The 5e Barbarian Class Reborn
Wild berserkers, the cursed, and people with serious anger issues. Barbarians fight recklessly, throwing themselves into a mighty rage which allows them to shrug off grievous wounds.
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​The following is a revision of the 5e barbarian class, meant to add quality of life features and revitalize or replace abilities that weren't useful. The class now also has some choice when it comes to mid and high level abilities. Existing 5e subclasses will all work mechanically with this form of the barbarian class. Click here for a summary of changes.
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Navigation
Class Features by Level*
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*For abilities that appear at multiple levels, only the first case is listed. eg. Ability Score Improvement is only listed at level 4.
Level 1 Barbarians
When you create a level 1 Barbarian, follow these steps to add the following to your character:
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Ability Scores
You can take one of these recommended ability score arrays, or you can roll or assign them yourself. You can switch any two ability scores, but you do not add any further bonuses (they're already included).
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Strength: 16 Dexterity:14 Constitution: 14 Intelligence: 8 Wisdom: 12 Charisma: 12
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Strength: 16 Dexterity:14 Constitution: 16 Intelligence: 8 Wisdom: 10 Charisma: 10
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Feat
You gain a level 1 feat of your choice. You can choose from the feats available to all classes or choose a level 1 class-specific feat, if there is one available.​
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Hit Points
At First Level: 12 + Constitution Modifier
At Higher Levels: 1d12 (or 7) + Constitution Modifier
Hit Dice: 1d12 per barbarian level
Items
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a greataxe -OR- any Martial Melee Weapon
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two handaxes -OR- any Simple Melee Weapon
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five javelins
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explorer's pack
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Multiclass Characters
Instead of leveling up in your original class, you can take a barbarian level when you level up. When you do, you gain only a portion of what first level barbarians gain.
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Hit Points
Per Level: 1d12 (or 7) + Constitution Modifier
Hit Dice: 1d12 per barbarian level
Multiclassing Ability Score Requirements
Taking levels in several classes requires exceptional ability. You must meet the multiclassing ability score requirements for both your original class and the class you are multiclassing into.
For barbarians you must have:
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Either Strength: 14 or Dexterity: 14
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Constitution: 14
Proficiencies
Class Features​
Class features here are sorted by level. When you reach a level as indicated by the icons on the left, you gain all feature or feature improvements listed between the red lines. For example, at first level barbarians gain the Rage ability.
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Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. Click here for more information on our changes.
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Archery
You gain a +2 bonus to attack rolls you make with ranged and thrown weapons.
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Defense
While you are wearing armor, you gain a +1 bonus to Armor Class.​
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Protection
Reaction - 1 Ally (5 ft.)
When a creature hits one of your allies with an attack and that ally is within 5 ft. of you, you can force the attacker to reroll the attack, targeting you instead. You must be holding a shield or melee weapon to use this ability.
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Single Weapon Fighting
When you are wielding a single one or two-handed melee weapon and no other weapons, you gain a +2 bonus to damage rolls with that weapon.​
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Two-Weapon Fighting
When you make an attack with an off-hand weapon, you do not suffer disadvantage on the attack roll. As normal, your off-hand weapon must be Light​.
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Rage
You enter a state of primal ferocity or intense focus.
Bonus Action - Self - 1 Minute
You have a bonus called the Rage Bonus that increases as you gain levels as a barbarian, listed in the Rage Bonus column of the Barbarian Progression Chart. At level 1, your Rage Bonus is +2.
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While raging, you gain the following benefits:
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Your rage bonus is added to weapon damage with melee weapons (including thrown melee weapons).
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You have resistance to bludgeoning, piercing, and slashing damage.
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You have advantage on strength checks (including skill checks) and strength saving throws.
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If you are able to cast spells, you can't cast them or concentrate on them while raging.
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Your rage ends early if you fall unconscious. You can also end your rage at any time of your choice. 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.
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Other abilities will give you additional benefits while raging.
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You can use this ability once per long rest at level 1, and gain additional uses of this ability as you level up, listed in the Barbarian Progression Chart and below under the corresponding levels.
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Rumination
You think for a while about everything happening around you, either stoking your rage or clearing your mind to focus in battles ahead.
