Barbarian

Because of copyright issues, this page will mostly list where to find the necessary information on the official *D&D 5e Player's Handbook* (and other published works) by Wizards of the Coast.

However, certain sections, such as those made available for Free Use within Basic Rules, System Requirements Document (SRD), and Xanathar's Lost Notes to Everything Else, will be listed here for ease of access.

## Barbarian Characteristics

Please see pages 46-47 in the *D&D 5e Player's Handbook.*

## Class Features

### Barbarian Basics

#### Hit Points

**Hit Dice:** 1d12 per barbarian level

**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:

* (1) a greataxe or (2) any martial melee weapon
* (1) two handaxes or (2) any simple weapon
* An explorer's pack and four javelins

### Rage

In battle, you fight with primal ferocity. On your turn, you can enter 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 on 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 Rage 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 AC 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 until the end of your current turn, but attack rolls against you have advantage until the start of 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 and 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. Choose from the Path of the Ancestral Guardian, Path of the Berserker, Path of the Courageous Heart, Path of the Read Reaver, Path of the Sacred Kin, Path of the Storm Herald, Path of the Totem Warrior, and Path of the Zealot, all of which are found at the bottom of this page. Your choice grants you features at 3rd level and again at 6th, 10th and 14th levels.

### 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. Alternately, you can learn a Feat instead of increasing your ability scores.

### 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' 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 14th 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 0HP while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1HP 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.

### 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.

### 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 that total.

### Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4 each. Your maximum for those scores is now 24.

## 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. Still others attribute their rage to faith, bloodlust, nature's wrath, and other such energies.

### Path of the Ancestral Guardian

Please see pages 9-10 in *Xanathar's Guide to Everything.*

### 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.

Path of the Berserker Features
 6th
 10th
 14th

#### Frenzy

Starting when you choose this path 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 your rage ends, you suffer 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 with your menacing presence. When you do so, 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.

### Path of the Courageous Heart

For some adventurers, their internal reservoir of fearlessness and gallantry might border closer to foolhardiness. An intrepid do-gooder might take the first step down this path by complete accident, meddling in affairs they ought not and finding themselves unable to turn back. Their impromptu effectiveness in battle isn’t due to anger but rather matching pluck, tenacity, or stubbornness to shrug off the worst the enemy has to offer.

These brawlers might not be as graceful as trained fighters, but they're guardians of the weak, and what they lack in polish they make up for in valor.

Path of the Courageous Heart Features
 6th
 10th
 14th

#### Matter at Hand

When you choose this path at 3rd level, you gain proficiency with improvised weapons and unarmed strikes. The damage for these attacks is 1d4 + your Strength modifier. If your improvised weapon is similar in shape and function to another weapon, you can use that weapon’s statistics instead (for example, a wine bottle can be considered a club, while a piece of sharp metal can be considered a shortsword).

#### Favor the Bold

At 3rd level, when the adrenaline kicks in, primal instinct propels certain heroes to awe-inspiring feats, seeming to add just a smidge of luck at the right moment.

While raging, whenever you make a saving throw, or an attack roll with an unarmed strike or improvised weapon, you can roll a d4 and add the number rolled to the total.

#### Hearty Blow

At 6th level, when you hit with an unarmed or improvised weapon attack while raging, roll 2d4 and add its total to the attack’s damage. This feature becomes more potent as you gain barbarian levels, the damage increases to 4d4 at 9th level, 6d4 at 12th level, 8d4 at 15th level, and 10d4 at 18th level.

#### Stroke of Inspiration

At 10th level, you seem to stumble upon the right clue, connection, or words, even when you have no idea what is going on. When you fail a Charisma, Intelligence, or Wisdom-based ability check, you can expend one use of your rage to reroll the check with advantage. You must use the new roll.

#### Heroic Tenacity

At 14th level, whenever you make a Constitution saving throw to remain conscious using your Relentless Rage feature, you can use one of the following Heroic Tenacity options of your choice. You can use only one Heroic Tenacity option per round and must decide which one to use before you make the roll.

***Inspiring.*** You inspiring last stand fills your allies with renewed vigor. Allies within 30 feet of you that can see or hear you gain 10 temporary HP.

