Barbarian 2024

Disclaimer: this is the Barbarian according to the information WotC released so far. not yet the official 2024 version.

Barbarians are warriors defined by their connection to the primal forces of the multiverse, which manifests as a Rage. Far more than a mere emotion, and not limited to anger or fury, a Barbarian’s Rage is an incarnation of a predator’s ferocity, a storm’s unrelenting assault, and the churning turmoil of the sea.

Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess but also uncanny reflexes and heightened senses.

Some Barbarians are uncomfortable when hedged in by walls and crowds, preferring to live in regions of unspoiled natural vitality. Others cherish the primal forces at work in farmlands and recognize the vitality of cities. Barbarians of all sorts embrace their place in the multiverse, valuing keen instincts and raw physicality.

Barbarian DnD 2024

Even without the power of their Rage, Barbarians are skilled in combat and the use of weapons. When they do call on their Rage, it gives them superhuman strength and resilience. It also heightens their senses and reflexes, making the Rage useful beyond combat.

Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those who are under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventuring.

Core Barbarian Traits
Primery Ability Strength
Hit Dice Die d12 per barbarian level
Saving Throws Proficiencies Strength, Constitution
Skill Proficiencies Choose 2 skills from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Weapons Proficiencies Simple and Martial weapons
Armor Training Light Armor, Medium Armor, Shields
Starting Equipment You start with the following equipment, or you can forgo it and spend 75 gp on equipment of your choice.
Explorer’s Pack, (a) Greataxe or (b) Battleaxe + Shield + 10 gp, Handaxe (4), 15 gp

Barbarian Class Features

Level Prof.
Bonus
Class Features Rages Rage
Damage
Weapon
Mastery
1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2
2 +2 Danger Sense, Reckless Attack 2 +2 2
3 +2 Barbarian Subclass, Primal Knowledge 3 +2 2
4 +2 Ability Score Improvement 3 +2 3
5 +3 Extra Attack, Fast Movement 3 +2 3
6 +3 Subclass Feature 4 +2 3
7 +3 Feral Instinct, Instinctive Pounce 4 +2 3
8 +3 Ability Score Improvement 4 +2 3
9 +4 Brutal Critical 4 +3 3
10 +4 Subclass Feature 4 +3 4
11 +4 Relentless Rage 4 +3 4
12 +4 Ability Score Improvement 5 +3 4
13 +5 Improved Brutal Strike 5 +3 4
14 +5 Subclass Feature 5 +3 4
15 +5 Persistent Rage 5 +3 4
16 +5 Ability Score Improvement 5 +4 4
17 +6 Improved Brutal Strike 6 +4 4
18 +6 Indomitable Might 6 +4 4
19 +6 Epic Boon* 6 +4 4
20 +6 Primal Champion 6 +4 4

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

While active, your Rage has the following effects:

Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Rage Damage. When you make an attack with a weapon using Strength 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 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.

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. You regain one expended use when you finish a Short Rest, 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 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 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.

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 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 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: Path of the Berserker, Path of the Wild Heart, Path of the World Tree, or Path of the Zealot. Subclasses are detailed after this class’s description.

A subclass is a specialization that grants you special 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 and lower.

Level 3: Primal Knowledge

You gain proficiency in another skill of your choice from the list of skills 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: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility and senses.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

As shown on the Barbarian table, you gain this feature again at 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 Advantage on the next attack roll you make on your turn with a Strength-based attack. If that attack 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.

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 Rest 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. Your blow leaves an opening in the creature’s defense for an ally until the start of your next turn. The next attack roll made by another creature against the target gains a bonus to that roll equal to your Rage Damage.

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. The Rage ends early if you have the Unconscious, not the Incapacitated, condition or don Heavy Armor.

Level 17: Improved Brutal Strike

The extra damage your Brutal Strike deals increases to 2d10. In addition, you can use two different Brutal Strike effects when 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.

Level 20: Primal Champion

You embody primal power. Your Strength and Constitution scores increase by 4, and their maximum is now 26.

Barbarian Subclasses

A Barbarian subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section presents the following subclasses: Path of the Berserker, Path of the Wild Heart [Former Totem Warrior], and Path of the World Tree.

Path of the Berserker

Barbarian Berserker DnD 2024For Barbarians who walk the Path of the Berserker, their Rage is primarily directed toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.

Level 3: Frenzy

You can go into a frenzy in battle. If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.

Level 6: Mindless Rage

You have immunity to the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, that condition ends on you.

Level 10: Retaliation

When you take damage from a creature that is within 5 feet of you, you can use your Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.

