#dnd class | dungeonmastertyrant (2024)


Class features

Hp: 1d12 per Barbarian level (yes the most out of any class)

Hp at first level: 12 + your Constitution modifier

Hp at higher levels 1d12+ your Constitution modifier at per level after 1st


Armor: Light armor, Medium armor, Shields

Weapons: Simple weapons, Martial Weapons

Saving Throws: Strength, Constituition

Skills: Choose 2 from Animal Handling(Wisdom), Athletics (Strength) Intimidation (Charisma Nature (Intelligence) Perception (Wisdom) and Survival (Wisdom)


You start with the following equipment in addition to the equipment granted by your background:

(A) A greataxe or (B) any martial melee weapon

(A) 2 handaxes or (B) any simple melee weapon

An explorers pack and 4 javelins



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 below. You have resistance (Half damage 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 below for your barbarian level you must finish a long rest before you can rage again.

Rage: Level 1 Number of Rages 2 rage damage +2.

Level 3 number of rages 3.

Level 6 number of rages 4.

Level 9 rage damage +3.

Level 12 number of rages 5

Level 15 Rage damage +4

Level 17 Number of rages 6

Level 20 Number of rages Unlimited

Unarmored defense: While you aren't wearing any armor your class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless attack: Starting at 2nd level you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on a turn you can decide to attack recklessly. Doing so gives you advantage on melee weapon attacks using Strength during this turn but attack rolls against you have advantage until your next turn.

Danger sense: At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be giving 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: At 3rd level you choose a path that shapes the nature of your rage. Choose path of the berserker or path of the totem warrior.

Ability score improvements 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 2 ability scores of your choice by 1. As normal you can't increase an ability score above 20 using this feature. (The rule for those who don't know is when making your starting stats you roll 4d6 and reroll ONCE if any roll is below 10).

Extra attack: Beginning at 5th you can attack twice instead of once whenever you take the attack action on your turn.

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

Feral Instinct: By 7th your instincts are so honed that you have advantage on intiative rolls. Aditionally 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: Beginning at 9th you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack This increases to 2 additional dice at 13th level and 3 additional dice at 17th level.

Relentless Rage: Starting at 11th level, your rage can keep you fighting despite greivous wounds. If you drop to 0 hp while you're raging and don't die outright you can make a dc 10 Constituiton saving throw. If you succeed you drop to 1 hp 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.

Persistant Rage: Beginning at 15th level your rage is so fierce that it ends early only if you fall unconsious or if you choose to end it.

Indomitable Might: 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: At 20th level you embody the power of the wilds. Your strength and Constituion scores increase by 4. Your maximum for those scores is now 24.

Source: Players Handbook

#dnd class | dungeonmastertyrant (2024)
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