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Guide to Barbarian

Guide to Barbarian Class D&D 5e

The Barbarian is the perfect class for players who want to play a character that is tough, resilient, and versatile. In this guide for the Barbarian Class in D&D 5e, we will discuss what makes this class unique, as well as explore some of the best ways to make the most out of your character.

So whether you are a new player looking to try out this fun class, or an experienced player looking for some helpful tips, read on!

What is a Barbarian?

The barbarian class represents a character who, unlike others, is more reflected in the animalistic nature than in civilization, and when he finds himself faced with external threats primarily uses ferocity and strength, giving him the chance to perform prodigious feats.

TABLE OF CONTENTS

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As a Barbarian you gain the following class features.

Hit Points

  • hit dice: 1d12 per barbarian level
  • hit points at 1st level: 12 + your Constitution modifier
  • hit points at high level: 1d12 (or 7) + your constitution modifier per barbarian level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins
LEVEL PROFICIENCY BONUS FEATURES RAGES RAGE DAMAGES
1st +2 Rage, Unarmored Defence 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path Feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +3
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path Feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

 

The Abilities of the Barbarian in D&D 5e

And now I talk about the abilities of the barbarian, the important thing to consider is to focus on the martial attributes of your character: what type of warrior would you like it to be? 

Rage

A Barbarian, during his turn, can enter into anger through a bonus action and in this state gets the following advantages: (if not wearing heavy armor)

  • Advantage on Strength checks and Strength saving throws 
  • Bonus to the damage roll that increases every time you get new levels from barbarian, when you make an attack with melee weapon using Force
  • Resistance to bludgeoning, piercing and slashing damage


Focus: The barbarian’s rage lasts 1 minute and in this minute the barbarian cannot cast spells or focus on them. In the event that he falls unconscious or without attacking any hostile creature from the previous round or has not suffered damage, the anger ends sooner. The anger is not infinite, it is necessary to see the number indicated by its level in the column “Rage” of the Barbarian table, because after having reached the maximum number you needs a long rest.

Unarmored Defense

Until a barbarian wears no armor, his CA is equal to 10 + his Dexterity modifier + Constitution modifier. Even with the shield, it can have that advantage.

Focus: Remaining without armor is one of the main features of the barbarian, but it must be borne in mind that will be present companions of the same level with armor. For this reason it would be advisable to invest in constitution and dexterity.

Guide to Barbarian Class D&D 5e
A Barbarian ready for Battle

The Abilities of a Barbarian

And now I talk about the abilities of the barbarian, the important thing to consider is to focus on the martial attributes of your character: what type of warrior would you like it to be? 

Rage

A Barbarian, during his turn, can enter into anger through a bonus action and in this state gets the following advantages: (if not wearing heavy armor)

  • Advantage on Strength checks and Strength saving throws 
  • Bonus to the damage roll that increases every time you get new levels from barbarian, when you make an attack with melee weapon using Force
  • Resistance to bludgeoning, piercing and slashing damage


Focus: The barbarian’s rage lasts 1 minute and in this minute the barbarian cannot cast spells or focus on them. In the event that he falls unconscious or without attacking any hostile creature from the previous round or has not suffered damage, the anger ends sooner. The anger is not infinite, it is necessary to see the number indicated by its level in the column “Rage” of the Barbarian table, because after having reached the maximum number you needs a long rest.

Reckless attack

From the 2nd level, the barbarian must not think about his defense but only take an interest in attacking the victim with ferocity. Making the first attack in his turn, also in this turn he has an advantage on melee weapon attack rolls using Strength.

Focus: The shots against you have an advantage until the next round. So it’s important to aim well at the target, even though you’re resistant from level one to the damage of normal weapons.

Danger Sense

Beginning at the 2nd level, the barbarian gets a prodigious perception of what in the neighborhood can cause him danger. A barbarian has an advantage in Saving Throws over Dexterity against what he can see (traps and spells).

Focus: to have this benefit must not be blinded, deafened, or incapacitated.

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Primal Path

On the 3rd level, a barbarian chooses a primordial path that defines the nature of his anger. There will also be privileges to the 6th level, 10th level and 14th level.

Focus: deepened the Path of the Berserker and the Path of the Totem Warrior further.

Ability Score Improvement

When you reach the 4th level, and then the 8th, 12th, 16th and 19th level, a barbarian can increase one ability score of your choice by 2, or increase two abilities scores of your choice by 1.

Focus: you can’t increase the ability score above 20.

Extra attack

From level 5th, a barbarian can attack twice instead of once each time he performs the Attack action in his turn.

Focus: make the most of this possibility, which will give you a huge advantage, managing to hit and damage the double, as well as double Bonus Ira.

Fast Movement

Starting the 5th level the barbarian’s speed increases by 3 meters, but without having heavy armor.

