2024 Player's Handbook

Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.

The Barbarian
LevelProficiency Bonus   FeaturesRagesRage DamageWeapon Mastery
1st+2Rage, Unarmored Defense, Weapon Mastery2+22
2nd+2Reckless Attack, Danger Sense2+22
3rd+2Subclass Path, Primal Knowledge3+22
4th+2Ability Score Improvement3+23
5th+3Extra Attack, Fast Movement3+23
6th+3Subclass feature4+23
7th+3Feral Instinct, Instinctive Pounce     4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Strike4+33
10th   +4Subclass feature4+34
11th+4Relentless Rage4+34
12th+4Ability Score Improvement5+34
13th+5Improved Brutal Strike
5+34
14th+5Subclass feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Improved Brutal Strike
6+44
18th+6Indomitable Might6+44
19th+6Ability Score Improvement6+44
20th+6Primal Champion+44

Multiclassing and the Barbarian. You must have a Strength score of 13 or higher in order to multiclass in or out of this class.

Creating a Barbarian

To create a Barbarian, consult the following lists, which provide your Primary Ability, Hit Points, and proficiencies. If you’re making a level 1 character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see “Multiclassing and the Barbarian” above.

Then look at the Barbarian table to see the class features you get at each level in this class. The descriptions of those features appear in the “Barbarian Class Features” section.

Primary Ability

Your primary ability is Strength. When you choose this class at 1st level, you increase your Strength by 2.

Hit Points

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 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

Starting Equipment

Choose A or B: (A) Greataxe, 4 HandaxesExplorer’s Pack, and 15 GP; or (B) 75 GP, which you can spend on equipment of your choice.

Barbarian Class Features

As a Barbarian, you gain the following class features when you reach the specified levels in this class. These features are listed on the Barbarian table.

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.

Level 1: 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.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons 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.

Level 2: 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, choosing from the Barbarian Subclasses table below.

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.

Official Subclasses
Subclass Source
Ancestral Guardian
XGE
Battlerager
SCAG
Beast
TCE
Berserker
PHB
Giant
BP:GG
Storm Herald
XGE
Totem Warrior
PHB
Wild Magic
TCE
Zealot
XGE
Unofficial Subclasses
Demon Soul
3rd Party

Level 3: 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: AcrobaticsIntimidationPerceptionStealth, 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 Improvement

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.

Level 5: Fast Movement

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

Level 7: Feral Instinct

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

Level 7: Instinctive Pounce

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

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 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 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 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 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 Epic Boon feat 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 (PHB)

Player's Handbook

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

The Barbarian
LevelProficiency Bonus   FeaturesRagesRage DamageWeapon Mastery (One D&D)
1st+2Rage, Unarmored Defense, Weapon Mastery (One D&D)2+22
2nd+2Reckless Attack, Danger Sense2+22
3rd+2Primal Path, Primal Knowledge3+22
4th+2Ability Score Improvement3+23
5th+3Extra Attack, Fast Movement3+23
6th+3Path feature4+23
7th+3Feral Instinct, Instinctive Pounce     4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th   +4Path feature4+34
11th+4Relentless Rage4+34
12th+4Ability Score Improvement5+34
13th+5Brutal Critical (2 dice)5+34
14th+5Path feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+44
18th+6Indomitable Might6+44
19th+6Ability Score Improvement6+44
20th+6Primal ChampionUnlimited +44

Multiclassing and the Barbarian. You must have a Strength score of 13 or higher in order to multiclass in or out of this class.

Creating a Barbarian

To create a Barbarian, consult the following lists, which provide your Primary Ability, Hit Points, and proficiencies. If you’re making a level 1 character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see “Multiclassing and the Monk” above.

Then look at the Barbarian table to see the class features you get at each level in this class. The descriptions of those features appear in the “Barbarian Class Features” section.

Primary Ability

Your primary ability is Strength. When you choose this class at 1st level, you increase your Strength by 2.

Hit Points

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 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

Barbarian Class Features

As a Barbarian, you gain the following class features when you reach the specified levels in this class. These features are listed on the Barbarian table.

Level 1: Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. 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.

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.

Level 1: Unarmored Defense

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.

Level 1: Weapon Mastery (One D&D)

Your training with weapons allows you to use the Mastery property of two kinds of Simple or Martial Melee Weapons 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 levels in this class, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian table.

Using Weapon Mastery Properties

If you’re wielding a Weapon and have learned its Mastery Property, you are able to use that mastery property every time you make an attack with the weapon, no action required.

Different mastery properties have different triggers. For example, Cleave requires you to hit a creature with a melee attack roll while Graze triggers when you miss a creature with an attack roll.

Level 2: Danger Sense

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. 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.

Level 2: Reckless Attack

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 using Strength during this turn, but attack rolls against you have advantage until your next turn.

Level 3: Primal Path

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. 

Official Subclasses
Path Source
Ancestral Guardian
XGE
Battlerager
SCAG
Beast
TCE
Berserker
PHB
Giant
BP:GG
Storm Herald
XGE
Totem Warrior
PHB
Wild Magic
TCE
Zealot
XGE
Unofficial Subclasses
Demon Soul
3rd Party

Level 3: Primal Knowledge (Optional)

When you gain this feature and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Level 4: Ability Score Improvement

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.

Level 5: Extra Attack

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

Level 5: Fast Movement

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

Level 7: Feral Instinct

Your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Level 7: Instinctive Pounce (Optional)

As part of the bonus action you take to enter your rage, you can move up to half your speed.

Level 9: Brutal Critical

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.

Level 11: Relentless Rage

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 after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Level 15: Persistent Rage

Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Level 18: Indomitable Might

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

Level 20: Primal Champion

You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Notes