You must have a STR score of 13 or higher in order to multiclass in or out of this class.
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
In battle, you fight with primal ferocity. On your turn, you may enter a rage as a bonus action. Your rage lasts for 1 minute; it ends early if you are knocked unconscious, or if your turn ends and you haven't attacked a hostile creature since your last turn, or taken damage, since then. You may also end your rage on your turn as a bonus action. You may rage 2 times per long rest. While raging, you get the following effects while not wearing heavy armor.
You gain advantage on STR checks and saving throws.
Whenever you make a melee weapon attack using STR, you gain a +2 bonus to damage.
You gain resistance to bludgeoning, piercing and slashing damage.
If you're able to cast spells, you cannot cast them or concentrate on them.
While you are not wearing armor, your AC equals 10 + DEX + CON. You may still use a shield and gain this benefit.
You gain advantage on DEX saving throws against effects that you can see, such as traps and spell. To gain this benefit, you cannot be blinded, deafened or incapacitated.
When you make your first attack on your turn, you can decide to attack recklessly. If so, you gain advantage on melee attack rolls using STR during this turn, but attack rolls against you gain advantage until your next turn.
Choose a subclass:
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Barbarians following the Path of the Experiment supplement their rage with alchemical cocktails that surge in their bodies through syringes and tubes of copper, steel, and glass. These formulas enhance their ability to channel primal might, or perhaps - because of their rage - they are the only people who can survive the chemicals flooding their veins. A barbarian may have created the implants and serums through their own experimentation, or they could have been subjected to the insidious work of others. Whatever the origin, it could have been well-intentioned and made to enhance or preserve the barbarian's life, or it might have been an unhinged alchemical exploration.
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
You gain proficiency of 1 skill of your choice from the list of skills available to 1st level barbarians.
You may rage an additional time, for a total of 3 times every long rest.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You may attack twice instead of once whenever you take the attack action on your turn.
Your speed increases by 10ft. while you are not wearing heavy armor.
You gain a feature depending on your primal path
You gain advantage on initiative rolls. Additionally, if you are surprised at the start of combat, and aren't incapacitated, you may act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
As part of the bonus action you take to enter your rage, you may additionally move up to half your speed.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You may roll 1 additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
The damage bonus from making weapon attacks with STR increases to +3.
You gain a feature depending on your primal path
If you drop to 0 hitpoints while you're raging, but don't die outright, you may make a DC 10 CON saving throw. On a success, you drop to 1 hitpoint instead. Each time you use this feature after the first, the DC increases by 5. The DC resets after a short rest.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You may rage an additional time, for a total of 5 times every long rest.
The additional weapon dice for critical hits increases to 2.
You gain a feature depending on your primal path
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
The damage bonus from making weapon attacks with STR increases to +4.
The additional weapon dice for critical hits increases to 3.
You may rage an additional time, for a total of 6 times every long rest.
If your total for a STR check is less than your STR score, you may use your STR in place of the total.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
Your STR and CON scores increase by 4, up to a maximum of 24.
You may rage an unlimited amount of times every long rest.