's great. Gold.
PATH OF THE BERSERKER:
Frenzy: A bonus action attack is huge. With a greataxe and a level 5, strength 18 barbarian, that can add up to 19.5+12+6=37.5 damage per round. Ouch! Of course, as a drawback, you lose your bonus acti--I mean, you gain a level of exhaustion. This is a big deal, since a long rest can only cancel 1 level of exhaustion. The first two levels of exhaustion aren't terrible, but from third onwards the effects get worse and worse. Only frenzy, at most, once in a day, or if it's the BBEG dungeon or something. Still, despite the limits, Frenzy is a ridiculously strong feature. I'd be willing to give it blue and a half.
Mindless Rage: This can save you a lot of wasted rages. I'll give it a green.
Intimidating Presence: Intimidating Presence is hard to use, since it kind of forces you to put something good in charisma. Also, it forces you to use your action in order to use or sustain the effect, and it only affects one target. It's kind of useless.
Retaliation: Come on. This is an amazing feature. Basically, it reads: if an enemy hits you, then you get to be angry enough to break through the normal limits of humanity and you get a free attack. With a level 14 barbarian(number crunching time!) and a +2 greataxe, this is about 26+8+20+9 =63 damage on average while in a Frenzy, assuming all hits. That's just crazy, considering all it requires is a rage. Add in GWM to the mix, add in the chance of landing a critical hit, and you get one scared adult red dragon in "bow" position at your feet. ROAR! Solid gold.
PATH OF THE STORM HERALD:
It's time for nearly everybody's second or third least favorite subclass (kinda weird, actually)!
Storm Aura: It's actually okay. Unfortunately, friendly fire exists with a Storm Herald, which makes it nearly incompatible with a paladin because the auras have the same range. Tundra is kinda useless, since it's not very much thp. Desert is okay, PB fire damage per turn isn't terrible, but still not the best. Tundra deals an actual good amount of damage, and it's lightning damage which is okay as well. Overall, this can do some reasonable damage, but it's kinda meh because the damage really isn't that amazing and also friendly fire.
Storm Soul: It's a damage resistance, which is amazing, but that's all unless you count the ribbon. Plus, this is based on your choice for Storm Aura, unlike Totem Warrior. meh.
Shielding Storm: Guess what? Now, instead of your allies taking damage because they're in your aura, they...
still take damage but a lot less while in your aura.
great.
Raging Storm: It's the subclass capstone! The only feature here which is actually helpful is... the desert feature, which still isn't great. It's a situational ability. Thank you for the mostly situational ability. Huzzah. Thanks for the great capstone feature. Not.
PATH OF THE TOTEM WARRIOR:
Spirit Seeker: It's a ribbon, but very flavorful and it's pretty good for some situational stuff. Blue.
Totem Spirit: This is an amazing feature, and we all know why. The bear and wolf are incredibly strong. Wolf synergizes with paladin, aura and the wolf feature working together. Bear is just too good for obvious reasons.
Aspect of the Beast: This is a situational ability, but still very good. Perfect eagle eyesight? That's pretty good. Travel pace could help in a travel heavy campaign, bears can help break down doors, wolf is more meh, but TIGER is incredible. 2 more skill proficiencies? Imagine a skill monkey subclass in BARBARIAN for these two amazing skills. Green, since it's adaptable and by 6th level you will probably know what the campaign is like.
Spirit Walker: Another flavorful ribbon. It can help... sometimes.
Totemic Attunement: A huge variety of abilities, each of which is strong. Gold, obviously.
PATH OF THE ZEALOT:
Divine Fury: A huge damage boon. 1d6 plus half the barbarian PER successful attack. Incredible.
Warrior of the Gods: This is also an amazing feature. Revivify, but it doesn't cost diamonds!
Fanatical Focus: Indomitable once per rage. That's insane, especially for a 6th level feature.
Zealous Presence: Give all your allies advantage for a whole turn? Incredible! Deal way too much damage! Boom boom!
Rage Beyond Death: An extremely powerful ability. Essentially, you become invincible until the battle ends and then even though you should have died you decided to eat a goodberry. Congratulations, you are officially invincible.
PATH OF WILD MAGIC:
Magic Awareness: It's a pretty good feature. Being able to sense magic is always great.
