In reply to Ilsy Redforge (msg # 233):
All of the martial class received some changes. Some bigger than others. The Barbarian has 4 subclasses in the 2024 rules, which either replace the rules for the previous version, or are new and have their own features. Making a D&D Beyond account is free, so if you want to take control of Ilsy's sheet, you'll also have access to all of the books that I own there, including the 2024 rules. Here's a copy/paste of the Barbarian up to 13, though.
2024 Subclasses
Path of the Berserker
Path of the Wild Heart (replaces Path of the Totem)
Path of the World Tree (new)
Path of the Zealot
Level | Proficiency Bonus | Class Features | Rages | Rage Damage | Weapon Mastery |
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1 | 2 | Rage, Unarmored Defense, Weapon Mastery | 2 | 2 | 2 |
2 | 2 | Danger Sense, Reckless Attack | 2 | 2 | 2 |
3 | 2 | Barbarian Subclass, Primal Knowledge | 3 | 2 | 2 |
4 | 2 | Ability Score Improvement | 3 | 2 | 3 |
5 | 3 | Extra Attack, Fast Movement | 3 | 2 | 3 |
6 | 3 | Subclass feature | 4 | 2 | 3 |
7 | 3 | Feral Instinct, Instinctive Pounce | 4 | 2 | 3 |
8 | 3 | Ability Score Improvement | 4 | 2 | 3 |
9 | 4 | Brutal Strike | 4 | 3 | 3 |
10 | 4 | Subclass feature | 4 | 3 | 4 |
11 | 4 | Relentless Rage | 4 | 3 | 4 |
12 | 4 | Ability Score Improvement | 5 | 3 | 4 |
13 | 5 | Improved Brutal Strike | 5 | 3 | 4 |
14 | 5 | Subclass feature | 5 | 3 | 4 |
15 | 5 | Persistent Rage | 5 | 3 | 4 |
16 | 5 | Ability Score Improvement | 5 | 4 | 4 |
17 | 6 | Improved Brutal Strike | 6 | 4 | 4 |
18 | 6 | Indomitable Might | 6 | 4 | 4 |
19 | 6 | Epic Boon | 6 | 4 | 4 |
20 | 6 | Primal Champion | 6 | 4 | 4 |
Level 1: 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.
While active, your Rage follows the rules below.
Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.
Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.
Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
- Make an attack roll against an enemy.
- Force an enemy to make a saving throw.
- Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
Level 1: 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.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.
Level 2: Danger Sense
You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
Level 2: Reckless Attack
You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
Level 3: Barbarian Subclass
You gain a Barbarian subclass of your choice. The Path of the Berserker, Path of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass’s features that are of your Barbarian level or lower.
Level 3: Primal Knowledge
You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.
In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Fast Movement
Your speed increases by 10 feet while you aren’t wearing Heavy armor.
Level 7: Feral Instinct
Your instincts are so honed that you have Advantage on Initiative rolls.
Level 7: Instinctive Pounce
As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.
Level 9: Brutal Strike
If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.
Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.
Hamstring Blow. The target’s Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.
Level 11: Relentless Rage
Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.
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.
Level 13: Improved Brutal Strike
You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.
Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of your next turn.
Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.
