Barbarian is a class in Baldur’s Gate 3. The strong embrace the wild that hides inside - keen instincts, primal physicality, and most of all, an unbridled, unquenchable rage.
Barbarian
Class
The strong embrace the wild that hides inside - keen instincts, primal physicality, and most of all, an unbridled, unquenchable rage.
- Hit points at level 1
- 12
- Hit points per level
- 7
- Subclasses
- 4
Barbarian progression
Class levels 1–12 · Select a feature to read its game description.
-
1Level
Rage
Granted feature
Your fury makes you strong.
You have
Advantage on Strength
Checks and
Saving Throws.
Unarmoured Defence
Granted feature
Your body is as resilient as any armour. While not wearing armour, you add your Constitution Modifier to your
Armour Class.
End Rage
Action
Use a bonus action to end your Rage.
End Rage
Action
Use a bonus action to end your Rage. -
2Level
Danger Sense
Granted feature
You sense when things aren't as they should be.
You have
Advantage on Dexterity
Saving Throws against traps, spells, and surfaces.
To gain this benefit, you can't be Blinded or Incapacitated.
Reckless Attack
Granted feature
Gain
Advantage on
Attack Rolls until the end of your turn, but enemies also have Advantage against you. -
3LevelChoose a subclass 4 branches
-
4Level
-
5Level
Extra Attack
Granted feature
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
Fast Movement
Granted feature
Movement speed increased by 3m while not wearing Heavy Armour. -
6Level
No new features at this level.
-
7Level
Feral Instinct
Granted feature
You have honed your instincts to the utmost degree. You gain a +3 bonus to Initiative and can't be
Surprised. -
8Level
-
9Level
Brutal Critical
Granted feature
You've trained to strike swift and true. When you land a Critical Hit, you roll an extra damage die as well as the normal additional critical dice. -
10Level
No new features at this level.
-
11Level
Relentless Rage
Granted feature
Once per Short Rest, if you drop to 0
hit points while
Enraged, you regain 1 instead of being
Downed. -
12Level
Wildheart subclass progression
Wildheart
Subclass
Your attunement with nature and its beasts inspires your rage, empowering you with supernatural might.
Related entry
-
3Level
Speak with Animals
Granted spells
Gain the ability to comprehend and communicate with beasts. -
4Level
-
5Level
-
6Level
-
7Level
-
8Level
Land's Stride: Difficult Terrain
Granted feature
You have become an expert at moving through the wilderness.
Difficult Terrain no longer slows you down.
Land's Stride: Plants
Granted feature
You have become an expert at moving through the wilderness.
Plant-based surfaces with thorns, spines, or similar hazards no longer harm you.
Land's Stride: Advantage
Granted feature
You have become an expert at moving through the wilderness.
You have
Advantage on
Saving Throws against plants that are magically created to impede your movement. -
9Level
-
10Level
-
11Level
-
12Level
Berserker subclass progression
Berserker
Subclass
Violence is both a means and an end. You follow a path of untrammelled fury, slick with blood, as you thrill in the chaos of battle, heedless of your own well-being.
Related entry
-
3Level
Rage Becomes Frenzy
Granted feature
Your bloodthirst transforms your rage, making it stronger.
Frenzied Strike
Granted
As a bonus action, make a melee attack with your equipped weapon.
Enraged Throw
Granted
Pick up an item or creature and throw it at a target, dealing additional damage and knocking it
Prone. -
6Level
Mindless Rage
Granted feature
Your rage becomes all-consuming, repelling outside influence.
While
Frenzied, you can't be Charmed or
Frightened, and
Calm Emotions no longer ends your rage. -
10Level
Intimidating Presence
Granted
Menace an enemy and instil a terrible
Fear within them.
Wild Magic subclass progression
Wild Magic
Subclass
The wild influence of magic has transformed you, suffusing you with an arcane power that churns within you, waiting to be released.
Related entry
-
3Level
Wild Magic Surge
Granted feature
A magical energy roils inside of you, ready to erupt. When you enter a
Rage, you trigger a random magical effect.
Magic Awareness
Granted
Anyone within range adds their
Proficiency Bonus to
Saving Throws against spells. -
6Level
Bolstering Magic: Level 1 Spell Slot
Granted
You or an ally recover a Level 1
spell slot.
Bolstering Magic: Level 2 Spell Slot
Granted
You or an ally recover a Level 2
spell slot.
