Barbarian
In Dungeons & Dragons, a barbarian is a warrior class that uses primal rage to fuel their combat prowess, making them excel at melee damage and taking hits. They are characterized by high health, using Strength and Constitution, and are often portrayed as fierce, uncivilized outsiders from the wild. Key class features include the ability to enter a state of Rage for increased strength and durability.
Barbarian

Barbarians are driven by an intense, primal rage that fuels their power in battle, granting them superhuman strength and resilience. Their fury stems from sources like animal spirits or deep anger at the world's harshness.
Rejecting civilization's values, they embrace their instincts and thrive in the wild. As rare leaders and protectors in their tribes, barbarians face danger fearlessly. Their courage makes them natural adventurers, often forming close bonds with their companions.
Novice
Skills
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Proficiency in saving throws Strength +2 and Constitution +2
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Proficiency in Athletics +2 and Intimidation +2
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Proficient in Light/Medium Armor, Shields
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Proficiency in Simple and Martial weapons
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Health increase of 12 per rank.
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Rage:
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In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 5 turns. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. You start with 3 rage charges which return on long rest. While raging, you gain the following benefits if you aren't wearing armor:
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You have advantage on Strength checks and Strength saving throws.
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When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage rolls.
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You have resistance to physical damage.
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Unarmored Defense:
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While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
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Reckless Attack:
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You can throw aside all concern for defense to attack with fierce desperation. Until your next turn you have a +3 bonus to attack rolls with Strength-based weapons, but also your AC is reduced by -3.
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Danger Sense:
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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, stunned, or incapacitated.
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Adept
Skills
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Extra attack:
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At adept, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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Fast Movement:
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​Your speed increases by 1 tile while you aren't wearing armor.
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Rage:
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The number of times you can rage per long rest increases by 1 for a total of 4.
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Expert
Skills
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Feral Instinct:
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Your instincts are so honed that you have advantage on initiative rolls.
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Brutal Critical:
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You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
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Increased Rage Damage:
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Your rage damage increases by 1 for a total of 3.
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Specialist
Skills
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Relentless Rage:
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At specialist, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Every subsequent use increases that DC by 5. DC resets when you end your Rage.
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Improved Brutal Critical:
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The number of die increases by an additional 1.
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Increased Rage:
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The number of times you can rage per long rest increases by 1 for a total of 5.
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Path of the Berserker

Berserkers were those fighters and barbarians who could tap into a particularly savage aspect of themselves in order to skip into a furious rage while in combat. Barbarians that followed the Path of the Berserker saw their rages as the best means to enjoy the thrill of battle, regardless of personal well-being.
Tribal berserkers were believed to have been granted supernatural forces that allowed them to better defend their people. These individuals lived in close-knit groups, often found in less-civilized locales. They looked out for their own kind within these communities.These warriors were so named for their ability to "go berserk" and enter into a trance-like rage in battle. Once in this state a berserk fought with exceptional strength and ferocity.
Novice
Skills
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Frenzy:
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You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
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Adept
Skills
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Mindless Rage:
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At adept, 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 of the rage.
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Expert
Skills
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Intimidating Presence:
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As an expert, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 6 tiles of you. It must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.
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Specialist
Skills
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Retaliation:
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At specialist, when you take damage from a creature that is within 1 tile of you, you can use your reaction to make a melee weapon attack against that creature.
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Path of the Totem Warrior

