Everyone's favorite tank has been hitting the gym and is even more buff in the 2024 Player's Handbook. You'll find the new Barbarian is harder to take down, has a more persistent Rage, and is more strategic when it comes to trading off defense for offense.
In this article, we'll cover the key changes to the 2024 Barbarian you'll find in the new Player's Handbook. If there's a feature we don't cover, such as Extra Attack, it remains unchanged or only saw minor tweaks.
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Class Feature |
Level |
What's New |
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1 |
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1 |
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2 |
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Reckless Attack |
2 |
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3 |
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|
3 |
|
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7 |
|
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Brutal Strike (replaces Brutal Critical) |
9 |
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11 |
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13 |
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15 |
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17 |
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Indomitable Might |
18 |
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19 |
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Primal Champion |
20 |
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2024 Barbarian Class Features Overview

Rage — Level 1
You can't be the Hulk of your adventuring party without a persistent, nigh uncontrollable Rage. The 2024 Player's Handbook makes it easy to keep your Rage rolling by allowing you to expend a Bonus Action to maintain your Rage. Your Rage is also extended if you force an enemy to make a saving throw.
Previously, you would have to make a weapon attack or take damage to continue raging, but if you're taking your turn to do something mundane, such as climbing a ladder, you don't want to have to expend another usage of Rage once you get to the top.
You now also regain one use of Rage when you finish a Short Rest, making it more likely you'll have this key Barbarian feature available when you roll Initiative.
Weapon Mastery — Level 1
Find more ways to crush, slash, and generally pulverize your enemies with the new Weapon Mastery feature! At level 1, you can choose two Simple or Martial Melee weapons and access their mastery properties. The number of mastery properties you can access at a given time increases as you level up, and they can be swapped out at the end of each Long Rest.
Just because we know how much Barbarians love chopping things up, let's look at the Greataxe and Handaxe mastery properties as examples:
- Greataxe (Cleave): The only thing better than chopping one enemy in half is chopping two enemies in half! With Cleave, whenever you hit a creature, you can make a second attack at another creature within 5 feet of the original target and within your reach. If you hit, you deal your weapon's damage dice but not your ability score modifier unless it's negative (you do add your Rage bonus damage, though!)
- Handaxe (Vex): The Handaxe's mastery property, Vex, makes it easier for you to land a follow up attack. When you hit a creature with a Handaxe, you'll have Advantage on the next attack roll you make against that creature before the end of your next turn.
Danger Sense — Level 2
The Barbarian's Spidey-Sense has been given a buff! Previously, you'd have to be able to hear or see a Fireball streaking toward you in order to get Advantage on your subsequent Dexterity saving throw. Now, you can dodge effectively even when Blinded or Deafened.
Barbarian Subclass — Level 3

Barbarian subclasses in the 2024 Player's Handbook include the Path of the Berserker, Path of the Wild Heart, Path of the World Tree, and Path of the Zealot. The Path of the World Tree is an entirely new subclass, while the rest got updated to improve gameplay.
- Path of the Berserker: The biggest change to the Path of the Berserker is the adjustments to Frenzy. Now, instead of giving you an extra Bonus Action attack, you get additional damage on your first hit each turn when you're using Reckless Attack while your Rage is active. The extra damage is represented by a number of d6s equal to your Rage bonus damage. You also don't gain levels of Exhaustion for using this ability. Other than that, Intimidating Presence and Retaliation have swapped places; Intimidating Presence now takes a Bonus Action, it's limited to once per Long Rest (unless you expend a use of Rage to use it again), it affects multiple creatures, its Frightened condition lasts up to 1 minute without requiring an action to extend the duration, and the DC of the effect is based on your Strength instead of Charisma. Mindless Rage now also ends the Charmed or Frightened condition instead of suspending it.
- Path of the Wild Heart (formerly Path of the Totem Warrior): The Path of the Wild Heart has seen some significant improvements to its flexibility. Now, you can change the animals that you draw primal power from more easily, and they've been balanced to make choosing feel more strategic. Instead of choosing an animal at level 3 and sticking with it through your campaign, you can swap out benefits from your level 3 and 14 abilities each time you Rage. The more passive abilities you gain at level 6 can be changed out whenever you finish a Long Rest.
- Path of the World Tree (New): With this subclass, you can dish out Temporary Hit Points, shift enemies around the battlefield, increase your reach and the versatility of your Weapon Mastery properties, and, as the subclass's capstone, teleport around the battlefield with your allies.
