“Anyone can be a barbarian; it requires a terrible effort to remain a civilized man”
-Leonard Sidney Woolf
As a barbarian, you gain the following class features.
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
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics,
Intimidation, Nature, Perception, and Survival
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
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
• 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 o f the Barbarian table.
• You have resistance to bludgeoning, piercing, and
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 o f times shown
for your barbarian level in the Rages column o f the
Barbarian table, you must finish a long rest before you
can rage again.
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.
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.
At 2nd level, you gain an uncanny sense o f 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
At 3rd level, you choose a path that shapes the nature of
your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end o f the
class description. 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 o f 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.
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Starting at 5th level, your speed increases by 10 feet
while you aren’t wearing heavy armor.
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.
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.
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.
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.
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.
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.