Barbarian class icon: a fierce barbarian warrior
Icon by Delapouite, CC BY 3.0

Barbarian 5e class

Barbarians are primal warriors who fly into a rage in battle. They have the biggest hit die in the game, shrug off weapon damage while raging and hit harder the more reckless they are. A great first class: simple to run and hard to kill.

Jump to: Playing a barbarian · Barbarian table · Class features · Primal Path options · What changed in 2024 · Common questions

Barbarian at a glance

Hit die
d12
Hit points at 1st level
12 + Constitution modifier
Hit points per level after 1st
1d12 (or 7) + Constitution modifier
Saving throws
Strength, Constitution
Armor
Light armor, medium armor, shields
Weapons
Simple weapons, martial weapons
Tools
None
Skills
Choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
Subclass
Primal Path at 3rd level

Planning ability scores? Try the point buy calculator or the 4d6 ability score roller.

What the barbarian is good at

The barbarian is the hardest character to put down. It has the biggest hit die in the game (d12), and Rage, a bonus action at 1st level, halves bludgeoning, piercing and slashing damage, adds a bonus to melee weapon damage using Strength (+2, rising to +4) and gives advantage on Strength checks and saving throws.

It’s also one of the simplest classes to play. Rage a couple of times a day, hit things, and from 2nd level decide each turn whether to attack recklessly: Reckless Attack gives you advantage on melee weapon attacks using Strength that turn, at the price of attacks against you having advantage until your next turn. With resistance to most weapon damage, that trade is often worth it.

Choosing ability scores

Strength first, for attacks, damage and the Athletics checks behind grappling. Constitution second, for hit points and for Unarmored Defense, which sets your Armor Class to 10 + your Dexterity modifier + your Constitution modifier when you wear no armor (a shield still works). Dexterity third.

With the standard array that’s Strength 15, Constitution 14, Dexterity 13, then Wisdom for Perception. Unarmored Defense usually matches or beats light armor, and medium armor is there if your Constitution is low. Try spreads in the point buy calculator.

Picking a primal path

You choose your path at 3rd level. The SRD’s is the Path of the Berserker: in the 2014 rules, Frenzy lets you make a melee weapon attack as a bonus action on each turn of your rage, but you take a level of exhaustion when it ends, and Mindless Rage stops you being charmed or frightened while raging. The 2024 Berserker’s Frenzy adds extra damage instead, with no exhaustion.

From the Player’s Handbook, the Path of the Totem Warrior is a common pick: its bear totem gives resistance to every damage type except psychic while raging. Later books add the Zealot, the Ancestral Guardian, the Beast and Wild Magic, among others.

Common beginner mistakes

  • Raging and then not attacking. In the 2014 rules your rage ends early if your turn ends and you haven’t attacked a hostile creature or taken damage since your last turn.
  • Wearing heavy armor. Rage’s benefits only work if you aren’t wearing heavy armor.
  • Using Dexterity weapons. The rage damage bonus needs a melee weapon attack using Strength. A rapier used with Dexterity, or a thrown javelin (a ranged attack in the 2014 rules), gets nothing.
  • Planning to cast spells. You can’t cast spells or concentrate on them while raging, so a barbarian dip for a caster, or a caster dip for a barbarian, works against itself.
  • Reckless Attack every turn. It’s strong, but against a group of enemies that all get advantage on you, it can go badly.

Barbarian level progression

LevelProficiency bonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path, Primal Knowledge†3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct, Instinctive Pounce†4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path feature, Primal Knowledge†4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4

† Optional class features from Tasha’s Cauldron of Everything, which the builder offers if your table uses them: Primal Knowledge and Instinctive Pounce. They aren’t in the SRD, so their text isn’t on this page.

Barbarian class features (2014 rules, SRD 5.1)

As a barbarian, you gain the following class features. Each one shows the barbarian level you gain it at; features chosen at a later level (like your primal path) add more as you go.

Rage

1st level

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.

Unarmored Defense

1st level

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.

Reckless Attack

2nd level

Starting at 2nd level, 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.

Danger Sense

2nd level

At 2nd level, 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.

Primal Path

3rd level

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

4th, 8th, 12th, 16th and 19th level

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.

Extra Attack

5th level

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

5th level

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Feral Instinct

7th level

By 7th level, 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.

Brutal Critical

9th level (1 die), 13th level (2 dice) and 17th level (3 dice)

Beginning at 9th level, 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.

Relentless Rage

11th level

Starting at 11th level, 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.

Persistent Rage

15th level

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.

Indomitable Might

18th level

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

20th level

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Primal Path options

The builder offers 10 subclasses for the barbarian, and only shows the ones your build can take.