Wild Surge: First of all, the save DC includes your CON modifier, which is amazing. All of the effects are pretty good; damage, thp, teleportation, chucking weapons like an idiot, extra AC, area around you is difficult terrain. Still, because some of the effects aren't the best, and they don't include extra rage damage, I rate it blue. Plus, the damage doesn't really scale.
Bolstering Magic: This is an interesting feature. A limited use of a weaker guidance is somewhat useless, although it doesn't require concentration, but regaining spell slots is incredible. Blue.
Unstable Backlash: Extra uses of wild magic, and rerolls if you want one. It's nice, buffing the previous feature. Still, blue.
Controlled Surge: It's a good feature, but the damage still doesn't scale so it's just blue.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
FEATS:
In this section, I will cover various feats and how good they are for barbarians. They will be compared to ability score improvements.
Non Racial, Non Setting Specific Feats:
Actor: Okay, let's begin. Actor is a half feat, giving you a bonus to charisma. That could help for intimidation a little. However, the skills generally aren't helpful for a barbarian. This feat just really doesn't help a barbarian, and its just a waste of a feat or ASI.
Alert: This feat essentially helps you go first in combat. There are a few benefits that the Actor feat give to the barbarian. First of all, an earlier rage. Sometimes, an enemy will deal mundane damage to you before you get the chance to rage, and therefore you aren't able to gain the resistance that rage confers. This applies especially to Totem Warrior Barbarians. Also, being surprised absolutely sucks. Finally, you get to make your initiative modifier something that isn't actually your dexterity modifier. It's just something cool you can do to your character sheet. That's all.
Artificer Initiate: This feat isn't great for barbarians. First of all, the spells their spellcasting ability modifier is Intelligence, which could make the barbarian MAD(multiple ability dependent) if the spells use the spellcasting ability. Plus, artisans tools are really annoying to carry around, and I as a DM would require both hands to use them. Essentially, you are forced to give up both hands in order to use artisan tools. Finally, you can't cast spells while ragin. All of this suggests that the spells had best be utility, and from this I draw the conclusion that this feat is essentially a bit of artificer utility. Still, you could take Guidance and some kind of utility first level spell, so I'll call it blue.
Athlete: Overall, in my opinion, this feat doesn't do well. Ever. Climbing utility is mostly useless, the movement lost from being prone doesn't hurt barbarians, and in this game, jumping is literally useless. On the plus side, you get free strength or dexterity because it's a half feat so it can be black.
Charger: This feat sucks. It's useless for a barbarian. Hooray, you get to deal less than average damage--by a lot, considering extra attack level 5--in exchange for getting to the front lines, when you should already be there. You also get to push your enemy. Very helpful.
Chef: A +1 to con (or wisdom, but, uh...) and you get to cook. The ingredients aren't specified, and honestly I don't know what I'd say they cost. However, free hit points and temporary hit points are always nice. Blue for utility and nice con bonus.
Crossbow Expert: To be honest, crossbow master doesn't make use of rage, since extra rage damage only applies to strength based attacks. It also forces you to play with a one handed weapon, which everybody hates with a barbarian. Personally, I don't think that the BA attack makes up for these two factors, and therefore I consider this feat to be of little use to a barbarian. However, it could be good for a dex based barbarian, though that is a more uncommon barbarian build.
Crusher: Crusher is a strength or dex half feat with which to barbarian can dominate the battlefield. Unfortunately, the only good bludgeoning weapon for barbarians is the maul, but the extra strength and knockback makes this feat good for defending allies who are in melee. Unfortunately, no polearm master combos are viable here because of the maul being more or less required. It's as good as an ASI for barbarians; would be better if it was a different martial class.
Defensive Duelist: No. Not for your strength barbarian, but maybe for your dex barbarian. In general, barbarians don't use finesse weapons so this is only viable in a rogue multi for SA. On the plus side, the effect is amazing. This is situational, and build dependent. I'll leave it red because it is completely unviable for other barbarians. (is unviable a world?)
Dual Wielder: I have played with the idea of a dual battleaxe barbarian, and I believe this is a very satisfactory build. Although you cannot make 3 attacks on your first turn (extra + BA two weapon attack), because of rage, you can make 3 attacks on other turns. You add your strength and rage to all of them, and overall, the weapons themselves do similar damage if compared to great weapons. Plus, this makes reckless attack more useful because it will apply to more attacks. Finally, a free +1 to AC is never a bad thing. Definitely green, half gold even.
