Barbarian

## Barbarian Leveling Table

* **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

* (a) a greataxe or (b) any martial melee weapon
* (a) two handaxes or (b) any simple weapon
* An explorer's pack and four javelins

Alternatively, you can ignore the equipment from your class and background, and start with 2d4 x 10 gp.

## Rage

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 all 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, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.

## Danger Sense

At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated.

## 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 of the Ancestral Guardian
* Path of the Battlerager
* Path of the Berserker
* Path of the Storm Herald
* Path of the Totem Warrior
* Path of the Zealot

## Path of the Berserker

***For some barbarians, rage is a means to an end – that end
being violence. The Path of the Berserker is a path of untrammeled fury,
 slick with blood. As you enter the berserker's rage, you thrill in the
chaos of battle, heedless of your own health or well-being.***

### **Frenzy**

At 3rd level, you can go into a frenzy when you rage. If you do so,
for the duration of your rage you can make a single melee weapon attack
as a bonus action on each of your turns after this one. When the rage
ends you gain one level of exhaustion.

### **Mindless Rage**

Beginning at 6th level, you can't be charmed or frightened while
raging. If you are charmed or frightened when you enter your rage, the
effect is suspended for the duration of the rage.

### **Intimidating Presence**

Beginning at 10th level, you can use your action to frighten someone.
 Choose one creature that you can see within 30 feet of you. If the
creature can see or hear you, it must succeed on a Wisdom saving throw
(DC equal to 8 + your proficiency bonus + your Charisma modifier) or
be frightened of you until the end of your next turn. On subsequent
turns, you can use your action to extend the duration of this effect on
the frightened creature until the end of your next turn. This effect
ends if the creature ends its turn out of line of sight or more than 60
feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

### **Retaliation**

Starting at 14th level, when you take damage from a creature that is
within 5 feet of you, you can use your reaction to make a melee weapon
attack against that creature.