During a Short Rest - Self - 1/Long Rest
You regain a number of uses of your Rage feature equal to half your rage bonus (rounded down).
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Barbarian's Defense
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While you are not wearing any armor, you can choose to calculate your armor class as 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
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While wearing light or medium armor, you can choose to add your constitution modifier to your armor class instead of your dexterity modifier, with the normal maximum armor class applied to medium armor.
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Reckless Attack
No Action Cost - Self
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.
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Primal Path
Choose a Primal Path. This represents where your rage comes from and how it manifests. Some barbarians have primals paths that represent a deliberate mastery of rage, where some subclasses instead have been influenced by magical powers.
Your Primal Path gives you extra features at this level and at levels 6, 10, and 14, also listed below.
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Primal Paths published elsewhere are compatible with this version of the barbarian class.
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Berserker
Berserkers are the most unruly barbarians, deliberately working themselves into a chaotic frenzy and throwing themselves at enemies to deal as much damage as possible in as little time as they can. They are known for becoming so lost in the blood haze of combat that they never think of retreat.
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Berserker: Frenzy
When you Rage - 1 Visible Creature (120 ft.)
When you enter rage, you can choose to make it a frenzy. Choose a hostile creature you can see. You are goaded by this creature until it is no longer within line of sight or it reaches 0 hit points. If you begin your turn while Frenzied and are not goaded by a creature you can see, then you can choose a new creature within line of sight if there is one.
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Berserker: Seeing Red
Bonus Action - Self
You can make a single weapon attack against a creature you are goaded by, or to Dash towards a creature you are goaded by, whether you are goaded by your Frenzy feature or something else.
When you gain the Rampage feature at level 14, you can then either make two weapon attacks or dash and make a weapon attack when you use this feature.​​
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Bloodrager
A bloodrager has powerful magical abilities that normally lie dormant. When a bloodrager taps into their power, either when they're angry or otherwise enter Rage, their magical power awakens and their blood becomes volatile and dangerous, harming their attackers and allowing them to cast a limited array of spells.
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Bloodrager: Bloodrager Spellcasting
You choose a Sorcerous Origin normally available to sorcerers. Your magical powers are much more limited than most spellcasters. You use constitution as your spellcasting ability for bloodrager spells, since your magic draws on the power of your body and your blood.
At this level, you gain the 1st and 2nd level spells granted as part of your chosen Sorcerous Origin's expanded spell list.* You can cast each spell once per long rest. You can cast these spells while raging. You do not gain the ability to cast these spells otherwise, and you cannot cast any other spells while raging, as normal. You gain more spells at higher levels.
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Inherent Focus
Your body is your spellcasting focus for casting bloodrager spells, which replaces the material component cost of any spell you cast unless the component costs more than 1 gold. You can also use somatic components of spells while holding weapons and/or a shield in both hands.
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*Sorcerous Origins published as part of Elkan 5e each gain one spell at each spell level, which you gain. If using an origin from elsewhere, they may have more than one spell at each spell level, in which case you choose one at each level. If the origin does not list expanded spells, work with your GM to pick spells that fit the origin. You can easily find suggestions online.
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Bloodrager: Bloodrager Damage Type
Some of your abilities as a bloodrager will reference your bloodrager damage type. This damage type is usually derived from the sorcerous origin you gained spells from, but a single damage type may not be obvious. Choose one of the damage types listed in this table. If you are using a sorcerous origin not listed here, choose one of the damage types that is listed for a different sorcerous origin.
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Bloodrager: Seething Blood
When a creature spills your blood, you can use your magic to strike back.
You can use this ability when a creature hits you with a melee attack while you are Raging. You target the creature who damaged you.
When Hit by a Weapon Attack - 1 Creature (10 ft.) - Magical
Dexterity Save
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Failure: Target takes 1d6 damage (damage type determined by bloodrager damage type).
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Success: Half damage.
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Because this ability only works once per turn, a creature that hits you multiple times only takes this damage once.
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Other Path: Level 3 Feature
Choose this option if you'd like to use a Primal Path that comes from a source that isn't Elkan 5e. Your chosen Primal Path grants you one or more features at this level.
