logoChronicles
Home

Rules
Spells
© Copyright 2026, All rights reserved
Classes

barbarian

Barbarian
Category:
martial
Primary Abilities:
STR
Saving Throws:
CON
STR
Hit Dice:
d12
Subclasses
  • Ancestral Guardian
  • Berserker
  • Storm Herald
  • Titan Slayer
  • Wildling

In modern civilizations, daily life can often cause emotions to rise to a boiling point, most people will try to avoid this, calming themselves down to not explode at inopportune times. Yet, in the natural world, anger is not necessarily a bad thing. Using emotions, primal fury and natural instinct, barbarians wield these feelings in battle to overwhelm and overpower their foes.

Living as a barbarian is to walk the tightrope of control, maintaining themselves amongst innocents and allies, while unleashing a furious anger and unbridled strength when faced by an adversary. To them, their anger is a shield to protect their allies, attracting the attention of their enemies to distract and slay those that would harm others.

Creating a Barbarian

As a Barbarian, you gain the following benefits:

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 per Barbarian level after 1st

Skills

At 1st Level: You start as a novice in 3 of the following skills: Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

Class Features

RagesRage DamageFeatures
1——Novice Training, Rage, Unarmored Defense
2——Primal Knowledge, Reckless Attack
3——Barbarian Subclass
4——General Feat
5——Adept Training, Extra Attack, Fast Movement
6——Subclass Feature
7——Feral Instinct
8——General Feat
9——Indomitable Might
10——Expert Training, Subclass Feature
11——Ferocious Critical
12——General Feat
13——Persistant Rage
14——Subclass Feature
15——Master Training
16——General Feat
17——Primal Surge
18——Relentless Rage
19——General Feat
20——Primordial Avatar

As well as starting as a novice in a number of skills with the Knowledge trait equal to your intelligence modifier (if positive).

At Higher Levels: Each time you gain a level, you can increase one skill's level of training by 1 step. By default, this can raise a skill up to Novice. At 5th level, the maximum step you can choose becomes Adept; at 10th level, Expert; and at 15th level, Master.

Proficiencies

Armor: Light Armor, Medium Armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: None

Starting Equipment

You can either start with 75 gp, or the following equipment:

  • (a) Greataxe or (b) Battleaxe and Heater Shield
  • (a) 2x Handaxe or (b) A simple weapon
  • 4x Javelin
  • 15 gp
Level 1

Barbarian Training

As you grow in level in this class, your level of training increases, granting you the following benefits:

  • Saving Throw Training. You start out as a novice in Strength and Constitution saving throws, gaining a +2 training bonus to your roll whenever you make one of these saving throws.
  • Weapon Training. You are considered a novice with any weapon you are proficient with, gaining a +2 training bonus on any attack roll you make for a weapon attack.

The training bonuses described above increase to adept (+4) at 5th level, expert (+6) at 10th level, and master (+8) at 15th level.

Level 1

Rage

You can imbue yourself with a primal power that is called your Rage, a force that grants you extraordinary might and resilience. You can enter a rage as a Bonus Action, provided you aren’t wearing Heavy Armor.

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

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • When you make an attack with a weapon or an Unarmed Strike using Strength and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian. The damage bonus is shown in the Rage Damage column of the Barbarian Table.
  • You have advantage on Strength checks and Strength saving throws.

While raging, you are unable to cast any spell, concentrate on any spell, or make use of any ability that has the Spell-like trait.

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 or more 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. You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Table, and you regain all expended uses when you finish a Long Rest.

Level 1

Unarmored Defense

While you aren’t wearing any armor, your base Armor Class equals 10 + your Dexterity modifier + your Constitution modifiers.

You can use Shields and still gain this benefit.

Level 2

Primal Knowledge

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 use your strength modifier instead of the usual modifier associated with the skill:

  • Acrobatics
  • Intimidation
  • Perception
  • Stealth
  • Survival
Level 2

Reckless Attack

You can throw aside all concern for defense to attack with fierce desperation. 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 during this turn, but attack rolls against you have Advantage until the start of your next turn.

Level 3

Barbarian Subclass

Even when using primal rage, there are specializations for barbarians to focus on. These subclasses represent such specialization.
Your subclass grants you features at 3rd level and then again at 6th, 10th, and 14th level.

  • Ancestral Guardian
  • Berserker
  • Storm Herald
  • Titan Slayer
  • Wildling
Level 4

General Feat

You gain one feat with the General trait of your choice for which you qualify.

You gain the benefits of this feature again at 8th, 12th, 16th, and 19th level.

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 walking 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 and Dexterity saving throws.

Level 9

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 11

Ferocious Critical

When you score a critical hit with a weapon or an Unarmed Strike using Strength, the target takes extra damage equal to your Barbarian level. That damage is the same type dealt by the weapon or Unarmed Strike.

Level 13

Persistant Rage

You learn to maintain your Rage beyond moments of calm, your rage now lasts for 10 minutes without you needing to do anything to extend it from round to round. The Rage still ends if you become Incapacitated, or don Heavy Armor.

Level 17

Primal Surge

Whenever you roll Initiative, you regain one expended use of your Rage.

Level 18

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 20

Primordial Avatar

Your body has adapted in a permanent manner to represent your primal rage. Your Strength and Constitution scores increase by 2, and their maximum is now 22.