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\section{Barbarian}\label{barbarian}

A tall human tribesman strides through a blizzard, draped in fur and
hefting his axe. He laughs ashe charges toward the frost giant who dared
poach his people's elk herd.

A half-orc snarls at the latest challenger to her authority over their
savage tribe, ready to break his neck with her bare hands as she did to
the last six rivals. Frothing at the mouth, a dwarf slams his helmet
into the face of his d row foe, then turns to drive his armored elbow
into the gut of another.

These barbarians, different as they might be, are defined by their rage:
unbridled, unquenchable, and unthinking fury. More than a mere emotion,
their anger is the ferocity of a cornered predator, the unrelenting
assault of a storm, the churning turmoil of the sea.

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.

\subsection{Background}\label{background}

\subsubsection{Primal Instinct}\label{primal-instinct}

People of town sand cities take pride in how their civilized ways set
them apart from animals, as if denying on e's own nature was a mark of
superiority. To a barbarian, though, civilization is no virtue, but a
sign of weakness. The strong embrace their animal nature keen instincts,
primal physicality, and ferocious rage. Barbarians are uncomfortable
when hedged in by walls and crowds. They thrive in the wilds of their
homelands: the tundra, jungle, or grasslands where their tribes live and
hunt.

Barbarians come alive in the chaos of combat. They can enter a berserk
state where rage takes over, giving them superhuman strength and
resilience. A barbarian can draw on this reservoir of fury only a few
times without resting, but those few rages are usually sufficient to
defeat whatever threats arise.

\subsubsection{A Life of Danger}\label{a-life-of-danger}

Not every member of the tribes deemed ``barbarians'' by scions of
civilized society has the barbarian class. A true barbarian among these
people is as uncommon as a skilled fighter ina town, and he or she plays
a similar role as a protector of the people and a leader in times of
war. Life in the wild places of the world is fraught with peril: rival
tribes, deadly weather, and terrifying monsters. Barbarians charge
headlong into that danger so that their people don 't have to.

Their courage in the face of danger makes barbarians perfectly suited
for adventuring. Wandering is often a way of life for their native
tribes, and the rootless life of the adventurer is little hardship fora
barbarian. Some barbarians miss the close-knit family structures of the
tribe, but eventually find them replaced by the bonds formed among the
members of their adventuring parties.

\subsubsection{Creating a Barbarian}\label{creating-a-barbarian}

When creating a barbarian character, think about where your character
comes from and his or her place in the world. Talk with your DM about an
appropriate origin for your barbarian. Did you come from a distant land,
making you a stranger in the area of the campaign? Or is the campaign
set ina rough-and-tumble frontier where barbarians are common?

What led you to take up the adventuring life? Were you lured to settled
lands by the promise of riches? Did you join forces with soldiers of
those lands to face a shared threat? Did monsters oran invading horde
drive you out of your homeland, making you a rootless refugee? Perhaps
you were a prisoner of war, brought in chains to ``civilized'' lands and
only now able to win your freedom. Or you might have been cast out from
your people because of a crime you committed, a taboo you violated, ora
coup that removed you from a position of authority.

\paragraph{Quick Build}\label{quick-build}

You can make a barbarian quickly by following these suggestions. First,
put your highest ability score in Strength, followed by Constitution.
Second, choose the outlander background.

\subsection{Class Features}\label{class-features}

As a barbarian, you gain the following class features.

