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{{ambiguous|term=SRD:Barbarian}}
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{{ambiguous|Barbarian|in 5th edition}}
{{OGL Top}}
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{{5esrd}}{{#set: Canon=true}}
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'''Barbarian''' is a [[SRD5:Class|class]] in 5th edition.[[Summary::Warriors from outside civilization| ]] {{tocright}}
 
==Class Features==
 
==Class Features==
 
{{5e Class Features
 
{{5e Class Features
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|extra3b= +2<!-- rage bonus -->
 
|extra3b= +2<!-- rage bonus -->
|feature4=[[SRD5:Ability Score Adjustment|Ability Score Improvement]]
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|feature4={{iplink|Ability Score Improvement}}
 
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|extra4a=3<!-- # rages -->
 
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|extra6a=4<!-- # rages -->
 
|extra6a=4<!-- # rages -->
 
|extra6b= +2<!-- rage bonus -->
 
|extra6b= +2<!-- rage bonus -->
|feature7=[[#Feral Reflexes|Feral Reflexes]]
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|feature7=[[#Feral Instinct|Feral Instinct]]
 
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===Rage===
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{{5e Ability Section|3|Rage|In battle, you fight with primal ferocity. On your {{srd5lc|Turn}}, you can enter a rage as a {{srd5lc|Bonus Action}}.  
In battle, you fight with primal ferocity. On your [[turn]], you can enter a rage as a [[#SRD5:Bonus Action|bonus action]].  
 
  
 
While raging, you gain the following benefits if you aren't wearing heavy armor:
 
While raging, you gain the following benefits if you aren't wearing heavy armor:
Line 96: Line 96:
 
Your rage lasts for 1 minute. It ends early if you are knocked [[SRD5:Unconscious|unconscious]] or if your [[SRD5:Turn|turn]] ends and you haven't [[SRD5:Attack|attack]]ed a hostile [[SRD5:Creature|creature]] since your last turn or taken damage since then. you can also end your rage on your turn as a [[SRD5:Bonus Action|bonus action]].
 
Your rage lasts for 1 minute. It ends early if you are knocked [[SRD5:Unconscious|unconscious]] or if your [[SRD5:Turn|turn]] ends and you haven't [[SRD5:Attack|attack]]ed a hostile [[SRD5:Creature|creature]] since your last turn or taken damage since then. you can also end your rage on your turn as a [[SRD5:Bonus Action|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 [[SRD5:Long Rest|long rest]] before you can rage again.
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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 [[SRD5:Long Rest|long rest]] before you can rage again.}}
  
===Unarmored Defense===
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{{5e Ability Section|3|Unarmored Defense|While you are not wearing any armor, your [[SRD5:Armor Class|armor class]] equals 10 + your [[SRD5:Dexterity|Dexterity]] modifier + your Constitution modifier. You can use a shield and still gain this benefit.}}
While you are not wearing any armor, your [[SRD5:Armor Class|armor class]] equals 10 + your [[SRD5:Dexterity|Dexterity]] modifier + your Constitution modifier. You can use a shield and still gain this benefit.
 
  
===Reckless Attack===
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{{5e Ability Section|3|Reckless Attack|Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make the first attack on your [[SRD5:Turn|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.}}
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make the first attack on your [[SRD5:Turn|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===
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{{5e Ability Section|3|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.
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 [[SRD5:Trap|trap]]s and spells. To gain this benefit, you can't be [[SRD5:Blinded|blinded]], [[SRD5:Deafened|deafened]], or [[SRD5:Incapacitated|incapacitated]].
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You have advantage on Dexterity saving throws against effects that you can see, such as [[SRD5:Trap|trap]]s and spells. To gain this benefit, you can't be [[SRD5:Blinded|blinded]], [[SRD5:Deafened|deafened]], or [[SRD5:Incapacitated|incapacitated]].}}
  
===Primal Path===
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{{5e Ability Section|3|Primal Path|At 3rd level, you choose a path that shapes the nature of your rage. Choose one primal path<ref name="uo1">Text changed from SRD that only listed Path of the Berserker and Path of the Totem Warrior</ref>. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
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 of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
 
  
===Ability Score Improvement===
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{{iplink|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 its 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.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one [[SRD5:Ability Score|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.
 
