Dungeons and Dragons – Mystara
Classes – Barbarian
- Sourcebooks: Players Handbook (ph49), Xanathar’s Guide to Everything (xge8)
- Barbarian Class
- Class Features
- Primal Paths
- Character Build Shortcuts
- Content Updates

The Barbarian Class
This is an series of articles on which 5th Edition classes are available in my campaign and where you will find a teacher. It starts out with Humans and Dwarves being the source of all classes, due to the other races still being in development so this will be updated as that expands as well. Expect to see additions due to those races over the next year or two. This is a long term project so I am not rushing to complete it, doing one sub race at a time.
Classes Available: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock and Wizard.
Hit Dice: 1d12 per barbarian level
Proficiencies:
- Armour: Light armour, medium armour, shields.
- Weapons: Simple weapons, martial weapons, two weapons are advanced to skilled under Weapons Mastery.
- Tools: None.
- Saving Throws: Strength, Constitution.
- Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Starting Gear:
- a greataxe or any martial melee weapon
- two handaxes or any simple weapon
- An explorer’s pack and four javelins
Class Features:
- Rage (1st)
- Unarmoured Defence (1st)
- Reckless Attack (2nd)
- Danger Sense or Survival Instincts (2nd)*
- Primal Path (3rd, 6th, 10th, 14th)
- Ability Score Improvement (4th, 8th, 12th, 16th, 19th)
- Extra Attack (5th)
- Fast Movement or Instinctive Pounce (5th)*
- Feral Instinct (7th)
- Brutal Critical (9th, 13th, 17th)
- Relentless Race (11th)
- Persistent Rage (15th)
- Indomitable Might (18th)
- Primal Champion (20th)
* Class Variant Feature available
Class Features
(1st) Rage
In battle, you fight with primal ferocity. On your turn you can enter a rage as a bonus action.
While raging, you can gain the following benefits if you aren’t wearing heavy armour.
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage rolls (+2 – 1st, +3 – 9th, +4 – 16th).
- You have resistance to bludgeoning, piercing and slashing damage.
If you are able to cast spells, you can’t cast or concentrate on them while raging.
Your rage lasts for 1 minute (10 rounds). 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 can also end your rage as a bonus action on your turn.
Once you have raged up to your level (2 – 1st, 3 – 3rd, 4 – 6th, 5 – 12th, 6 – 17th, unlimited – 20th), you must finish a long rest before you can rage again.
(1st) Unarmoured Defence
While you are not wearing any armour, your Armour Class is equal to 10 + Dex Mod + Con Mod. You can still use a shield and gain this benefit.
(2nd) Danger Sense (Variant available)
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
(2nd) Survival Instincts (Variant)
(Replaces Danger Sense) – Unearthed Arcana #65 (2019-11-04)
You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival.
Your proficiency bonus is doubled for any ability checks that uses either of those skills.
(2nd) Reckless Attack
You can throw aside all concern for defence to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
(3rd) Primal Path (Also at 6th, 10th, 14th)
See the Primal Paths selected for more details.
(4th) Ability Score Improvement (Also at 8th, 12th, 16th, 19th)
See the 5E Classes link or go to menu and select D&D RPG then D&D Classes. Characters get both attribute increase as well as a feat.
(5th) Extra Attack
See the 5E Classes link or go to menu and select D&D RPG then D&D Classes. You can attack twice when making a melee attack action.
(5th) Fast Movement (Variant available)
Your speed increases by 10 ft while your are not wearing heavy armour.
(5th) Instinctive Pounce (Variant)
(Replaces Fast Movement) – Unearthed Arcana #65 (2019-11-04)
When a creature ends its turn within 15 ft of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn’t provoke opportunity attacks.
(7th) Feral Instinct
Your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and are not incapacitated, you can act normally on your first turn if you start your turn using a bonus action to rage.
Primal Paths
The Barbarian class has no other rule changes except that the list of selectable paths are below.
Primal Paths (fully detailed in their own posts):
- Path of the Ancestors (mhh33) While other barbarians lose themselves to their fury, the Path of the Ancestors channels the power of the ancient spirits of a tribe through rage. When the rage takes you, the spirits of the ancients’ flow through your body, granting you their strength and wisdom. Barbarians on the Path of the Ancestors are often leaders, or respected advisors, with the strength to bring greater tempers to heel.
