Barbarian
A primal warrior who channels Rage into toughness and brutal strength, shrugging off blows that would fell anyone else.
- Hit die: d12
- Primary ability: STR
- Saving throws: STR, CON
- Skills: choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
- Armor: light, medium, shields
- Weapons: simple, martial
Features by level
- 1: Rage. Bonus Action: Resistance to Bludgeoning, Piercing and Slashing damage, extra damage on Strength attacks and Advantage on Strength checks and saves.
- 1: Unarmored Defense. Without armor, AC = 10 + Dexterity + Constitution modifiers (a Shield still counts).
- 1: Weapon Mastery. Use the mastery properties of two kinds of Simple or Martial melee weapons.
- 2: Danger Sense. Advantage on Dexterity saving throws while you aren't Incapacitated.
- 2: Reckless Attack. On your first attack of a turn, gain Advantage on Strength attacks, but attacks against you have Advantage until your next turn.
- 3: Barbarian Subclass. Choose a Barbarian subclass.
- 3: Primal Knowledge. Gain one more Barbarian skill; while raging, some Dexterity and Wisdom checks can use Strength.
- 4: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 5: Extra Attack. Attack twice when you take the Attack action.
- 5: Fast Movement. +10 feet of Speed while you aren't wearing Heavy armor.
- 6: Subclass Feature. Gain a feature from your Barbarian subclass.
- 7: Feral Instinct. Advantage on Initiative rolls.
- 7: Instinctive Pounce. When you enter a Rage, move up to half your Speed as part of the same Bonus Action.
- 8: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 9: Brutal Strike. Trade Reckless Attack's Advantage on one Strength attack for +1d10 damage and a Forceful Blow or Hamstring Blow.
- 10: Subclass Feature. Gain a feature from your Barbarian subclass.
- 11: Relentless Rage. Dropping to 0 Hit Points while raging: succeed on a Constitution save (DC 10, rising by 5 each time) to stay up with twice your Barbarian level in Hit Points.
- 12: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 13: Improved Brutal Strike. New Brutal Strike effects: Staggering Blow (Disadvantage on its next save) and Sundering Blow (+5 to an ally's next attack against it).
- 14: Subclass Feature. Gain a feature from your Barbarian subclass.
- 15: Persistent Rage. Once per Long Rest regain all Rage uses when you roll Initiative; your Rage lasts 10 minutes without being extended.
- 16: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 17: Improved Brutal Strike. Brutal Strike deals 2d10 extra damage, and you can apply two of its effects at once.
- 18: Indomitable Might. If a Strength check or Strength saving throw totals less than your Strength score, use the score.
- 19: Epic Boon. Gain an Epic Boon feat or another feat you qualify for.
- 20: Primal Champion. Strength and Constitution increase by 4, to a maximum of 25.
Subclasses (from level 3)
Path of the Berserker
Rage turned into pure violence: Frenzy adds damage to reckless blows, and later fear and charm can't take hold.
- 3: Frenzy. While raging, the first Strength hit each turn after Reckless Attack deals extra d6s equal to your Rage Damage bonus.
- 6: Mindless Rage. While raging you are immune to Charmed and Frightened; entering a Rage ends them.
- 10: Retaliation. Reaction: when a creature within 5 feet damages you, make one melee attack against it.
- 14: Intimidating Presence. Bonus Action: creatures you choose in a 30-foot emanation make a Wisdom save or are Frightened for 1 minute; once per Long Rest or spend a Rage use.
Path of the Wild Heart
A barbarian bonded to beasts, whose Rage takes the shape of the bear, the eagle or the wolf.
- 3: Animal Speaker. Cast Beast Sense and Speak with Animals, only as Rituals, using Wisdom.
- 3: Rage of the Wilds. Each time you rage choose Bear (resist almost everything), Eagle (Dash and Disengage) or Wolf (allies gain Advantage near you).
- 6: Aspect of the Wilds. Choose Owl (Darkvision), Panther (Climb Speed) or Salmon (Swim Speed); you can change it after a Long Rest.
- 10: Nature Speaker. Cast Commune with Nature, only as a Ritual, using Wisdom.
- 14: Power of the Wilds. While raging choose Falcon (fly), Lion (nearby enemies have Disadvantage against others) or Ram (knock Large or smaller creatures Prone).
Path of the World Tree
A barbarian rooted in the cosmic tree, sharing its vitality with allies and dragging foes through its branches.
- 3: Vitality of the Tree. When you rage, gain Temporary Hit Points equal to your Barbarian level; each turn while raging, give an ally nearby d6s of Temporary Hit Points.
- 6: Branches of the Tree. Reaction while raging: a creature within 30 feet makes a Strength save or is teleported next to you and its Speed drops to 0.
- 10: Battering Roots. On your turn your reach with Heavy or Versatile melee weapons grows by 10 feet, and their hits can add Push or Topple.
- 14: Travel along the Tree. When you rage and as a Bonus Action while raging, teleport up to 60 feet; once per Rage, teleport 150 feet with willing companions.
Path of the Zealot
A warrior fuelled by a god's fury: radiant or necrotic strikes, healing from divine reserves and wrath that refuses to die.
- 3: Divine Fury. While raging, the first creature you hit each turn takes an extra 1d6 + half your Barbarian level Necrotic or Radiant damage.
- 3: Warrior of the Gods. A pool of d12s (four at level 3) you spend as a Bonus Action to heal yourself; it refills on a Long Rest.
- 6: Fanatical Focus. Once per Rage, reroll a failed saving throw with a bonus equal to your Rage Damage bonus.
- 10: Zealous Presence. Bonus Action: up to ten allies gain Advantage on attacks and saves until your next turn; once per Long Rest or spend a Rage use.
- 14: Rage of the Gods. Once per Long Rest take a divine form for 1 minute: fly, resist Necrotic, Psychic and Radiant, and keep allies from dying.