Bolstering Magic: Boon
Granted
You or an ally receive a +[1] bonus to
Attack Rolls and
Ability Checks. -
9Level
Bolstering Magic: Level 3 Spell Slot
Granted
You or an ally recover a Level 3
spell slot. -
10Level
Unstable Backlash
Granted feature
While enraged, when you take damage or fail a
Saving Throw, you trigger another Wild Magic effect that replaces the current one.
Giant subclass progression
Giant
Subclass
You walk the path of giants, invoking their elemental might and size by drawing strength from the same primal forces as them.
Related entry
-
3Level
Giant's Rage
Granted feature
While
Raging, you increase in size. Your Rage damage bonus is doubled on Throw attacks.
Vaprak's Greed
Granted feature
Your carrying capacity is increased by a quarter.
Thaumaturgy
Granted
Gain
Advantage on Intimidation and Performance
Checks. -
5Level
Boot of the Giants
Granted
Try to kick a target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible. -
6Level
Elemental Cleaver
Granted
Channel primordial might into your weapon. Until the end of your
Rage, your weapon will deal additional Acid, Cold, Fire, Lightning, or Thunder damage, and gain the Thrown property. If thrown, it will immediately reappear in your hand. -
10Level
Mighty Impel
Granted
Throw a creature or object that is Medium-sized or smaller.
Animal Handling
Wisdom skill
Athletics
Strength skill
Intimidation
Charisma skill
Nature
Intelligence skill
Perception
Wisdom skill
Survival
Wisdom skill
Charisma
No description was found in the game data.
Constitution
No description was found in the game data.
Dexterity
No description was found in the game data.
Intelligence
No description was found in the game data.
Strength
No description was found in the game data.
Wisdom
No description was found in the game data.
Tough
Your hit point maximum increases by 2 for every level you have gained.
Lightly Armoured
You gain Armour Proficiency with Light Armour and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Alert
You gain a +5 bonus to Initiative and can't be
Surprised.
Performer
You gain Musical Instrument Proficiency, and your
Charisma increases by 1, to a maximum of 20.
Charisma increases by 1, to a maximum of 20.
Mobile
Your
movement speed increases, and difficult terrain doesn't slow you down when you
Dash.
If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
movement speed increases, and difficult terrain doesn't slow you down when you If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
Ability Improvement
You increase one Ability by 2, or two Abilities by 1, to a maximum of 20.
Great Weapon Master
When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a
bonus action that turn.
Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
bonus action that turn.Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
Dungeon Delver
You gain
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.
You gain Resistance to the damage dealt by traps.
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.You gain Resistance to the damage dealt by traps.
Charger
You gain
Charger: Weapon Attack and
Charger: Shove.
Magic Initiate: Druid
You learn 2
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Magic Initiate: Bard
You learn 2
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Sorcerer
You learn 2
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Warlock
You learn 2
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Wizard
You learn 2
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
Magic Initiate: Cleric
You learn 2
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Mage Slayer
When a creature casts a spell within melee range of you, you have
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.
Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Savage Attacker
When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sharpshooter
Your ranged weapon attacks do not receive penalties from High Ground Rules.
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Weapon Master
You gain
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Martial Adept
You learn two manoeuvres from the Battle Master subclass and gain a
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Defensive Duellist
When attacked while wielding a Finesse Weapon you're
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Shield Master
You gain a +2 bonus to Dexterity
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Actor
Your
Charisma increases by 1, to a maximum of 20.
Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Charisma increases by 1, to a maximum of 20.Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Durable
Your
Constitution increases by 1, to a maximum of 20.
You regain full
hit points each time you take a Short Rest.
Constitution increases by 1, to a maximum of 20.You regain full
hit points each time you take a Short Rest.
Crossbow Expert
When you make crossbow attacks within melee range, the
Attack Rolls do not have
Disadvantage.
Your
Piercing Shot also inflicts
Gaping Wounds for twice as long.
Attack Rolls do not have
Disadvantage.Your
Skilled
You gain
Proficiency in 3 Skills of your choice.
Proficiency in 3 Skills of your choice.
Tavern Brawler
When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added to the damage and
Attack Rolls an additional time.
Attack Rolls an additional time.
Dual Wielder
You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Athlete
Your
Strength or
Dexterity increases by 1, to a maximum of 20.
When you are Prone, standing up uses significantly less movement. Your
Jump distance also increases by 50%.
Strength or
Dexterity increases by 1, to a maximum of 20.When you are Prone, standing up uses significantly less movement. Your
Elemental Adept
Your spells and attacks ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Ritual Caster
You learn two ritual spells of your choice.
Polearm Master
When attacking with a glaive, halberd, quarterstaff, or spear, you can use a
bonus action to attack with the butt of your weapon.