- Path of the Ancestral Guardian (xge9) Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
- Path of the Battlerager (swag121) Known as Kuldjargh (literally “axe idiot”) in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armour and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.
- Path of the Berserker (ph49) For some barbarians. rage is a means to an end-that end being violence. The Path of the Berserker is a path of untrammelled fury, slick with blood. As you enter the berserker’s rage. you thrill in the chaos of battle, heedless of your own health or well-being.
- Path of the Harrier (br182) Barbarians channel their rage in many ways. For some, it brings about a near-mindless frenzy, an overpowering urge to slaughter. For others, it provides clarity, focus, and a drive to eliminate any obstacle that stands in their path. The Path of the Harrier leads to a place where barbarians can control their rage and focus it in constructive ways. Unlike many other barbarians, those who follow the Path of the Harrier favour ranged weapons, loosing missile after missile with frightening alacrity and accuracy.
- Path of the Juggernaut (tcs102) Walls crumbled and legions fell to but a handful of fearsome warriors as they cut a path for the herd to charge in and take what they wished before vanishing back into the Dividing Plains. These fearsome barbarians that would break through the shields and towers of nearby townships became known as the Juggernauts. The lineage of trained juggernauts that survived still teach the ways of their unbreakable rage. Honed to assault the lairs of powerful threats to their way of life, or defend against armed hordes of snarling goblinoids, the juggernauts represent the finest of frontline destroyers.
- Path of the Storm Herald (xge10) All barbarians harbour a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
- Path of the Totem Warrior (gm, ph, scag) 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.
- Path of the Zealot (xge11) Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots- warriors who channel their rage into powerful displays of divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
Character Build Shortcuts
Class Build – Barbarian – Level 01 (Starting)
- Starting Hit Points: 12 HP + Con Mod
- Starting Proficiencies:
- Armour: Light and Medium Armour
- Saving Throws: Strength, Constitution
- Skills: Choose any two from Animal Handling, Athletics, Intimidation, Nature, Perception and Survival.
- Tools: None
- Weapons Mastery: Gains proficiency with simple weapons and martial weapons, two weapons upgraded to skilled.
- Starting Equipment:
- a greataxe or any martial weapon
- two handaxes or any simple weapon
- A explorers pack and four javalins
- Rage (Barbarian 1st ph48) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage of +2.
- You have resistance to bludgeoning, piercing, and slashing damage.
- If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. lt 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 can also end your rage on your turn as a bonus action.
- Once you have raged twice, you must finish a long rest before you can rage again.
- Unarmoured Attack (Barbarian 1st ph48) While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Class Build – Barbarian – Level 02
- Hit Points: 7 HP + Con Mod
- Danger Sense (Barbarian 2nd ph47) You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
- You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
- Reckless Attack (Barbarian 2nd ph47) You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Class Build – Barbarian – Level 03
- Hit Points: 7 HP + Con Mod
- Primal Path – Select Primal Path.
- Rage Upgrade (Barbarian 3rd) +1 Rage per long rest
Class Build – Barbarian – Level 04
- Hit Points: 7 HP + Con Mod
- Ability Score Improvement (Select Both) Attribute and Feat
Class Build – Barbarian – Level 05
- Hit Points: 7 HP + Con Mod
- Extra Attack (Barbarian 5th ph49) You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Fast Movement (Barbarian 5th) Your speed increases by 10 feet while you aren’t wearing heavy armour.
Class Build – Barbarian – Level 06
- Hit Points: 7 HP + Con Mod
- Primal Path Upgrade – gain the 6th level primal path feature.
- Primal Knowledge (Tashias) Gain proficiency in another barbarian class skill. Choose from Animal Handling, Athletics, Intimidation, Nature, Perception and Survival.
- Rage Upgrade (Barbarian 6th) +1 Rage per long rest
Class Build – Barbarian – Level 07
- Hit Points: 7 HP + Con Mod
- Feral Instinct (Barbarian 7th) Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated. you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
- Instinctive Pounce (Tashias 7th) When entering rage as a bonus action, you can also move half your speed ignoring difficult terrain and treated as a leap for movement purposes for crossing gaps or chasms. This movement is ontop of your normal movement for the round.