\subsubsection{Baseline}\label{baseline}

\paragraph{Hit Points}\label{hit-points}

\textbf{Hit Dice:} 1d12 per barbarian level

\textbf{Hit Points at 1st Level:} 12 + your Constitution modifier

\textbf{Hit Points at Higher Levels:} 1d12 (or 7) + your Constitution
modifier per barbarian level after 1st

\paragraph{Proficiencies}\label{proficiencies}

\textbf{Armor:} Light armor, medium armor, shields

\textbf{Weapons:} Simple weapons, martial weapons

\textbf{Tools:} None

\textbf{Saving Throws:} Strength, Constitution

\textbf{Skills:} Choose two from Animal Handling, Athletics,
Intimidation, Nature, Perception, and Survival

\paragraph{Equipment}\label{equipment}

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

\begin{itemize}
\tightlist
\item
  \emph{(a)} a greataxe or \emph{(b)} any martial melee weapon
\item
  \emph{(a)} two handaxes or \emph{(b)} any simple weapon
\item
  An explorer's pack and four javelins
\end{itemize}

\subsubsection{Rage}\label{rage}

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:

\begin{itemize}
\tightlist
\item
  You have advantage on Strength check sand Strength saving throws.
\item
  When you make am elee 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.
\item
  You have resistance to bludgeoning, piercing, and slashing damage.
\end{itemize}

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 along rest
before you can rage again.

\subsubsection{Unarmored Defense}\label{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.

\subsubsection{Reckless Attack}\label{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 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.

\subsubsection{Danger Sense}\label{danger-sense}

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.

\subsubsection{Primal Path}\label{primal-path}

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.

\subsubsection{Ability Score
Improvement}\label{ability-score-improvement}

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.

\subsubsection{Extra Attack}\label{extra-attack}

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

\subsubsection{Fast Movement}\label{fast-movement}

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

\subsubsection{Feral Instinct}\label{feral-instinct}

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.

\subsubsection{Brutal Critical}\label{brutal-critical}

Beginning at 9th level, you can roll one additional weapon damage die
when determining the extra damage fora critical hit with am elee attack.

This increases to two additional dice at 13th level and three additional
dice at 17th level.

\subsubsection{Relentless Rage}\label{relentless-rage}

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 aD C10 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.

\subsubsection{Persistent Rage}\label{persistent-rage}

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.

\subsubsection{Indomitable Might}\label{indomitable-might}

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

\subsubsection{Primal Champion}\label{primal-champion}

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.

\subsection{Primal Paths}\label{primal-paths}

Rage burns in every barbarian's heart, a furnace that drives him or her
toward greatness. Different barbarians attribute their rage to different
sources, however. For some, it is an internal reservoir where pain,
grief, and anger are forged into a fury hard as steel. Others see it as
a spiritual blessing, a gift of a totem animal.

\subsubsection{Path of the Berserker}\label{path-of-the-berserker}

For some barbarians, rage is a means to an end----that end being
violence. The Path of the Berserker is a path of untrammeled fury, slick
with blood. As you enter the berserk er's rage, you thrill in the chaos
of battle, heedless of your own health or well-being.

\paragraph{Frenzy}\label{frenzy}

Starting when you choose this path at 3rd level, you can go into a
frenzy when you rage. If you do so, for the duration of your rage you
can make a single melee weapon attack as a bonus action on each of your
turns after this one. When your rage ends, you suffer one level of
exhaustion (as described in appendix A).

\paragraph{Mindless Rage}\label{mindless-rage}

Beginning at 6th level, you can't be charmed or frightened while raging.
If you are charmed or frightened when you enter your rage, the effect is
suspended for the duration of the rage.

\paragraph{Intimidating Presence}\label{intimidating-presence}

Beginning at 10th level, you can use your action to frighten someone
with your menacing presence. When you do so, choose one creature that
you can see within 30 feet of you. If the creature can see or hear you,
it must succeed on a Wisdom saving throw (DC equal to 8 + your
proficiency bonus + your Charisma modifier) or be frightened of you
until the end of your next turn. On subsequent turns, you can use your
action to extend the duration of this effect on the frightened creature
until the end of your next turn. This effect ends if the creature ends
its turnout of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature
on that creature again for 24 hours.

\paragraph{Retaliation}\label{retaliation}

Starting at 14th level, when you take damage from a creature that is
within 5 feet of you. you can use your reaction to make am elee weapon
attack against that creature.