Dungeon Delver: This is interesting. Generally, this might seem slightly situational and DM dependent (I mean, who even puts traps in dungeons these days). I would recommend waiting until level 8 or even 12 to take this feat, just so that you know if your DM will be using it. Plus, it definitely doesn't beat any of the combat feats. However, this feat can be a good defensive measure. Nobody likes losing hp before the first combat of the day, especially to that lame fall trap. Given that your barbarian will probably be at the front of the marching order, you are the most likely to be hit by a trap. Also, seeing secret doors is just awesome because you get to brag about it.
Durable: So, looks like you get 10(maybe 8 if ur bad)-12 automatic hit points per hit die now. Way to be efficient. Need I say more?
Fey Touched: Great feat, but not really today. Everyone loves getting misty step and hex, but in this case, neither of those spells are any use to you. Getouta here! Well, actually, to be fair, you could take a utility spell but nobody needs an enchantment utility that's also first level! No way, I would rather have a +2 to constitution.
Fighting Initiate: Free great weapon style! Amazing! End of story! (In reality, it's actually not that helpful so stay black please.)
Gift of the Chromatic Dragon: So... its PB uses absorb elements, and then +1d4 damage on all attacks for a minute, using up your BA. Wow. That's really good.
Gift of the Gem Dragon: What!? 2d8 punishment damage? Incredible! This could easily synergize well with polearm master and sentinel, beginning with a sentinel attack, following up with polearm, and then once they manage to actually hit you ONCE they get catapulted back by your psychic energy. Green and a half!
Gift of the Metallic Dragon: Whoa. Cure wounds, a tiny but nice bit of healing. Useless, but you have wings to make attacks miss. That's also kinda meh. Surprisingly this guy is just black.
Grappler: I don't feel like doing any math, but advantage seems like a great thing to have (*seems*). Just a bit of extra damage. In the form of lots of advantage. Huzzah. Absolutely necessary for any kind of *cough* useless *cough* battlerager build.
Great Weapon Master: barbarian smash dragon face hard needs GWM.
Gunner: Okay, sure, we all love the idea and flavor of a barbarian machine gunning the enemies out of this world, but come on. AXES. Besides, that greataxe does more damage anyways.
Healer: A great feat overall, just not exactly the barbarian's role. Use it after combat; not during. It would be better spent on a healer, just in case they somehow forgot to conserve their spell slots. If not the healer, then use it on the ranger who has bonus actions. (honestly, how do they have so many different bonus actions?) Still, it's fine. Blue!
Heavily Armored: Legit useless. Heavy armor = no rage.
Heavy Armor Master: *above*
Inspiring Leader: It's really not that amazing, but it's something. Black.
Keen Mind: Never was that helpful in the first place, to be honest, but on a barbarian? Are you kidding me?
Lightly Armored: N/A
Linguist: Just as bad as Keen Mind, and for the same reason.
Lucky: Lucky is amazing! The best feat of all time! LUUUUUCKY!!!
Mage Slayer: Mage slayer is an interesting spell. It is actually likely that you will close the distance to the spellcaster, given that +10 speed from level 5. Plus, you are proficient in strength saves and strength is one of your greatest attributes. Still, enough misty steps should solve the enemy mage's problem. If you can close the distance though, this spell is amazing.
Magic Initiate: Nice utility bonus, because you can't cast spells in combat. Still, it's amazing.
Martial Adept: A free reaction riposte: Incredible, even if it's only a d6. Still, there's only one per rest.
Medium Armor Master: Essential for any kind of battlerager build for the +1 to AC, and sneaking. However, medium armor could easily get dwarfed by an 18 (17 dex, 20 con) unarmored defense.
Metamagic Adept: N/A
Mobile: If, for some reason, you are intent on the mage slayer path, you might want this feat to boost your movement speed all the way to 50. Alternatively, just get it anyways, because 50 speed is incredible.
Moderately Armored: N/A
Mounted Combatant: This feat gives you free advantage, and an excuse to be on a mount and be fast. It kind of wastes your fast movement, but that's okay, because free advantage. Still, it would be better spent on the fighter cavalier.
Observant: Observant is always nice to have. Since being an angry warrior who gets angry and hits lots of stuff isn't scary enough, we might as well make it so that you can't hide. Seriously, though, this might actually not be much of a problem. You just have to sponge attacks from the big scary guy and also hit the big scary guy who is not hiding like a coward.