- Path of the Zealot: Originally introduced in Xanathar's Guide to Everything, this radiant subclass has had a glow-up. Its Warrior of the Gods feature now helps you stay alive by giving you a pool of healing dice you can roll as a Bonus Action, rather than making it easier to bring you back from the dead. This is also reflected in the Rage of the Gods feature, which replaces Rage Beyond Death and gives you a Fly Speed, damage resistances, and the ability to expend a use of your Rage to prevent you or one of your comrades from dropping to 0 Hit Points.
Primal Knowledge — Level 3
Make your Barbarian more useful when they're not crushing skulls! Primal Knowledge gives you an extra skill proficiency from the Barbarian's list. Also, while your Rage is active, whenever you make an ability check using one of these skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival.
This means that you can now fly into a Rage and use your fury to sneak into places, perceive things more easily, and do complex calisthenics. Talk about an all-terrain Rage!
Instinctive Pounce — Level 7
When you gain this ability, you can move up to half your Speed as part of the same Bonus Action you take to enter a Rage. This is an excellent way to ensure you're in the front ranks when you clash with enemy forces.
Brutal Strike — Level 9
This ability replaces the 2014 Barbarian's Brutal Critical in favor of a more strategic use of your Barbarian's resources. Using Brutal Strike, you can forgo the Advantage from your Reckless Attack feature on one Strength-based attack per turn to inflict more damage and impose a deleterious effect.
If you gamble correctly and still manage to hit with your attack, you get an extra 1d10 damage and can choose either:
- Forceful Blow: Send your target flying 15 feet away from you, then you can follow up and move half your Speed towards your target without provoking Opportunity Attacks.
- Hamstring Blow: Reduce your target's Speed by 15 feet until the start of your next turn. Despite (usually) having two hamstrings, a creature can only suffer from one Hamstring Blow at a time.
Both options can be incredibly useful in specific situations. Forceful Blow is great for sending enemies off cliffs or into environmental hazards (just maybe don't follow them in afterward). It can also be used to knock an enemy away from one of your less tanky party members.
Hamstring Blow, on the other hand, can be crucial for locking down fast targets and keeping them within reach until you can finish them off.
Who would've thought attacking with reckless abandon could be so strategic?
Relentless Rage — Level 11
We heard you liked tanky builds, so we made your tanky build even more tanky. Previously, when you succeeded in a Constitution saving throw after getting knocked to 0 Hit Points, this ability would bring you back up to 1 Hit Point.
Now, you regain a number of Hit Points equal to twice your Barbarian level. Seeing as you don't lose your Rage until you get Incapacitated, you effectively have twice that many Hit Points (thanks to damage resistances).
Tack on the fact that this continues to happen until you fail your Constitution saving throw after dropping to 0 Hit Points, and this means you could trigger this ability multiple times per Long Rest, resulting in dozens of extra Hit Points.
This will effectively make you the Black Knight from Monty Python, able to shrug off a normally fatal injury with a casual, "Tis but a scratch."
Improved Brutal Strike — Level 13
Get even more recklessly strategic! Now, you can choose from two additional options when you hit a creature using Brutal Strike:
- Staggering Blow: Force your target to have Disadvantage on the next saving throw it makes and it can't make Opportunity Attacks until the start of your next turn. Perfect for diving out of the way and letting your Wizard light them up with a big spell.
- Sundering Blow: If you have a martial buddy fighting alongside you, this is a great way to team up. When you hit a creature with this ability, the next attack made against it by another creature has +5 to hit.
Persistent Rage — Level 15
Previously, this feature made the Barbarian's Rage impossible to end early, short of knocking them Unconscious. In the updated version, you still get these benefits, and your Rage lasts for 10 minutes, without you needing to extend it in any way.
If that wasn't enough, you can now regain all uses of Rage when you roll Initiative. This only triggers once per Long Rest, but a full 50 minutes of Raging should get you to the next time you're able to kick your feet up and relax.
Improved Brutal Strike — Level 17
This improvement to your Brutal Strike doubles the damage dealt from 1d10 to 2d10 and also allows you to inflict two different Brutal Strike effects each time you hit.