  
===Extra Attack===
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====Primal Paths====
Beginning at 5th level, you can attack twice, instead of once, whenever you take the [[SRD5:Attack Action|Attack action]] on your turn.
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({{#ask: [[Category:5e Primal Paths]] |format=count}} official and unofficial primal paths.)<br />
 
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{{#ask: [[Category:5e Primal Paths]]
===Fast Movement===
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|?Features
Starting at 5th level, your [[SRD5:Speed|speed]] increases by 10 feet while you aren't wearing [[SRD5:Heavy Armor|heavy armor]].
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|?Summary
 
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|?Author=Source
===Feral Instinct===
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|mainlabel=Primal Path
By 7th level, your instincts are so honed that you have advantage on [[SRD5:Initiative|initiative]] rolls.
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|headers=plain
 
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|format=broadtable
Additionally, if you are [[SRD5:Surprised|surprised]] at the beginning of a [[SRD5:Combat|combat]] and aren't incapacitated, you can act normally during your first turn, but only if you enter your rage before doing anything else on that turn.
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|class=zebra small leftall sortable
 
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|sep=,&ensp;
===Brutal Critical===
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|limit=500
Beginning at 9th level, you can roll one additional weapon [[SRD5:Damage Die|damage die]] when determining the extra damage for a [[SRD5:Critical Hit|critical hit]] with a melee attack.
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|default=None created yet! Why don't you add your own?
 +
}}
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}}
  
This increases to two additional dice at 13th level and three additional dice at 17th level.
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{{5e Ability Section|3|Ability Score Improvement|When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one [[SRD5:Ability Score|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.}}
  
===Relentless Rage===
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{{5e Ability Section|3|Extra Attack|Beginning at 5th level, you can attack twice, instead of once, whenever you take the [[SRD5:Attack Action|Attack action]] on your turn.}}
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 [[SRD5:Death|die]] outright, you can make a [[SRD5:DC|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 [[SRD5:Short Rest|short]] or long rest, the DC resets to 10.
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{{5e Ability Section|3|Fast Movement|Starting at 5th level, your [[SRD5:Speed|speed]] increases by 10 feet while you aren't wearing [[SRD5:Heavy Armor|heavy armor]].}}
  
===Persistent Rage===
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{{5e Ability Section|3|Feral Instinct|By 7th level, your instincts are so honed that you have advantage on [[SRD5:Initiative|initiative]] rolls.  
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===
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Additionally, if you are {{srd5lc|Surprise}}d at the beginning of a [[SRD5:Combat|combat]] and aren't incapacitated, you can act normally during your first turn, but only if you enter your rage before doing anything else on that turn.}}
Beginning at 18th level, if your total for a Strength check is less than your [[SRD5:Ability Score|Strength score]], you can use that score in place of the total.
 
  
===Primal Champion===
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{{5e Ability Section|3|Brutal Critical|Beginning at 9th level, you can roll one additional weapon [[SRD5:Damage Die|damage die]] when determining the extra damage for a [[SRD5:Critical Hit|critical hit]] with a melee attack.  
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.
 
  
== Path of the Berserker ==
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This increases to two additional dice at 13th level and three additional dice at 17th level.}}
''[[#Primal Path]]''<br />
 
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===
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{{5e Ability Section|3|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 [[SRD5:Death|die]] outright, you can make a [[SRD5:DC|DC]] 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.  
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 [[SRD5:Exhaustion|exhaustion]] (as described in appendix PH-A).  
 
  
===Mindless Rage===
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Each time you use this feature after the first, the DC increases by 5. When you finish a [[SRD5:Short Rest|short]] or long rest, the DC resets to 10.}}
Beginning at 6th level, you can’t be [[SRD5:Charmed|charmed]] or [[SRD5:Frightened|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===
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{{5e Ability Section|3|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.}}
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 [[SRD5:Wisdom|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.  
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{{5e Ability Section|3|Indomitable Might|Beginning at 18th level, if your total for a Strength check is less than your [[SRD5:Ability Score|Strength score]], you can use that score in place of the total.}}
  
===Retaliation===
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{{5e Ability Section|3|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.}}
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your [[SRD5:Reaction|reaction]] to make a melee weapon attack against that creature.
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{{SRD5end}}
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===Optional Class Features===
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With your {{SRD5|GM}}'s permission you may add one or more of these class features:<ref>paraphrased from {{pub|Tasha's Cauldron of Everything}}</ref>
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* '''Primal Knowledge''' <ref name="tasha24">{{Cite Pub|Tasha's Cauldron of Everything|pages=24}}</ref> - 3rd level optional feature
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* '''Instinctive Pounce''' <ref name="tasha24" /> - 7th level optional feature
  
==Sources==
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==Sources and Notes==
* [[SRD-OGL v5.1]] - 5th edition SRD/OGL document published Jan. 2016 by WotC
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:* [[SRD-OGL v5.1]] - 5th edition SRD/OGL document published Jan. 2016 by WotC
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<references />
  
 
{{5e SRD Class Footer}}
 
{{5e SRD Class Footer}}
[[Category:Base Class|{{BASEPAGENAME}}]]
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{{DEFAULTSORTKEY:Barbarian SRD5}}
[[Category:5e|Barbarian]]  
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[[Category:5e]]
[[Category:5e SRD|Barbarian]]  
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[[Category:5e Barbarians]]
[[Category:Class|Barbarian]]
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[[Category:5e Classes]]
[[Category: 5e SRD Classes|Barbarian]]
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[[Category:Class]]
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[[Category:Barbarian]]

Latest revision as of 17:33, 12 December 2020

Disambiguation.png This article is about Barbarian, in 5th edition.
For other uses of Barbarian, see Barbarian (disambiguation).
This material from the 5th edition SRD is published under the OGL and CC-BY
Barbarian is a class in 5th edition.