You can also make an Opportunity Attack when a target comes within range.
bonus action to attack with the butt of your weapon.You can also make an Opportunity Attack when a target comes within range.
Resilient
You increase an Ability by 1, to a maximum of 20, and gain
Proficiency in that Ability's
Saving Throws.
Proficiency in that Ability's
Saving Throws.
War Caster
You gain
Advantage on
Saving Throws to maintain
Concentration on a spell.
You can also use a
reaction to cast
Shocking Grasp at a target moving out of melee range.
Advantage on
Saving Throws to maintain
Concentration on a spell.You can also use a
reaction to cast
Spell Sniper
You learn a
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
Heavily Armoured
You gain Armour Proficiency with Heavy Armour and your
Strength increases by 1, to a maximum of 20.
Strength increases by 1, to a maximum of 20.
Heavy Armour Master
Your
Strength increases by 1, to a maximum of 20.
Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Strength increases by 1, to a maximum of 20.Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Sentinel
When an enemy within melee range attacks an ally, you can use a
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.
You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
Moderately Armoured
You gain Armour Proficiency with Medium Armour and shields, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Medium Armour Master
When you wear Medium Armour, it doesn't impose
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Lucky
You gain 3
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Bear Heart
While
Raging, you can use
Unrelenting Ferocity, and have Resistance to all damage except Psychic damage.
Wolf Heart
While
Raging, you can use
Inciting Howl, and your allies have
Advantage on melee
Attack Rolls against enemies within 2m of you.
Advantage on melee
Attack Rolls against enemies within 2m of you.
Eagle Heart
While
Raging, you can use
Diving Strike.
Foes also have
Disadvantage on Opportunity Attacks against you, and you can use
Dash as a bonus action.
Foes also have
Disadvantage on Opportunity Attacks against you, and you can use
Elk Heart
While
Raging, you can use
Primal Stampede, and your
movement speed increases by 4.5m.
movement speed increases by 4.5m.
Tiger Heart
While
Raging, you can use
Tiger's Bloodlust, and your jump distance increases by 4.5m.
Aspect of the Beast: Bear
The Aspect of the Bear infuses you with strength.
Your carrying capacity is doubled, and you have
Advantage on Strength
Checks.
Your carrying capacity is doubled, and you have
Advantage on Strength
Checks.
Aspect of the Beast: Wolf
The Aspect of the Wolf boosts your stealthiness.
You gain
Proficiency in Stealth, and can use
Aspect of the Wolf.
You gain
Proficiency in Stealth, and can use
Aspect of the Beast: Eagle
The Aspect of the Eagle enhances your eyesight.
You can see in the dark up to 12m, and gain
Advantage on Perception
Checks.
You can see in the dark up to 12m, and gain
Advantage on Perception
Checks.
Aspect of the Beast: Stallion
The Aspect of the Stallion creates safety in movement.
Dashing grants you temporary hit points equal to twice your Barbarian level.
Aspect of the Beast: Honey Badger
If you're
Poisoned,
Frightened, or
Charmed at the start of your turn, you have a 50% chance to begin
Raging without expending a
Rage Charge.
Rage Charge.
Aspect of the Beast: Crocodile
The Aspect of the Crocodile increases your agility in the water.
Your
movement speed increases by 3m while standing in water-based surfaces.
On slippery surfaces, you also have
Advantage on
Saving Throws against being knocked
Prone.
Your
movement speed increases by 3m while standing in water-based surfaces.On slippery surfaces, you also have
Advantage on
Saving Throws against being knocked
Aspect of the Beast: Elk
The Aspect of the Elk grants you astounding swiftness.
You can use
Aspect of the Elk, giving yourself and nearby allies extra
movement speed.
You can use
movement speed.
Aspect of the Beast: Wolverine
The Aspect of the Wolverine grants you the tools to relentlessly pursue your prey.
When you attack a
Bleeding or
Poisoned target, you also
Maim it for 1 turn.
When you attack a
Aspect of the Beast: Chimpanzee
The Aspect of the Chimpanzee grants you a nimble mischievousness.
You gain Resistance to Falling damage, and throwing camp supplies
Blinds targets.
You gain Resistance to Falling damage, and throwing camp supplies
Aspect of the Beast: Tiger
The Aspect of the Tiger infuses you with an unrelenting ferocity.
You add an additional Strength Modifier to
Attack Rolls against
Bleeding or
Poisoned targets, and gain
Proficiency in Survival.
You add an additional Strength Modifier to
Attack Rolls against
Proficiency in Survival.