| Level | Proficiency Bonus |
Rages | Rage Damage |
Brutality Points |
Brutalities Mastered |
Features |
|---|---|---|---|---|---|---|
| 1st | +2 | 2 | +2 | 3 | 2 | Rage, Unarmored Defense, Brutality, Brutalities, Primal Path |
| 2nd | +2 | 2 | +2 | 4 | 2 | Survival Instincts, Reckless Attack |
| 3rd | +2 | 3 | +2 | 5 | 3 | Primal Path Features |
| 4th | +2 | 3 | +2 | 6 | 3 | Ability Score Improvement |
| 5th | +3 | 3 | +2 | 7 | 3 | Extra Attack, Feral Movement, Greater Brutalities |
| 6th | +3 | 4 | +2 | 8 | 4 | Primal Path Features |
| 7th | +3 | 4 | +2 | 9 | 4 | Feral Instinct |
| 8th | +3 | 4 | +2 | 10 | 4 | Greater Ability Score Improvement |
| 9th | +4 | 4 | +3 | 11 | 4 | Brutal Critical, Superior Brutalities |
| 10th | +4 | 4 | +3 | 12 | 5 | Mastered Rage, Primal Path Features |
Choose one of the following equipment options—preset or custom. You gain these items in addition to any other gear you might have (such as from your background):
You gain 2d4 x 10 gold pieces (or 50 gp). You may spend some or all of this gold to purchase your own equipment.
As a barbarian, you gain the following class features.
You are able to enter a rage that pushes your physical strength beyond its normal limits.
You can spend a bonus action to enter a rage that lasts for up to 1 minute. While raging, you gain the following benefits if you are not wearing heavy armor:
You can use this feature a limited number of times, as shown in the Rages column of the Class Features (Barbarian) table. You recover all expended uses when you finish a long rest.
During a rage, you can't cast spells or concentrate on magic. If you are concentrating on a spell when you enter a rage, that concentration ends immediately.
Magic Items: Some items allow you to trigger magic effects—scrolls, wands, etc. You can activate these items unless it is specified that you are casting a spell.
Your rage lasts for 1 minute. It ends early if any of the following situations apply:
An unarmed attack (such as a punch, kick, headbutt, etc) counts as a melee weapon attack—it gains the benefit of your rage damage.
While you are not wearing any armor, your armor class equals 10 + your Constitution modifier + either (a) your Dexterity modifier or (b) your Intelligence modifier—you may choose which modifier to use.
You can use a shield and still gain this benefit.
Unarmored AC: 10 + your Constitution modifier + your Dexterity or Intelligence modifier (your choice)
You have a number of brutality points, as shown in the Brutality Points column of the Class Features (Barbarian) table. You can spend brutality to overwhelm your enemies with brutalities—and you may learn other applications from your Primal Path.
You recover all expended brutality points when you finish a long rest.
At 1st-level, you have mastered two brutalities of your choice. You master additional brutalities as you gain more barbarian levels, as show in the Brutalities Known column of the Class Features (Barbarian) table.
Once per turn, you may spend one brutality point to use one of your mastered brutalities.
Replacing a Brutality: Whenever you finish a long rest, you may replace one of your mastered brutalities with another brutality.
Saving Throws: Use your Strength modifier to determine the saving throw DC for your brutalities.
Brutality Save DC: 8 + your proficiency bonus + your Strength modifier
When you hit a creature with a melee weapon attack, you can attempt to damage another nearby creature. Choose a creature that is (a) within 5 ft of the original target and (b) within your reach. If the original attack roll would hit the second creature, that creature takes 1d6 damage.
The damage is of the same type dealt by the original attack, and can't exceed the total damage dealt by the original attack.
Greater Cleave: (5th-level) The damage increases from 1d6 to 2d8.
Superior Cleave: (9th-level) The damage increases from 2d8 to 3d10.
When you hit an adjacent creature with an opportunity attack and you have at least one hand free, you can attempt to grab hold of the creature. If the creature is Large or smaller, it must make a Strength or Dexterity saving throw—the target may choose which. On a failed save, the creature is grappled by you.
Greater Grab: (5th-level) You can use this brutality against Huge creatures.
Superior Grab: (9th-level) You can use this brutality against Gargantuan creatures.
When you hit an adjacent creature with a melee weapon attack, you can use a bonus action to attempt to knock the creature down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Greater Headbutt: (5th-level) You can use this brutality against Huge creatures.
Superior Headbutt: (9th-level) You can use this brutality against Gargantuan creatures.
When you hit an adjacent creature with a melee weapon attack, you can try to kick it away from you. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the creature back up to 10 ft.
Greater Kick: (5th-level) You can use this brutality against Huge creatures.
Superior Kick: (9th-level) You can use this brutality against Gargantuan creatures.
When you hit an adjacent creature with a melee weapon attack, you can attempt to frighten the creature. The creature must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Greater Roar: (5th-level) You can target one additional creature that is within 5 ft of you.
Superior Roar: (9th-level) You can target one additional creature that is within 10 ft of you.
When you hit a creature with a melee weapon attack, you can momentarily weaken its defenses. Until the start of your next turn, the next attack roll made against the creature by an attacker other than you has advantage.
Greater Smash: (5th-level) The creature grants advantage to the next two attack rolls made against it before the start of your next turn.
Superior Smash: (9th-level) The creature grants advantage to the next three attack rolls made against it before the start of your next turn.
Choose a Primal Path. You gain features from your Primal Path at 1st, 3rd, 6th, and 10th-level.
You gain access to four unique brutalities from your Primal Path. Add these to your list of brutality options.
Choose one of the following options.
You have advantage on Dexterity saving throws against effects that you can see—such as traps, spells, and attacks. To gain this benefit, you can't be blinded, deafened, or incapacitated.
You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Before you make your first attack on your turn, you can choose to attack recklessly. You have advantage on all melee weapon attack rolls using Strength until the end of your turn. But in return, all attack rolls made against you have advantage until the start of your next turn.
Reckless Brutalities: While you are being reckless, you can't use a mastered brutality unless that brutality specifies otherwise.
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Greater Ability Score Improvement: At 8th-level, you gain another ability score improvement.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Choose one of the following options.
Your natural speed increases by 10 ft while you're not wearing heavy armor. If you have multiple forms of innate movement—such as climbing, flying, swimming, etc—each movement speed increases by 10 ft.
Unnatural Movement: If you gain a movement speed through an external effect—such as an item, feature, or spell—that speed doesn't increase with this feature.
When a creature ends its turn within 15 ft of you, you can spend your reaction to move up to half your speed to a space closer to the creature. This movement doesn’t provoke opportunity attacks.
You have advantage on your initiative rolls. 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.
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Brutality: Whenever you reduce a creature to 0 hit points with a critical hit from a melee attack, you regain 1 expended brutality point.
When you enter a rage, you may choose to master it. Each time you do so, pick one of the following options—you gain this in addition to the other features granted by your rage ability.
You can use this feature once, and you regain expended uses when you finish a long rest.
For the duration of your mastered rage, your natural speed increases by 10 ft. If you have multiple forms of innate movement—such as climbing, flying, swimming, etc—each movement speed increases by 10 ft.
Fast Mover: If you have the Fast Mover trait, this benefit stacks.
For the duration of your mastered rage, double the damage bonus granted by your Rage Damage.
For the duration of your mastered rage, you may cast and concentrate on spells as normal.
For the duration of your mastered rage, your proficiency bonus is doubled for any ability check you make that uses Intimidation or Athletics.