Barbarian Changes
Relevant Universal Character Changes
Changes for all classes
Martial General Changes
Class Changes
Rage
1st-level Barbarian feature
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 checks made with Strength
Strength checksand Strength saving throws. - When you make a melee weapon attack using Strength, or a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll. This bonus increases as you level.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast leveled spells can’t cast them or concentrate on spells or on other spell-like effects 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 maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 9th 12th, and 6 at 12th, 7 at 15th, and 8 at 17th.
Extreme Vigor
2nd-level Barbarian feature
Through tribal rituals, outlander first aid, or simple force of will, you can shake off light injuries, given time. You can spend one minute using this feature to regain hit points equal to 1d6 + your Barbarian level. Once you use this feature, you must finish a short or long rest before you can use it again.
Primal Knowledge (3rd level)
3rd-level Barbarian optional feature
When you reach 3rd level 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.
Unclouded Focus
4th-level Barbarian feature
Starting at 4th level, you have learned how to tap into the intense focus gained when entering rage with an unclouded mind. While raging, you may add your rage damage bonus to skill checks you are proficient in.
Brutal Critical (1 Dice)
9th-level Barbarian feature
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with an melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Improved Combat Superiority (d6)
10th-level Barbarian feature
At 10th level, your superiority dice turn into d6s, unless they already are a larger size than this.
Primal Knowledge (10th level)
10th-level Barbarian optional feature
When you reach 3rd level 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.
Brutal Critical (2 Dice)
13th-level Barbarian feature
Beginning at 13th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with an melee attack.
This increases to three additional dice at 17th level.
Persistent Rage Focused Rage
15th-level Barbarian feature
By 15th level, you have learned to channel your anger into deadly focus. You gain proficiency in Wisdom saving throws.
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.
Brutal Critical (3 Dice)
17th-level Barbarian feature
Beginning at 17th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with anmelee attack.
Barbarian Subclass Changes
Barbarian – Path of the Battlerager
- Battlerager Armor
- 3rd-level Path of the Battlerager feature
- When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.
- While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. Starting at level 5, you can now make two bonus action attacks instead of one when you use this feature.
- Additionally, when you use the Attack action to grapple or shove a creature, the target takes 3 piercing damage if your grapple or shove check succeeds.
- Battlerager Charge
- 10th-level Path of the Battlerager feature
- Beginning at 10th level, when a creature ends its turn within 25 feet of you, you can use your reaction to move up to half your movement speed to a space closer to the creature
you can take the Dash action as a bonus action while you are raging.
- Beginning at 10th level, when a creature ends its turn within 25 feet of you, you can use your reaction to move up to half your movement speed to a space closer to the creature
Barbarian – Path of the Beast
- Form of the Beast
- 3rd-level Path of the Beast feature
- Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
- You choose the weapon’s form each time you rage:
- Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
- Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
- Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you. This bonus to your AC lasts until the start of your next turn.
Barbarian – Path of the Berserker
- Frenzy
- 3rd-level Path of the Berserker feature
- Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, you can make a melee weapon attack against a creature within your reach as part of the bonus action used to begin your rage.
fFor the duration of your rage while in a frenzy you can make a single melee weapon attack as a bonus action on each of your turns after this one. You can enter a frenzy a number of times equal to half of your proficiency bonus, rounded down. You regain all expended uses of this feature when you finish a short or long rest.When your rage ends, you suffer one level of exhaustion.
- Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, you can make a melee weapon attack against a creature within your reach as part of the bonus action used to begin your rage.
- Intimidating Presence
- 10th-level Path of the Berserker feature
- Beginning at 10th level, you have learned how to better utilize your bloodlust to menace those around you, gaining the following benefits:
- You gain proficiency in the Intimidation skill if you don’t already have it. If you already have proficiency in the Intimidation skill, you may add double your proficiency bonus instead to checks made with the skill.
- As an action, you can let loose killing intent in the form of a war cry or menacing look to shatter the resolve of your enemies. When you take this action, each creature of your choice in a 30 foot cone must make a Wisdom Saving Throw (DC equal to 8 + your proficiency modifier + your Constitution Modifier), or be frightened of you until the end of your next turn.