***Persistent.*** You won't quit without a fight. The DC of your Relentless Rage feature does not increase by 5 on use for the rest of this turn.

***Rallying.*** Your heroic refusal to die fills your allies with confidence. All allies within 30 feet of you that can see or hear you gain advantage on the next attack roll they make within the next minute.

### Path of the Red Reaver

The Path of the Red Reaver is a warrior’s hunt for meaning in a life borne of suffering and violence, not some ritualistic process for raiding cannibals as inexperienced adventurers might have you believe. The barbarians that follow this path fuel their rage with this pursuit of purpose. For those that live long enough, their discipline becomes almost monk-like in its meditation, chasing their sense of self through the arteries of those they deem worthy in battle.

As wizards live to slake their thirst for knowledge, barbarians who follow the Path of Red Reaver are usually drawn to the greatest challenge in the field, not for bragging rights, or even to turn the tide of battle, but to further discern their place in the veins of their world.

Path of the Red Reaver Features
 6th
 10th
 14th

#### Devourer

Starting when you choose this path at 3rd level, your thirst for blood channels the life-force of your foes to sustain you. When you're raging and below half of your hit point maximum, at the start of your turn you can enter a Devouring Rage by expending any number of Hit Dice as a bonus action. For the duration of your Rage, your weapons become magical for the purpose of overcoming damage resistances and immunities, and on a hit, you regain a number of hit points equal to 1 plus the number of Hit Dice you spent. On a critical hit, you restore twice that amount of hit points.

Your target must have blood in order for you to regain hit points from an attack.

At the beginning of each turn, if you haven’t hit a hostile creature since your last turn, you suffer damage equal to the number you would regain on a hit but retain your Devouring Rage and its features.

Your Devouring Rage ends once you reach your hit point maximum or you exit your Rage whichever happens first.

#### Sanguine Scent

Starting at 3rd level, your senses become preternaturally attuned to the scent of blood. As an action on your turn, you can draw a deep breath to immediately track the scent of creatures around you. For the next 10 minutes, you're able to smell the approximate number of living creatures within 60 feet of you. You can differentiate the type but not the identity of any specific creature.

If you know the creature you're looking for and have access to one of its possessions, you can focus solely on that target. While focused, you can’t use this feature to detect any other creature but your quarry. When you would make a Wisdom (Survival) check to track your quarry, the creature instead makes a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, you learn the direction and approximate distance to that creature, and are able to follow its scent even through terrain that would normally cover its scent, like running water.

You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. You must be able to breathe in order to use this feature.

#### Blood Hound

When you reach 6th level, your mystic connection to blood has honed your sense of smell to mythic proportions. The range of your Sanguine Scent is increased to 120 feet and you no longer need access to a creature’s possessions to track it if you have spent at least 5 minutes within 30 feet of your target within the last 24 hours.

Additionally, you can spend 1 Hit Die to learn the exact number and general location of creatures in the area or, when focused on a single target, impose disadvantage on your target’s saving throw against being tracked by you and the range of your tracking ability becomes 5 miles for that creature.

#### Blood of the Pack

At 10th level, your wild blood fury is tempered by the bond you share with your allies. While your current hit point total is at least half of your hit point maximum, you can expend any number of Hit Dice as an action to heal an equal number living creatures other than you within 10 feet of you. On your turn, roll 1 Hit Die for each creature you target with this feature. The creature regains a number of hit points equal to the result + your Constitution modifier (minimum of 1). Repeat the process for each creature you choose. Once you use this feature, you suffer one level of exhaustion and can’t use this feature again until you have finished a long rest.

#### Sanguine Clarity

Starting at 14th level, your rage becomes focused and precise, rather than wild and wrathful. When you enter a rage you may expend up to 3 Hit Dice to increase the critical range of your attack rolls for the duration of your rage. For example, if you expend 2 Hit Dice, your weapon attacks score a critical hit on a roll of 18, 19, or 20.

If you already score a critical hit on a roll lower than 20 due to other class features or effects, this feature allows you to expand your critical range even further.

