Barbarian

# Barbarian Class Details

A tall human tribesman strides through a blizzard, draped in fur and
hefting his axe. He laughs as he charges toward the frost giant who
dared poach his people’s elk herd.

A half-orc snarls at the latest challenger to her authority over
their savage tribe, ready to break his neck with her bare hands as she
did to the last six rivals.

Frothing at the mouth, a dwarf slams his helmet into the face of his
drow foe, then turns to drive his armored elbow into the gut of another.

These barbarians, different as they might be, are defined by their
rage: unbridled, unquenchable, and unthinking fury. More than a mere
emotion, their anger is the ferocity of a cornered predator, the
unrelenting assault of a storm, the churning turmoil of the sea.

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.

## Primal Instinct

People of towns and cities take pride in how their civilized ways set
 them apart from animals, as if denying one’s own nature was a mark of
superiority. To a barbarian, though, civilization is no virtue, but a
sign of weakness. The strong embrace their animal nature—keen instincts,
 primal physicality, and ferocious rage. Barbarians are uncomfortable
when hedged in by walls and crowds. They thrive in the wilds of their
homelands: the tundra, jungle, or grasslands where their tribes live and
 hunt.

Barbarians come alive in the chaos of combat. They can enter a
berserk state where rage takes over, giving them superhuman strength and
 resilience. A barbarian can draw on this reservoir of fury only a few
times without resting, but those few rages are usually sufficient to
defeat whatever threats arise.

## A Life of Danger

Not every member of the tribes deemed “barbarians” by scions of
civilized society has the barbarian class. A true barbarian among these
people is as uncommon as a skilled fighter in a town, and he or she
plays a similar role as a protector of the people and a leader in times
of war. Life in the wild places of the world is fraught with peril:
rival tribes, deadly weather, and terrifying monsters. Barbarians charge
 headlong into that danger so that their people don’t have to.

Their courage in the face of danger makes barbarians perfectly suited
 for adventuring. Wandering is often a way of life for their native
tribes, and the rootless life of the adventurer is little hardship for a
 barbarian. Some barbarians miss the close-knit family structures of the
 tribe, but eventually find them replaced by the bonds formed among the
members of their adventuring parties.

When creating a barbarian character, think about where your character
 comes from and his or her place in the world. Talk with your DM about
an appropriate origin for your barbarian. Did you come from a distant
land, making you a stranger in the area of the campaign? Or is the
campaign set in a rough-and-tumble frontier where barbarians are common?

What led you to take up the adventuring life? Were you lured to
settled lands by the promise of riches? Did you join forces with
soldiers of those lands to face a shared threat? Did monsters or an
invading horde drive you out of your homeland, making you a rootless
refugee? Perhaps you were a prisoner of war, brought in chains to
“civilized” lands and only now able to win your freedom. Or you might
have been cast out from your people because of a crime you committed, a
taboo you violated, or a coup that removed you from a position of
authority.

As a barbarian, you gain the following class features.

**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

### Rage

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.

If you are able to cast spells, you can’t cast them or concentrate on them 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.

### 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.

### Reckless Attack

 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.

### Danger Sense

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.

### Primal Path

At 3rd level, you
 choose a path that shapes the nature of your rage. The Path of the
Berserker is detailed at the end of the class description, and
additional primal paths are available in other sources. Your choice
grants you features at 3rd level and again at 6th, 10th, and 14th
levels.

#### Primal Paths

Rage burns in every barbarian’s heart, a furnace that drives him or
her toward greatness. Different barbarians attribute their rage to
different sources, however. For some, it is an internal reservoir where
pain, grief, and anger are forged into a fury hard as steel. Others see
it as a spiritual blessing, a gift of a totem animal.

* Ancestral Guardian
* Battlerager
* Berserker
* Storm Herald
* Totem Warrior
* Zealot

Unearthed Arcana:

* Path of the Wild Soul

Critical Role Homebrew:

Path of the Juggernaut

### 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

### Feral Instinct

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.

### Brutal Critical

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.

### Relentless Rage

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.

### Brutal Critical

At 13th level, you can roll two additional weapon
 damage dice when determining the extra damage for a critical hit with a
 melee attack.

This increases to three additional dice at 17th level.

### Persistent Rage

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.

### Brutal Critical

At 17th level, you can roll three additional
weapon damage dice when determining the extra damage for a critical hit
with a melee attack.

### 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.

### Primal Champion

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.