Frankie1969
Adventurer
How to Win Fights and Intimidate People
(Another Barbarian Primer)
based on Jell_Moo's Guide
Latest update: 2023-Aug: Path of the Giant.
Contents:
1: Introduction, Ability Scores, Races, Skills
2: Class Features, Primal Paths
3: Options, Weapons, Feats, Multiclassing
Introduction:
Let's start with some fighting words: Barbarian is often compared to Fighter. Both are usually(*) martial melee combatants based on Str & Con. Both are often expected to hold the front line of battle as a "tank", trading blows with enemies that would love to reach your squishy ranged ally a few steps away.
(*) "usually" = Yes, there are lots of builds, but this is the most common. Barbarians don't put up with smarty-pants whining about counter-examples.
One big difference is that Barbarians are reliable. Whether you talk to spirits or gods, to nature or nobody, when combat starts you charge in there and trade hits until they drop. Fighters, on the other hand, are all over the place. A few fight almost as hard as Barbarians, but many dance around with fancy footwork, others are literally part Wizard, and some even stand in the back with bows. Bah! How can you call that "fighting"?
Here's the colors you see in every guide:
Ability Scores:
Unlike other melee classes, Barbarian isn't designed for a Dex-only option. You need Str, followed by Con, and then also some Dex.
Str: Half of your job is hitting things with Str. You want to max this.
Dex: 3rd choice. Try to get 14 Dex, or more if unarmored.
Con: Taking hits is the other half. Absolutely vital if unarmored.
Int: Conan the Librarian is not in this guide. Dump Int.
Wis: Helps with Perception and most mental saves.
Cha: Only for Intimidation, and Berserker's level 10 feature.
Races:
With unrestricted stat boosts now the 5E standard, no race is completely bad (red rating) at any class, but some racial features are still better fits than others.
Special Notes:
+TIP+ = Trade In Proficiencies. Racial background training that's redundant with your class features can be replaced. Weapons = tools & languages, armor = skills.
+PB+ = Powerful Build. If your DM enforces encumbrance, this race will help your party a lot.
-Small Size- = No heavy weapons, but you can do a barbarian/rogue multiclass using Strength to attack with finesse weapons.
-NoDV- = No Darkvision. Can be a problem if your DM enforces vision & uses total darkness a lot.
-Sunlight Sensitivity- = Avoid these races if your DM enforces it & has a lot of overland action.
Core Races:
Dwarf (base): Poison resilience is useful. +TIP+.
Dwarf, Hill: Half toughness can give you the highest HP in the game.
Dwarf, Mountain: extra +1 Con. Super ++TIP++.
Elf (base): Charm resistance is nice, Perception & Trance means you're on guard duty.
Elf, Drow: Combat spells aren't good. +TIP+. -Sunlight Sensitivity-.
Elf, High: Pick an out-of-combat cantrip. +TIP+.
Elf, Wood: Speed & hiding are better for you than spells. +TIP+.
Halfling (base): -Small Size-. Lucky, Brave, & Nimble are useful. -NoDV-
Halfling, Lightfoot: Hiding behind people doesn't help you much.
Halfling, Stout: Poison resilience is useful.
Human (standard): As with every class, really not great. -NoDV-
Human, Variant: See part 3 of this guide for Feat options.
Dragonborn: Element resistance is okay. AoE breath (with Con-based DC) is useful at low level, but it doesn't scale well. -NoDV-
Gnome (base): -Small Size-. However, Gnome Cunning + Barbarian + Danger Sense = boosts on all 6 saving throws.
Gnome, Forest: No synergy.
Gnome, Tinker: No synergy.
Half-Elf (standard): Charm resistance & skills aren't bad.
Half-Orc: Savage Attacks and Relentless Endurance are mid-level barbarian class features, much more useful at 1st level.
Tiefling (standard): Combat spells are mostly useless. Fire resistance is okay.
Splatbook Races (Volo, Mord x2, Fizban):
Aarakocra: Flight is great for unarmored barbarians, but the Multiverse update is slower & has spellcasting. -NoDV-
Aasimar: Energy resistance and healing are good. All 3 subrace options are useful.
