System	
  Reference	
   Document	
  5.1 	
   9	
  
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. 	
  
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. 	
  
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. 	
  
Ability Score Improvement 
When	
  you	
  reac h	
  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.	
  
Extra Attack 
Beginning	
  at	
  5th	
  level,	
  you	
  can	
  attack	
  twice,	
  instead	
  
of	
  once,	
  whenever	
  you	
  take	
  the	
  Attack	
  action	
  on	
  your	
  
turn.	
  
Fast Movement 
Starting	
  at	
  5th	
  level,	
  your	
  speed	
  increases	
  by	
  10	
  feet	
  
while	
  you	
  aren’t	
  wearing	
  heavy	
  armor. 	
  
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. 	
  
Brutal Critical 
Beginning	
  at	
  9th	
  level,	
  you	
  can	
  roll	
  one	
  additional	
  
weapon	
  damage	
  die	
  when	
  determining	
  the	
  extra	
  
damage	
  for	
  a	
  critical	
  hit	
  with	
  a	
  melee	
  attack. 	
  
	
   This	
  increases	
  to	
  two	
  additional	
  dice	
  at	
  13th	
  level	
  
and	
  three	
  additional	
  d ice	
  at	
  17th	
  level. 	
  
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	
  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. 	
  
Persistent Rage 
Beginning	
  at	
  15th	
  level,	
  your	
  rage	
  is	
  so	
  fierce	
  that	
  it	
  
ends	
  early	
  only	
  if	
  you	
  f all	
  unconscious	
  or	
  if	
  you	
  
choose	
  to	
  end	
  it. 	
  
Indomitable Might 
Beginning	
  at	
  18th	
  level,	
  if	
  your	
  total	
  for	
  a	
  Strength	
  
check	
  is	
  less	
  than	
  your	
  Strength	
  score,	
  you	
  can	
  use	
  
that	
  score	
  in	
  place	
  of	
  the	
  total. 	
  
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. 	
  
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	
  berserker’s	
  rage,	
  you	
  thrill	
  in	
  the	
  chaos	
  of	
  
battle,	
  heedless	
  of	
  your	
  own	
  health	
  or	
  well -­‐‑being.	
  
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	
  PH-­‐‑A).	
  