Level 14: Intimidating Presence

As a Bonus Action, you can strike terror into others with your menacing presence as you swell with primal power. When you do so, each creature of your choice within 30 feet of you—or 60 feet of you if your Rage is active—must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), provided the creature isn’t behind Total Cover. On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the saving throw, ending the effect on itself on a successful save.

Once you use this feature, you can’t use it again until you finish a Long Rest. If you’ve run out of uses of this feature, you can expend a use of your Rage, choosing to activate Intimidating Presence instead of Rage.

Path of the Wild Heart [Former Totem Warrior]

Barbarian Wildheart DnD 2024Barbarians who follow the Path of the Wild Heart view themselves as kin to the animal inhabitants of the natural world. They learn magical means to connect and communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.

Level 3: ANIMAL SPEAKER

You can cast the Beast Sense and Speak with Animals spells, but only as Rituals. Wisdom is your spellcasting ability for them.

Level 3: Rage of the Wilds

Your Rage taps into the primal power of animals. You gain one of the following options of your choice. Whenever you gain a Barbarian level activate your rage, you can change your choice.

Bear. When you activate your Rage, choose two damage types, other than Force or Psychic. You have Resistance to the chosen types until the Rage ends.

Eagle. When you activate your Rage and as a Bonus Action while it’s active, you can take both the Disengage and the Dash action.

Wolf. While your Rage is active, your allies have Advantage on melee attack rolls against any enemy of yours within 10 feet of you.

Level 6: Aspect of the Wilds

You gain one of the following options of your choice. Whenever you gain a Barbarian level finish a long rest, you can change your choice.

Elephant. You gain proficiency in the Athletics or Insight skill. If you already have proficiency in the skill, you gain Expertise in it instead.

Owl. You gain proficiency in the Investigation or Perception skill. If you already have proficiency in the skill, you gain Expertise in it instead.

Spider. You gain proficiency in the Stealth or Survival skill. If you already have proficiency in the skill, you gain Expertise in it instead.

Panther. You get a climb speed.

Salmon. You get a swim speed.

Owl. You get darkvision.

Level 10: NATURE SPEAKER

You can cast the Commune with Nature spell, but only as a Ritual. Wisdom is your spellcasting ability for it.

Level 14: Power of the Wilds

You gain one of the following options of your choice. Whenever you gain a Barbarian level you activate your rage, you can change your choice.

Lion. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian with this feature.

Falcon. While your Rage is active, you have a Fly Speed equal to your Speed, provided you aren’t wearing any armor.

Ram. While your Rage is active, when you hit a Large or smaller creature with a melee attack, it must succeed on a Strength saving throw (DC equal to 8 + your Proficiency Bonus + your Strength modifier) or have the Prone condition.

Path of the World Tree

Barbarian World Tree DnD 2024Barbarians who follow the Path of the World Tree believe that their Rage links them to the cosmic ash tree Yggdrasil. This “world tree” grows among the Outer Planes, connecting them to each other and to the many worlds of the Material Plane, and the greatest plants on every world are said to be distant descendants of mighty Yggdrasil. These Barbarians draw on their connection to the world tree as a source of vitality and as a means of travel across the multiverse.

Level 3: VITALITY OF THE TREE

Your Rage taps into the lifeforce of the World Tree. You gain the following benefits:

Vitality Surge. When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.

Life-Giving Force. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.

Level 6: BRANCHES OF THE TREE

While your Rage is active, whenever a creature you can see starts its turn within 30 feet of you, you can use your Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC equal to 8 plus your Proficiency Bonus plus your Strength modifier) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. The space the target teleports to must be on a surface or liquid that can support it; otherwise, the target doesn’t teleport.

After the target teleports, you can reduce its Speed to 0 until the end of the current turn.

Level 10: BATTERING ROOTS

Tendrils of the World Tree extend from your Melee weapons. During your turn, while you wield a Melee weapon with the Heavy or Versatile property, your reach with that weapon increases by 10 feet. When you hit with this weapon, you can activate the Push or Topple property in addition to any other Mastery property you are using with that weapon.

Level 14: TRAVEL ALONG THE TREE

You can briefly travel along the World Tree. When you activate your Rage and as a Bonus Action while it’s active, you can teleport up to 60 feet to an unoccupied space you can see.

In addition, when you teleport using this feature, you can bring up to six willing creatures who are within 10 feet of yourself, and the range you can teleport increases to 500 feet. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space. You can teleport other creatures with you only once per Rage.