Barbarian
Melee Damage Tank
A melee class on a d12 hit die that fights in a Rage for weapon resistance and bonus damage, with Reckless Attack and unarmored defense from Dexterity and Constitution.
Path of the Hunt
Path of the Champion
Path of the Zealot
Path of the Berserker
Path of the Berserker
Path of the Raider
Path of the Berserker
Path of the Champion
Path of the Berserker
Path of the Hunt
Path of the Hunt
Path of the Raider
Path of the Wild
Path of the Champion
Path of the Zealot
Path of the Raider
Path of the Wild
Path of the Wild
Path of the Raider
Path of the Berserker
Path of the Wild
Path of the Champion
Path of the Hunt Basics
Identity
Barbarians are non-channelers who fight in a Rage, a state of focused fury that lasts 1 minute and can be entered only a few times between long rests. While raging they resist weapon damage, hit harder, and from 11th level can stay on their feet at 0 hit points. Without armor they calculate Armor Class from Dexterity and Constitution, attack recklessly for advantage at the cost of being easier to hit, and have the largest hit die in the game. The Primal Path chosen at 3rd level decides what the Rage is aimed at: a single rival, a marked quarry, a boarding action, a beast form or a creed.
Proficiencies
Level Progression
- L1Rage
As a bonus action on your turn, you can enter a state of focused fury. While raging, and provided you are not wearing heavy armor, you gain the following benefits: 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 equal to your Rage Damage: +2 at 1st level, +3 at 9th level, +4 at 16th level. You have resistance to bludgeoning, piercing, and slashing damage. A 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 as a bonus action on your turn. You can Rage a number of times per long rest, regaining all expended uses on a long rest: 2 at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, 6 at 17th, and unlimited at 20th level (see Primal Champion).
Unarmored DefenseWhile you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- L2Reckless Attack
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 the start of your next turn.
Danger SenseYou have advantage on Dexterity saving throws against effects that you can see, such as traps, hostile spells, and area attacks. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.
- L3 Subclass featurePrimal Path
Choose the Primal Path that shapes your Rage: Path of the Berserker (frontier wildman), Path of the Champion (arena duelist), Path of the Hunt (Zyrrak alpha-predator), Path of the Raider (space-viking boarder), Path of the Wild (beast-blooded wild fighter), or Path of the Zealot (holy barbarian). Your Primal Path grants features now and at 7th, 11th, 15th and 18th level.
- L4 ASI / Feat
- L5Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast MovementYour speed increases by 10 feet while you are not wearing heavy armor.
- L6Battle Roar
When you enter Rage, you can let out a roar that steadies the warriors around you. Each ally within 30 feet of you who can hear you gains temporary hit points equal to your Barbarian level + your Constitution modifier (minimum 1). You can use Battle Roar once per long rest. Beginning at 14th level, you also regain the use when you finish a short rest.
- L7 Subclass featureAvenging Charge
When a creature you can see drops you or an ally within 30 feet to 0 hit points while you are raging, you can use your reaction to move up to half your speed toward that creature without provoking opportunity attacks. If it is within your reach when you arrive, you make one melee weapon attack against it. You can use this feature a number of times equal to your proficiency bonus per long rest.
- L8 ASI / Feat
- L9Brutal Critical
When you score a critical hit with a melee weapon attack, you can roll one additional weapon damage die when determining the extra damage for the critical hit. The number of extra dice increases to two at 13th level and three at 17th level.
Rage Damage IncreaseYour Rage Damage bonus increases from +2 to +3.
- L10Indomitable Will Capstone
While you are raging, you cannot be Charmed or Frightened, and you have advantage on saving throws against spells and other Rift effects. If you are Charmed or Frightened when you enter Rage, the effect is suspended for the duration of the Rage.
- L11 Subclass featureRelentless Rage
If you drop to 0 hit points while you are raging and do not die outright, you can make a DC 10 Constitution saving throw. On a success, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. The DC resets to 10 when you finish a short or long rest.
- L12 ASI / Feat
- L13Brutal Critical (2 dice)
Your Brutal Critical now adds two additional weapon damage dice on a critical hit instead of one.
- L14Persistent Rage
Your Rage no longer ends because you fail to attack a hostile creature or take damage on your turn. It still ends if you are knocked Unconscious or if you choose to end it as a bonus action.
- L15 Subclass feature
- L16 ASI / FeatRage Damage Increase
Your Rage Damage bonus increases from +3 to +4.
- L17Brutal Critical (3 dice)
Your Brutal Critical now adds three additional weapon damage dice on a critical hit instead of two.
- L18 Subclass featureIndomitable Might
If your total for a Strength check is less than your Strength score, you can use your Strength score in place of the total.
- L19 ASI / Feat
- L20Primal Champion Capstone
Your Strength and Constitution scores increase by 4, and their maximum is now 24. You no longer track Rages per long rest. Your Rage is permanently available: you can enter it as a bonus action whenever it is not already active, and it remains active until you dismiss it as a bonus action or fall Unconscious. While you are raging, you cannot be reduced below 1 hit point by any nonmagical source of damage. Magical sources, such as spells, Rift-touched weapons and Mythar-grade ordnance, bypass this protection.
Subclasses (6)
- Path Of The Berserker
- Path Of The Champion
- Path Of The Hunt
- Path Of The Raider
- Path Of The Wild
- Path Of The Zealot
Background: Publisher's Choice Quality Stock Art © Rick Hershey / Publisher's Choice Stock Art , Publisher's Choice Stock Art