Weapon Mastery Properties
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
Cleave
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Graze
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Nick
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Push
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Sap
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Slow
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Topple
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Vex
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Name | Damage | Properties | Mastery | Weight | Cost |
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Simple Melee Weapons | |
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Club | 1d4 Bludgeoning | Light | Slow | 2 lb. | 1 SP |
Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick | 1 lb. | 2 GP |
Greatclub | 1d8 Bludgeoning | Two-Handed | Push | 10 lb. | 2 SP |
Handaxe | 1d6 Slashing | Light, Thrown (Range 20/60) | Vex | 2 lb. | 5 GP |
Javelin | 1d6 Piercing | Thrown (Range 30/120) | Slow | 2 lb. | 5 SP |
Light Hammer | 1d4 Bludgeoning | Light, Thrown (Range 20/60) | Nick | 2 lb. | 2 GP |
Mace | 1d6 Bludgeoning | — | Sap | 4 lb. | 5 GP |
Quarterstaff | 1d6 Bludgeoning | Versatile (1d8) | Topple | 4 lb. | 2 SP |
Sickle | 1d4 Slashing | Light | Nick | 2 lb. | 1 GP |
Spear | 1d6 Piercing | Thrown (Range 20/60), Versatile (1d8) | Sap | 3 lb. | 1 GP |
Simple Ranged Weapons | |
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Dart | 1d4 Piercing | Finesse, Thrown (Range 20/60) | Vex | 1/4 lb. | 5 CP |
Light Crossbow | 1d8 Piercing | Ammunition (Range 80/320; Bolt), Loading, Two-Handed | Slow | 5 lb. | 25 GP |
Shortbow | 1d6 Piercing | Ammunition (Range 80/320; Arrow), Two-Handed | Vex | 2 lb. | 25 GP |
Sling | 1d4 Bludgeoning | Ammunition (Range 30/120; Bullet) | Slow | — | 1 SP |
Martial Melee Weapons | |
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Battleaxe | 1d8 Slashing | Versatile (1d10) | Topple | 4 lb. | 10 GP |
Flail | 1d8 Bludgeoning | — | Sap | 2 lb. | 10 GP |
Glaive | 1d10 Slashing | Heavy, Reach, Two-Handed | Graze | 6 lb. | 20 GP |
Greataxe | 1d12 Slashing | Heavy, Two-Handed | Cleave | 7 lb. | 30 GP |
Greatsword | 2d6 Slashing | Heavy, Two-Handed | Graze | 6 lb. | 50 GP |
Halberd | 1d10 Slashing | Heavy, Reach, Two-Handed | Cleave | 6 lb. | 20 GP |
Lance | 1d10 Piercing | Heavy, Reach, Two-Handed (unless mounted) | Topple | 6 lb. | 10 GP |
Longsword | 1d8 Slashing | Versatile (1d10) | Sap | 3 lb. | 15 GP |
Maul | 2d6 Bludgeoning | Heavy, Two-Handed | Topple | 10 lb. | 10 GP |
Morningstar | 1d8 Piercing | — | Sap | 4 lb. | 15 GP |
Pike | 1d10 Piercing | Heavy, Reach, Two-Handed | Push | 18 lb. | 5 GP |
Rapier | 1d8 Piercing | Finesse | Vex | 2 lb. | 25 GP |
Scimitar | 1d6 Slashing | Finesse, Light | Nick | 3 lb. | 25 GP |
Shortsword | 1d6 Piercing | Finesse, Light | Vex | 2 lb. | 10 GP |
Trident | 1d8 Piercing | Thrown (Range 20/60), Versatile (1d10) | Topple | 4 lb. | 5 GP |
Warhammer | 1d8 Bludgeoning | Versatile (1d10) | Push | 5 lb. | 15 GP |
War Pick | 1d8 Piercing | Versatile (1d10) | Sap | 2 lb. | 5 GP |
Whip | 1d4 Slashing | Finesse, Reach | Slow | 3 lb. | 2 GP |
Martial Ranged Weapons | |
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Blowgun | 1 Piercing | Ammunition (Range 25/100; Needle), Loading | Vex | 1 lb. | 10 GP |
Hand Crossbow | 1d6 Piercing | Ammunition (Range 30/120; Bolt), Light, Loading | Vex | 3 lb. | 75 GP |
Heavy Crossbow | 1d10 Piercing | Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed | Push | 18 lb. | 50 GP |
Longbow | 1d8 Piercing | Ammunition (Range 150/600; Arrow), Heavy, Two-Handed | Slow | 2 lb. | 50 GP |
Musket | 1d12 Piercing | Ammunition (Range 40/120; Bullet), Loading, Two-Handed | Slow | 10 lb. | 500 GP |
Pistol | 1d10 Piercing | Ammunition (Range 30/90; Bullet), Loading | Vex | 3 lb. | 250 GP |