Barbarian: Difference between revisions
More actions
HP values. Starting HP calculated for 0 con, when you actually start with -1 |
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[[File:Barbarians XGE.png|thumb|alt=group of warriors|Barbarians]] | |||
{{Infobox Class | {{Infobox Class | ||
| name = Barbarian | | name = Barbarian | ||
| image = | | image = | ||
| caption = | | caption = | ||
| hp = | | hp = 102 | ||
| st= Strength, Constitution | | st= Strength, Constitution | ||
| cr = 4 Rage Charges | | cr = 4 Rage Charges | ||
Latest revision as of 15:19, 23 March 2026

| Barbarian | |
|---|---|
| Hit Points | 102 |
| Saving Throws | Strength, Constitution |
| Class Resources | 4 Rage Charges |
| External Links | |
| Barbarian on D&D 5e Wiki | |
| Barbarian on Forgotten Realms Wiki | |
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Class Features
Proficiencies
- Shields
- Light Armor
- Medium Armor
- Simple Weapons
- Martial Weapons
Extra Attack
As part of your attack action you make another attack.
You fight with primal ferocity. At a cost of bonus action, you can enter Rage on your turn. Rage lasts for up to 10 turns, but it ends early if you haven't attacked a hostile creature or taken damage for a since the start of your last turn.
While raging, you get the following benefits:
- Advantage on Strength saving throws
- Resistance to Bludgeoning, Piercing, and Slashing damage
- Bonus damage of +3 when making weapon attacks using Strength
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.
Unarmored Defense
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.
Fast Movement
Your speed increases by 1 tile while you aren't wearing heavy armor.
Feral instinct
You have a +3 to initiative rolls
Danger Sense
You have advantage on Dexterity saving throws.