| Level | Proficiency Bonus | Rage Bonus | Features |
|---|---|---|---|
| 1st | +2 | +1d2 | Rage, Unarmored Defense, Fighting Style |
| 2nd | +2 | +1d2 | Danger Sense, Martial Feats |
| 3rd | +2 | +1d4 | Primal Path, Primal Knowledge |
| 4th | +2 | +1d4 | Ability Score Improvement |
| 5th | +2 | +1d6 | Extra Attack, Building Rage |
| 6th | +3 | +1d6 | Fast Movement |
| 7th | +3 | +1d8 | Primal Path Feature |
| 8th | +3 | +1d8 | Ability Score Improvement |
| 9th | +3 | +2d4 | Brutal Critical I |
| 10th | +4 | +2d4 | Insurmountable |
| 11th | +4 | +1d10 | Relentless Rage |
| 12th | +4 | +1d10 | Ability Score Improvement |
| 13th | +4 | +1d12 | Brutal Critical II |
| 14th | +5 | +1d12 | Primal Path Feature |
| 15th | +5 | +2d6 | For the Fences |
| 16th | +5 | +2d6 | Ability Score Improvement |
| 17th | +5 | +2d8 | Brutal Critical III, Impeccable Guardian |
| 18th | +6 | +2d8 | Indomitable Might |
| 19th | +6 | +2d10 | Ability Score Improvement |
| 20th | +6 | +2d20 | Primal Path Capstone, |
Class Health Number: 7
Hit Points at 1st Level: 14 + your fighting style health bonus
Hit Points at Higher Levels: 7 + your fighting style health bonus per level after 1st
Each style grants a health bonus at every level. The bonus is added to your hit point maximum whenever you gain a level.
You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience.
You can enter your Rage by spending a Feat Slot and an Action if you aren't wearing Heavy armor.
While your Rage is active, you gain the following benefits:
Damage Resistance. You have Resistance to Physical Damage.
Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you add additional dice, the number of dice at each level is shown on the Barbarian Features table.
Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
Critical Range. Your attack rolls have a critical range. If the d20 rolls a number within that range, you score a critical hit. This range starts at 20 and increases in the following ways:
Your rage now builds each turn, inceasing your offensive power.
The Rage lasts 10 minutes. It ends early if you are incapacitated or if you choose to end it as a Free Action.
Unarmored Defense: 1. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Strength modifier. Wearing a shield negates this effect.
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.
You have trained in special techniques that give you an edge in combat and beyond. You gain access to martial feats, as described in the Martial Feats section. You may only use one Feat Slot per turn.
Primary Slots. You have 2 Primary Slots, which you expend to activate your feats. You regain all expended slots when you finish a short rest. Your number of Primary Slots increases as you gain levels, as shown in the Feats Progression table.
Feats Known. You know 2 martial feats of your choice from your feat list. The Feats Known column of the Feats Progression table shows when you learn more feats. Additionally, when you gain a level in this class, you can replace one feat you know with another feat of your choice from your class feat list.
Feat Tier. You can learn feats of Tier 1 at level 2. At higher levels you gain access to higher tiers, as shown in the table.
| Level | Primary Slots | Feats Known | Feat Tier Available |
|---|---|---|---|
| 2nd | 2 | 2 | Tier 1 |
| 3rd | 2 | 2 | Tier 1 |
| 4th | 2 | 2 | Tier 1 |
| 5th | 3 | 3 | Tier 2 |
| 6th | 3 | 3 | Tier 2 |
| 7th | 3 | 3 | Tier 2 |
| 8th | 3 | 3 | Tier 2 |
| 9th | 3 | 3 | Tier 2 |
| 10th | 4 | 3 | Tier 2 |
| 11th | 4 | 3 | Tier 3 |
| 12th | 4 | 4 | Tier 3 |
| 13th | 5 | 4 | Tier 3 |
| 14th | 5 | 4 | Tier 3 |
| 15th | 5 | 4 | Tier 3 |
| 16th | 6 | 5 | Tier 3 |
| 17th | 6 | 5 | Tier 4 |
| 18th | 6 | 5 | Tier 4 |
| 19th | 7 | 5 | Tier 4 |
| 20th | 7 | 6 | Tier 4 |
You choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level, and then again at 7th, 14th, and 20th level.
You gain proficiency in another skill of your choice from the skill list available to Barbarians at 1st level.
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.
At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1. You can't increase an ability score above 5 using this feature.
When an allied creature within your aura takes damage, you gain temporary hit points equal to your Rage Bonus.
When taking the attack action you do not suffer any penalties from the fatigued condition.
When you take the Attack action while raging, you can choose one of the following benefits to apply to your melee attacks this turn:
Focused Fury. You gain advantage on all melee attack rolls this turn, but attack rolls against you have advantage until the start of your next turn.
Reckless Abandon. Once during this turn when you hit a creature with a melee weapon attack, you can add a d4 to the damage roll.
Your speed increases by 10 feet while you aren't wearing heavy armor.
Beginning at 9th level, the number of dice you add with Focused Fury increases by 1, and the dice size increases to a d6
When you are hit with an attack that also applies an effect, whether it requires a saving throw or not, you may spend a Feat Slot to make a Strength saving throw. The DC equals 10 or half the damage you take, whichever number is higher. If you succeed, you take damage as normal, but you do not suffer the effect.
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 Strength 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 13th level, the number of dice you add with Focused Fury increases by 1, and the dice size increases to a d8
When rolling with disadvantage, if you roll a number within your critical hit range, you can use that roll instead of the lowest of the two d20.
Beginning at 17th level, the number of dice you add with Focused Fury increases by 1, and the dice size increases to a d10
Also at 17th level you gain the following bonuses:
If your total for a Strength check is less than your Strength Modifier × 3, you can use that score in place of the total.