Class Quick Guides- Barbarian
- Under The Dungeon
- Sep 25, 2020
- 6 min read
After you’ve chosen a race, the next step is to pick a class. Or the kind of adventurer you want to be. These pages are just basic quick reference guides, if you are seriously looking at playing long term I highly suggest getting a copy of the Player's Handbook (PHB) by either buying a copy at: Player's Handbook on Amazon OR buying the online source materials at DnD Beyond
Also: When I was building my first character, I was reminded that Magic using classes are not particularly beginner friendly. Fighters, Warlocks, Rouges, and Barbarians are generally more player friendly for beginners. This is NOT a discouragement from playing magic users (Heck it’s my first go round and I chose to play a Druid.) This is just a note for those beginner’s who may be looking to start with something easy. I’ll label them as I go through them.

Barbarian (Beginner Friendly)
Barbarians are categorized as the protector of their people and leaders during times of war. They are the first to jump into combat to protect their people.
Class Traits
Hit Points:
1 d12 per barbarian level
Hit Points(HP) at level 1- 12 + Constitution Modifier
HP at higher levels- 1 d12(or 7) + Current Constitution Modifier
Proficiencies
Armor: Light and Medium armor, shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Strength and Constitution
Skills: Choose two of the following, Animal Handling, Athletics, Intimidation, Nature, Perception and Survival
Equipment: You begin with this in addition to the equipment outlined in your background.
- A greataxe OR a martial melee weapon
- Two hand axes OR any simple weapon
- An explorer’s pack and 4 javelins
Features
Ability Score Improvement:
At levels 4,8,12,16 and 19 you have the ability to do one of the following: raise any one ability score by 2, any 2 ability scores by 1. (You can not increase any ability score over 20)
Rage:
During your turn you can Rage as your bonus action, however you can not cast spells or concentrate on them during a Rage. Rage lasts for 1 minute and ends early if you are knocked unconscious or if you haven't attacked an enemy in the last turn. You can also use another bonus action to end your Rage. Once you have Raged the set number of times per your level, you can not Rage again until you have completed a long rest.
The benefits of Rage (if you aren't wearing heavy armor) are:
- Roll with advantage on Strength checks and saving throws.
- When you make an attack with a melee weapon, you gain a bonus to the damage roll that goes up as you level up (see the chart in the PHB)
- You have resistance to bludgeoning, piercing, and slashing damage
Unarmored Defense:
When you do NOT have any armor on your Armor Class (AC) is equal to 10 + your Dexterity modifier + Constitution modifier. However, this is still in effect when you are using a shield.
Reckless Attack:
At the second level and above, you can ignore all concern for defense and attack. During this turn you make melee attack rolls with advantage, but all attacks made against you also all roll with advantage until your next turn.
Danger Sense:
At level 2 you gain the ability to tell when things around you are off and to a leg up when dodging and avoiding danger. You roll with advantage on Dexterity saving throws against things you can see. In addition you can't be blinded, deafened, and incapacitated.
Extra Attack:
At level 5 and beyond if you choose to take the attack action during your turn you can elect to attack twice.
Fast Movement:
At level 5 your walking speed increases by 10 feet when you aren't wearing heavy armor.
Feral Instinct:
At level 7, you can roll with advantage with rolling for initiative. You can also act normally during surprise attacks if you have entered Rage before had and have not been incapacitated.
Brutal Critical:
At level 9 you can roll 1 additional damage die when determining damage for a critical hit with a melee attack. This increases by 1 die at levels 13 and 17
Relentless Rage:
When Raging and you drop to 0 HP (but do not die) you can attempt a DC 10 Constitution saving throw and if you succeed you drop to 1 HP instead. Each time you use this the DC increases by 5 until you complete a long rests and the DC resets to 10.
Persistent Rage:
At level 15, your Rage only ends if you fall unconscious or choose to end it.
Indomitable Might:
At level 18 if your total strength check is lower than your base strength ability score, you can use the score in place of the roll.
Primal Champion:
At level 20, your Strength and Constitution scores increase by 4 and your max. for those scores is now 24.
Primal Path:
At level 3, you choose a path that shapes your rage, you can choose from:
Path of the Berserker- a path of unrivaled fury, a path coated in blood. These Barbarians enter Rage and lose all regard for their health of well being.
Frenzy:
Beginning at level 3 you can choose to Frenzy when you Rage, which means that you can make a single melee attack your bonus action during your turn. However you also suffer one level of exhaustion once your Rage has ended.
Mindless Rage:
At level 6, you can not be charmed or frightened with Raging. Any charm or fright is suspended during Rage.
Intimidating Presence:
At level 10, if you choose to use this one creature within 30 feet of you must pass a Wisdom saving throw (DC 8 + Proficiency Bonus + Charisma modifier) or be frightened of you until the next turn. On the next turn you can use this to continue to frighten them until the end of the next turn. This is broken if the creature is no longer in the line of sight, 60 feet away from you. If the creature passes the saving throw, you can not use this again for hours.
Retaliation:
At level 14, when a creature within 5 feet of you deals damage to you, you can use your reaction to make a melee attack to them.
Path of the Totem Warrior- a spiritual journey, accompanied by a spirit guide animal for guidance, protection and inspiration which fills your Rage with supernatural might.
Spirit Seeker:
At level 3, you are able to cast Speak with Animals, and Beast Sense as Rituals
Totem Spirit:
At level 3, you choose one of the three animals to gain the feature of, you carry a physical totem object to carry with you at all times, as well as you embody a physical quality of your animal, like thick hair or yellow eyes.
Bear: Resistant to all damage EXCEPT psychic, you are also tough enough to stand up to any punishment.
Eagle: When you Rage and are not wearing heavy armor, other creatures roll with disadvantage on attacks against you, you can also use Dash as a bonus action on your turn. you can weave through any fray with ease.
Wolf: While Raging friends rolls with advantage on melee attacks against any creature doing harm to you within 5 feet of you. You are the leader of the hunters.
Aspect of the Beast:
At level 6, you choose an animal to take a magical benefit from. You can choose the same animal from level 3 or a different one.
Bear: Your carrying capacity is doubled, you roll with advantage on Strength checks to push, lift, pull or break objects.
Eagle: You can see up to a mile away with no difficulty, able to see small details as if it were 100 feet away. You also do not roll with disadvantage when making perception checks in dim light.
Wolf: You can track like a wolf when moving at a fast pace and can also move stealthily when moving at a normal pace.
Spirit Walker:
At level 10, you can cast Commune with Nature as a ritual. When you do this one of the animals you've chosen at levels 3 and 6 appears before you to convey the information you seek.
Totemic Attunement:
At level 14, you gain another magical benefit from a spiritual animal. You can choose the same animal from levels 3 and 6 or you can choose a different one.
Bear: When Raging, any creature within 5 feet of you rolls with disadvantage on attack rolls against targets OTHER than you, or other characters with this feature. Enemies are immune to this if they can not see/hear you or if it can not be frightened.
Eagle: When Raging, you have a flying speed equal to your current walking speed. You fall if you end your turn in the air and nothing else is holding you off of the ground. (This only works in short bursts)
Wolf: When Raging, you can use a bonus action to knock a creature (Size Large or smaller) to the ground with a melee weapon.
For another quick overview and some quick build tips check out Handbooker Helper:
Comments