Focus: if it’s too heavy… keep it off!

Feral Instinct

At 7th level, the instincts of the beard are developed to the extent that they provide benefits to the initiative rolls.

Focus: if you are not incapacitated you can act normally in the first round but only if you enter into anger as first thing.

 

Brutal Critical

From the 9th level, a barbarian can roll one additional weapon damage die when determining extra damage for a critical hit with melee attack.

Focus: This increases to two additional dice at the 13th level and three additional dice at the 17th level.

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Relentless Rage

Beginning at level 11th, his rage allows him to continue to fight despite serious injuries. If he drops to 0 points and is not dead outright he can make CD 10 Constitution saving throws and if he exceeds drop to 1 point instead.

Focus: Each time he uses this privilege after the first, the CD increases by 5 and at full rest (short or long) the CD returns to 10.

Persistent Rage

Starting at 15th level, the rage of the barbarian is so powerful that it ends early only if he fall unconscious or he decides to end it.

Focus: make use of this opportunity because you are really in an excellent position of advantage!

Indomitable Might

From the 18th level, if the total of a Strength check is less than his Strength score, he can use this latter.

Focus: at this point it will not be difficult to reach 20 on Strength, thus managing to pass many tests.

Primal Champion

At 20th level, the barbarian embodies the power of the wild land and his Strength and Constitution scores increase by 4. His maximum becomes 24.

Focus: who can stop you now?

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Path of the Berserker

Frenzy

Since you chose this path at level 3, you can go crazy if you get angry. By doing so, you can carry out a melee attack as a bonus action for all subsequent rounds for the duration of the Berserker’s rage. At the end of anger the barbarian goes into a level of exhaustion.

Mindless Rage

From the 6th level, the Berserker cannot be frightened or enchanted while he is angry. If so, in such cases the effect shall be suspended for the duration of the rage.

Intimidating Presence

Starting at level 10th, you can use your action to scare with its menacing presence and it would be better a creature that you can see within 9 meters. If the other creature can see you, you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or must be frightened until the end of the next round. In the following turns you can use the action to extend the duration of this effect on the frightened creature until the end of the next turn.

This effect ends if the creature ends its turn out of sight or more than 60 feet away. If the Berserker succeeds in the rescue shot you cannot use this privilege for 24 hours.

Retaliation

Beginning at 14th level, when the Berserker takes damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against it.

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Path of the Totem Warrior

Spirit Seeker

Yours path seeks attunement with the natural world. giving you a kinship with the beasts. At the 3rd level, you can cast the beast sens and speak with animals spells, but only as rituals.

Totem Spirit

When you adopt this path, you choose a totem spirit and acquire its characteristics. You must make a physical totem object (such as an amulet for example) with fur or feathers, claws, teeth or bones of the totem animal. You can also gain minor physical attributes that are reminiscent of your totem spirit. If you choose, for example, a bear totem spirit you could fill yourself with hair all over your body.

Your totem animal might be an animal related to those listed here but closer to your homeland, for example, you could choose a hawk or volture instead of an angle.

  • Bear: while raging, you have resistance to all damage except psychic damage. This spirit makes you strong enough to stand up to any punishment.
  • Eagle: while you’re raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and also you can use the Dash action as a bonus action during your turn. With this spirit you become a predator who can weave through the fray with ease.
  • Wolf: while raging, your companions have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. You become a leader of hunters.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal that you prefer and you can choose the same animal you selected at 3rd level or another one.

  • Bear: you gain the strength of a bear and your carrying capacity (also maximum load and lift) is doubled and you have advantage on Strength checks made to push, pull, lift or break objects.
  • Eagle: you gain the eyesight of an eagle and you can see up to 1 mile away easily, able to scan details as thought looking near to you, no more than 100 feet away from you. Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
  • Wolf: you gain the hunting sensibility and you can track other creatures while traveling fast, but also you can move stealthily while traveling normal.

Spirit Walker

At 10th level, you can cast the Commune with Nature spell, but also as a ritual. Doing so, a spirit version of one of the animal you chose for Totem Spirit or Aspect of the Beast appears to you to give the information you seek.

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Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal you prefer. You can choose the same animal you selected previously or another one.

  • Bear: while you’re raging any creature within 5 feet of you that’s hostile to you has advantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect only if it can’t see or hear you, or if it can’t be frightned.
  • Eagle: while raging, you have the same flying speed to your current walking speed. This effect works only in short bursts and you fall if you end your turn in the air and nothing else is holding you aloft.
  • Wolf: while you’re raging you can use a bonus action during your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.



Conclusion

This is a Brief Guide to the Barbarian Class in D&D 5e, in case you want to learn more, we have added down here some useful links to learn more about this class.

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