The 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: Melee weapons & thrown weapons
  • Saving Throws: Strength, Constitution
  • Skills: Two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception and Survival

Equipment

You start with the following equipment:

  • (a) leather armour or (b) a chain shirt
  • (a) a melee weapon & a shield or (b) two melee weapons
  • (a) a set of thrown weapons or (b) a melee weapon
  • (a) a dungeoneer's pack or (b) an explorerer's pack.

Path

Choose the Berserker, Bloodrager or Stoic path. The path you choose gives you features at 1st, 3nd, 7th, 11th, and 15th levels, representing the source of your abnormal might.

Rage

On your turn, you can enter a rage as a bonus action. Your rage has the following benefits:

  • You gain advantage on Strength checks and saving throws
  • You gain a +2 bonus to the damage rolls of your attacks using Strength. This bonus increases as shown in the Rage Damage column of the Barbarian table.
  • You count as one size category larger for the purposes of grappling, shoving, and carrying capacity
  • When you aren't wearing heavy armor, you gain resistance to bludgeoning, piercing and slashing damage.

Your rage lasts for 10 minutes, or until you are knocked unconscious. You can also end your rage 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 AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Rage Powers

At 2nd level, you gain two Rage Powers of your choice from the list at the end of this class description. You choose one additional power at 6th, 10th, 14th and 18th level.

Reckless Attack

Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on attacks using Strength during this turn, but attacks against you have advantage until your next turn.


The Barbarian
Level  Prof.  Features          Rages RD
1st +2 Path, Rage, Unarmoured Defense 2 +2
2nd +2 Rage Powers, Reckless Attack 2 +2
3rd +2 Path Feature 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack 3 +2
6th +3 Rage Power 3 4 +2
7th +3 Path Feature 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Instinctive Rage 4 +3
10th +4 Rage Power 4 4 +3
11th +4 Path Feature 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Relentless Rage 5 +3
14th +5 Rage Power 5 5 +3
15th +5 Path Feature 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Persistent Rage 5 +4
18th +6 Rage Power 6 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Path Feature 6 +4

Ability Score Improvement

At 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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Instinctive Rage

Starting at 9th level, when you roll initiative, you can begin a rage without spending your bonus action.

Relentless Rage

Starting at 13th level, if you drop to 0 hit points while raging, you can make a DC 10 Constitution save. On a success, you drop to 1 hit point instead. Each time you use this feature before finishing a long rest, the DC increases by 5.

Persistent Rage

Beginning at 17th level, your rage does not last for 10 minutes, but instead until you begin a short or long rest.

Path #1: Berserker

As a berserker, reckless abandon pushes you past humanoid limits of strength, endurance, and willpower. Your heart is a wild thing, and you are ferocious in the throes of passion.

Frenzy

You cannot cast or concentrate on spells while raging. In exchange, you gain the following unique benefits:

  • You gain advantage on initiative rolls
  • You gain advantage on Charisma (Intimidation) checks

Ferocious Frenzy

Starting at 3rd level, you can Dash, Disengage, grapple, shove or make an unarmed strike as part of the bonus action you use to begin raging, or as a bonus action during your rage.

Roar

Starting at 3rd level, you can use your action to threaten any number of creatures that can hear you within your choice of a 15 foot radius or a 30 foot cone.

Each target must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you for 1 minute or until it takes damage. Once you have used your Roar on a target, that target becomes immune to your Roar until it completes a long rest.

At 11th level the area of your roar increases to a 30 foot radius or a 60 foot cone.

Revel

Starting at 3rd level, you can use your passion and power to inspire respect. When you would frighten a friendly creature, you can choose to charm it instead.

Mindless Rage

Starting at 7th 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.

Bloodcurdling Roar

Starting at 15th level, any creature charmed or frightened by your Roar is also stunned. If you order your target to move or take an action, and if it is willing, it can ignore the stunned condition in order to comply with your order.

Primal Champion

Finally at 20th level, you embody strength and fortitude. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.


Path #2: Stoic

As a stoic, your singleminded focus guides you through chaos and hardship with cold efficiency. The patience and precision of your unwavering mind make you a slow, steady predator.

Trance

You cannot cast or concentrate on spells while raging. In exchange, you gain the following unique benefits:

  • You ignore difficult terrain
  • You can move through the spaces of hostile creatures

Stand Against

Starting at 3rd level, you can make an opportunity attack against a creature when you see it move into your reach.

Stand Between

Starting at 3rd level, when an attack or an effect involving a Dexterity saving throw targets a target within your reach or whom you grant cover, you can force it to target you instead.

Stand Watch

Starting at 3rd level, you can Search as a bonus action, or as part of the bonus action you use to begin raging.