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Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th 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.
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Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
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Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. If you are dual-wielding, your off-hand attack brings you to a total of three attacks.
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Fast Movement
Your walking speed increases by 10 feet. Any speed you have that is equal to your walking speed also increases by 10 ft.
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Berserker: Overbearing Challenge
When You Use Frenzy - 1 Visible Creature (120 ft.)
When you become goaded by a creature as part of Frenzy, you can attempt to goad your target as well. You can use this every time you switch your Frenzy target.
The DC for this feature equals 8 + your proficiency bonus + your strength or dexterity modifier (whichever is higher).
Wisdom Save
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Failure: Target is goaded.
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Success: No effect.
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Bloodrager: Bloodrager Spell
At this level, you gain the 3rd level spell granted as part of your chosen Sorcerous Origin's expanded spell list.* You can cast this spell once per long rest.
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Bloodrager: War Casting Feat
You gain the War Casting feat for free. If you already had it, you can choose another level 8 feat.
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Other Path: Level 6 Feature
Your chosen Primal Path grants you one or more features at this level.
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Feral Instinct
Your mind becomes honed to danger and you are ready to enter rage at any moment.​
You add your Rage Bonus to your initiative, even if you are not raging.
No Action Cost - Self
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When you roll initiative, you can enter Rage immediately. If you are surprised, you end the surprised condition when you enter Rage in this way. If you are not surprised, you can immediately move up to half of your movement.
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Ability Score Improvement
You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of 20.
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Feat
You gain a feat​ of your choice.
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Stubborn Will
You gain proficiency in wisdom saving throws.
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Berserker: Bloodthirsty Focus
Your will to destroy your enemies is so great that you break through effects meant to hold you back.
No Action Cost - Self - 3/Long Rest
When you fail a saving throw while goaded by an enemy you can see, you can reroll the saving throw.​
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Bloodrager: Bloodrager Spell
At this level, you gain the 4th level spell granted as part of your chosen Sorcerous Origin's expanded spell list.* You can cast this spell once per long rest.​
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Feral Strike
When you enter Rage, you can immediately draw a weapon and make a single weapon attack. You can do this before or after using the movement granted by Feral Instinct.
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Ability Score Improvement
You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of 20.
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Feat
You gain a feat​ of your choice.
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Mindless Rage
You can't be charmed, dominated, or frightened while raging. If you are charmed, dominated, or frightened when you enter your rage, the effect is suspended for the duration of the rage. You still roll saves to end the condition at the end of your turns if applicable, and if you are still charmed, dominated, or frightened when your rage ends, you become affected by the condition again.
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Berserker: Seeing Red Improvement
Your Seeing Red ability improves. Now you can then either make two weapon attacks or Dash and make a weapon attack when you use Seeing Red.
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Bloodrager: Bloodrager Spell
At this level, you gain the 5th level spell granted as part of your chosen Sorcerous Origin's expanded spell list.* You can cast this spell once per long rest.​
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Bloodrager: Transfused Strikes
Once Per Turn - 1 Creature - Magical
When you deal damage with a weapon, the power in your blood blasts your foe, dealing an extra 1d8 damage of your Bloodrager Damage Type.
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Other Path: Level 14 Feature
Your chosen Primal Path grants you one or more features at this level.
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Relentless Rage
No Action Cost - Self
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 to avoid dropping to 0, the DC increases by 5. When you finish a long rest, the DC resets to 10.
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Ability Score Improvement
You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of 20.
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Feat
You gain a feat​ of your choice.
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Focused Slaughter
When you use your Reckless Attack ability and, instead of rolling twice on your attack roll with advantage, roll three times and take the highest attack roll of the three. As normal, if you have both advantage and disadvantage, you roll only once.​
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Improved Feral Instinct
When you enter Rage as you roll initiative, you can immediately move up to your movement speed instead of half your movement, even if you are surprised.
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Superior Ability
You increase one ability score of your choice by 2, to a maximum of 22.
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Primal Champion
At 20th level, you embody the power of the wilds. Your Strength, Dexterity, and Constitution scores increase by 2, to a maximum of 24 in any one ability score.
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