Class Features[edit]

As a barbarian, you gain the following class features.

Hit Points[edit]

Hit Dice: 112 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 112 + your Constitution modifier

Proficiencies[edit]

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose three from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival.

Equipment[edit]

You start with the following equipment, in addition to the equipment granted by your background:


Barbarian Overview Table[edit]

The Barbarian

Level Proficiency
Bonus
Features Rages Rage
Damage
1st +2 Rage, Unarmed Defense 2 +2
2nd +2 Danger Sense, Reckless Attack 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path Feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path Feature 5 +3
15th +5 Persistant Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4


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 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 the 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. Choose one primal path[1]. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

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 its 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.

Primal Paths

(13 official and unofficial primal paths.)

Primal PathFeaturesSummarySource
Path of the Ancestral GuardianAncestral Protectors, Spirit Shield, Consult the Spirits, Vengeful AncestorsBarbarian guided by his ancestors.Xanathar's Guide to Everything
Path of the BattleragerRestriction: Dwarves Only, Battlerager Armor, Reckless Abandon, Battlerager Charge, Spiked RetributionDwarven barbarian who specializes in spiked armor.Sword Coast Adventurer's Guide
Path of the BeastForm of the Beast, Bestial Soul, Infectious Fury, Call the HuntBarbarian who draws power from a bestial spark inside them.Tasha's Cauldron of Everything
Path of the BerserkerFrenzy, Mindless Rage, Unchecked Fury, Intimidating Presence, RetaliationThis path is a path of untrammeled fury, slick with blood.SRD5
Path of the GiantGiant Power, Giant's Havoc, Elemental Cleaver, Mighty Impel, Demiurgic ColossusBarbarian who infused with ememental magic of giantkind.UA 2022 Giant Options
Path of MutationCrimson Mark, Bloodborne Sacraments, Blade of BloodZhenra-Khal
Path of the Immortal WarriorSurvival is victory for this, a regenerating and tireless warrior.Max7238
Path of the RunescarredEver wanna mix rage and magic without breaking your game? Here's your ticket to glory.Zhenra-Khal
Path of the SkaldA barbarian with a touch of bard, they tell stories and poems of battle, honor, and glory that they themselves witnessed, performed, or retolled.Eiji-kun
Path of the Storm HeraldStorm Aura, Storm Soul, Shielding Storm, Raging StormBarbarian who taps the primal power of storms.Xanathar's Guide to Everything
Path of the Totem WarriorSpirit Seeker, Totem Spirit, Aspect of the Beast, Spirit Walker, Totemic AttunementBarbarian that draws its power from animal spirits.PHB5, SCAG
Path of Wild MagicMagic Awareness, Wild Surge, Bolstering Magic, Unstable Backlash, Controlled SurgeBarbarian who draws power from untamed magic.Tasha's Cauldron of Everything
Path of the ZealotDivine Fury, Warrior of the Gods, Fanatical Focus, Zealous Presence, Rage beyond DeathThis path relies on religious ferver.Xanathar's Guide to Everything


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.


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 a combat and aren't incapacitated, you can act normally during 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.


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 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.

End of the SRD5 material

Optional Class Features[edit]

With your GM's permission you may add one or more of these class features:[2]

  • Primal Knowledge [3] - 3rd level optional feature
  • Instinctive Pounce [3] - 7th level optional feature

Sources and Notes[edit]

  • SRD-OGL v5.1 - 5th edition SRD/OGL document published Jan. 2016 by WotC
  1. Text changed from SRD that only listed Path of the Berserker and Path of the Totem Warrior
  2. paraphrased from Tasha's Cauldron of Everything
  3. 3.0 3.1 Jeremy Crawford, Dan Dillon, Ben Petrisor, Taymoor Rehman (17 November 2020). Tasha's Cauldron of Everything. (5e) Wizards of the Coast. ISBN 9780786967025. p. 24.



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Facts about "Barbarian"
AuthorSRD5 +
Canontrue +
FeaturesRage +, Unarmored Defense +, Reckless Attack +, Danger Sense +, Primal Path +, Ability Score Improvement +, Extra Attack +, Fast Movement +, Feral Instinct +, Brutal Critical +, Relentless Rage +, Persistent Rage +, Indomitable Might + and Primal Champion +
Hit Die1d 12 +
Length20 +
PublicationSRD5 +
SaveStrength + and Constitution +
SkillAnimal Handling +, Athletics +, Intimidation +, Nature +, Perception + and Survival +
SummaryWarriors from outside civilization +
TitleBarbarian +