Unflinching Focus

Starting at 7th level, you can't be knocked prone or frightened while raging. If you are frightened when you enter your rage, the effect is suspended for the duration.

Unblinking Gaze

Starting at 11th level, you can take one reaction on each turn while raging, rather than one reaction per round.

Rage Beyond Death

Starting at 15th level, while you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

Primal Champion

Finally at 20th level, you embody strength and fortitude. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Primal Path #3: Bloodrager

As a bloodrager, you are fortified by sorcerous magic rushing through your veins. Frail of body, strong of will, you lever the powers of your mind over matter.

Bloodrage

You cannot cast or concentrate on spells while raging, except for bloodrager spells. In exchange, you gain the following unique benefits:

  • Your Strength score grows to equal your Charisma score.
  • When you deal damage using a spell, you gain a +2 bonus to the damage roll. This bonus increases as shown in the Rage Damage column of the Barbarian table.

Your rage ends if you enter the area of an Antimagic Field.

Spellcasting

Starting at 3rd level, you learn to cast bloodrager spells during your rage.


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 Bloodrager 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.


Spells Known of 1st Level and Higher You know two 1st-level sorcerer spells of your choice.

The Spells Known column of the Bloodrager Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.

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.


Spellcasting Ability Charisma is your spellcasting ability for your bloodrager spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the DC for a bloodrager spell you cast and when making an attack roll with one.

Furious Smite

Starting at 3rd level, when you are raging and you hit a creature with a melee attack or a thrown weapon attack, you can expend one spell slot to deal extra damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Harnessed Power

Starting at 7th level, you can cast Bloodrager spells even if you are not raging.


Bloodrager Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 2 2
4th 3 3 3
5th 3 3 3
6th 3 3 3
7th 3 4 4 2
8th 3 5 4 2
9th 3 5 4 2
10th 4 6 4 3
11th 4 7 4 3
12th 4 7 4 3
13th 4 8 4 3 2
14th 4 9 4 3 2
15th 4 9 4 3 2
16th 4 10 4 3 3
17th 4 10 4 3 3
18th 4 10 4 3 3
19th 4 11 4 3 3 1
20th 4 12 4 3 3 1

Arcane Hulk

Starting at 11th level, when you begin a rage, you can choose one spell you can cast with a duration of at least 1 minute and cast it on yourself.

You remain under this spell's effect until your rage ends, regardless of the spell's normal duration, and you ignore the spell's concentration requirement if it has one.

Limitless Power

Starting at 15th level, you can cast 1st level spells without expending spell slots during your rage.

Arcane Champion

Finally at 20th level, you embody willpower and fortitude. Your Charisma and Constitution scores increase by 4. Your maximum for those scores is now 24.

Rage Powers

All Fours

While raging, you gain climbing and swimming speeds equal to your base speed, and a burrowing speed of 5 feet.

Awesome Blow

While raging, when you shove a target or hit a target with a melee attack, you can push it an extra 10 feet in any direction. When you hit a target with a thrown weapon, you can push it 10 feet away from you.

Bloodhound

While raging, you can use your bonus action to pick a specific object, a material, a specific creature, or a type of creature that you have smelled before. You focus on your target's scent until you take this bonus action again.

If your target is within 30 feet, you pinpoint its location. If your target passed within 30 ft of you in the last day, you discover its trail and can begin to follow it. However you cant locate a target or follow a trail that you can't smell (e.g. an odourless target, or a trail through running water).

Break Loose

Prequisite: 6th level

As part of the bonus action that you use to begin your rage, or as a bonus action during your rage, you can free yourself, or a target that you touch from nonmagical restraints such as manacles or a creature that has it grappled.

Darkvision

While raging, you have darkvision with a range of 120 feet.

Eagleeye

While raging, you can see up to 1 mile away with no difficulty, and discern details as though looking at something no more than 100 feet away from you.

Earthquake

Prerequisite: Shockwave, 14th level

You can spend one of your daily rages to cast Earthquake centered on yourself, without expending spell slots, and without needing to concentrate. The spell ends at the start of your next turn.

You cannot be knocked prone by your own Earthquake.

Psychic Thrash

Whether or not you are raging, you can sense when you are under the effect of a spell which requries concentration.

As part of the bonus action that you use to begin your rage, or as a bonus action during your rage, you can resist such a spell so violently that you strain the caster's mind. You can take this bonus action even if the spell that you are resisting prevents you from taking actions.

The caster must succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or have its concentration broken.


Ragdoll Smash

While raging, you can treat a creature of your size or smaller that you are grappling as an improvised melee weapon.

When you hit a target with a creature and your attack roll would hit the creature's AC as well, both the target and the creature damage.

Shockwave

While raging, you can use the Attack action to make a special attack called a shockwave.

