M = Level at which a feature changes
New hit point calculation
Level 1
Weapon Mastery (New)
Primal Focus (New)
Unarmored Defense (Changed)
Level 2
Rage (Moved & Changed)
Reckless Attack (Removed)
Danger Sense (Removed)
Relentless (New)
Level 5
Extra Attack (Changed & renamed to Extra Action)
Level 6
Unbound Rage (New)
Level 7
Feral instinct (Changed)
Level 9
Brutal Critical (Removed)
Brutal Strength (New)
Level 11
Crushing Blows (New)
Level 13
Relentless Rage (Moved & Changed)
Level 15
Persistent Rage (Removed)
Level 17
Ruthless Attacks (New)
Indomitable Might (Moved)
Hit Dice: 1d12 per Barbarian level
Hit Points at 1st Level: 3d12 (or 21) + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Barbarian level after 1st
Armor: Light armor, medium armor, shields
Saving Throws: Strength, Constitution
Skills (Choose 2): Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Weapons: Simple Weapons, Martial Weapons
Tools: None
Starting at 1st level, your training with weapons and shields has allowed you to master certain techniques. Choose 2 weapons or shields to Master, you can use each of those weapons or shields’ Signature Property and one additional Mastery property on each weapon or shield. The Property can be the “Specialist” property or one property from that weapon or shield’s available Mastery Properties. Whenever you finish a Long Rest, you can practice weapon drills and change the additional Mastery Properties or the kinds of weapons or shields you choose.
Beginning at 5th level you may use two of the additional Mastery Properties of each weapon or shield that you have Mastered rather than one.
Mastery Ability
Strength or Constitution is your Mastery ability for your weapon masteries, meaning you use your Mastery ability modifier when setting the DC for a any masteries that impose a saving throw.
Mastery Save DC = 8 + your Proficiency Bonus + your Mastery modifier
Your connection to the dangerous wilds allows you to enter a state of absolute focus. You have a pool of d4s equal to your Constitution modifier. When you fail an attack roll, ability check, or saving throw you can focus and expend a die, adding the result to the roll and possibly turning the failure into a success.
You regain any expended uses when you finish a long rest.
Your Primal Focus die increases when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level.
While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Starting at 2nd level, you fight with primal ferocity. While you aren't wearing heavy armor, you can enter a rage as a reaction when you take damage or when you make a strength based attack roll against a hostile creature. If your rage makes you resistant to the same type of damage as the triggering damage, you gain the benefits of your rage against that damage.
While raging, you gain the following effects:
You have advantage on Strength attack rolls, ability checks, and saving throws (including any attack rolls triggering this feature).
You have disadvantage on Dexterity attack rolls, ability checks, and saving throws.
Attack rolls against you have advantage.
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 drop down below.
You have resistance to bludgeoning, piercing, and slashing damage.
You can’t take Magic Actions while raging and you cannot concentrate on spells.
You can not use your Primal Focus feature.
Your rage ends if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
2nd: +2
9th: +3
16th: +4
Starting at 2nd level, whenever you recover health, you add your Constitution modifier to the healing. You regain a number of hit dice equal to half your proficiency bonus (rounded up) when you finish a Short Rest.
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.
At 3rd level, you choose a path listed below that shapes the nature of your rage. Your choice grants you features at 3rd level and again at later levels.
Note: If a subclass is not listed that means it has a feature or features that no longer fit with the changes made and must be fixed
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.
You can forgo taking this feature to take a feat of your choice instead.
When you reach 5th level you've learned to move more efficiently in combat.
Once per turn when you take any action other than the Cast a Spell action on your turn you may take a second action. This action may be any action except for the Magic Action.
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
When you reach 6th level, while raging, you have resistance to all damage except psychic damage and you become immune to being charmed and frightened. If you gain one of these conditions, you can enter a rage as a reaction, ending the condition on yourself.
By 7th level, your instincts are so honed that you have Advantage on initiative rolls. In addition, you are immune to being surprised.
At 7th level. when you enter your rage as part of an attack, you can move up to half your speed before making the attack.
At 9th level, you gain the effects of the Follow Through Mastery on any Strength-based weapon attack you make. In addition, you can take the Specialist Mastery in place of the Signature Mastery on any weapon that you have Mastered.
When you reach 11th level, whenever you make a strength-based power attack, your weapon deals twice the damage dice.
When you reach 15th level, your weapons instead deal three times the damage dice and when you reach 18th level, your weapons instead deal four times the damage dice.
Starting at 13th 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 a DC 10 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.
You can not become incapacitated while raging and above 0 hit points.
Beginning at 17th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Beginning at 17th level, you ensure every blow is a killing blow, and deal many of them. When you make a power attack while raging, you don’t subtract your proficiency bonus from the attack roll.
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.