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BARBARIAN

  A barbarian is a fierce and untamed warrior, embodying raw strength and primal instincts. A Ma-Pak-Kura barbarian could be proudly covered in scars, wielding a jagged obsidian blade with deadly precision. A hardened Bēnovian barbarian might bear the look of someone who has endured countless battles and harsh environments, wielding a greataxe and clad in worn leather armor. Both exemplify the essence of a barbarian—wild, relentless, and driven by an indomitable spirit.
  Barbarians reject the confines of civilization and embrace their primal nature, with keen instincts, raw physicality, and a ferocious rage. Thriving in the untamed wilds of their homelands, such as the humid jungle, scorched desert, or harsh mountains, barbarians feel discomfort when surrounded by walls and crowds. In the chaos of battle, they tap into a berserk state, unlocking superhuman strength and resilience, enabling them to overcome adversaries with their formidable fury. Though their rage is limited, it often proves sufficient to conquer any threats that arise.

Starting Proficiencies

Skill Proficiencies (choose two)

Athletics

Intimidation

Acrobatics

Geography & Dungeoneering

Medicine & Herbology

Nature & Beasts

Animal Handling

Perception: Spot

Perception: Vibe

Survival

Armor Proficiencies

Light armor,
Medium armor,
Shields

Weapon Proficiencies

Simple weapons,
Martial weapons

Tool Proficiencies


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Saving Throws

Constitution

Strength

Barbarian Specializations

These are some of the special features you will experience as a Barbarian:

Unarmored Defense

You are never without protection.

When wearing no armor, your Armor Class is naturally bolstered by your Dexterity and Constitution attributes.

Danger Sense

You gain an uncanny sense of when things nearby aren’t as they should be

You have advantage against effects that you can see, such as traps and spells.

Reckless Attack

You can throw aside all concern for defense to attack with fierce desperation.

You can gain advantage on melee attacks, but attacks against you have advantage.

Extra Attack

Nothing will stop you from taking down an enemy.

You gain at extra attack starting at 5th level.

Primal Path

Starting at level 3, you will choose one of three Primal Paths, which grants different abilities at levels 3, 6, 10, and 14.
Your commit to your Primal Path for life. The three Primal Paths are outlined below:

Path of
the Outlander

Path of
the Reaver

Path of
the Totem Warrior

Deeply connected to the spirits of Nature and the Beasts, the Totem Warrior embodies the traditions of Primal Beanut Lands cultures of embodying animalistic characteristics within their own body to augment and alter their abilities.

Class Stats

Primary Attribute

Strength

Hit Die

1 d12 per level

Starting HP

12 + CON Modifier

Starting Equipment

– a greataxe or any martial melee weapon,
– two handaxes or any simple weapon,
– an explorer’s pack
– four javelins

Level 1

Proficiency Bonus

+2

Rages per
Long Rest

2

Rage Damage

+2

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While in Rage, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • You gain bonus “Rage Damage” that when you attack with a melee weapon using Strength. Rage Damage increases as you level up.
  • You have resistance to bludgeoning, piercing, and slashing damage.

At later levels, you will gain abilities and modifiers that will affect your Rage ability.

Rage:
Bonus Action
Duration: 1 minute
Rage ends early if:
– You are knocked unconscious
– You have neither attacked a hostile creature nor taken damage since last turn
– You choose to end it as a bonus action

Unarmored Defense

While you are not wearing any armor, you have a bonus to your base Armor Class. You still get this benefit if you’re using a shield.

AC while unarmored:
10 + DEX Modifier + CON Modifier

Level 2

Proficiency Bonus

+2

Rages per
Long Rest

2

Rage Damage

+2

Reckless Attack

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.

Advantage on melee attack rolls using Strength (one turn)

Danger Sense

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.

Advantage on DEX Saves (visible effects only)

Level 3

Proficiency Bonus

+2

Rages per
Long Rest

3

Rage Damage

+2

Primal Path

Rage burns in every barbarian’s heart, a furnace that drives them toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

Your chosen Primal Path also gains you abilities at Levels 6, 10, and 14.

Path of the Outlander

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Path of the Reaver

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Path of the Totem Warrior

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. when you adopt this path, you choose a totem spirit and gain its feature.

Totem Animal

You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or leaves, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Bear

While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle

While you’re raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Elk

While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Tiger

While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your legs.