\subsubsection{Path of the Totem
Warrior}\label{path-of-the-totem-warrior}

The Path of the Totem Warrior is a spiritual journey, as the barbarian
accepts a spirit animal as guide, protector, and inspiration. In battle,
your totem spirit fills you with supernatural might, adding magical fuel
to your barbarian rage.

Most barbarian tribes consider a totem animal to be kin to a particular
clan. In such cases, it is unusual for an individual to have more than
one totem animal spirit, though exceptions exist.

\paragraph{Spirit Seeker}\label{spirit-seeker}

Yours is a path that seeks attunement with the natural world, giving you
a kinship with beasts. At 3rd level when you adopt this path, you gain
the ability to cast the beast sense and speak with animals spells, but
only as rituals, as described in chapter 10.

\paragraph{Totem Spirit}\label{totem-spirit}

At 3rd level, when you adopt this path, you choose a totem spirit and
gain its feature. You must make or acquire a physical totem object- an
amulet or similar adornment---that incorporates furor feathers, claws,
teeth, or bones of the totem animal. At your option, you also gain minor
physical attributes that are reminiscent of your totem spirit. For
example, if you have a bear totem spirit, you might be unusually hairy
and thickskinned, or if your totem is the eagle, your eyes turn bright
yellow.

Your totem animal might bean animal related to those listed here but
more appropriate to your homeland. For example, you could choose a hawk
or vulture in place of an eagle.

\textbf{Bear.} While raging, you have resistance to all damage except
psychic damage. The spirit of the bear makes you tough enough to stand
up to any punishment.

\textbf{Eagle.} While you're raging and aren't wearing heavy armor,
other creatures have disadvantage on opportunity attack rolls against
you, and you can use the Dash action as a bonus action on your turn. The
spirit of the eagle makes you into a predator who can weave through the
fray with ease.

\textbf{Wolf.} While you're raging, your friends have advantage on melee
attack rolls against any creature within 5 feet of you that is hostile
to you. The spirit of the wolf makes you a leader of hunters.

\paragraph{Aspect of the Beast}\label{aspect-of-the-beast}

At 6th level, you gain a magical benefit based on the totem animal of
your choice. You can choose the same animal you selected at 3rd level
ora different one.

\textbf{Bear.} You gain the might of a bear. Your carrying capacity
(including maximum load and maximum lift) is doubled, and you have
advantage on Strength checks made to push, pull, lift, or break objects.

\textbf{Eagle.} You gain the eyesight of an eagle. You can see up to 1
mile away with no difficulty, able to discern even fine details as
though looking at something no more than 100 feet away from you.
Additionally, dim light doesn't impose disadvantage on your Wisdom
(Perception) checks.

\textbf{Wolf.} You gain the hunting sensibilities of a wolf. You can
track other creatures while traveling at a fast pace, and you can move
stealthily while traveling at a normal pace (see chapter 8 for rules on
travel pace).

\paragraph{Spirit Walker}\label{spirit-walker}

At 10th level, you can cast the commune with nature spell, but only as a
ritual. When you do so, a spiritual version of one of the animals you
chose for Totem Spirit or Aspect of the Beast appears to you to convey
the information you seek.

\paragraph{Totemic Attunement}\label{totemic-attunement}

At 14th level, you gain a magical benefit based on a totem animal of
your choice. You can choose the same animal you selected previously ora
different one.

\textbf{Bear.} While you 're raging, any creature within 5 feet of you
that's hostile to you has disadvantage on attack rolls against targets
other than you or another character with this feature. An enemy is
immune to this effect if it can't see or hear you or if it can't be
frightened.

\textbf{Eagle.} While raging, you have a flying speed equal to your
current walking speed. This benefit works only in short bursts; you fall
if you end your turn in the air and nothing else is holding you aloft.

\textbf{Wolf.} While you 're raging, you can use a bonus action on your
turn to knock a Large or smaller creature prone when you hit it with
melee weapon attack.

\subsection{Progression Summary}\label{progression-summary}