Barbarian

Hit Die
1d12
Primary Ability
Strength
Saving Throw Proficiencies
Strength, Constitution
Armor Proficiencies
Light Armor, Medium Armor, Shields
Weapon Proficiencies
Simple Weapons, Martial Weapons
Skill Proficiencies
Choose 2 from: Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
Multiclassing Requirement
Strength 13
Source
PHB

Core Class Features

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:

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.

Rage

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.

You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Unarmored Defense

While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

Subclasses

Path of the Berserker, Path of the Berserker, Path of the Totem Warrior, Path of the Totem Warrior, Path of the Battlerager, Path of the Battlerager, Path of the Ancestral Guardian, Path of the Ancestral Guardian, Path of the Storm Herald, Path of the Storm Herald, Path of the Zealot, Path of the Zealot, Path of the Beast, Path of the Beast, Path of Wild Magic, Path of Wild Magic, Path of the Giant, Path of the Giant, Path of the Berserker, Path of the Wild Heart, Path of the World Tree, Path of the Zealot

Starting Equipment

Progression

Class Features

Subclasses