System Reference Document 5.2.1
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 While active, your Rage follows the rules below.
 Damage Resistance.  You have Resistance to Blud-
geoning, 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 Ar -
mor Class equals 10 plus your Dexterity and Consti -
tution 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 Mar -
tial Melee weapons of your choice, such as Great -
axes 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 at -
tack with increased ferocity. When you make your 
first attack roll on your turn, you can decide to at -
tack recklessly. Doing so gives you Advantage on at -
tack 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 subclass is 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 differ -
ent 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 
“Feats”) or another feat of your choice for which you 
qualify. You gain this feature again at Barbarian lev -
els 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 Advan -
tage 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 Ad -
vantage 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.