Official

The SRD includes one primal path in each edition, marked SRD above. The others are in the Player’s Handbook and later books, so this page gives their names only. The Path of the Berserker page has its full text in both editions, a guide and what changed in 2024.

RulesSRD subclassFeatures by level
2014 (SRD 5.1)Path of the BerserkerFrenzy (3rd), Mindless Rage (6th), Intimidating Presence (10th), Retaliation (14th)
2024 (SRD 5.2)Path of the BerserkerFrenzy (3), Mindless Rage (6), Retaliation (10), Intimidating Presence (14)

What changed in 2024

The 2024 Player’s Handbook revised the barbarian, and the System Reference Document 5.2 has the new version. Here is the barbarian side by side in both editions, and what changed, worked out from the two SRDs.

2014 rules (SRD 5.1)2024 rules (SRD 5.2)
Primary ability—Strength
Hit died12d12
Saving throwsStrength and ConstitutionStrength and Constitution
SkillsChoose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, SurvivalChoose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
ArmorLight armor, medium armor, shieldsLight and Medium armor and Shields
WeaponsSimple weapons, martial weaponsSimple and Martial weapons
ToolsNoneNone
SubclassPrimal Path at 3rd levelBarbarian subclass at level 3

Features by level, 2014 and 2024

Level2014 features2024 features
1Rage, Unarmored DefenseRage, Unarmored Defense, Weapon Mastery
2Reckless Attack, Danger SenseDanger Sense, Reckless Attack
3Primal PathBarbarian Subclass, Primal Knowledge
4Ability Score ImprovementAbility Score Improvement
5Extra Attack, Fast MovementExtra Attack, Fast Movement
6Path featureSubclass feature
7Feral InstinctFeral Instinct, Instinctive Pounce
8Ability Score ImprovementAbility Score Improvement
9Brutal Critical (1 die)Brutal Strike
10Path featureSubclass feature
11Relentless RageRelentless Rage
12Ability Score ImprovementAbility Score Improvement
13Brutal Critical (2 dice)Improved Brutal Strike
14Path featureSubclass feature
15Persistent RagePersistent Rage
16Ability Score ImprovementAbility Score Improvement
17Brutal Critical (3 dice)Improved Brutal Strike
18Indomitable MightIndomitable Might
19Ability Score ImprovementEpic Boon
20Primal ChampionPrimal Champion

Barbarian class features in the 2024 rules (SRD 5.2)

As a barbarian, you gain these class features when you reach the listed Barbarian levels. They are listed in level order.

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. 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.

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: Acrobatics, Intimidation, Perception, Stealth, 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 (see "Feats") 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 (see "Feats") 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.

Common questions

How many times can a barbarian rage?

In the 2014 rules: 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th and 6 at 17th, regained on a long rest, and without limit at 20th level. In 2024 you also regain one use on a short rest.

How long does rage last?

In the 2014 rules, 1 minute, ending early if you’re knocked unconscious or your turn ends without you attacking a hostile creature or taking damage since your last turn. In 2024 it lasts until the end of your next turn and you extend it each turn by attacking, forcing a save or taking a bonus action, up to 10 minutes.

Does rage damage work with ranged or finesse weapons?

Only with melee weapon attacks using Strength in the 2014 rules. The 2024 rules widen it to any attack using Strength, with a weapon or an Unarmed Strike, so thrown weapons count.

Can a barbarian cast spells while raging?

No. If you can cast spells, you can’t cast them or keep concentrating on them while raging.

What does Unarmored Defense give a barbarian?

While you wear no armor, your Armor Class is 10 + your Dexterity modifier + your Constitution modifier, and you can still use a shield.

What changed for the barbarian in 2024?

Weapon Mastery at level 1, Primal Knowledge at 3, Instinctive Pounce at 7, Brutal Strike in place of Brutal Critical, rage that lasts up to 10 minutes and recovers one use on a short rest, and feats in place of Ability Score Improvements. The comparison on this page has the details.

The barbarian compared with similar classes

ClassHow it compares
FighterMore attacks, armor and feats, fewer hit points; the fighter wins long days, the barbarian wins single brawls.
PaladinHeavy armor, healing and huge Divine Smite bursts, at the cost of needing Charisma too.
MonkThe other unarmored warrior: faster and trickier, far less durable.
RogueA different kind of damage dealer: one big Sneak Attack a turn and lots of skills, but fragile.

How to build a barbarian

Open the builder, choose the 2014 or 2024 rules on the first step, then pick Barbarian as your class. It fills in your hit points, saving throws and proficiencies, then walks you through race, primal path, ability scores, background, skills, equipment. Everything the rules can work out is computed for you: Armor Class from your armor, attack bonuses and every skill modifier.

Other classes: Artificer · Bard · Cleric · Druid · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Wizard