### Path of the Sacred Kin

As in all civilizations, stories of life’s origin are intertwined with the path of mythical beings consorting among them out of grand purpose or boredom. These stories, told since the first sunrise, act as guiding parables when a tribe or people faces a crucial juncture in their fate. They tell of times of great peril, when a powerful individual emerges from their number, led by a forbear’s spirit, to lead them to their destiny — for good or ill. The circumstances surrounding the event could be as simple as the death of a clan’s chieftain, or as great as the threat of slavery, or even extinction.

With most tribes, the elders are aware of a spirit’s affinity to their people but other times they are just as surprised by the mark themselves. When the gift manifests itself it is easily recognized often celebrated. There are instances, however, when it is perceived as an omen.

In battle, your ancestor’s spirit courses through you, imbuing your frenzy with the supernatural fury of the spirit, be they celestial, fiendish, draconic, or even alien in nature.

Path of the Sacred Kin Features
 6th
 10th
 14th

#### Spellcasting

When you reach 3rd level, you channel your ancient blood to harness the power of your forbearer.

***Cantrips.*** You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

***Spell Slots.*** The Sacred Kin Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *Fog Cloud* and have a 1st-level and a 2nd-level spell slot available, you can cast *Fog Cloud* using either slot.

***Spells Known of 1st-Level and Higher.*** You know three 1st-level sorcerer spells of your choice, two of which you must choose from the conjuration and divination spells on the sorcerer spell list.

The Spells Known column of the Sacred Kin Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a conjuration or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic on the sorcerer’s spell list.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or divination spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

***Spellcasting Ability.*** Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to harness the magic in your blood. You use your Constitution whenever a spell refers to your spell casting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast or when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Constitution modifier

**Spell attack modifier** = your proficiency bonus + your Constitution modifier

#### Ancestral Origins

At 3rd level, when you choose this path, you choose the origin of your ancestor, either celestial, fiendish, draconic, or alien.

Choose one ancestor type from the Ancestral Origins Table. The chosen ancestor associated with your origin is used by features you gain later.

You can speak, read, and write the language of your ancestor and can weave their curses and oaths into your battle-cries. Additionally, whenever you make a Charisma check when interacting with a creature of your ancestors’ type, your proficiency bonus is doubled if it applies to the check.

Ancestral Origin
 Fiendish
 Draconic
 Alien

#### Mythic Manifestation

As ancient magic flows through you, physical traits of your lineage emerge. Starting at 3rd level, whenever you cast a spell, you regain hit points equal to twice the spell's level.

#### Supernatural Fury

At 3rd level, you can focus on the magic in your blood, allowing you to concentrate your rage into the ancient magic of your bloodline and enter a Supernatural Fury. You gain the ability to cast and concentrate on spells, even while raging, at the expense of your physical resistances.

When you enter your Supernatural Fury and you aren’t wearing heavy armor, the following benefits replace the benefits of the Rage feature:

* You gain a bonus to your AC equal to your Strength modifier (minimum of +1)
* You have advantage on Constitution checks and saving throws made to maintain concentration on a spell
* You have resistance to magical damage and you are immune to the damage type you chose for your Ancestral Origin

Your Supernatural Fury 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, cast a spell, or taken damage since your last turn. You can end your Supernatural Fury on your turn as a bonus Action

#### Transcendent Legacy

At 6th level, when you enter your rage, you can imbue your weapons with the damage type you chose from your Ancestral Origin. For 1 hour, your weapon attacks deal magical damage of that type instead of bludgeoning, piercing, or slashing damage.

At 14th level, weapon attacks with this feature ignore resistance, but not immunity, to the damage type of your Ancestral Origin.

#### Ancestral Guidance

Beginning at 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. If the cantrip dealt damage, you make this attack with advantage.

#### Immortal Birthright

Beginning at 14th level, you gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your base walking speed. The wings, either feathered, scaled, leathery, or nightmarish, take the form that replicates those of your ancestor. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Additionally, you have advantage on saving throws against spells and other magical effects.

### Path of the Storm Herald

Please see pages 10-11 in *Xanathar's Guide to Everything.*

### Path of the Totem Warrior

Please see page 50 in the *D&D 5e Player's Handbook.*

### Path of the Zealot

Please see page 11 in *Xanathar's Guide to Everything.*