Piercer: I'm not exactly sure why you are using a >piercing< weapon, and either way, the extra damage isn't that good anyways.
Poisoner: Whoa. Bonus action poison, so maybe you can't do it the first rage round of combat, but after that, an average of 9 extra poison damage per round--ignoring resistances, as well. However, this may prove too expensive, and also this defeats all bonus action attacks. Black is enough.
Polearm Master: We were all waiting for this moment. Polearm Master! Combine it with sentinel, and all of a sudden, you are suddenly a tornado of blows, because you get to hit your opponent once every 1.5 seconds: twice for extra attack, once for your BA end attack, and once when your opponent tries and fails to enter your range. That's all in the span of 6 seconds. That's just not fair. Ouch to your opponent!
Resilient: Absolutely necessary for any self respecting barbarian. Getting mind controlled sucks, but getting mind controlled every single encounter is worse. Maybe you should opt for a little bit of protection...
Ritual Caster: Hey, this is actually totally reasonable. It's not like you have to do anything during your breaks. Rangers might scavenge, perhaps a wizard is scribing a spell. You? You're standing around and maybe eating if it's lunch break. If we have something else to do, then we are more helpful as a party member. Borrow your wizard's spellbook and get yourself find familiar, identify, tiny hut. Cast them during the break so that your wizard doesn't have to.
Savage Attacker: You've heard the story before: savage attacker is just meh.
Sentinel: Maximize your tanking power with this amazing feat! Disengage is useless now, and combine with polearm master to get your opponents to hate you.
Shadow Touched: Invisibility is a great spell, and mostly utility. Have fun with it. Illusion is a great school, and a free 1st level spell from it is good. Blue.
Sharpshooter: Literally no barbarian features support a sharpshooter approach to combat. Bows are for rangers, not barbarians.
Shield Master: Shove is useless, but the extra support against a super common save is really helpful. Unfortunately, this loses your double hand privileges, but then again, you gain another 2 AC.
Skill Master: Skill master is a great feat. A free expertise and a free skill is amazing. If you are a battlerager, gaining expertise in athletics is great. Even if you aren't, there are skills like perception and stealth that you always need. Plus, another free skill is just great.
Skilled: This is nice if you want to be the skill monkey of the party, but honestly, that's the rogue/bard's job. Still, it's fine.
Skulker: None of these effects are exactly perfect for a barbarian, but it's nice to be able to hide easily.
Slasher: Maximizing your tanking skills. Even if your polearm sentinel opportunity attack fails, their speed is 10 less anyways. Besides, this also greatly increases the power of critical hits. This is a great feat.
Tavern Brawler: Literally useless except for the grapple, and even that you can't use on your first turn. This is, of course, necessary for any self respecting battlerager build, but useless for any polearm sentinel build.
Telekinetic: Mage hand is an amazing spell, but the shove is pointless. This is essentially a fixed cantrip magic initiate, but without the 1st level spell.
Telepathic: You can one way telepathy, a surprisingly common feature. You can also cast detect thoughts, a 2nd level spell. That's great!
Tough: OMG. THIS IS AMAZING. The number of hit points you gain each level increases by two. That's incredible!
Weapon Master: N/A because you have proficiency in all weapons
Racial Feats:
Bountiful Luck: Uh, first of all, why are you a halfling(no offense or anything, but, um...)? Anyways, back to business. This would be great, except it makes you useless as a character since you have to use your reaction to activate this. Therefore, it's bad.
Dragon Fear: So, uh, frightening in a radius... for a whole minute. That's pretty good, but the save DC is pretty low. Plus, it costs your action. Lame, but maybe not. Grue.
Dragon Hide: Literally none of this feat is helpful. No need for unarmored AC, claws are pointless.
Drow High Magic: Drow are meh, but this feat is insane. Detect magic, Levitate, and Dispel Magic. That's insane! Plus, it's all for free. Utility Barbarian now!
Dwarven Fortitude: Uh, combine this thing with durable and you are literally a walking, talking, hit point regenerator. (axolotl)
Elven Accuracy: So, for a dexterity based barbarian, this is the best feat. Half feat, so more dexterity, and the power to perfect the art of reckless attack. However, if you are not dex based, then this is useless. I'll leave it black.
Fade Away: EW EW EW EW EW EW EW! Nobody needs to be invisible or run away!
Fey Teleportation: Interesting, but somewhat weak. Misty step isn't amazing, and sylvan is useless. Blaaack. Actually, that's generous.
