As a Barbarian
, you gain the following class features:
: 1d12 per Barbarian
levelHit Points at 1st Level
: 12 + your Constitution
modifierHit Points at Higher Levels
: 1d12 (or 7) + your Constitution
modifier per Barbarian
level after 1st
armor, Medium Armor
, shields Weapons:
, martial WeaponsTools:
: Choose two from Animal Handling
, and Survival
You start with the following Equipment
, in addition to the Equipment
granted by your background:
- (a) a Greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer’s pack and four javelins
In battle, you fight with primal Ferocity
. On Your Turn
, you can enter a rage as a bonus Action
While raging, you gain the following benefits if you aren't wearing heavy armor:
• You have advantage on Strength
checks and Strength Saving Throws
• When you make a melee weapon Attack
, you gain a +2 bonus to the damage roll. This bonus increases as you level.
• You have Resistance
to bludgeoning, piercing, and slashing damage.
If you are able to cast Spells
, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked Unconscious
or if Your Turn
ends and you haven't attacked a Hostile
creature since your last turn or taken damage since then. You can also end your rage on Your Turn
as a bonus Action
Once you have raged the maximum number of times for your Barbarian
level, you must finish a Long Rest
before you can rage again. You may rage 2 times at 1st Level
, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
While you are not wearing any armor, your Armor
Class equals 10 + your Dexterity
modifier + your Constitution
modifier. You can use a Shield
and still gain this benefit.
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
that you can see, such as traps and Spells
. To gain this benefit, you can't be Blinded
, or Incapacitated
Starting at 2nd Level
, you can throw aside all concern for Defense
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.
At 3rd Level
, you choose a path that shapes the Nature
of your rage, such as the Path of the Berserker
. Your choice grants you features at 3rd Level
and again at 6th, 10th, and 14th levels.
When you reach 4th Level
, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores
of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
at 5th Level
, you can Attack
twice, instead of once, whenever you take the Attack Action
on Your Turn
Starting at 5th Level
, your speed increases by 10 feet while you aren't wearing Heavy Armor
By 7th level, your instincts are so honed that you have advantage on Initiative
Additionally, if you are surprised at the Beginning
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.
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.
Starting at 11th level, 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.
at 15th level, your rage is so fierce that it ends early only if you fall Unconscious
or if you choose to end it.
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.
At 20th level, you embody the power of the wilds. Your Strength
scores increase by 4. Your maximum for those scores is now 24.
For some barbarians, rage is a means to an end— that end being violence. The Path of the Berserker
is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Starting when you choose this path at 3rd Level
, you can go into a Frenzy
when you rage. If you do so, for the Duration
of your rage you can make a single melee weapon Attack
as a bonus Action
on each of your turns after this one. When your rage ends, you suffer one level of Exhaustion
(as described in Conditions).
at 6th Level
, you can’t be Charmed
while raging. If you are Charmed
when you enter your rage, the Effect
is suspended for the Duration
of the rage.
at 10th level, you can use your Action
to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom
saving throw (DC equal to 8 + your Proficiency
bonus + your Charisma
modifier) or be Frightened
of you until the end of your next turn. On subsequent turns, you can use your Action
to extend the Duration
of this Effect
on the Frightened
creature until the end of your next turn. This Effect
ends if the creature ends its turn out of Line of Sight
or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your Reaction
to make a melee weapon Attack
against that creature.