Each time you create a shockwave, you strike a surface and send violent tremors along a 5 foot radius, a 10 foot cone, or a 15 foot line (your choice). Each creature in the area must succeed on a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus ) or fall prone.

Shockwave, Improved

Prerequisite: Shockwave

When you make a shockwave, you can pull up the surface that you strike as if pulling a rug, sending a ripple rushing from you to the edge of the shockwave's area.

Each creature who fails its Strength saving throw against your shockwave is not only knocked prone, but also pushed out of the shockwave's area.

Unstoppable Force

Prerequisite: 6th level

While raging, you ignore difficult terrain, you can move through hostile creatures spaces, and you can break through any obstacle consisting of up to 3 feet of wood, 1 foot of stone, or 1 inch of common metal effortlessly.

Wild Leap

While raging, you can jump as far or as high as you have movement remaining. In addition, you do not take damage when you fall from the height of your jump.

Wild Leap, Improved

Prerequisite: 10th level, Wild Leap

When you jump during your rage, you can spend one of your daily rages to jump up to 1 mile up or away without spending movement. If you jump 500 feet or more, you do not land until sometime during your next turn.

Wild Throw

While raging, you treat all melee weapons (improvised or otherwise) as if they have the thrown (20/60) property. If the weapon already has the thrown property, its short and long range increments are tripled.

Wild Throw, Improved

Prerequisite: 10th level, Wild Throw

When you throw a weapon using Wild Throw, you can spend one of your daily rages to treat its range as (200/600) if it lacks the thrown property, or as (one mile/the horizon) if it has the thrown property. Treat your attack as a critical hit on hit, regardless of the d20 result.

Berserker Powers

Booming Roar

Whether or not you are raging, you can shout loudly enough to be heard from 1 mile away.

In addition, you can force targets in the area of your Roar to make Constitution saves instead of Charisma saves. On a failed save, each target ignores the normal effects of your roar and takes thunder damage equal to 1d8 (plus your rage gamage, if you are raging).

A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes damage if it’s in your roar’s area.

Rabid Rush

Prerequisite: 14th level

As part of the bonus action that you use to begin your rage, or as a bonus action during your rage, you can to cast Haste on yourself without expending spell slots.

You ignore this spell's concentration requirement, however this spell ends early if your rage ends. When this spell ends, you feel lethargic, and you are incapacitated for 1 minute.

Bloodrager Powers

Battle Magic

You learn the Thaumaturgy cantrip, which you can cast whether or not you are raging.

In addition, you can choose to learn one the following spells whenever you would learn a bloodrager spell:

Spell Level Spells
1st Thunderous Smite, Wrathful Smite
2nd Branding Smite, Lesser Restoration
3rd Blinding Smite, Elemental Weapon
4th Staggering Smite, Death Ward

Destructive Wave

Prerequisite: 18th level

You can spend one of your daily rages to cast Destructive Wave without expending spell slots.

Quell Magic

Prerequisite: 18th level

You can use your action when you are raging to end your rage and cast Antimagic Field. Likewise, you can use your action when you aren't raging to expend one of your daily rages and cast Antimagic Field.

Rift Strike

Prerequisite: 18th level

You can spend one of your daily rages to cast Banishing Smite without expending spell slots.

Sixth Sense

You can cast Detect Magic without expending a spell slot, whether or not you are raging.


Stoic Powers

Cold Reading

You can use the Search action to study on a creature that you can see within 30 feet. You learn one of the following secrets about the creature that you study:

  • The creature's current hit points
  • The creature's emotional state
  • Who or what in the creature's surroundings is most on its mind in that moment (such as something it covets, fears, seeks to protect, or seeks to destroy).

Deadpan

Whether or not you are raging, you gain a bonus to your Charisma (Deception) checks equal to your rage damage.

While you are raging, your thoughts can't be read by telepathy or other means, unless you allow it, and, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose.

Deathly Stillness

When you try to hide while raging, creatures who attempt to detect you take a −10 penalty to their Wisdom (Perception) checks. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.

In addition, when you lay still while raging, you appear dead to all outward inspection. You produce no noticeable breath, heartbeat, or warmth.

One Eye Open

You remain aware of your surroundings and able to speak, even when you are unconscious. In addition, being knocked unconscious does not end your rage.

Perfect Clarity

While raging, no scene is vast or noisy enough to distract you from its finest details.

You can see anything as thin as a hair with no difficulty, provided that it is within 30 feet of you (e.g. a fingerprint on a dagger's hilt, a blood droplet on a shoeleace).

Likewise, you ignore ambient noises when determining whether or not you can hear underlying noises (such as a single conversation in a crowd, or a pindrop on a battlefield)

Silent Killer

While raging, you do not make noise when you move or when you make attacks.

In addition, a creature grappled by you cannot make noise, though it can still perform the verbal components of spells.