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.
You must have a Strength score of 13 or higher in order to multiclass in or out of this class.
| Level | Proficiency Bonus | Features | Rages | Rage Damage | Weapon Mastery | Maneuver Die | Prepared Maneuvers |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Rage, Unarmored Defense, Weapon Mastery, Martial Maneuvers | 2 | 1d4 | 2 | 2d4 | 2 |
| 2nd | +2 | Reckless Attack, Danger Sense | 2 | 1d4 | 2 | 2d4 | 3 |
| 3rd | +2 | Primal Path, Primal Knowledge | 3 | 1d6 | 2 | 2d6 | 4 |
| 4th | +2 | Ability Score Improvement | 3 | 1d6 | 3 | 3d6 | 4 |
| 5th | +3 | Extra Attack, Feral Instinct | 3 | 1d6 | 3 | 3d6 | 5 |
| 6th | +3 | Path feature | 4 | 1d8 | 3 | 3d8 | 5 |
| 7th | +3 | Primal Rage | 4 | 1d8 | 3 | 3d8 | 6 |
| 8th | +3 | Ability Score Improvement | 4 | 1d8 | 3 | 3d8 | 6 |
| 9th | +4 | Rage-Guided Critical (19–20) | 4 | 1d8 | 3 | 4d8 | 7 |
| 10th | +4 | Path feature, Primal Knowledge | 4 | 1d10 | 4 | 4d10 | 7 |
| 11th | +4 | Brutal Maneuver, Unyielding Fury | 4 | 1d10 | 4 | 4d10 | 8 |
| 12th | +4 | Ability Score Improvement | 5 | 1d10 | 4 | 4d10 | 8 |
| 13th | +5 | Rage-Guided Critical (18–20) | 5 | 1d10 | 4 | 5d10 | 9 |
| 14th | +5 | Path feature | 5 | 1d10 | 4 | 5d10 | 9 |
| 15th | +5 | Persistent Rage | 5 | 1d12 | 4 | 5d12 | 10 |
| 16th | +5 | Ability Score Improvement | 5 | 1d12 | 4 | 5d12 | 10 |
| 17th | +6 | Rage-Guided Critical (17–20) | 6 | 1d12 | 4 | 5d12 | 11 |
| 18th | +6 | Indomitable Might | 6 | 1d12 | 4 | 6d12 | 11 |
| 19th | +6 | Epic Boon | 6 | 1d12 | 4 | 6d12 | 12 |
| 20th | +6 | Primal Champion | Unlimited | 1d12 | 4 | 6d12 | 12 |
Class Features
As a barbarian, you gain the following class features.
Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
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
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.
Level 1: Martial Maneuvers
As a Martial Class, the Barbarian has access to special battlefield maneuvers which are activated at the expense of maneuver dice.
Maneuvers. You can prepare two Maneuvers available to you from the Martial Maneuver List. As you progress levels you gain access to a higher number of prepared Maneuvers, and can select them from the list in the same way. Some Maneuvers are only available at higher levels or may have other prerequisites. Whenever you complete a long rest, you may change your prepared Maneuvers.
Maneuver Dice. You have a number of Maneuver Dice available to you, which are initially three d4s. You regain all of your spent Maneuver Dice when you complete a short or long rest. You gain additional Maneuver Die as you progress in Barbarian levels, as shown on the Barbarian progression table. The Maneuver Die size increases to d6 at level 3, d8 at level 6, d10 at level 10, and d12 at level 15. Using a maneuver expends a maneuver dice.
Maneuver Degree. Each Maneuver falls within an assigned Degree, ranging from First Degree to Fifth Degree. The availability of Maneuvers for you to prepare is determined by the size of your Maneuver Die. The Degree of the Maneuver also dictates its allowed frequency of use, as outlined in the table below.
| Maneuver Degree | Minimum Maneuver Die Size | Frequency of Use |
|---|---|---|
| First Degree | d4 | Unlimited |
| Second Degree | d6 | Unlimited |
| Third Degree | d8 | Once Per Round |
| Fourth Degree | d10 | Twice Per Short Rest |
| Fifth Degree | d12 | Once Per Short Rest |
Saving Throws. Some of your Maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw will use either your Strength or your Dexterity modifier, and once you have selected which ability score to use, it cannot be changed. You make this selection when you the Martial Maneuvers feature. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Level 1: Rage
You fight with an unchecked primal ferocity in battle. Starting at 1st level, if you are not wearing heavy armor, you can use a bonus action on your turn to enter a Rage. While your Rage lasts, you gain the benefits and drawbacks listed below:
- You have advantage on Strength saving throws and any ability checks that use your Strength or Constitution.