Flames of Phlegathos: N/A, we don't need spells.
Infernal Constitution: Poison and fire resistance is amazing, and poisoned is a terribly powerful effect. Gold.
Orcish Fury: Basically 4 extra attacks per long rest, plus free constitution/strength. That's awesome!
Prodigy: Great feat. Expertise, skill, and an amazing thing called a *cough*tool and language proficiency.*cough*
Revenant Blade: According to math, this feat is useless unless you are a Dexbarian. The thing is, it does not even come close to synergizing with any barbarian features. Brutal Critical? Absolutely not. Rage... str only. Reckless... str only. Yuck.
Second Chance: So... a slightly limited... silvery barbs... once per combat. That's, like, amazing!
Squat Nimbleness: +5 speed, +1 strength, +1 athletics, and advantage on escape checks. That's pretty good! I rate it blue.5
Svirfneblin Magic: OMG. Although blur and blind/deaf are somewhat more meh, disguise and nondetect are amazing. Now, if the party wizard casts greater invisibility, not even the archmage can see you!
Wood Elf Magic: Longstrider and Pass Without Trace are amazing spells. You are suddenly capable of turning your allies into literal godly rogues, erasing tracks, moving 1100 feet every minute, and speeding along at 12.5 mph when dashing. That's stupidly good. Far too good. That's half a usain bolt, but sustainable for a whole hour.
Setting Specific Feats:
Aberrant Dragonmark: +1 con, always great for a barbarian. A cantrip and con based spell is also amazing, and it's from the sorcerer spell list. Also, you can roll a hit die to either deal damage or heal. That's pretty good, although the hit die is somewhat wasted in that your con modifier won't be much help. I'd recommend taking some instant combat spell, like chaos bolt, to use the round you rage.
Adept of the Black Robes: Take Tasha's Whip, and you're set. Use up all 4 of your remaining hit dice to deal a wicked 26 extra necrotic damage to the BBEG. Strike the BBEG in the first round of combat to cripple them. Next, rage. Finally, move to 11 feet away from them--ready with that polearm of yours. Next, make some sliced BBEG and the battle is over!
Adept of the Red Robes: I'm not sure, but this could be even better than Black Robes because of a very specific spell in the illusion school... Mirror Image. The balance fate feature can allow you to keep an enemy 10 feet away, even after you rolled a nat 1 on your d20. Overall, this is an amazing feat.
Adept of the White Robes: The Protective Magic feature is, unfortunately, useless, because you don't have spell slots. Boo hoo hoo. However, I can't say this is useless, because this feature can give you an abjuration or divination spell of the second level. Black.
Divinely Favored: You can get yourself guidance, augury, and a 1st level druid or cleric spell (you aren't evil, right?). Pretty good!
Initiate of High Sorcery: Gold, mainly because pathway to adept, but also because the spells are cool. Also, it literally comes from your background.
Knight of the Crown: Yo, this feat lets you yell at your paladin for attacking to slow. Then, they attack. Plus, you can do it proficiency bonus times! AMAZING! (ish)
Knight of the Rose: So now you get to yell at pally for being to lame and weak and thin and they get tougher in response. This is actually kinda worse...
Knight of the Sword: Now you get to make your enemy terrified and quivering in their boots because of either a) how smart you are b) how wise you are or c) how incredibly charismatic you are.
Squire of Solamnia: Ah, I see. You are better at getting on a horse, and you get to literally just hit harder and easier. (game design, WOTC! the feats are too good!)
Strixhaven Initiate: You literally choose quandrix, get *guidance* and *mage hand*, and then finally go ahead and take a free goodberry. Fun!
Strixhaven Mascot: Kinda mehish, but fractal can go tiny and help. That should work, right?
*if you're playing in strixhaven, you're probably actually a wizard, to be fair*
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Possible Builds:
Now that we've thoroughly analyzed all the character options for the barbarian, we are ready to begin looking at some builds. These builds will include a combination of how to multiclass, a selection of feats, when the build is finished, which subclass to choose, how to array ability scores, and more. I'll also give each build a general color rating. Note that all of these builds can still go many ways, so we'll cap the rankings at green and rock bottom is now red.
Standard Barbarian:
Stats: Array your statistics according to the setting ability scores section of this guide.