- When you reduce a creature to 0 hit points, you can use this action as a bonus action instead for that turn.
- Allies targeting creatures frightened by you in this way have advantage on their attacks.
- When a creature succeeds on its saving throw, it can’t be frightened by you this way again for 24 hours, or until you kill another creature allied to it.
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear 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. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
- Beginning at 10th level, you have learned how to better utilize your bloodlust to menace those around you, gaining the following benefits:
Barbarian – Path of the Storm Herald
- Storm Aura
- 3rd-level Path of the Storm Herald feature
- Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
- 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 when you enter your rage. Your aura’s effect depends on that chosen environment, as detailed below.
You can change your environment choice whenever you gain a level in this class. - If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
- Desert. When this effect is activated,
all othereach creaturesof your choice in your aura takes 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 9th10thlevel, 5 at 13th15thlevel, and 6 at 17th20thlevel. - 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 5th level, 3d6
2d6at 9th10thlevel, 4d63d6at 13th15thlevel, and 5d64d6at 17th20thlevel. - 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 5th level, 4 at 9th
10thlevel, 5 at 13th15thlevel, and 6 at 17th20thlevel.
- Desert. When this effect is activated,
- Storm Soul
- 6th-level Path of the Storm Herald feature
- At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you most recently chose for your Storm Aura.
- Desert. You gain resistance to fire and poison damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
- Sea. You gain resistance to lightning and thunder damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
- Tundra. You gain resistance to cold and necrotic damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
- In addition, your aura’s size when activated increases to 15 feet.
- At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you most recently chose for your Storm Aura.
- Shielding Storm
- 10th-level Path of the Storm Herald feature
- At 10th level, 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.
- In addition, your aura’s size when activated increases to 20 feet.
- Raging Storm
- 14th-level Path of the Storm Herald feature
- At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you most recently chose for your Storm Aura.
- 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 half your barbarian level.
- 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.
- 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.
- In addition, your aura’s size when activated increases to 25 feet.
- At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you most recently chose for your Storm Aura.
Barbarian – Path of the Totem Warrior
- Totem Spirit
- 3rd-level Path of the Totem Warrior feature
- At 3rd level, when you adopt this path, you gain the ability to call upon spirits to empower you in the form of spiritual totems you can summon. These spirits represent your connection to the earth, the sky, and others around you. Pick an animal (or individual close to your character who has since passed away) to symbolize each of these things. These are henceforth known as your Spirit of the Earth, Spirit of the Sky, and Spirit of the Pack. You may change the creature symbolizing each spirit by conducting a ritual that takes 1 hour and costs 15 gold’s worth of incense spent to honor the spirits.
- When you rage, and as a bonus action on subsequent turns, you can summon a spiritual totem into the same square as you. You can also use an attack or a bonus action on your turn to move one currently active totem into the same square as you. You can only have one totem active of each type. These totems are faintly glowing ethereal objects that can be passed through by creatures. Each totem creates an aura with a 15 foot radius, and if you are within this aura you gain the related effects of the totem. If an effect from a totem forces an enemy to make a saving throw, the DC equals 8 + your proficiency bonus + your Strength.
- Your totems have an amount of health equal to three times your Barbarian level, an AC equal to 12+your proficiency bonus, and cannot be damaged when you stand in the same space as them. If a totem is destroyed, that totem cannot be resummoned until you begin a new rage. When your rage ends, all active totems created by you fade away.
- At 3rd level, your totems gain the following effects:
- Spirit of the Earth: When you summon this totem, pick one of the following damage types: Acid, Cold, Fire, Lightning, Poison, and Thunder. Until your rage ends, you have resistance to this damage type while in the aura of this totem.
- Spirit of the Sky: When you first gain the benefits of this totem on your turn, you gain 15 feet of walking speed until the end of your turn. Additionally while in the aura of this totem opportunity attacks are made at disadvantage against you.
- Spirit of the Pack: While in the aura of this totem, for each enemy you hit, your allies gain advantage on the first attack roll they make against that creature until the beginning of your next turn.
