What's a Barbarian?

A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk horde. A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck
with her bare hands as she did to the last six rivals. Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.

These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For some, their rage springs from a communion with fierce animal spirits. Others draw from a boiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

Hit Points

Hit Dice: 1d12 per level
Hit Points at 1st level: 12 + Con mod
Hit Points at Higher levels: 1d12 + Con mod per level above 1st.


Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two: Animal Handling, Athletics, Intimidation, Nature, Perception, Survival.


  • Choose: a greataxe; or any martial melee weapon
  • Choose: two handaxes; or any simple weapon
  • An explorer's pack and four javelins

Quick Build

Put your highest score in Strength, followed by Constitution. Finally, choose the outlander background.

Lvl Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4


In battle, you fight with a primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits, as long as you aren't wearing heavy armor.

  • You have advantage on Strength check and Strength saves.
  • When you make a melee weapon attack using Strength, you gain a +2 to the damage roll. This bonus increase to +3 at 9th level, and +4 at 16th level.
  • You have resistance to bludgeoning, piercing, and physical damage.

If you can cast spells, you can't cast them or concentrate on them while raging.

You rage lasts 1 minute. It ends early if you are knocked unconscious or if your turn ends without you having attacked a hostile creature or taken any damage since your last turn. You can also end your rage on your turn as a bonus action.

Once you have raged a number of time shown for your barbarian level on the table above, you must finish a long rest before you can rage again.

Unarmored Defense

When you aren't wearing any armor, your Armor Class is 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack

At 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Primal Path

At 3rd level, you choose one of the Paths below. Your choice grants you features at 3rd, 6th, 10th, and 14th level.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.

Alternatively, you can choose to gain a single feat of your choice. You may choose from this list, and potentially more depending on the individual campaign; ask the DM for more details.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated. you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to O hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed. you drop to 1 hit point instead.

Each time you use this feature after the first. the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 20th level. you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

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