- Whenever you hit with a weapon attack that uses your Strength, you deal bonus damage equal to 1d4. This bonus damage increases at later levels when your Maneuver Dice increase in size, as shown on the Barbarian class table.
- You resist all bludgeoning, piercing, and slashing damage.
- You cannot cast spells or concentrate on spells or effects.
Your Rage lasts until the end of your next turn, but it ends instantly if you are Unconscious. You extend your Rage to the end of your next turn if you attack a hostile creature, take any damage, make a Strength check, or use your bonus action to extend it. You can maintain your Rage for 10 minutes.
You Rage the number of times shown in the Rages column of the Barbarian table for your level. You regain one expended use of your Rage whenever you finish a short rest and all uses of your Rage when you finish a long rest.
Level 1: Unarmored Defense
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.
Level 2: Danger Sense
You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Blinded, Deafened, or Incapacitated condition.
Level 2: Reckless Attack
You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
Level 3: Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
| Path | Source |
|---|---|
| Ancestral Guardian | Xanathar’s Guide to Everything |
| Battlerager | Sword Coast Adventurer’s Guide |
| Beast | Tasha’s Cauldron of Everything |
| Berserker | Player’s Handbook |
| Giant | Bigby Presents: Glory of the Giants |
| Storm Herald | Xanathar’s Guide to Everything |
| Totem Warrior | Player’s Handbook |
| Wild Magic | Tasha’s Cauldron of Everything |
| Zealot | Xanathar’s Guide to Everything |
| Archived Unearthed Arcana | |
| Beast | Unearthed Arcana 67 - Subclasses, Part 1 |
| Giant | Unearthed Arcana 83 - Giant Options |
| Wild Soul | Unearthed Arcana 60 - Barbarian and Monk |
Level 3: Primal Knowledge
You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1. At level 10 you may gain proficiency in one additional skill from the list.
In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
Level 4: Ability Score Improvement
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.
Level 5: Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to Dash or Disengage while Raging, you can make one weapon attack as a bonus action.
Level 5: Feral Instinct
The fury within your blood alerts you to dangers. Starting at 5th level, you have advantage on initiative rolls, and whenever you roll initiative, you can choose to Rage.
Moreover, if you are surprised when you roll initiative, you can act normally during the first round of combat so long as you Rage as part of rolling initiative.
Additionally, your movement speed increases by 10 feet while you aren’t wearing heavy armor.
Level 7: Primal Rage
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.
Moreover, your Rage always lasts for its maximum duration unless you become Unconscious or you choose to end it.
Level 9: Rage-Guided Critical
Primal fury increases the power of your strikes while raging. Beginning at 9th level, attack rolls for your Strength-based weapon attacks score a critical hit on a roll of 19 or 20 on the d20 while your Rage is active.
At certain levels, your critical hit range while raging increases again: 13th level a roll of 18-20 is a critical hit, and at 17th level a roll of 17-20 is a critical hit.
Level 11: Brutal Maneuver
You ruthlessly exploit even the smallest weaknesses. Starting at 11th level, each time you score a critical hit with a weapon attack while Raging, you can use a Maneuver you know as part of that attack without expending an Exploit Die.
Level 11: Unyielding Fury
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, your Hit Points instead change to a number equal to twice your Barbarian level.
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.
Also, if you make an Intelligence, Wisdom, or Charisma saving throw while you are Raging, you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).
Level 15: Persistent Rage
Beginning at 15th level, your rage is an eternal flame burning within you. The duration of your rage increases to 1 hour.
In addition, when you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can’t do so again until you finish a Long Rest.
Level 18: 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.
Level 19: Epic Boon
You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20: Primal Champion
You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.