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.
Will we be able to use both Forceful Blow and the Push Weapon Property on the same attack? I'd love to hit someone 25 feet away then rush towards them.
They mentioned it specifically in the video as two things that synergize well, so the answer most likely is yes. Keep in mind though that it will not affect the distance you can move with forceful blow, so you might end up pushing them out of range. Though if you still have regular movement left after the free move, you should be able to close that 5 feet gap easy.
They got what is essentially a smite and a battle master maneuver class feature in one. I think they will be more than fine
The damage boost is trivial at that level on the face of it, and is moreover negated on average by foregoing advantage. The extra bonus is a cool trick, but it's just not the offensive "oomph" I want to see from a barbarian at that level. Overall it's just not that competitive with what you could get from going into other classes. I think if you played barbarians before but multiclassed out after levels 2-6, you're still going to do so.
They said that if they didn’t list something it is probably the same as in the 2014 version so Barbarian will still be getting ability score improvements but they will be the same or similar to the ones in the 2014 rule book .
I'll be real, I think 2024 needs more time in the oven. I've not been impressed with much of anything they've shown so far. If anything it feels like a couple steps backwards
It's weirdly worded but the video makes it a bit clearer.
Surprise works completely different with the coming book, giving disadvantage on initiative instead of making a surprised creature loose its first turn. With these changes, the previous wording of the ability would not really interact with the rules anymore. Instead, since the barbarian also gains advantage on initiative on that level, it effectively cancels out surprise.
Had it been worded clearer it should say that this ability has been removed due to the changes to surprise.
Yeah I am pretty sure it’s just bad wording and it is the other way round
I like these articles and hope the next one is monk or ranger
So far I’m happy with how Barbarian and Fighter have been changed but seeing how Paladin was nerfed I’m now nervous to see what happens to my favorite class; The Warlock.
Also is it just me or do marital classes still don’t have much to offer in terms of puzzle solving or role - playing? I mean I guess the extra skill proficiency seems alright but still not enough to compete with the caster’s problem solving ritual spells.
Hasbro has a long standing licensing contract with Marvel, I'm sure they okayed it.
Even with the 2024 rules giving martial classes more non-combat utility, there are always going to be things certain classes are better at than others, and that's a good thing.
They've announced the video schedule for this week:
Mon 6/24 - Rogue
Tue 6/25 - Warlock
Wed 6/26 - Druid
Thu 6/27 - Wizard
Fri 6/28 - Ranger
The Rogue I think was pretty well settled, I don't expect any big changes from the playtest. The Warlock I'm VERY interested in, I wasn't keen on some of the changes they made, so I want to see where it ended up. The Druid I think was in pretty decent shape by the end of the playtest, I really want to hear about how they tweaked the new Circle Of the Sea for the official release. The Wizard I'm not really invested in, but the Ranger I REALLY want to see. I liked a lot of the changes they made(especially the new Beastmaster), but I'm still a bit concerned about where they ended up with Favored Enemy.
Where are the other classes?
I'm really excited to see what they've done with the Monk class and the WARRIOR OF THE ELEMENTS subclass
Tomorrow is Warlock.
Then Druid, Wizard, and…
…I forget.
Feats have changed in general. Most feats gave at least one ability raise in the play test. My assumption is that it remains the same here too.
That's important to keep in mind.
..
My take on the Barbarian changes is that they are mediocre and stray from the essence of what a barbarian should be.
Let's start with the Good. I am only going to focus on the core of the class changes.
Good(Actually this is Fantastic)
Rage
A well-needed and deserved change. Having a bonus action and short rest allows the player to use the core ability of a barbarian without feeling bad when an enemy is just outside my range after killing another enemy. Hoping he hits me so I don't lose my rage.
Mid
Primal Knowledge
It is whatever, but I don't get why locked behind rage. When you are a barbarian and raging, you are hyper-focused on the enemy in front of you. Your perception and other senses should actually worsen, except for what is directly in front of you. Also, if you are already in combat and raging, what do you need stealth for? To counter an example given: when Conan the Barbarian moves stealthily in the movie, he is not raging. I don't understand the rationale behind linking this to rage(not saying get rid).
Bad(As in what the class is)
Brutal Strike
(Based on just the info giving) I am not a fan of this at all. I need clarification on whether, if I forgo one advantage but still have advantage from another source (like flanking), I can use both Brutal Strike and the advantage. Do I still have advantage, plus Brutal Strike now? That aside this is a triple negative if you only have one advantage from reckless, then for a double bonus(damage/effect). As you are now easier to hit, you have less chance to hit, and less of a chance for that 20 on the die roll.
I get the brutal crit was only a 5% chance each die roll, or 9.75 with reckless so it didn't see a lot of time, but at least that felt barbarian when it happen. Or I would have much rather seen options here for expanded cleaving, or intimating presence.
Shower thought, I am trying to decide why would you give up a full d20 roll to give someone +5 even though the description says it is like giving your teammate advantage, it isn't(I am sorry +5 is not the same thing as advantage, you can't get an extra chance with a crit on a +5).
More likely this will be used on easy to hit targets or a niche option in combat.
As whole
When you look at primal knowledge and brutal strike, my real question is "are we trying to make the barbarian more tactical like a fighter?". I think if that is the case it misses the mark of what are barbarian is, a boulder rolling down the hill. Also since coming to 5e for the life of me I still don't understand why the fighter gets 3 attacks and barbarian only 2. The fighter is about some much other things on the field. Where is the barbarian is hit hard and fast. That unstoppable boulder down the hill. IMO they both should have 3, but I am still at a lost on why the barbarian only has 2.
I think they have overpowered the barbarian. Here are a list of the things I think are over the top:
Rage: Essentially, Rage forever. And with no penalties. An already incredibly useful ability now becomes even more so. What happened? Did all the Barbarian lovers get together and say, "Boo hoo. Sometimes I lose my Rage and have to expend another use. That is so unfair. Boo hoo." I think it would have been enough that Barbarians can regain a use at each Short Rest. They've removed the thinking from this ability. They wanted to add more tactics, but have made this ability as easy to use as drinking water.
Danger Sense: Incredibly overpowered. Now, at second level, instead of, OMG, having to be able to sense an attack to be able to have a better chance to evade it, you're now a mystical Barbarian, bitten by a radioactive spider (must be a lot of those around) and can dodge things you don't even know about.
Forceful Blow: Really? No AOO? By what justification? What logic is there to this? Like Danger Sense, this feels far more mystical than barbaric. I like the other parts of this but, hey, I'm a raging barbarian, with resistance to lots of damage. I don't care if you get an AOO on me. I'm going to chase down that jerk and beat him some more!
Persistent Rage: See the aforementioned comment on raging forever. Now, you can, at least in terms of combat. Regaining all uses of Rage when you roll initiative? Really? I've been playing a long time and the number of times the Barbarians I've run or in my group ran out of Rages, especially at this level, before the next long rest was pretty few. But, like any resource, you had to be careful with it. Now, use it as often as you want cause, what the heck, you'll never run out of it.
WotC is at it again. Screw the balance! We want more powerful stuff!
Truthfully, not sure how much of this I would allow in my games.