This allows you to combo effects, like sending an enemy flying into a Blade Barrier with Disadvantage on their Dexterity saving throw. Or, perhaps you hit a creature with a thrown Handaxe and use Forceful Blow to send them 15 feet away and Hamstring Blow to reduce their Speed by 15 feet. Then, step back a couple of feet and ready your next Handaxe.
Epic Boon — Level 19
Epic Boons are a new type of feat introduced in the revised core ruleset and that are level-locked. At level 19, the Barbarian gets their choice of one of the twelve Epic Boon feats found in the 2024 Player's Handbook.
The following Epic Boon is a recommended option for the Barbarian:
- Boon of Irresistible Offense: This boon of epic proportions starts by allowing you to increase your Strength or Dexterity by 1 up to a maximum of 30. You also get the ability to overcome resistance to Bludgeoning, Piercing, and Slashing damage with your attacks. Finally, when you roll a 20 on the die for an attack roll, you get to deal damage equal to the ability score that you used to make the attack. Which will likely be at least 25 when you gain access to Primal Champion at level 20. Now that's a Critical Hit!
Get Your Rage On
The 2024 Player's Handbook is now available on the D&D Beyond marketplace, which means it's time to set out on new adventures with fresh or familiar characters!
The Barbarian in the new Player's Handbook is even more tanky, Rage-y, and has a lot more strategic choices to make in combat thanks to Weapon Mastery and Brutal Strike. Now, every turn will be a dangerous dance where you'll have to decide what course of action is optimal. Or, you could just Reckless Attack and Cleave through your enemies until you've turned the battlefield into a graveyard.
We’re delighted to share with you the changes to fifth edition D&D that appear in the 2024 Player’s Handbook. Make sure to keep an eye out on D&D Beyond for more useful guides on using the wealth of new options, rules, and mechanics found in the 2024 Player's Handbook!

Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his partner, and tending the veritable jungle of houseplants that have invaded his house.
This article was updated on August 12, 2024, to issue corrections or expand coverage for the following features and subclasses:
- Rage: Clarified that you can still maintain Rage by making an attack roll against an enemy.
- Weapon Mastery: Clarified that Greataxe and Handaxe aren't suggestions; They are examples. Also added that you don't add your ability score modifier unless it's negative to the Cleave property.
- Reckless Attack: Added that the Advantage granted by Reckless Attack now lasts until the start of your next turn.
- Barbarian Subclass (Path of the Berserker): Expanded coverage on Intimidating Presence and clarified that this subclass' extra damage only triggers when you're using Reckless Attack and your Rage is active.
- Barbarian Subclass (Path of the Zealot): Clarified that the Revivification benefit in Rage of the Gods can only affect one creature at a time.
- Primal Knowledge: Removed unclear wording.
- Feral Instinct: Removed reference to surprise as the rules for Initiative and surprise have changed, obviating the old benefit.
- Brutal Strike: Removed mistake stating you could forgo any Advantage to activate Brutal Strike. Only the Advantage granted by Reckless Attack can be used to activate this feature.
- Relentless Rage: Clarified that you regain Hit Points equal to twice your Barbarian level.
- Persistent Rage: Removed error that stated you could only use this benefit if you have no uses of Rage left. Also made clear that it is optional to activate.
- Improved Brutal Strike: Removed unclear wording.
Depends on your interpretation. Advantage and Disadvantage don't stack RAW (although many tables allow Advantage stacking, either through a rule like Advantage +2 or just allowing you to roll with Advantage if you have two instances of Adv and only one instance of Disadvantage). Now, I could see people running Brutal Strike in a way that would allow you to forgo the Advantage you get from attacking a prone enemy, then use Reckless Attack to still roll with advantage, but I don't think that's how it's intended to work. Look at the way this is worded.
It doesn't say you can forgo Advantage from one source; it says you forgo Advantage on the attack. So if this is more or less how it ends up being worded in the book, then I think it's pretty clear that you only get to use Brutal Strike if you aren't rolling with Advantage.
Unrelated but interestingly enough, Brutal Strike is pretty similar to the original Great Weapon Master feat in some key ways. Generally, Advantage is considered to roughly add a +5 bonus to your roll. With Brutal Strike and forgoing Advantage, you are therefore effectively taking a -5 penalty to the roll (it's more nuanced than that, but very similar). Moreover, the feature adds 1d10 to your attack damage, and while it's not as consistent as the flat +10 damage bonus from GWM, it does still have a chance to add 10 damage 10% of the time (and if you roll a critical hit, you . Once you reach the Brutal Strike Improvement at 17th level, you're adding 2d10 damage which averages out to 11 damage. Also some nice benefits compared to GWM are that you get to add control effects to affected enemies and you don't have to spend one of your valuable ASIs to get the ability.