Bugbear: Reach & Surprise Attack are great. Multiverse update adds Small space movement; bugbears under the bed!
Centaur: Speed, hoof attack, charge, and a skill makes a solid skirmisher. +PB+ -NoDV-
Changeling: Disguise & skills are okay but don't play to your strengths. -NoDV-
Dwarf, Duergar: Spells don't help, mental resistance does. Multiverse update removes Sunlight Sensitivity.
Elf, Eladrin: Fey Step isn't a spell. Multiverse update adds changeable proficiencies.
Elf, Sea: Multiverse update adds cold resistance & changeable proficiencies.
Elf, Shadar-Kai: Damage resistance & Raven step are great. Multiverse update adds changeable proficiencies.
Fairy: -Small Size-, but flight is good for unarmored builds. -NoDV-
Firbolg: Out of combat spells & nature speech are meh. Hidden Step is useful. -NoDV-
Genasi, Air: Multiverse update adds speed & lightning resistance.
Genasi, Earth: Underwhelming. Multiverse update adds Blade Ward, mostly useless to you.
Genasi, Fire: Fire resistance is okay, combat spells aren't helpful.
Genasi, Water: Acid resistance, swimming, and out-of-combat spells.
Githyanki: Out of combat spells are okay. Multiverse update adds psychic resistance & changeable proficiencies. -NoDV-.
Githzerai: Charm, fear, & psychic resistance is a good fit for Bear Totem. -NoDV-
Gnome, Deep: -Small Size-, but Multiverse update removes Sunlight Sensitivity and makes camouflage ability more useful.
Goblin: -Small Size-, but extra damage & bonus escaping are compensation. Multiverse update adds charm resistance.
Goliath: Stone's Endurance blocks damage that Rage can't, but it doesn't scale at higher level. +PB+ -NoDV-
Harengon: Initiative boost, Dex rerolls, and bonus jumping are all useful. -NoDV-
Hobgoblin: Multiverse update replaces proficiencies with charm resistance and bonus Help.
Kenku: Multiverse update gives unrestricted extra skills and some free advantage. -NoDV-
Kobold: -Small Size-. Multiverse update gives some usable options and removes Sunlight Sensitivity.
Lizardfolk: Hungry Jaws, two bonus skills, and other features are a solid package. Sadly, Natural Armor doesn't stack for you. -NoDV-
Minotaur: Horns with two different bonus action attacks. Ideal for subclass that doesn't use bonus actions (e.g. Ancestral Guardian). -NoDV-
Orc: Multiverse update is a decent upgrade, adding occasional THP.
Satyr: Jumping and spell resistance are useful, plus some Cha skills. -NoDV-
Shifter (base): Multiverse update weakens the THP (Prof bonus instead of level).
Shifter, Beasthide: AC bonus that stacks is good.
Shifter, Longtooth: Bonus action bite improves your DPR.
Shifter, Swiftstride: speed and reaction movement is useful.
Shifter, Wildhunt: Super synergy with Reckless Attack!
Tabaxi: Skills, climbing, claws, and speed boost all have value.
Tiefling, Infernal: Most of the spell options aren't useful.
Tortle: Built-in armor and some outdoorsy features are decent. -NoDV-
Triton: Cold resistance is okay, but the spellcasting isn't great. -NoDV-
Yuan-Ti: Magic and poison resistance are solid. The spells are just extras.
Worldbook & Adventure Races (Sword Coast, Eberron, Ravnica, etc)
Grung: -Small Size- and water dependency are drawbacks. Poison immunity is nice. Poison Skin starts out okay but doesn't scale. -NoDV-
Half-Elf, Variant: none of the options are as useful as two skills. Stick with standard.
Halfling, Ghostwise: very situational. -NoDV-
Kalashtar: Wis advantage & psychic resistance exactly cover the weakness gaps of Bear Totem.
Leonin: Fear and a skill are okay, but the claws are weak.
Loxodon: Fear resistance and keen smell. Natural AC doesn't help you. The trunk can grapple. +PB+ -NoDV-
Shifter, Wildhunt (WGE): Mark the Scent isn't blindsight, but it's still decent.
Simic Hybrid: The movement mode is decent, and the 5th level body part is great (Carapace AC bonus works for you).
Tiefling, Winged: Unlimited flying is great.
Vedalken: Advantage on mental saves is good, the other features are minor extras. -NoDV-
Warforged (ERLW): Construct benefits, AC bonus, and other useful features. -NoDV-
Warforged (WGE): Construct benefits and other useful features, but mainly you start at AC 17 and go up from there. -NoDV-
Class Skills:
Like most classes, Barbarian doesn't come with the tools to be a skill monkey (but variant features can change that). You're most effective when your handful of skills fill gaps in what other party members can do.
Animal Handling: Dependent on party composition and DM preference.
Athletics: Your strong suit, used for shove & grapple attacks. Bring a rope when you jump/climb/swim so your party can follow.
Intimidation: Cha isn't your forte. Better if your DM uses Variant: Skills with Different Abilities.
Nature: Int is your dump stat.
Perception: Important enough for multiple characters to have.
Survival: Dependent on party composition and DM preference.
Non-Class Skills:
Acrobatics: Less important than Athletics.
Arcana: Int skill that someone else should cover.
Deception: Others in your group are probably better at this.
History: Another Int skill that someone else should cover.
Insight: Can be helpful in social situations.
Investigation: You aren't Sherlock Holmes, but this helps against illusions.
Medicine: Int skill, and partly covered by 5gp of equipment.
Performance: Mostly just for roleplay purposes.
Persuasion: Others in your group are probably better at this.
Religion: Another Int skill that someone else should cover.
Sleight of Hand: Maybe take this if no one else does.
Stealth: A party can never have too much stealth. Less useful if you wear bulky armor.
Backgrounds:
Always remember that Customizing A Background is a full-fledged non-variant core rule (PHB page 125, A.L. legal). You should be able to find choices that fit your build, your fluff, and your party at the same time. But if not, talk to your DM and work it out (this is also a core rule, PHB page 126).
(Another Barbarian Primer)
based on Jell_Moo's Guide
Latest update: 2023-Aug: Path of the Giant.
Contents:
1: Introduction, Ability Scores, Races, Skills
2: Class Features, Primal Paths
3: Options, Weapons, Feats, Multiclassing
Introduction:
Let's start with some fighting words: Barbarian is often compared to Fighter. Both are usually(*) martial melee combatants based on Str & Con. Both are often expected to hold the front line of battle as a "tank", trading blows with enemies that would love to reach your squishy ranged ally a few steps away.
(*) "usually" = Yes, there are lots of builds, but this is the most common. Barbarians don't put up with smarty-pants whining about counter-examples.
One big difference is that Barbarians are reliable. Whether you talk to spirits or gods, to nature or nobody, when combat starts you charge in there and trade hits until they drop. Fighters, on the other hand, are all over the place. A few fight almost as hard as Barbarians, but many dance around with fancy footwork, others are literally part Wizard, and some even stand in the back with bows. Bah! How can you call that "fighting"?
Here's the colors you see in every guide:
- Sky Blue = Top dog. Don't overdo this in a low-op game.
- Blue = A very strong choice.
- Black = Playable, but usually not optimal.
- Purple = More limited than other options.
- Red = If you have to ask, don't take this.
Ability Scores:
Unlike other melee classes, Barbarian isn't designed for a Dex-only option. You need Str, followed by Con, and then also some Dex.
Str: Half of your job is hitting things with Str. You want to max this.
Dex: 3rd choice. Try to get 14 Dex, or more if unarmored.
Con: Taking hits is the other half. Absolutely vital if unarmored.
Int: Conan the Librarian is not in this guide. Dump Int.
Wis: Helps with Perception and most mental saves.
Cha: Only for Intimidation, and Berserker's level 10 feature.
Races:
With unrestricted stat boosts now the 5E standard, no race is completely bad (red rating) at any class, but some racial features are still better fits than others.
Special Notes:
+TIP+ = Trade In Proficiencies. Racial background training that's redundant with your class features can be replaced. Weapons = tools & languages, armor = skills.
+PB+ = Powerful Build. If your DM enforces encumbrance, this race will help your party a lot.
-Small Size- = No heavy weapons, but you can do a barbarian/rogue multiclass using Strength to attack with finesse weapons.
-NoDV- = No Darkvision. Can be a problem if your DM enforces vision & uses total darkness a lot.
-Sunlight Sensitivity- = Avoid these races if your DM enforces it & has a lot of overland action.
Core Races:
Dwarf (base): Poison resilience is useful. +TIP+.
Dwarf, Hill: Half toughness can give you the highest HP in the game.
Dwarf, Mountain: extra +1 Con. Super ++TIP++.
Elf (base): Charm resistance is nice, Perception & Trance means you're on guard duty.
Elf, Drow: Combat spells aren't good. +TIP+. -Sunlight Sensitivity-.
Elf, High: Pick an out-of-combat cantrip. +TIP+.
Elf, Wood: Speed & hiding are better for you than spells. +TIP+.
Halfling (base): -Small Size-. Lucky, Brave, & Nimble are useful. -NoDV-
Halfling, Lightfoot: Hiding behind people doesn't help you much.
Halfling, Stout: Poison resilience is useful.
Human (standard): As with every class, really not great. -NoDV-
Human, Variant: See part 3 of this guide for Feat options.
Dragonborn: Element resistance is okay. AoE breath (with Con-based DC) is useful at low level, but it doesn't scale well. -NoDV-
Gnome (base): -Small Size-. However, Gnome Cunning + Barbarian + Danger Sense = boosts on all 6 saving throws.
Gnome, Forest: No synergy.
Gnome, Tinker: No synergy.
Half-Elf (standard): Charm resistance & skills aren't bad.
Half-Orc: Savage Attacks and Relentless Endurance are mid-level barbarian class features, much more useful at 1st level.
Tiefling (standard): Combat spells are mostly useless. Fire resistance is okay.
Splatbook Races (Volo, Mord x2, Fizban):
Aarakocra: Flight is great for unarmored barbarians, but the Multiverse update is slower & has spellcasting. -NoDV-
Aasimar: Energy resistance and healing are good. All 3 subrace options are useful.
Bugbear: Reach & Surprise Attack are great. Multiverse update adds Small space movement; bugbears under the bed!
Centaur: Speed, hoof attack, charge, and a skill makes a solid skirmisher. +PB+ -NoDV-
Changeling: Disguise & skills are okay but don't play to your strengths. -NoDV-
Dwarf, Duergar: Spells don't help, mental resistance does. Multiverse update removes Sunlight Sensitivity.
Elf, Eladrin: Fey Step isn't a spell. Multiverse update adds changeable proficiencies.
Elf, Sea: Multiverse update adds cold resistance & changeable proficiencies.
Elf, Shadar-Kai: Damage resistance & Raven step are great. Multiverse update adds changeable proficiencies.
Fairy: -Small Size-, but flight is good for unarmored builds. -NoDV-
Firbolg: Out of combat spells & nature speech are meh. Hidden Step is useful. -NoDV-
Genasi, Air: Multiverse update adds speed & lightning resistance.
Genasi, Earth: Underwhelming. Multiverse update adds Blade Ward, mostly useless to you.
Genasi, Fire: Fire resistance is okay, combat spells aren't helpful.
Genasi, Water: Acid resistance, swimming, and out-of-combat spells.
Githyanki: Out of combat spells are okay. Multiverse update adds psychic resistance & changeable proficiencies. -NoDV-.
Githzerai: Charm, fear, & psychic resistance is a good fit for Bear Totem. -NoDV-
Gnome, Deep: -Small Size-, but Multiverse update removes Sunlight Sensitivity and makes camouflage ability more useful.
Goblin: -Small Size-, but extra damage & bonus escaping are compensation. Multiverse update adds charm resistance.
Goliath: Stone's Endurance blocks damage that Rage can't, but it doesn't scale at higher level. +PB+ -NoDV-
Harengon: Initiative boost, Dex rerolls, and bonus jumping are all useful. -NoDV-
Hobgoblin: Multiverse update replaces proficiencies with charm resistance and bonus Help.
Kenku: Multiverse update gives unrestricted extra skills and some free advantage. -NoDV-
Kobold: -Small Size-. Multiverse update gives some usable options and removes Sunlight Sensitivity.
Lizardfolk: Hungry Jaws, two bonus skills, and other features are a solid package. Sadly, Natural Armor doesn't stack for you. -NoDV-
Minotaur: Horns with two different bonus action attacks. Ideal for subclass that doesn't use bonus actions (e.g. Ancestral Guardian). -NoDV-
Orc: Multiverse update is a decent upgrade, adding occasional THP.
Satyr: Jumping and spell resistance are useful, plus some Cha skills. -NoDV-
Shifter (base): Multiverse update weakens the THP (Prof bonus instead of level).
Shifter, Beasthide: AC bonus that stacks is good.
Shifter, Longtooth: Bonus action bite improves your DPR.
Shifter, Swiftstride: speed and reaction movement is useful.
Shifter, Wildhunt: Super synergy with Reckless Attack!
Tabaxi: Skills, climbing, claws, and speed boost all have value.
Tiefling, Infernal: Most of the spell options aren't useful.
Tortle: Built-in armor and some outdoorsy features are decent. -NoDV-
Triton: Cold resistance is okay, but the spellcasting isn't great. -NoDV-
Yuan-Ti: Magic and poison resistance are solid. The spells are just extras.
Worldbook & Adventure Races (Sword Coast, Eberron, Ravnica, etc)
Grung: -Small Size- and water dependency are drawbacks. Poison immunity is nice. Poison Skin starts out okay but doesn't scale. -NoDV-
Half-Elf, Variant: none of the options are as useful as two skills. Stick with standard.
Halfling, Ghostwise: very situational. -NoDV-
Kalashtar: Wis advantage & psychic resistance exactly cover the weakness gaps of Bear Totem.
Leonin: Fear and a skill are okay, but the claws are weak.
Loxodon: Fear resistance and keen smell. Natural AC doesn't help you. The trunk can grapple. +PB+ -NoDV-
Shifter, Wildhunt (WGE): Mark the Scent isn't blindsight, but it's still decent.
Simic Hybrid: The movement mode is decent, and the 5th level body part is great (Carapace AC bonus works for you).
Tiefling, Winged: Unlimited flying is great.
Vedalken: Advantage on mental saves is good, the other features are minor extras. -NoDV-
Warforged (ERLW): Construct benefits, AC bonus, and other useful features. -NoDV-
Warforged (WGE): Construct benefits and other useful features, but mainly you start at AC 17 and go up from there. -NoDV-
Class Skills:
Like most classes, Barbarian doesn't come with the tools to be a skill monkey (but variant features can change that). You're most effective when your handful of skills fill gaps in what other party members can do.
Animal Handling: Dependent on party composition and DM preference.
Athletics: Your strong suit, used for shove & grapple attacks. Bring a rope when you jump/climb/swim so your party can follow.
Intimidation: Cha isn't your forte. Better if your DM uses Variant: Skills with Different Abilities.
Nature: Int is your dump stat.
Perception: Important enough for multiple characters to have.
Survival: Dependent on party composition and DM preference.
Non-Class Skills:
Acrobatics: Less important than Athletics.
Arcana: Int skill that someone else should cover.
Deception: Others in your group are probably better at this.
History: Another Int skill that someone else should cover.
Insight: Can be helpful in social situations.
Investigation: You aren't Sherlock Holmes, but this helps against illusions.
Medicine: Int skill, and partly covered by 5gp of equipment.
Performance: Mostly just for roleplay purposes.
Persuasion: Others in your group are probably better at this.
Religion: Another Int skill that someone else should cover.
Sleight of Hand: Maybe take this if no one else does.
Stealth: A party can never have too much stealth. Less useful if you wear bulky armor.
Backgrounds:
Always remember that Customizing A Background is a full-fledged non-variant core rule (PHB page 125, A.L. legal). You should be able to find choices that fit your build, your fluff, and your party at the same time. But if not, talk to your DM and work it out (this is also a core rule, PHB page 126).
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