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Barbarian

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 roiling 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.

Primal Instict

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.

Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

Building a Barbarian

Hit Dice. \(1d12\) per barbarian level.

Proficiencies

Armor. You gain proficiency with light armor, medium armor, shields.
Weapons. You gain proficiency with simple weapons and martial weapons.
Tools. None.
Skills. Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Saving Throws. Strength and Constitution are your saving throw proficiencies.

Equipment

You start with the following equipment:

  • A greataxe or any martial melee weapon,
  • two handaxes or any simple weapon,
  • Explorers' pack and four javelins.

Barbarian Table:

Level Class Features Gained Rages Rage Damage Proficiency Bonus
1st Rage, Unarmored Defense 2 +2 +2
2nd Reckless Attack, Danger Sense 2 +2 +2
3rd Choose Barbarian Subclass, Primal Knowledge 3 +2 +2
4th Obtain Feat 3 +2 +2
5th Extra Attack, Fast Movement 3 +2 +3
6th Subclass Feature 4 +2 +3
7th Ferocious Instinct, Instinctive Pounce 4 +2 +3
8th Obtain Feat 4 +2 +3
9th Brutal Critical 4 +3 +4
10th Subclass Feature 4 +3 +4
11th Relentless Rage 4 +3 +4
12th Obtain Feat 5 +3 +4
13th 5 +3 +5
14th Subclass Feature 5 +3 +5
15th Persistent Rage 5 +3 +5
16th Obtain Feat 5 +4 +5
17th 6 +4 +6
18th Indomitable Might 6 +4 +6
19th Obtain Feat 6 +4 +6
20th Primal Champion +4 +6

Subclasses

At 3rd level, you choose a path that shapes the nature of your rage: Path of the Beast, Path of the Berserker, Path of the Zealot, and Path of Wild Magic. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Class Features