Wolf

While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Rage ability bonus effects:
Resist physical damage

Rage ability bonus effects:
Enemies’ opportunity attacks are harder, Dash as a bonus action

Rage ability bonus effects:
+15 Speed

Rage ability bonus effects:
Leap distance +10ft; Jump height +3ft

Rage ability bonus effects:
Nearby friends get advantage on melee attack rolls

Level 4

Proficiency Bonus

+2

Rages per
Long Rest

3

Rage Damage

+2

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can not increase any score above 20 with this feature.

+2 Ability points this level

Level 5

Proficiency Bonus

+2

Rages per
Long Rest

3

Rage Damage

+2

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn

+1 Attack when attacking

Fast Movement

If you’re not wearing Heavy Armor, your speed is increased by 10 feet

+10 Base Speed (no heavy armor)

Level 6

Proficiency Bonus

+3

Rages per
Long Rest

3

Rage Damage

+2

You gain an ability based on the Primal Path you chose at Level 3. See below:

Path of the Totem Warrior

Aspect of the Beast

You gain a magical benefit based on the totem animal of your choice.
You can choose the same animal you selected at 3rd level, or a different one for this ability.

Bear

You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle

You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

Elk

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.

Tiger

You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts

Wolf

You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Carrying Capacity (x2)
Many STR checks are easier

Enhanced Sight

Travel pace is doubled for you and nearby companions

Proficiency in 2 skills

Faster tracking and stealth speeds

Path of the XXX

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Path of the XXX

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Level 7

Proficiency Bonus

+3

Rages per
Long Rest

4

Rage Damage

+2

Feral Instinct

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.

Advantage on Initiative rolls
Immune to Surprise Attacks (Rage only)

Level 8

Proficiency Bonus

+3

Rages per
Long Rest

4

Rage Damage

+2

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can not increase any score above 20 with this feature.

+2 Ability points this level

Level 9

Proficiency Bonus

+4

Rages per
Long Rest

4

Rage Damage

+3

Brutal Critical

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Critical Hits +1 damage die (melee only)

Level 10

Proficiency Bonus

+4

Rages per
Long Rest

4

Rage Damage

+3

You gain an ability based on the Primal Path you chose at Level 3. See below:

Path of the Totem Warrior

Spirit Walker

You can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Commune with Nature (ritual spell)

Path of the XXX

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Technical

Path of the XXX

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Technical

Level 11

Proficiency Bonus

+4

Rages per
Long Rest

4

Rage Damage

+3

Relentless Rage

Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

When knocked to 0HP, make CON Save to drop to 1HP instead (Rage only)

Level 12

Proficiency Bonus

+4

Rages per
Long Rest

5

Rage Damage

+3

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can not increase any score above 20 with this feature.

+2 Ability points this level

Level 13

Proficiency Bonus

+5

Rages per
Long Rest

5

Rage Damage

+3

Brutal Critical

You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Critical Hits +2 damage dice (melee only)

Level 14

Proficiency Bonus

+5

Rages per
Long Rest

5

Rage Damage

+3

You gain an ability based on the Primal Path you chose at Level 3. See below:

Path of the Totem Warrior

Aspect of the Beast

You gain a magical benefit based on a totem animal of your choice.
You can choose the same animal you selected previously or a different one for this ability.

Bear

While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

Eagle

While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Elk

While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

Tiger

While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Wolf

While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Rage ability bonus effects:
Nearby enemies have more difficulty attacking other targets

Rage ability bonus effects:
Temporary flight ability

Rage ability bonus effects:
Bonus action Pulverize

Rage ability bonus effects:
Bonus action Charged Attack

Rage ability bonus effects:
Bonus action Knockdown Attack

Path of the XXX

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Technical

Path of the XXX

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Technical

Level 15

Proficiency Bonus

+5

Rages per
Long Rest

5

Rage Damage

+3

Persistent Rage

Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Buffs Rage sustain conditions (no longer need to attack or take damage)

Level 16

Proficiency Bonus

+5

Rages per
Long Rest

5

Rage Damage

+4

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can not increase any score above 20 with this feature.

+2 Ability points this level

Level 17

Proficiency Bonus

+6

Rages per
Long Rest

6

Rage Damage

+4

Brutal Critical

You can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Critical Hits +3 damage dice (melee only)

Level 18

Proficiency Bonus

+6

Rages per
Long Rest

6

Rage Damage

+4

Indomitable Might

If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

STR Checks are never less than your STR Score

Level 19

Proficiency Bonus

+6

Rages per
Long Rest

6

Rage Damage

+4

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can not increase any score above 20 with this feature.

+2 Ability points this level

Level 20

Proficiency Bonus

+6

Rages per
Long Rest

Unlimited

Rage Damage

+4

Primal Champion

You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

+4 STR (max 24)
+4 CON (max 24)