Barbarians embody the rage of Tiamat against the wicked, or maybe use that rage for evil.

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Level Proficiency Bonus Features Experience Points
1st +2 Rage, Unarmored Defense 0
2nd +2 Reckless Attack, Danger Sense 300
3rd +2 Primal Path, Primal Knowledge 1,000
4th +2 Ability Score Improvement 3,000
5th +3 Extra Attack, Fast Movement 6,000
6th +3 Primal Path Feature 10,000
7th +3 Feral Instinct, Instinctive Pounce 20,000
8th +3 Ability Score Improvement 40,000
9th +4 Brutal Critical (2 Dice), Resolute Will 60,000
10th +4 Primal Path Feature 80,000
11th +4 Relentless Rage 100,000
12th +4 Ability Score Improvement 120,000
13th +5 Brutal Critical (3 Dice), Stored Strength 140,000
14th +5 Primal Path Feature 160,000
15th +5 Persistent Rage 180,000
16th +5 Ability Score Improvement 200,000
17th +6 Brutal Critical (4 Dice), Shared Strength 225,000
18th +6 Indomitable Might 250,000
19th +6 Ability Score Improvement 300,000
20th +6 Primal Champion 350,000


Class Information. Hit Dice. 1d12 per barbarian level 1st Level Hitpoints. 12 + your Constitution modifier Higher Level Hitpoints. 1d12 (or 7) + your Constitution modifier per barbarian level after 1st Armor Proficiencies. Light Armor, Medium Armor, and Shields Weapon Proficiencies. Simple Weapons and Martial Weapons. Tool Proficiencies. None Saving Throw Proficiencies. Strength and Constitution. Skill Proficiencies. Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival Equipment. One Simple or Martial Melee weapon, two Simple Weapons, one Equipment Pack, and five Javelins

Rage. At 1st level you can enter a state of mindless, focused, flow, often channeled as rage and wrath. On your turn you can enter Rage as a Bonus Action, if you aren’t wearing Heavy Armor, you gain the following benefits. You have advantage on Strength Checks and Saving Throws You make an attack with a weapon using Strength you gain a bonus to damage equal to your Proficiency Bonus You have Resistance to Bludgeoning, Piercing, and Slashing Damage You cannot cast spells or concentrate on effects while Raging. Your Rage lasts for 1 minute, but ends early if you fall Unconscious or end your turn without performing an attack or if you haven’t been attacked since the end of your turn. You can also end it early as a free action. You can use this feature a number of times equal to your Proficiency Bonus, retaining expended uses at the end of a long rest.

Unarmored Defense. Also starting at 1st level, while you are not wearing armor, you have an Armor Class of 10 + Your Dexterity Modifier + Your Constitution Modifier.

Reckless Attack. Starting at 2nd level, you gain the ability to abandon defense to effectively harm your foes. When you make an attack with a weapon using Strength on your turn, you can choose to gain advantage on that attack and all future attacks that use Strength that you make on your turn, but all attack rolls against you have advantage until the start of your next turn.

Danger Sense. At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. Additionally, you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Primal Path. At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Primal Knowledge. When you reach 3rd level you gain one of the following proficiencies, or another proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Ability Score Improvements. 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. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a feat instead of taking this increase to ability scores.

Extra Attack. At 5th level you can perform an additional attack as part of the Attack action. If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.

Fast Movement. Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

Feral Instinct. By 7th level, your instincts are so honed that you have advantage on initiative rolls and cannot be surprised.

Instinctive Pounce. Also 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. Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

Resolute Will. Also at 9th level, you gain the ability to use your resolute well of power to improve your day to day activities. When you make a skill check, you can expend a hit die to add a d12 to the roll. You can add this bonus before or after you make the roll, but before the DM says whether or not you succeed,

Primal Knowledge. When you reach 10th level you gain one of the following proficiencies, or another proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Relentless Rage. Starting at 11th level, 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. If you suffer a critical hit while you’re raging, you can make a Constitution Saving Throw. If you succeed, the attack becomes a normal hit instead. This Constitution Saving Throw has a DC of 10 which increases by 5 each time you use this feature. When you finish a long rest, the DC resets to 10.

Brutal Critical. At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. This increases to three additional dice at 17th level.

Stored Strength. Also at 13th level, you gain the ability to recover long-term vitality by sacrificing temporary health. As a bonus action, you can take 5 damage that cannot be reduced in any way. If you do, you recover a hit die.

Persistent Rage. Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Gifted Strength. Also at 15th level, you gain the ability to invite others into your strength. As a bonus action, you can touch a creature including yourself and expend a Hit Die. The target creature gains one of the following effects you choose: Heals a number of hit points equal to your Constitution Modifier Gains resistance to a type of damage of your choice for 1 minute Give a creature a Climbing Speed or Swimming Speed equal to your Walking Speed.

Brutal Critical. At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Shared Strength. Also at 17th level, when you hit on an attack roll, you can expend a hit dice to heal up to two other creatures within 15ft of you a number of hit points equal to 1 roll of the hit dice you expended + your Constitution Modifier (minimum 1).

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.

Primal Champion. At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.