THE SHARED REFERENCE Adventurer

Class

Barbarian

Official reference · XPHB · 2024

Hit die
12
Subclass title
Barbarian Subclass
Epic boon level
19

Level progression

LevelProficiency BonusRagesRage DamageWeapon Mastery
1+22+22
2+22+22
3+23+22
4+23+23
5+33+23
6+34+23
7+34+23
8+34+23
9+44+33
10+44+34
11+44+34
12+45+34
13+55+34
14+55+34
15+55+34
16+55+44
17+66+44
18+66+44
19+66+44
20+66+44

Class features

LEVEL 1

Rage

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.

You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

While active, your Rage follows the rules below.

Damage Resistance

You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Rage Damage

When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

Strength Advantage

You have Advantage on Strength checks and Strength saving throws.

No Concentration or Spells

You can't maintain Concentration, and you can't cast spells.

Duration

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 of the following:

  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Unarmored Defense

While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of type=simple weapon;melee weapon=sand or type=martial weapon;melee weapon=sand of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.

LEVEL 2

Danger Sense

You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.

Reckless Attack

You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.

LEVEL 3

Barbarian Subclass

You gain a Barbarian subclass of your choice. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.

Primal Knowledge

You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.

In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.

LEVEL 4

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.

LEVEL 5

Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Fast Movement

Your speed increases by 10 feet while you aren't wearing Heavy armor.

LEVEL 6

Subclass Feature

You gain a feature from your Barbarian subclass.

LEVEL 7

Feral Instinct

Your instincts are so honed that you have Advantage on Initiative rolls.

Instinctive Pounce

As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.

LEVEL 8

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

LEVEL 9

Brutal Strike

If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.

Forceful Blow

The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.

Hamstring Blow

The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.

LEVEL 10

Subclass Feature

You gain a feature from your Barbarian subclass.

LEVEL 11

Relentless Rage

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 Points 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.

LEVEL 12

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

LEVEL 13

Improved Brutal Strike

You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.

Staggering Blow

The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn.

Sundering Blow

Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.

LEVEL 14

Subclass Feature

You gain a feature from your Barbarian subclass.

LEVEL 15

Persistent Rage

When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a Long Rest.

In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.

LEVEL 16

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

LEVEL 17

Improved Brutal Strike

The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.

LEVEL 18

Indomitable Might

If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.

LEVEL 19

Epic Boon

You gain an category=EB or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

LEVEL 20

Primal Champion

You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.

Barbarian Subclass

Path of the Totem Warrior
Path of the Battlerager
Path of the Ancestral Guardian
Path of the Storm Herald
Path of the Beast
Path of Wild Magic
Path of the Giant
Path of the Berserker

Level 3 · Path of the Berserker

Channel Rage into Violent Fury

Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.

Level 6 · Mindless Rage

You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.

Level 10 · Retaliation

When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.

Level 14 · Intimidating Presence

As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

Path of the Wild Heart

Level 3 · Path of the Wild Heart

Walk in Community with the Animal World

Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.

Level 6 · Aspect of the Wilds

You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.

Owl

You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.

Panther

You have a Climb Speed equal to your Speed.

Salmon

You have a Swim Speed equal to your Speed.

Level 10 · Nature Speaker

You can cast the Commune with Nature spell but only as a Ritual. Wisdom is your spellcasting ability for it.

Level 14 · Power of the Wilds

Whenever you activate your Rage, you gain one of the following options of your choice.

Falcon

While your Rage is active, you have a Fly Speed equal to your Speed if you aren't wearing any armor.

Lion

While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.

Ram

While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack.

Path of the World Tree

Level 3 · Path of the World Tree

Trace the Roots and Branches of the Multiverse

Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree's magic for vitality and as a means of dimensional travel.

Level 6 · Branches of the Tree

Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its Speed to 0 until the end of the current turn.

Level 10 · Battering Roots

During your turn, your reach is 10 feet greater with any type=melee weapon, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the Push or Topple mastery property in addition to a different mastery property you're using with that weapon.

Level 14 · Travel Along the Tree

When you activate your Rage and as a Bonus Action while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.

In addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space.

Path of the Zealot

Level 3 · Path of the Zealot

Rage in Ecstatic Union with a God

Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.

Level 6 · Fanatical Focus

Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll.

Level 10 · Zealous Presence

As a Bonus Action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you gain Advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

Level 14 · Rage of the Gods

When you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 Hit Points. Once you use this feature, you can't do so again until you finish a Long Rest.

While in this form, you gain the benefits below.

Flight

You have a Fly Speed equal to your Speed and can hover.

Resistance

You have Resistance to Necrotic, Psychic, and Radiant damage.

Revivification

When a creature within 30 feet of you would drop to 0 Hit Points, you can take a Reaction to expend a use of your Rage to instead change the target's Hit Points to a number equal to your Barbarian level.

Path of the Cirque

Level 3 · Path of the Cirque

The sand of the arena, the dirt and cobblestone of the streets, the creaking boards of a makeshift stage – these liminal spaces amidst the margins of civilization are your home. The crowds that encircle you demand entertainment, and by the gods, you will give it to them. They won't know what hit them.

You are a barbarian not of the natural wilds but of the wilds of society. Perhaps you are a street performer, performing feats of strength and acrobatics for passersby, or perhaps you are a professional fighter in the style of the Roman gladiators and charioteers of old, meting out death and destruction amidst the braying chants of a ravenous crowd.

The Revel

Instead of the Rage ability of other Barbarians, you have an ability called Revel. You channel your focus and talent for crowd work into a frenzied, ecstatic performative state. Wherever your Barbarian abilities mention Rage, you will use your Revel instead, but there is no fundamental difference between the two. For example, when entering your Revel state, you still do extra damage, but instead it is referred to as "Revel bonus damage." Moreover, your Revel state will grant you many abilities at Level 3, 6, 10, and 14.