Class Build – Barbarian – Level 08
- Hit Points: 7 HP + Con Mod
- Ability Score Improvement (Select Both) Attribute and Feat
Class Build – Barbarian – Level 09
- Hit Points: 7 HP + Con Mod
- Brutal Critical (Barbarian 9th) You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
- Rage Upgrade (Barbarian 9th) +1 Rage Damage.
Class Build – Barbarian – Level 11
- Hit Points: 7 HP + Con Mod
- Primal Knowledge (Tashias) Gain proficiency in another barbarian class skill. Choose from Animal Handling, Athletics, Intimidation, Nature, Perception and Survival.
Class Build – Barbarian – Level 16
- Hit Points: 7 HP + Con Mod
- Primal Knowledge (Tashias) Gain proficiency in another barbarian class skill. Choose from Animal Handling, Athletics, Intimidation, Nature, Perception and Survival.
Design Details
These were options considered for level advancement but not used in the end.
(3rd) Weapons Mastery (Also at 6th, 9th, 11th, 14th, 17th and 20th)
Advance one weapon under the weapons mastery rules.
Content Updates
- 2021-10-29 – Added in Tashia’s Cauldron of Everything class options.
- 2021-08-05 – Updated the layout and menu.
- 2020-08-06 – Created a post for each of the paths.
- 2020-07-25 – Moved Totem Warrior to its own post.
- 2020-06-28 – Expanded Berserker and Totem Warrior.
- 2020-06-11 – Format clean up as well as transfer of updates from Secret Crafts.
Mystara 5E Classes
Overview, Downtime for Gaining Level
Artificer: Alchemist, Armourer, Artillerist, Battle Smith, Bombardier, Engineer, Stitcher
Barbarian: Amber’s Enlightened, Ancestors, Ancestral Guardian, Battlerager, Beast, Beast Slayer, Bearsarker, Berserker, Carcharodon, Dreadnought, Fractured, Fungal Hulk, Harrier, Herculean, Juggernaut, Primal Spirit, Primordial Predator, Rager, Storm Herald, Tempest, Totem Warrior, Ulfhander, Wild Magic, Wizard Slayer, Zealot
Bard: Adventurers, Ancients, Creation, Eloquence, Entropy, Epic Poetry, Fey Magic, Glamour, Grace, Greenleaf, the Jester, Lore, Loremaster, Minstrel, Mirthful Mariarchi, Mountebank, Requiems, Singer of the Deeps, Spirits, Swords, Troubadour, Valour, Virtue, Warchanter, Whispers, Wyrdsingers
Cleric: Aberrance, Alhool Keener, Air, Ambition, Apocalypse, Arcana, Balance, Beauty, Beer, Blood, Cats, Chaos, City, Clockwork, Corruption, Crafts, Creation, Darkness, Death, Dragon, Earth, Eldritch, Enigma, Fire, Force, Forge, Grave, Healer, Hunger, Hunt, Hunting, Inquisition, Justice, Knowledge, Labyrinth, Law, Life, Light, Luck, Lust, Madness, Messiah of Ashes, Moon, Mountain, Mushroom, Naraneus, Nature, Nobility, Oceans, Oracle, Order, Peace, Prophecy, Repose, Sharing, Sickness, Solidarity, Speed, Strength, Sun Priest, Tempest, Time, Travel, Trickery, Twilight, Tyranny, Undeath, Void, War, Warpriest, Water, Winter, Zeal
Druid: Ancestors, Blood, Dreams, Feyfriend, the Forest Kingdom, Guardian, the Land, the Moon, Mushrooms, Mutation, Oaks, Owls, Roses, Sacrifice, the Shapeless and Prime Terror, the Shepherd, Skinchanger, Spirits, Stars, the Stones, the Tree of Life, Treespeaker, Wildfire
Fighter: Arcane Archer, Banneret, Battle Master, Bladebonded, Blind Duelist, Boarder, Brute, Bulwark Warrior, Captain, Cavalier, Champion, Clacking Mercenary, Duelist, Echo Knight, Edjet, Eldritch Knight, Fortune’s Smith, Gholaad’s Translation, Ghost Knight, Gladiator, Griffon Knight, Hoplite Soldier, Hospitaller, Knight, Knight Surgeon, Living Crucible, Living Vampire, Prescient Knight, Psi Warrior, Rune Knight, Samurai, Sapper, Sharpshooter, Shield Bearer, Smithkin, Sword Dancer, Thug, Weapons Master, Woodlands Cavalier
