|1||2||+2||Rage, Unarmored Defense|
|2||2||+2||Reckless Attack, Danger Sense|
|4||3||+2||Ability Score Improvement|
|5||3||+2||Extra Attack, Fast Movement|
|8||4||+2||Ability Score Improvement|
|9||4||+3||Brutal Critical (1 die)|
|12||5||+3||Ability Score Improvement|
|13||5||+3||Brutal Critical (2 dice)|
|16||5||+4||Ability Score Improvement|
|17||6||+4||Brutal Critical (3 dice)|
|19||6||+4||Ability Score Improvement|
Hit Points: 1d6 + CON per Barbarian Level
Barrier: 1d4 per Barbarian Level
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two skills from Animal Handling, Athletics, Intimidation, Nature, Perception, 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
A Barbarian is a partial caster and adds one third its barbarian level (rounded up) to his caster level in order to determine spells per day, cantrips known, and spells known. See the Caster Level section to learn more about caster level.
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 using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage while your barrier is no longer intact.
• You can still cast spells 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 number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
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.
Starting 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.
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.
At 3rd level, you choose a path that shapes the nature of your rage. Choose one of the options detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
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 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.
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.
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.
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.
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.
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.
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.
Berserkers need to be hardy to storm into battle. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
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 appendix A).
Beginning at 6th level, you can’t be charmed or frightened while raging. Ifyou are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Beginning 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.
A totem warrior is a barbarian who has lost their ability to cast spells and now allows a spirit to live within themselves to gain greater power. They are essentially a spiritualist with a more martial bend to their powers.
With the aid of a spirit, a Totem Warrior's barrier becomes empowered. Your barrier maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
At 3rd level, due to the nature of the Totem Warrior it requires that the character is incapable of utilizing magic. As such, if the character had any levels in another class prior to taking the Totem Warrior level they lose all the spellcasting abilities of those classes unless they are spirit magic.
At 3rd level, when you adopt this path a spirit has possessed you and now grants you a small aspect of its powers. If you are currently a spiritualist you must select the same type of spirit that you had chosen as your Spirit Aspect.
Your spirit is usually associated with one of a few temperaments leaning it’s aid towards one of a few fighting styles. Choose one of these temperaments which becomes permanent when you take this path.
Battle. 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 battle makes you a leader of hunters.
Fiend. While raging, you have resistance to all damage except psychic damage. The spirit of the fiend makes you tough enough to stand up to any punishment.
Storm. 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 storm makes you swift as the wind as your movements allow you to push through all that stand in your way.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the spirit of your choice. You must choose the same spirit you selected at 3rd level.
Battle. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
Fiend. 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.
Storm. 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.
At 10th level, you can cast the commune with spirits as a 3rd level spell but only to commune with your spirit aid.
At 14th level, you gain a magical benefit based on the spirit of your choice. You must choose the same spirit you selected at 3rd level.
Battle. 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.
Fiend. 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.
Storm. 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.
Some barbarians hail from cultures that revere the spirits. These tribes form powerful bonds with spirits and beseech them for aid. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these spirits for their help.
Spirit Guardians need to be hardy to perform their duties. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Starting when you choose this path at 3rd level, the spirits that follow you take control of local wildlife ready for your command. These spirits distract a foe you designate and hinder its attempts to evade you. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the spirits. Until the start of your next turn or until your rage ends, that target has disadvantage on any attack roll that doesn’t target you, and creatures other than you have resistance to the damage of the target’s attacks.
Beginning at 6th level, the spirits that aid you can provide protection for your allies by diving in to cover for them. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d8.
When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 10th level and by 4d8 at 14th level.
Consult the Spirits
At 10th level, you gain the ability to consult with your spirits and use them to scout far-off areas. You send your spirit far off into the spirit world, up to 1 mile away to find local wildlife and view through their eyes. After 10 minutes they return to you and relay any information they can through the use of a creature close to your location.
After you use this ability in this way, you can’t do so again until you finish a short or long rest.
At 14th level, your spirits grow powerful enough to strike foes that dare to harm those you protect. When you use your Spirit Shield to protect a creature damaged by an attack, the attacker takes the same amount of damage that your Spirit Shield prevents.
Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who become Warden learn instead to concentrate this rage to their barrier, causing it to furiously attack those around.
A Warden sacrifices some of his constitution to create a strong and durable barrier. Starting at 3rd level, you add only half your constitution modifier to your hit point maximum for each level you gain in this class. Your maximum barrier increases by your Wisdom modifier, and it increases by your Wisdom modifier again whenever you gain a level in this class.
A Warden becomes a martial caster and now adds half its barbarian level (rounded up) to his caster level in order to determine spells per day, cantrips known, and spells known. This ability replaces the spellcasting ability of the barbarian. See the Caster Level section to learn more about caster level.
When you select this path at 3rd level, while raging, you emanate an aura in a 10-foot radius as long as your barrier is active. At the end of each of your turns, you can choose a creature in your aura, other than yourself. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 damage typed to your barrier on a failed save, and half as much damage on a successful one.
This damage increases to 3d6 at 10th level and to 4d6 at 15th level.
Beginning at 6th level, your barrier becomes more difficult to take down. You gain resistance to slashing, piercing, and bludgeoning damage while your barrier is active.
In addition, whenever you activate your lashing barrier, you heal barrier equal to the amount of damage you deal to your target.
Beginning at 10th your barrier becomes more difficult to destroy. As a reaction to when your barrier is destroyed you can restore all points to your barrier. However, doing so immediately ends your rage, and you can’t rage again for 5 minutes.
At 14th level, the power of your barrier grows mightier as your aura gains additional benefits based on the element your barrier is aspected to.
Wood. Roaring winds tear through the area around you. Any creature in your aura that you hit with an attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Fire.The air around you heats drastically. The first time in a round a creature starts its turn in your aura or enters it takes fire damage equal to 2 + your barbarian level divided by 4.
Earth. The ground around you begins to tremble with your every movement. Any enemy that attempts to move more than 5 feet per turn on the ground while in your aura must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature’s speed drops to 0 until the start of its next turn.
Metal. The air around you cackles with electricity. The first time in a round a creature starts its turn in your aura or enters it takes 1d10 metal damage.
Water. The air around you coldly slows your foes. The area within your aura is difficult terrain for your enemies.
It may be a religion or simply an ideal, but some causes are strong enough to pitch a man into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of religious fervor.
Your devotion to righteous justice has made you far more durable in battle. Your barrier and hit point maximums increases by 1, and they increase by 1 again whenever you gain a level in this class.
Starting when you choose this path at 3rd level, you can channel divine fury when you start to rage. If you do so, your rage takes the form of such ferocity that you relentlessly attack at all who approach. At the end of each of your turns for that duration, each creature within 5 feet of you takes damage equal to 1d6 + half your barbarian level typed to whatever damage your weapon deals.
At 6th level, the divine power that fuels your rage can shield you from harm. If you fail a saving throw while raging, you can instead succeed on that saving throw as a reaction. However, doing so immediately ends your rage, and you can’t rage again until you finish a short or long rest.
At 10th level, you learn to channel divine power to inspire zealotry in others. As an action, you howl in fury and unleash a battle cry infused with divine energy. Every ally within 60 feet of you gains advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Rage Beyond Death
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends.