Frankie1969
Explorer
How to Win Fights and Intimidate People
(Another Barbarian Primer)
based on Jell_Moo's Guide
Latest update: 2020-Nov: Tasha's Cauldron.
Contents:
1: Introduction, Ability Scores, Races, Skills
2: Class Features, Primal Paths
3: Weapons & Feats, Multiclassing, Unearthed Arcana
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 to gods, or just to yourself, when combat starts you charge in there and hit really hard. But Fighters? They're 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.
PHB Races:
Hill and Mountain Dwarf: Con is solid; darkvision and poison resistance are pluses. Mountain's double +2 stats are the best in the game for Barbarian, even though the armor feature is wasted. Hill's built-in half-Toughness is great, but the lack of Str bonus knocks it down a notch.
Drow, High and Wood Elf: Elves lack both Str & Con boosts, but they have some utility. Dex isn't bad, Darkvision is a plus, advantage vs charm is decent, and Perception means an extra class skill. Wood's speed & hiding are a better fit than High or Drow spellcasting.
Lightfoot and Stout Halfling: Dex is okay, but small size is a big hurdle; heavy weapon builds are out. Stout's Con boost and poison resistance are good, but Dwarf does those things better.
Standard and Variant Human: As with every class, Standard's stat boost can get you triple 16s in point buy (but nothing else) whereas Variant's 1st level feat completely changes the early game. (WotC dropped the ball; Standard should at least get the extra skill.)
Dragonborn: Str is great and element resistance isn't bad. AoE breath (with Con-based DC) is useful at low level, but it doesn't scale well.
Gnome: Same problems as Halfling with worse stats. Either Dex or Con is useful, but Int is wasted. The only interesting feature is advantage against "save or suck" spells that many Barbarians can't handle.
Half-Elf: This gets very little play, but versatile stats (+1 Str & Con for you) and two extra skills add up to a capable "party face" build. (IMO, Half-Elf deserves a nerf in 5.5.)
Half-Orc: The most-played Barbarian race in the PHB. Everything lines up perfectly: Str & Con, Darkvision, Savage Attacks for more damage, and Relentless Endurance is a free use of a feature that other Barbarians don't get until level 11.
Tiefling: Neither stat boost is good, and you can't cast while raging. Fire resistance is nice, but Dragonborn can do that plus better stats and a more usable ability.
Splatbook Races (Volo, Mordenkainen):
Fallen, Protector, or Scourge Aasimar: Simple math: races with +2 Cha shouldn't be good at Barbarian. Fallen is the least bad with a Str boost. At least Healing Hands isn't a spell.
Bugbear: Str/Dex, Darkvision, REACH, Stealth, and surprise damage. Your Con won't be the best, but other than that Bugbear is a brutally capable Barbarian.
Duergar Dwarf: Con/Str, and partial magic resistance are excellent, but Sunlight Sensititivity can be a problem. Top tier for an Underdark campaign; not good for trekking across open plains in summertime.
Eladrin, Sea, or Shadar-Kai Elf: Fey Step isn't a spell. Dex/Cha Eladrin is sub-par, but Dex/Con Sea Elf & Shadar-Kai are reasonable. Shadar-Kai's damage resistances lose value due to Rage. Sea Elf easily rates blue for a water-heavy campaign.
Firbolg: Anything with an Str boost is workable. Hidden Step is usable during Rage, and talking to nature might help once in a while.
Githyanki and Githzerai: Githyanki has Str boost and a skill. Githzerai doesn't offer much for barbarians.
Deep Gnome: same problems as other Gnomes.
Goblin: same stats, same size, same issues as Stout Halfling.
Goliath: Str & Con together is always great for Barbarian. Athletics, occasional damage reduction, and other features all make sense too. Goliath is the #1 choice at low level, but Stone's Endurance doesn't scale. Perfect for a short first-tier campaign.
Hobgoblin: Con/Int is mediocre and Martial Training is wasted. Saving Face is okay.
Kenku: another Dex/Wis race not as good as Wood Elf. Trickery skills are not a Barbarian thing.
Kobold: Str reduction, small size, sunlight sensitivity, and literal groveling as a racial feature. You'd be better off as a raceless generic humanoid.
Lizardfolk: Con boost is worth looking at. Hungry Jaws, two bonus skills, and various niche features make a solid package. Would be sky blue with a point of Str, or if Natural Armor stacked with Unarmored Defense (it doesn't).
Orc: the right stats, but clearly inferior to Half-Orc. Various Primal Path features offer better movement abilities.
Tabaxi: Dex/Cha isn't great, but Darkvision, two skills, climbing, claws, and a speed boost make these cats about equal to Wood Elf.
Infernal Tiefling: Zariel with Str boost is worth considering.
Triton: Str, Con, cold resistance, and darkvision are nice. The spellcasting isn't great, but I'd easily pick Triton ahead of Water Genasi for a sea campaign.
Yuan-Ti: same problems as standard Tiefling, but overpowered magic resistance and poison immunity makes them workable.
Worldbook & Adventure Races (Sword Coast, Eberron, Elemental Evil, Ravnica, Theros, packages)
Aarakocra: The sole reason to consider Aarakocra: do you want to fly really fast unarmored?
Centaur: Str/Wis, speed increase, hoof attack, charge, and a skill makes for a solid skirmisher build.
Changeling: Cha & disguise aren't your thing. A floating stat boost & skills are usable.
Air, Earth, Fire, and Water Genasi: Other than Con boost, Genasi features aren't as good as most races. Earth is the best of the bunch; the other three only make sense if you know the campaign will focus on that element.
Grung: Dex/Con and poison immunity are decent, but small size and water dependency are big drawbacks. Poisonous skin is okay at low levels but doesn't scale.
Variant Half-Elf: none of the options are as useful as two skills. Stick with standard.
Ghostwise Halfling: same problems as Lightfoot.
Kalashtar: Wis/Cha isn't much use, but Wis advantage & psychic resistance covers the weakness gaps of Bear Totem.
Leonin: Str/Con, darkvision, claws, a skill, and a fearsome roar. Lions are natural born barbarians.
Loxodon: Con/Wis, fear resistance, and a bunch of niche features. The trunk could help a grappler build.
Minotaur: Str/Con, horns with two different bonus action attacks, and Intimidation. Ideal for a great weapon Ancestral Guardian, which doesn't come with bonus actions.
Satyr: Cha/Dex & Cha skills aren't great, but magic resistance, head butts, and jumping are playable.
Beasthide, Longtooth, Swiftstride, and Wildhunt Shifter: THP that scales nicely. Each subrace has some useful features, but Beasthide is the best fit; its AC bonus stacks with Barbarian. Wildhunt deserves special mention because it almost negates the disadvantage of Reckless Attack.
Simic Hybrid: Con & a floating boost (aka Str), darkvision, a movement mode, and later a body enhancement adds up to at least blue, maybe sky blue? Carapace stacks with any of your armor options.
Feral and Winged Tiefling: Dex boost is better than Cha. Trading spells for flight is a nice step up.
Tortle: Str/Wis, built-in Mithral Splint Mail, and some outdoorsy features make a decent package.
Vedalken: no useful stats; advantage on mental saves is the only useful feature.
Warforged: Con, construct benefits, armor boost, and other useful features. The ERLW version is strong but within reason; the WGtE version is clearly overpowered, if you like that sort of thing.
Unearthed Arcana & Planeshift Races:
Aereni or Valenar Elf: For your purposes, Aereni variant Wood Elf is PHB plus a bonus skill with expertise.
Aetherborn: same stats as Half-Elf and comparable features, works for an Intimidation build.
Ibis and Hawk Aven: Dex is okay, but you're here for the flying. Hawk Perception boost is useful, Ibis Int skill isn't.
Dwarf or Elf variants: mostly the same as Hill Dwarf or Wood Elf.
Ixalan and Zendikar Goblin: Ixalan offers very little; Zendikar's Con & resistances almost make up for small size.
Innistrad Human: Gavony is standard, Kessig is mobile, Nephalia is brainy, Stensia is tough.
Khenra: Dex/Str is decent, plus either fear immunity or a situational version of Halfling Lucky, but nothing else.
Kor: Dex/Wis with useful skills, plus Lucky & Brave from Halfling.
Merfolk: wrong stat boosts and spellcasting.
Naga: Con boost, constrict, poison and poison immunity.
Siren: the only redeeming feature is flying.
Abyssal Tiefling: Abyssal's Con & HP boost make it less bad than standard.
Ixalan and Zendikar Vampire: basically Tiefling, but Blood Thirst (free healing) is better than spells.
Viashino: Dex/Str, natural attack as a reaction, and a useful skill. I'd play that.
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 mesh well with the rest of the party, filling gaps where needed.
Animal Handling: Party dependent, and often replaced by a couple 1st level spells.
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: In social situations, almost as helpful as Perception.
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: 2020-Nov: Tasha's Cauldron.
Contents:
1: Introduction, Ability Scores, Races, Skills
2: Class Features, Primal Paths
3: Weapons & Feats, Multiclassing, Unearthed Arcana
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 to gods, or just to yourself, when combat starts you charge in there and hit really hard. But Fighters? They're 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.
PHB Races:
Hill and Mountain Dwarf: Con is solid; darkvision and poison resistance are pluses. Mountain's double +2 stats are the best in the game for Barbarian, even though the armor feature is wasted. Hill's built-in half-Toughness is great, but the lack of Str bonus knocks it down a notch.
Drow, High and Wood Elf: Elves lack both Str & Con boosts, but they have some utility. Dex isn't bad, Darkvision is a plus, advantage vs charm is decent, and Perception means an extra class skill. Wood's speed & hiding are a better fit than High or Drow spellcasting.
Lightfoot and Stout Halfling: Dex is okay, but small size is a big hurdle; heavy weapon builds are out. Stout's Con boost and poison resistance are good, but Dwarf does those things better.
Standard and Variant Human: As with every class, Standard's stat boost can get you triple 16s in point buy (but nothing else) whereas Variant's 1st level feat completely changes the early game. (WotC dropped the ball; Standard should at least get the extra skill.)
Dragonborn: Str is great and element resistance isn't bad. AoE breath (with Con-based DC) is useful at low level, but it doesn't scale well.
Gnome: Same problems as Halfling with worse stats. Either Dex or Con is useful, but Int is wasted. The only interesting feature is advantage against "save or suck" spells that many Barbarians can't handle.
Half-Elf: This gets very little play, but versatile stats (+1 Str & Con for you) and two extra skills add up to a capable "party face" build. (IMO, Half-Elf deserves a nerf in 5.5.)
Half-Orc: The most-played Barbarian race in the PHB. Everything lines up perfectly: Str & Con, Darkvision, Savage Attacks for more damage, and Relentless Endurance is a free use of a feature that other Barbarians don't get until level 11.
Tiefling: Neither stat boost is good, and you can't cast while raging. Fire resistance is nice, but Dragonborn can do that plus better stats and a more usable ability.
Splatbook Races (Volo, Mordenkainen):
Fallen, Protector, or Scourge Aasimar: Simple math: races with +2 Cha shouldn't be good at Barbarian. Fallen is the least bad with a Str boost. At least Healing Hands isn't a spell.
Bugbear: Str/Dex, Darkvision, REACH, Stealth, and surprise damage. Your Con won't be the best, but other than that Bugbear is a brutally capable Barbarian.
Duergar Dwarf: Con/Str, and partial magic resistance are excellent, but Sunlight Sensititivity can be a problem. Top tier for an Underdark campaign; not good for trekking across open plains in summertime.
Eladrin, Sea, or Shadar-Kai Elf: Fey Step isn't a spell. Dex/Cha Eladrin is sub-par, but Dex/Con Sea Elf & Shadar-Kai are reasonable. Shadar-Kai's damage resistances lose value due to Rage. Sea Elf easily rates blue for a water-heavy campaign.
Firbolg: Anything with an Str boost is workable. Hidden Step is usable during Rage, and talking to nature might help once in a while.
Githyanki and Githzerai: Githyanki has Str boost and a skill. Githzerai doesn't offer much for barbarians.
Deep Gnome: same problems as other Gnomes.
Goblin: same stats, same size, same issues as Stout Halfling.
Goliath: Str & Con together is always great for Barbarian. Athletics, occasional damage reduction, and other features all make sense too. Goliath is the #1 choice at low level, but Stone's Endurance doesn't scale. Perfect for a short first-tier campaign.
Hobgoblin: Con/Int is mediocre and Martial Training is wasted. Saving Face is okay.
Kenku: another Dex/Wis race not as good as Wood Elf. Trickery skills are not a Barbarian thing.
Kobold: Str reduction, small size, sunlight sensitivity, and literal groveling as a racial feature. You'd be better off as a raceless generic humanoid.
Lizardfolk: Con boost is worth looking at. Hungry Jaws, two bonus skills, and various niche features make a solid package. Would be sky blue with a point of Str, or if Natural Armor stacked with Unarmored Defense (it doesn't).
Orc: the right stats, but clearly inferior to Half-Orc. Various Primal Path features offer better movement abilities.
Tabaxi: Dex/Cha isn't great, but Darkvision, two skills, climbing, claws, and a speed boost make these cats about equal to Wood Elf.
Infernal Tiefling: Zariel with Str boost is worth considering.
Triton: Str, Con, cold resistance, and darkvision are nice. The spellcasting isn't great, but I'd easily pick Triton ahead of Water Genasi for a sea campaign.
Yuan-Ti: same problems as standard Tiefling, but overpowered magic resistance and poison immunity makes them workable.
Worldbook & Adventure Races (Sword Coast, Eberron, Elemental Evil, Ravnica, Theros, packages)
Aarakocra: The sole reason to consider Aarakocra: do you want to fly really fast unarmored?
Centaur: Str/Wis, speed increase, hoof attack, charge, and a skill makes for a solid skirmisher build.
Changeling: Cha & disguise aren't your thing. A floating stat boost & skills are usable.
Air, Earth, Fire, and Water Genasi: Other than Con boost, Genasi features aren't as good as most races. Earth is the best of the bunch; the other three only make sense if you know the campaign will focus on that element.
Grung: Dex/Con and poison immunity are decent, but small size and water dependency are big drawbacks. Poisonous skin is okay at low levels but doesn't scale.
Variant Half-Elf: none of the options are as useful as two skills. Stick with standard.
Ghostwise Halfling: same problems as Lightfoot.
Kalashtar: Wis/Cha isn't much use, but Wis advantage & psychic resistance covers the weakness gaps of Bear Totem.
Leonin: Str/Con, darkvision, claws, a skill, and a fearsome roar. Lions are natural born barbarians.
Loxodon: Con/Wis, fear resistance, and a bunch of niche features. The trunk could help a grappler build.
Minotaur: Str/Con, horns with two different bonus action attacks, and Intimidation. Ideal for a great weapon Ancestral Guardian, which doesn't come with bonus actions.
Satyr: Cha/Dex & Cha skills aren't great, but magic resistance, head butts, and jumping are playable.
Beasthide, Longtooth, Swiftstride, and Wildhunt Shifter: THP that scales nicely. Each subrace has some useful features, but Beasthide is the best fit; its AC bonus stacks with Barbarian. Wildhunt deserves special mention because it almost negates the disadvantage of Reckless Attack.
Simic Hybrid: Con & a floating boost (aka Str), darkvision, a movement mode, and later a body enhancement adds up to at least blue, maybe sky blue? Carapace stacks with any of your armor options.
Feral and Winged Tiefling: Dex boost is better than Cha. Trading spells for flight is a nice step up.
Tortle: Str/Wis, built-in Mithral Splint Mail, and some outdoorsy features make a decent package.
Vedalken: no useful stats; advantage on mental saves is the only useful feature.
Warforged: Con, construct benefits, armor boost, and other useful features. The ERLW version is strong but within reason; the WGtE version is clearly overpowered, if you like that sort of thing.
Unearthed Arcana & Planeshift Races:
Aereni or Valenar Elf: For your purposes, Aereni variant Wood Elf is PHB plus a bonus skill with expertise.
Aetherborn: same stats as Half-Elf and comparable features, works for an Intimidation build.
Ibis and Hawk Aven: Dex is okay, but you're here for the flying. Hawk Perception boost is useful, Ibis Int skill isn't.
Dwarf or Elf variants: mostly the same as Hill Dwarf or Wood Elf.
Ixalan and Zendikar Goblin: Ixalan offers very little; Zendikar's Con & resistances almost make up for small size.
Innistrad Human: Gavony is standard, Kessig is mobile, Nephalia is brainy, Stensia is tough.
Khenra: Dex/Str is decent, plus either fear immunity or a situational version of Halfling Lucky, but nothing else.
Kor: Dex/Wis with useful skills, plus Lucky & Brave from Halfling.
Merfolk: wrong stat boosts and spellcasting.
Naga: Con boost, constrict, poison and poison immunity.
Siren: the only redeeming feature is flying.
Abyssal Tiefling: Abyssal's Con & HP boost make it less bad than standard.
Ixalan and Zendikar Vampire: basically Tiefling, but Blood Thirst (free healing) is better than spells.
Viashino: Dex/Str, natural attack as a reaction, and a useful skill. I'd play that.
Tasha's Custom Races: Tasha's Cauldron of Everything offers a straightforward but radical option: with DM approval, any race can rearrange ability score boosts. Many subraces move up in the rankings when given a Strength bonus. The following deserve special note:
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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 mesh well with the rest of the party, filling gaps where needed.
Animal Handling: Party dependent, and often replaced by a couple 1st level spells.
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: In social situations, almost as helpful as Perception.
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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