Species: Stick with a gold race, preferably, or green. Leonin, half orc, bugbear--you know the gist (or, at least, you should if you've read as much as you ought to)
Multiclassing: Possibly a 1-3 level dip into fighter for style, surge, and more crits.
Subclass: None in particular, just not battlerager or herald because those are just meh.
Feats: GWM, polearm, sentinel, slasher, resilience(wis), and you are set.
Strategy: A normal barbarian's role on the battlefield is simple: rage, absorb all the damage, and deal some of your own. Rage helps you absorb much of the physical damage that is dealt to you, and gives you a tiny boost to your own damage. You have the greatest hit points, so you have the greatest responsibility to sponge. Charge to the front, keep control of your opportunity attacks, and destroy your enemies.
Battlerager Build:
Stats: Same as normal, but strength is better than constitution because you need the grapple.
Species: Same as standard.
Multiclassing: Unnecessary, preferably go all the way barbarian for those good indomitable might and primal champion sooner.
Subclass: Battlerager, obviously
Feats: Tavern brawler, Grappler, Medium Armor Master, and you are ready for the grapple fest. Skip on polearm and sentinel, go GWM, and you are a powerhouse.
Strategy: First round: Punch, grapple, pull out axe. Then, smash them.
Robarian Build:
This is probably actually more of a rogue build than a barbarian build, but whatever.
Stats: Same as normal, surprisingly.
Species: Preferably a good rogue species, like wood elf. Probably wood elf.
Multiclassing: Start in rogue for those first four skills, then switch to barbarian for two levels in order to get reckless, go for rogue/5 and then whatever you want.
Subclass: Probably just totem, but we can chill unless we get battlerager or storm.
Feats: Tough, and that's about it. All other ASIs are spent on stat improvements.
Strategy: Reckless every round to sneak attack. Front liner killing. DEATH!!!!
Dexbarian Build:
So, the point of a dexbarian build is to sacrifice just a little bit of damage(rage bonus, better weapon, reckless attack), in order to gain ridiculous AC and survivability.
Stats: You can go ahead and scrap strength, and go all the way for dexterity and constitution.
Species: Actually most elf species and stout halfling are probably the best here. Halflings, most likely, are the best, given that they were previously only left out for being small. Also, gnomes. Gnomes are great.
Multiclassing: Go for a little bit of fighter for action surge and better crit, because action surge and crit fishing are fun. That's all though.
Subclass: Totem warrior, most likely, or zealot. Not beast, natural weapons are strength. Battle, berserk, and storm are just plain baaad.
Feats: Tough, Defensive Duelist, and Lucky. Other than that, just ASIs for Dex and Con.
Strategy: Stick to the front and tank, mostly. Do a little bit of damage... that's about it.
Moon Barbarian Build:
Ah... what a fun build. Don't we all love turning into our totem animals?
Stats: You'll need 13 wisdom to multi into druid, but everything else is according to my general guides on statistics.
Species: Generally, the species I have pointed out in the species section above are all great fits. If you're still big on ASIs(for...some...reason) then forget about those for now. If you're gonna be a human transformer, stick with features. Abilities are replaced, features are not.
Multiclassing: If you haven't figured this out yet, we're going to be multiclassing to the druid.
Subclass: For druid, moon(obviously). For barbarian, we'll take totem warrior for a) insane flavor (you harness your natural power to become your spiritual self or smth like that) and b) the starting resistance to all damage.
Feats: All feats that I mentioned previously, but not weapon feats or tough. Those get replaced when you "harness your power to bring forth your spiritual self"(aka wild shape).
Strategy: Bear mode, and then shred. You take half damage, do +2 damage, have multiattack, soon will have extra attack, and maybe you can turn into something else. Also, maybe pop a control spell at the very start of combat for a nice little boost. Goodberry for healing.
That's about all the strategies that I can think of right now. More will come later.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Whoo, I'm back, and with me, I've finished the guide. I'm changing the poll at the top to a rating poll, but you can feel free to comment now! (abrupt unexpected change forced me to quit this for a bit, and my posting will be irregular now, but I'm sorta back.)
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Re: Zealot’s divine fury, is it confirmed that it applies on every attack? My reading of the subclass description is that it applies to the first creature you hit on each of your turns, which would imply it can only proc once, and only on your turn (I.e., not on a reaction).
please update this for the 2024 dnd rules
You should make other guides like this. I'd especially like a Rogue or Warlock one.
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Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
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