Barbarian Quick Reference
Barbarian Quick Reference
Unarmored Defense
Hit Points
Hit Dice. 1d12 per barbarian level
Hit Points at 1st Level. 12 + Constitution modifier
Hit Points at Higher Levels. 1d12 (or 7) +
Constitution modifier per barbarian level after 1st
Proficiencies
Armor. Light armor, medium armor, shields
Weapons. Simple weapons, martial weapons
Saving Throws. Strength, Constitution
Skills. Choose two from Animal Handling, Athletics,
Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment:
(a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon
An explorers pack and four javelins
1st
+2
2nd
Reckless Attack
Danger Sense
Rage
Level
Extra Attack
Fast Movement
Feral Instinct
Rages
Rage
Damage
Rage,
Unarmored Defense
+2
+2
Reckless Attack,
Danger Sense
+2
3rd
+2
Primal Path
+2
4th
+2
+2
Relentless Rage
5th
+3
Extra Attack,
Fast Movement
+2
6th
+3
Path Feature
+2
7th
+3
Feral Instinct
+2
8th
+3
+2
Features
9th
+4
+3
10th
+4
Path Feature
+3
11th
+4
Relentless Age
+3
12th
+4
+3
13th
+5
+3
14th
+5
Path Feature
+3
15th
+5
Persistent Rage
+3
16th
+5
+4
17th
+6
+4
18th
+6
Indomitable Might
+4
19th
+6
+4
20th
+6
Primal Champion
+4
Brutal Critical
Persistent Rage
Indomitable Might
Primal Champion
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Primal Path
Frenzy
At 3rd level, you can go into a frenzy when you rage. If
you do, you can make a single melee weapon attack as a
bonus action of each subsequent turn. When your rage
ends, you suffer one level of exhaustion.
Mindless Rage
At 6th level, you cant be charmed or frightened while
raging. If you are already charmed or frightened when
entering a rage, the effects are suspended for the
duration of the rage.
Intimidating Presence
At 10th level, you can use your action to frighten one
creature within 30ft of you. If the creature can see or
hear you, it must succeed on a Wisdom saving throw
(DC equal to 8 + Prof + Cha), or be frightened of you till
the end of your next turn. On subsequent turns, you can
use your action to extend the duration for another turn.
This effect ends if the creature ends it turn out of line of
sight or more than 60ft away from you. If the creature
succeeds on its saving throw, you cant use this feature
on it again for 24 hrs.
Retaliation
At 14th level, when you take damage from a creature
within 5ft of you, you can use your reaction to make a
melee weapon attack against it.
Spirit Seeker
At 3rd level, you gain the ability to cast the Beast Sense
and Speak with Animals spells, but only as rituals.
Totem Spirit
At 3rd level, you choose a totem spirit and gain its
feature. You must make or acquire a physical totem
object that incorporates something from the animal.
Bear. While raging, you gain resistance to all damage
except psychic.
Eagle. While raging and not wearing heavy armor,
other creatures have disadvantage on on opportunity
attacks against you, and you can use the Dash action as
a bonus action on your turn.
Wolf. While raging, your allies have advantage on
melee attack rolls against any hostile creature within
5ft of you.
Elk. While raging and not wearing heavy armor, your
walking speed is increased by 15ft.
Tiger. While raging, you can at 10ft to your long jump
distance, and 3 ft to your high jump distance.
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 as before, or a different one.
Bear. Your carrying capacity is doubled, and you have
advantage on Strength checks made to push, pull, life,
or break objects.
Eagle. You can see up to 1 mile with no difficulty,
able to discern fine details as though they were 100ft
away. Dim light no longer imposes disadvantage on
Perception checks.
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