The Path of the Totem Warrior was a primal path for barbarians that involved spiritual attunement to supernatural beings. Known as totem warriors or wildheart barbarians, these tribal warriors adopted spirit animals as their patrons, who acted as their sacred guides in life and protective guardians in battle.
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These barbarians often adopted physical characteristics of their totem animal. It was not unheard of for the skin of these barbarians to thicken like hide, or even for their eyes to change color.The Path of the Totem Warrior was believed to be something of a mystical journey for barbarians. The totem spirit to which they attuned was often linked to their specific tribe.
Novice
Skills
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Spirit Seeker:
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Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. As a novice when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells.
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Totem Spirit:
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When you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object, an amulet or similar adornment, that incorporates fur or feathers, claws, teeth, or bones of the totem animal.
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Bear: While raging, you have resistance to all damage except psychic damage.
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Eagle: While you're raging and during your Active Turn, your AC is increased by +3, and you can use the Dash as a bonus action
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Elk: While you're raging, your movement speed increases by 2 tiles
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Wolf: While you're raging, you can reduce the AC of any hostile creature within 1 tile from you by -3 until the end of its next turn.
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Adept
Skills
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Aspect of the Beast:
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As an adept, you gain a magical benefit based on the totem animal of your choice.
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Bear: You gain the might of a bear. Your athletics increases by +2.
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Eagle: You gain the eyesight of an eagle. Your perception increases by +2.
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Elk: You gain the insight of an elk in natural environments. Your survival increases by +2.
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Wolf: You gain the hunting senses of a wolf. If you didn’t already have it, you gain the ability to track.
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Expert
Skills
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Spirit Walker:
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As an expert, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
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Specialist
Skills
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Totemic Attunement:
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As a specialist, you gain a magical benefit based on a totem animal of your choice.
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Bear: While you're raging, any creature within 1 tile of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
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Eagle: While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
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Elk: While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
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Wolf: While you're raging, you can use a bonus action on your turn to knock a creature prone when you hit it with a melee weapon attack.
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Path of the Zealot

The Path of the Zealot was a primal path for those warriors who were said to have distinguished souls, destined to battle for all eternity. Known individually as zealots, these barbarians fought with such determined faith that they channeled divine power unto themselves when they entered into a barbarous rage. After beginning down the path of the zealot, these barbarians could channel divine power - in the form of necrotic or holy energy―in the first blow they landed in battle, while enraged.
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While enraged, more battle-hardened zealots could shrug off effects that would incapacitate lesser warriors. They learned how to inspire zeal in others, bolstering their allies' combat prowess for a short while. The most veteran zealots could shrug off mortal wounds and keep fighting in a rage of fury.
Novice
Skills
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Divine Fury:
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As a novice, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra radiant damage equal to 1d6 + your strength modifier.
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Warrior of the Gods:
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As a novice, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
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Adept
Skills
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Fanatical Focus:
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As an adept, the divine power that fuels your rage can protect you. While raging, you gain an additional +1 to your saving throws.
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Expert
Skills
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Zealous Presence:
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As an expert, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 12 tiles of you have 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.
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Specialist
Skills
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Rage Beyond Death:
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As a specialist, the divine power that fuels your rage allows you to shrug off fatal blows. While you're raging, having 0 hit points doesn’t knock you unconscious. You suffer the normal effects of taking damage while at 0 hit points. Once your rage ends, you drop and take normal wounds regardless of the outcome of the fight.
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Path of the Storm Herald

The path of the storm herald was a primal path taken by barbarians who chose to channel the primal magic of nature into their bodies during a rage. Individual barbarians that took this path in life were known as storm heralds.Early during their training, storm heralds learned to create an aura around their body that resembled a magical tempest. This aura behaved differently depending on the habitat with which the barbarian most closely identified. Heralds of the deserts conjured blistering heat, while those who harnessed the power of icy tundra solicited ice spirits to their aid.
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As a barbarian's very soul became closer in tune with nature, they acquired inner strength and resilience to the elements.
Novice
Skills
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Storm Aura:
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As a novice, you emanate a stormy, magical aura while you rage. The aura extends 2 tiles from you in every direction. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
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Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at adept, 4 at expert, 5 at specialist.
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Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at expert and 3d6 at specialist.
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Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at adept, 4 at expert, and 5 at specialist.
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Adept
Skills
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Storm Soul:
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As an adept, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.
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Desert. You gain resistance to fire damage. Moreover, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
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Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 4 tiles.
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Tundra. You gain resistance to cold damage. Moreover, as an action, you can touch water and turn a 1-tile cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
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Expert
Skills
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Shielding Storm:
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As an expert, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.
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Specialist
Skills
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Raging Storm:
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At specialist, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
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Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your constitution modifier.
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Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.
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Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
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