So they changed the Monk's "ki" points to "discipline" points because they wanted to avoid stereotypes, but they're perfectly fine with the wording of "Path of the Berserker" and "Path of the World Tree", in which they literally mention Ygdrassil. These are Viking stereotypes which they are actively playing up!
I'm afraid you clearly must have misread the basic rules on advantage and disadvantage as well. You only disregard both if you HAVE both advantage and disadvantage. Multiple instances of advantage don't stack but all you're doing is taking advantage from another source. Hence why Brutal Strike specifies it works as long as you don't have disadvantage from another source, in which case you disregard advantage and disadvantage as normal, regardless of how many instances of either there are. So basically Advantage+Advantage+Disadvantage=null, Advantage+Advantage-Advantage=Advantage. I'm not trying to be difficult you have genuinely just either misread are not remembering RAW correctly.
"Instinctive Pounce — Level 7
When you gain this ability, you can move up to half your Speed as part of the same Bonus Action you take to enter a Rage. This is an excellent way to ensure you're in the front ranks when you clash with enemy forces."
is this extra on your movement?
I like this. This makes barbarians feel more like some indomitable force at higher levels
Some great write ups and discussions on the pros and cons of the 2024 Barbarian:
https://dungeonsanddragonsfan.com/new-2024-barbarian-dnd-5e-class-changes/
https://www.reddit.com/r/dndnext/comments/1dl74ja/new_barbarian_2024_players_handbook_dd/
https://www.enworld.org/threads/2024-players-handbook-reveal-4-new-barbarian.704894/https://www.enworld.org/threads/2024-players-handbook-reveal-4-new-barbarian.704894/
There has never been a "Surprise Round" in 5e. There was just the "Surprised" pseudo-condition that could apply during the normal first round of combat: "If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends."
It is now changed to just giving disadvantage to the Initiative roll, like you said.
2 thing's, first of i dislike this capstone because at 19th level we can get the new epic boons or an ability score increase over 20 so you could up your strength to 22 but your capstone doesn't synergise with that so, please just raise the maximum of your STR and CON to 26 once you get to 20.
secondly, if you multiclass 3 levels let's say barbarian and 16 levels fighter you'll be able to increase over 20 or get an epic boon twice if you at level 20 take an extra level barbarian.
i feel like this is an oversight and i would like more clarification on the subject @Mike Bernier or @wizardofthecoast.
Clearly stated that features not mentioned have little to no changes, it does not take much of a genius to realise that, obviously, the asls remain unchanged and thus omitted. Your outrage is missguided to say the least.
Barbarian is a skull smasher formed of pure rage
+4 in the damage is a bullshit for a melee desteuctor
Pls buff the rage guys 😥
Buff the rage damage pls
+4 from high level is terribel for a SKULL SMAHER with the barbarian is
It states you forgo it. Meaning you do something to gain advantage against a creature, then choose to NOT roll twice in order to get Brutal Strikes.
You would be enabling Brutal Strike, giving up the advantage that you gain from it, but still keeping the advantage thanks to the handaxe, which is why it lasts untill the end of you next turn. The advantage from Vex says that you only have on the next attack but if you hit again you'll gain another advantage. Meaning Focusing on one target gains you more advantaged attacks and (free) debuffs.
I'm almost certain this is not correct. You have to use Reckless Attack and give up advantage on one attack, period. Not give up advantage from Reckless Attack specifically. So you use Reckless Attack, make a straight attack that, if it hits, you get Brutal Strike on. Then your other attacks do get advantage from Reckless Attack. But for the Brutal Strike attack, it's going to be a straight roll.
I’m slightly confused by two of the abilities:
> Relentless Rage, do you take the damage to zero and then heal, or just heal instead of taking damage?
> Primal Champion. Am I missing something, but what’s the point in raising the limit to 25 on reaching level 20? Up to level 19 the limit is still 20, no? So how are you increasing either/both by 5 points in one level?
Man, those guys are really starting to find creative ways to ruin my life.
Mother****ers.
bud let DND do there thing
I'm with Jacob (XP to Lvl3). I want a PHB written entirely by Mike!