Level 3 · Natural Showstopper

At 3rd level, you are used to having eyes on you, and your inner power is put onto the stage more easily. You have access to these features:

  • When you choose this Primal Path, you may add your Charisma modifier instead of Dexterity to your Unarmored Defense.
  • You gain proficiency in two of these skills: Performance, Persuasion, or Intimidation.
  • You know the thaumaturgy cantrip. Charisma is your spellcasting ability for this and other spells.
  • While in your Revel, you can make a Performance, Persuasion, Intimidation, Acrobatics, or Athletics check with Advantage. This Advantage can be used once per Revel.

Level 3 · Signature Move

You are becoming famous enough that the crowd knows to look out for the special flourishes in your performance. Choose two features from the list below. These become your Signature Moves. You can use a Signature Move a number of times equal to your Charisma modifier. You regain one expended use when you enter Revel, and you regain all expended uses when you finish a long rest.

Cheap Shot: As an opponent moves into your melee range, you can use a reaction to use an unarmed strike against them to throw their attack off balance. On a hit, you deal damage as normal and impose Disadvantage on their next attack roll until the start of your next turn.

Exquisite Punch: If you move at least 10 feet before attacking, you can perform a flying punch. Make an unarmed strike as one of your attacks, but your unarmed strike deals 1d8 bludgeoning damage rather than 1. If you roll a 16 or higher on the d20, the enemy is stunned until it takes damage or until the start of its next turn. You must hit the creature for this effect to work.

Skewer: If you move at least 10 feet before attacking, you can perform a diving tackle on a target no larger than one size above yours. On a hit, you deal 1d6 force damage. If you roll a 15 or higher on the d20, the enemy falls prone. You must hit the creature for this effect to work.

Flying Kick: If you move at least 10 ft. before attacking, you can perform a diving two-footed kick. On a hit, you deal 1d8 bludgeoning damage and can push the target up to 10 ft. away if you roll a 15 or higher on the d20. You must hit the creature for this effect to work.

Rhythm of the Crowd: You can activate this ability when you enter a Revel. Until the end of your Revel, moving through crowds of people does not count as difficult terrain for you, and you can take the Dash action as a bonus action.

Blend In: You can expend a use of your Signature Moves andgain a +10 bonus to your Stealth checks. If you attack while in Stealth and gain an Advantage on the attack roll due to being hidden from your enemy, you can reroll one of the d20s. You can do this once per day.

For the purposes of this ability and the following ones in this subclass, "crowd" or "audience" or "onlookers" is defined as non-hostile creatures who can see you and are not involved in the fight or action you are undertaking. For instance, if your adventuring companions are engaged in the same combat as you, they are not part of the audience. Additionally, the audience members must have Intelligence scores of 4 or higher. You cannot perform your abilities in front of a herd of cows, for instance.

Level 6 · Revel and Ruin

At 6th level, your abilities grow ever stronger and you are more confident in your talents. You gain one more Signature Move and add it to your repertoire. In addition, you gain the following benefits:

Stage Spirit: You grow ever more powerful while basking in the adoration, horror, and fascination of your audience. If you have an audience, you deal more damage for each successive hit until the end of your Revel. Add +1 to your Revel damage for each hit after the first, up to a total of +5 bonus. If you miss, this resets.

Fear and Inspiration: Your stage presence strikes fear in the heart of some, and elation in the hearts of others. Choose either the bane or bless spell. You can cast this spell once per day without needing a spell slot or material components. You cannot cast it while in Revel, but you can cast it beforehand and maintain concentration while in the Revel.

Warm up Routine: You can undergo a rehearsal to attempt to rally a crowd, or at least the sensation of performing in front of a crowd, when you are in the absence of one. You must spend at least 10 minutes preparing a small area to perform – work with the GM on what this would look like, but some suggestions would be candles, a block of pine resin, and sand to spread on the ground. You must then engage in physical activity (stretching, lifting, running, etc.); after that, you are "fired up" and may take actions as if you have an audience for the next hour.

Level 10 · Are You Not Entertained?

Your frenzied energy has the potential to spread like wildfire through a crowd. You can attempt to influence others to fight with a devil-may-care disregard: you can spur your allies to fight harder, or turn a crowd into a brawl. During your Revel, you can use your bonus action to choose 6 creatures within 30 feet of you; they can each use your Reckless Attack feature before the end of your next turn. You can do this a number of times equal to your Charisma modifier (minimum of 1) before a long rest.

Alternatively, you can choose up to 6 creatures within 30 feet of you; they must make a Wisdom saving throw (DC equal to 8 + your Charisma modifier + your proficiency bonus) or become entranced by you. On a failed save, their speed becomes 0, they are considered charmed, and they spend their turns watching you do your work. A creature with immunity to charms or a creature with an Intelligence score less than 4 automatically succeeds on the saving throw. Affected targets may repeat the saving throw at the end of each of their turns, and the effect ends if any of them take damage or when your Revel ends.

Level 14 · Champion of Revels

Your ability to ignite the energy of a crowd and incite it into a conflagration have reached legendary status.

  • Your charm effects on other creatures negate any Advantages against being charmed. For example, creatures with Fey Ancestry do not have Advantage against your charm effect.
  • You can cast mass suggestion once per day without needing a spell slot or material components.
  • Your Revel and Ruin ability now does even more damage. With each successive hit while Reveling and while in front of an audience, add +2 to your Revel damage bonus. This resets if you miss. You can go up to +10 bonus. If you already boost your damage from feats or other features, you must choose one.
  • You may choose one more Signature move. All rolls for Signature moves cannot be lower than 10.

Quick preview