Barbarian

Class Features

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,

Hit Points

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

Proficiencies

Physical and Mental Modifiers

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. Each Fighting style grants you a bonus at level 1, you must be wielding one of your fighting style’s respective item to gain this benefit. At level 7, your fighting style provides you with a bonus.

Each style grants a health bonus at every level. The bonus is added to your hit point maximum whenever you gain a level.

Rage:1

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience.

Entering Rage

You can enter your Rage by spending a Feat Slot and an Action if you aren't wearing Heavy armor.

Active Rage

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:

Building Rage

Your rage now builds each turn, inceasing your offensive power.

Duration

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

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.

Danger Sense: 2

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.

Martial Feats: 2

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.

Feats Progression
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

Primal Path: 3

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.

Primal Knowledge: 3

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.

Ability Score Improvement

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.

Perseverance: 4

When an allied creature within your aura takes damage, you gain temporary hit points equal to your Rage Bonus.

Martial Fatigue Resistance: 5

When taking the attack action you do not suffer any penalties from the fatigued condition.

Rage Action

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.

Fast Movement: 6

Your speed increases by 10 feet while you aren't wearing heavy armor.

Brutal Critical I: 9

Beginning at 9th level, the number of dice you add with Focused Fury increases by 1, and the dice size increases to a d6

Insurmountable: 10

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.

Relentless Rage: 11

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.

Brutal Critical II: 13

Beginning at 13th level, the number of dice you add with Focused Fury increases by 1, and the dice size increases to a d8

For the Fences: 15

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.

Brutal Critical III: 17

Beginning at 17th level, the number of dice you add with Focused Fury increases by 1, and the dice size increases to a d10

Impeccable Guardian: 17

Also at 17th level you gain the following bonuses:

Indomitable Might: 18

If your total for a Strength check is less than your Strength Modifier × 3, you can use that score in place of the total.