At 3rd level, 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. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.Bear.While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough 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 you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.Elk.While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.Tiger.While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.Wolf.While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
- Aspect of the Spirit
Beast - 6th-level Path of the Totem Warrior feature
- At 6th level, you develop a special affinity for one of your totem spirits. You gain a magical benefit based on the totem spirit of your choice.
- Spirit of the Earth: You gain the might of your totemic spirit. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
- Spirit of the Sky: You gain the eyesight of your totemic spirit. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
- Spirit of the Pack: Twice per short rest, you can provide the help action to an ally’s skill check even if you do not have proficiency in that skill.
- You can conduct a ritual to change which spirit you have an affinity for, changing the benefit gained from this feature, at the end of a field rest.
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.Bear.You gain the might of a bear. Your carrying capacity (including maximum load and maximum 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. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.Elk.Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.Tiger.You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.Wolf.You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
- At 6th level, you develop a special affinity for one of your totem spirits. You gain a magical benefit based on the totem spirit of your choice.
- Totemic Ascension
- 6th-level Path of the Totem Warrior feature
- At 6th level, your connection to your totem spirits deepens, granting you new abilities while in their aura.
- Spirit of the Earth: When picking a damage type after summoning this totem, you may now also pick the Force, Necrotic, or Radiant damage types. In addition, you may now pick a second resistance when you summon the totem.
- Spirit of the Sky: Your walking speed bonus from this totem increases to 20 feet. While in the aura of this totem creatures cannot have advantage to hit you provided your movement speed is not 0.
- Spirit of the Pack: While in the aura of this totem, you make opportunity attacks at advantage.
- At 6th level, your connection to your totem spirits deepens, granting you new abilities while in their aura.
- Spirit Walker
- 10th-level Path of the Totem Warrior feature
- At 10th level, you can cast the Commune with Nature, Gentle Repose, and Speak With Dead spells, but only as a ritual. When you cast Commune with Nature
do so,a spiritual version ofone of the spiritsanimalsyou chose for Totem Spiritor Aspect of the Beastappears to you to convey the information you seek.
- At 10th level, you can cast the Commune with Nature, Gentle Repose, and Speak With Dead spells, but only as a ritual. When you cast Commune with Nature
- Strength of Spirit
- 10th-level Path of the Totem Warrior feature
- Your connection to your totems now allows them to draw strength from you, just as you draw strength from them. Your totems now have resistance to all damage, and their aura’s radius increases to 30 feet.
- Totemic Attunement
- 14th-level Path of the Totem Warrior feature
- At 14th level you have reached a perfect harmony with your totem spirits, granting you new abilities while in their aura:
- Spirit of the Earth: While in this aura, any creature within 5 feet 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.
- Spirit of the Sky: When you first gain the benefits of this totem on your turn, you gain a flying speed equal to your walking speed until the end of your turn.
- Spirit of the Pack: Once per turn when you hit a creature with a melee weapon attack while in the aura of this totem, you may force that creature to make a Wisdom saving throw. If it fails, it will subtract 1d6 from the next saving throw it makes before the beginning of your next turn.
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.Bear.While you’re raging, any creature within 5 feet 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.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.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.Tiger.While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.Wolf.While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
- At 14th level you have reached a perfect harmony with your totem spirits, granting you new abilities while in their aura:
Barbarian – Path of Wild Magic
- Wild Surge:
- 3rd-level Path of Wild Magic feature
- The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. After rolling, you have the choice to select the number rolled, or that number plus 1, wrapping around from 8 to 1 if 8 is rolled.
- If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
| d8 | Magical Effect |
| 1 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 15 |
| 2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 3 | An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage, or half on success. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. Starting at 6th level, this damage increases to 2d6 force damage. |
| 4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand immediately after the attack hits or misses |
| 5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes |
| 6 | Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. Starting at 6th level, the radius of this effect increases to 20 feet. |
| 7 | Flowers and vines temporarily grow around you. Until your rage ends, the movement speed of your enemies is halved within a radius of 15 feet from you. |
| 8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t pushed. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
New Class-Unique Maneuvers
- Barbarian Level 8:
- Barbarian Level 11: