Barbarian
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: Animal Handling, Athletics, Speech, Nature, Perception, Survival
Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
(a) a greataxe or (b) any martial weapon
(a) two handaxes or (b) any simple weapon
An explorers pack and four javelins
Maneuvers
This class grants you maneuvers, see Chapter 12: Maneuvers for more information.
Rage
At 1st level, you can imbue yourself with a primal power that is called rage, a force that grants you extraordinary might and resilience. You can enter your rage as a bonus action, provided you are not wearing heavy armor. While your rage is active, you gain the following effects:
Damage Resistance. You have resistance to bludgeoning, piercing, and slashing damage.
Rage Damage. When you make an attack with a weapon using strength, and deal damage to the target, you deal an additional 2 damage. When you reach level 9 (3 damage) level 16 (4 damage), and level 20 (5 damage), your rage damage increases by 1.
Strength Advantage. You have advantage on strength checks and saving throws.
No Concentration or Spells. You cannot maintain concentration or cast spells.
The rage lasts until the end of your next turn, and it ends early if you don Heavy Armor or have the incapacitated condition. If your rage is still active on your next turn, you can extend the rage for another round by doing one or more of the following:
Making an attack against an enemy
Forcing an enemy to make a saving throw
Taking damage
Using a bonus action to extend your rage
You can maintain a rage for up to 10 minutes by extending it. You can enter a rage a total of 2 times before you must take a long rest to do so again. At 3rd level (3 rages), 6th level (4 rages), 12th level (5 rages), and 17th level (6 rages), you gain an additional use of your rage feature before you must take a long rest.
Unarmored Defense
At 1st level, while you aren't wearing any armor, your armor class equals 10 + your dexterity and constitution modifiers. You can use a shield and still benefit from this feature.
Danger Sense
At 2nd level, you gain an uncanny sense of when things aren't as they should be, giving you an edge to dodge perils. You have advantage on dexterity saving throws, provided you aren't incapacitated.
Reckless Attack
At 2nd level, you can throw aside all concern for defense and attack with fierce desperation. When you make an attack roll on your turn that uses strength, you can choose to do so with advantage. After using this ability, you also have advantage on all your attack rolls that use strength until the start of your next turn, but all creatures have advantage on attack rolls against you until the start of your next turn.
Barbarian Subclass
At 3rd level, you gain a barbarian subclass of your choice: Path of the Ancestral Guardian, Path of the Beast, Path of the Berserker, Path of the Giant, Path of the Storm Herald, Path of the Wildheart, and Path of the Zealot.
Primal Knowledge
At 3rd level, you gain proficiency in another skill of your choice from the list of skills available to you at level 1. In addition, while your rage is active, you can channel primal power when you attempt certain tasks; when you make an ability check using one of the skills listed, you can make it as a strength check instead: Acrobatics, Speech, Perception, Stealth, or Survival.
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.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Primal Stride
At 5th level, your speed increases by 10 feet when you are not wearing heavy armor.
Feral Instinct
At 7th level, your instincts are so honed that you have advantage on initiative rolls.
Instinctive Pounce
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.
Brutal Critical
At 9th level, when you score a critical hit with an attack using strength, the target takes an extra 1d12 damage of the same type dealt with the attack. This extra damage increases by 1d12 when you reach barbarian levels 13 (2d12), and 17 (3d12).
Additionally, while you are raging, you score a critical hit on a roll of 19-20.
Relentless Rage
At 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while your rage is active and don't die outright, you can make a DC 10 constitution saving throw. If you succeed, your hit point instead change to a number equal to twice your barbarian level. 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
At 15th level, your rage only ends early if you are knocked unconscious. If you are brought back up and you have no failed death saves, you may rage again on your next turn without expending a use.
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.Â
Primal Champion
At 20th level, your strength and constitution scores both increase by 4, to a maximum of 30.