Marshal: Crusader, Gambling General, Guerrilla, Kingpin, Mindbender, Noble, Path (Master, Night, Reaper), Rallier, Reaver, Redeemer, Revolutionary, Strategist, Swift Strategist, Tactician, Talented Tactician, Tyrant, Warbringer
Monk: the Ascendant Dragon, the Astral Self, the Bo’faquan, the Crystal Cannonade, Brawler, the Cobalt Soul, the Drunken Master, the Elements, the Exalted Athlete, Iron, the Kensai, the Leaden Crown, the Long Death, Mercy, the Open Hand, Pain, Pride, Reaving Vortex, Shadow, the Shield, the Sun Soul, the Warrior Monk
Paladin: the Ancients, the Annihilator, the Ascetic, Battle, Conquest, the Crown, Despair, Destruction, Devotion, the Dragonlord, the Eagle, Elimination, the Errant, the Giving Grave, Glory, Green Knight, Holy Champion, Inquisitor, Mercy, Pearl, Pestilence, Perfection, the Radiance, the Raven, Redemption, Spear Maiden, Thunder, Vengeance, the Watchers, Zeal. Special – Oathbreaker
Ranger: Beast Master, Explorer, Fey Hunter, Fey Wanderer, Gloom Stalker, Green Reaper, Hidden Guardian, Horizon Walker, Horse Nomad, Hoyrall Shredder, Hunter, Monster Slayer, Netherworld, Explorer, Privateer, Swarmkeeper, Underminer, Unicorn Charger, Urban Shadow, Vampire Slayer, Vermin Lord, Warden, Wildborn, Zobecker Scout
Rogue: Arcane Trickster, Assassin, Burglar, Cutthroat, Duelist, Fixer, Highway Rider, Hitman, Infernal Talismancer, Inquisitive, Investigator, Mastermind, Misfortune Bringer, Odyssean, Phantom, Poisoner of Minds, Scout, Soulknife, Spy, Svirf Scientist, Swashbuckler, Thief, Trapsmith, Whisper
Scholar: Alchemy, Mind-Delving
Sorcerer: Aberrant Mind, Aristocratic, Ascendant, Bloodlines (Boreal, Draconic, Dryad, Enigma, Lycanthrope, Mazeborn, Nerid, Norn, Nymph, Satyr, Serophage, Shadow, Wretched), Clockwork Soul, Cunning Woman, Divine Inspiration, Divine Soul,, Draconist Elemental Essence, Facets (Flawless Caster, Gemblade), Farseer, Haunted, Psychic Magic, Pyromancer, Runechild, Shadow Magic, Soul Burner, Spore-cerer, Storm Sorcery, Traveler, Wild Magic
Underterror: Hel Savant, Slaver of the Damned, Underworld Monstrocity
Warlock: Alienist, Archfey, Archfiend, Black Woods, Celestial, Colloid, Diabolist, Fates, Fathomless, Fiend, First Vampire, Fragment Channeler of Zagnexis, Frozen One, the Genie, Genie Lord, Grand Void, Great Machine, Great Old One, Hexblade, Light Eater, Oracle, Parasite, Primeval One, Sargasso Siren, Sibyl, Spellbound, Undead, Undying, Voices of the Ancestors
Wizard: Academy Philosopher, Alkemancer, Angelic Scribe, Aquanaught, Arcane Specialist, Arcanist, Bladesinger, Blood Mage, Castellan, Chronury Magic, Demonologist, Disenchanter, Doom Croaker, Dragon Masks, Elementalist, Entropist, Geomancy, Graviturgy Magic, Illuminator, Mage, Master of Fiends, Mystifier, Necrophagy, Order of Scribes, Plague Doctor, Ring Warden, Rune Caller, Sangromancer, Schools (Abjuration, Artifice, Blood Magic, Clockwork, Conjuration, Divination, Elven High Magic, Enchantment, Entropy, Evocation, Illumination, Illusion, Necromancy, Pyromancer, Transmutation, Void Magic), Ship Mage, Timekeeper, Transgnomamist, War Mage, White Necromancer
D&D 5E in Mystara
D&D Menu – Adventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery
Game Management – Annotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience
Class Builds –
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)
Floorplans – Thyatian
Session Recordings – Campaign Journals
Library of Books
B5, d20 System, Pathfinder, SW

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