Tip 1: Make Use of Unarmored Defense
Barbarians are intended to be frontline fighters who can dish out and take damage better than any other melee class.
They are the only class that uses a D12 for their hit dice, giving them an immediate advantage when it comes to Hit Points. However, Barbarians can also have a decent Armor Class with the right build.
At 1st Level, Barbarians gain theUnarmored Defensefeature, which allows you to add your Constitution modifier on top of your Dexterity modifier for Armor Class—as long as you aren’t wearing armor.
Furthermore, Unarmored Defense workseven if you’re using a shield, meaning you can be 1st Level and have 17 AC while still getting all the other benefits of being a Barbarian.
Keep this in mind while deciding which weapons to take into battle. While a two-handed weapon can take advantage of high strength, a sword-and-shield build is just as viable.
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Tip 2: Rage Does More Than Boost Damage
The core feature of the Barbarian class isRage, which allows you to tap into your character’s primal fury to deal increased damage to enemies.
More specifically, Rage costs1 Bonus Actionto activate and lasts for one minute (not a certain number of rounds). You can end your Rage with another Bonus Action, but Rage will also prematurely end if youdon’t attack anyone or take damage on your turn.
While Rage is active,you gain a bonus to damage rolls for Strength-based attacks, you gain Advantage on Strength Saving Throws and Strength Ability Checks, and you gain resistance to bludgeoning, piercing, and slashing attacks (i.e. half damage).
All of this is especially useful at lower levels, when enemies likely won’t be dealing much magical or elemental damage. You’ll be hard to take down and you’ll pack a punch—as long as you’re in the thick of the action.
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Tip 3: Don’t Be Afraid to Attack Recklessly
At 2nd Level, Barbarians get one of their most powerful class features inReckless Attack, which is basically a double-edged sword that makes you more powerful but more vulnerable.
On the first attacks of your turns,you can choose to Reckless Attack. This gives you Advantage if you’re making a Strength-based melee attack, but attack rolls against you also gain Advantage until your next turn.
Reckless Attack is great because it basically doubles your chance to hit an enemy with a high AC, but it can be intimidating to use.
The thing is, if you’re up against a powerful creature, there’s a good chance that the creature will have enough attack modifiers to frequently hit youanyway, so you might as well give yourself Advantage!
Remember that if you’re Raging, the damage resistance will help keep you standing even when you do end up taking those hits.
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Tip 4: Your Primal Path Adds Powerful Abilities
Like most classes inD&D 5e, the Barbarian chooses a key subclass feature at 3rd Level. These are called Primal Paths, which unlock new skills and features as you level up.
ThePlayer’s Handbookdetails two Primal Paths while subsequent books have expanded with more. Since this guide is for new players, we recommend one of the two core Primal Paths.
ThePath of the Berserkeris a good choice for Barbarians of any background, as long as your primary goal is to inflict heavy damage to your foes. It’s the more straightforward core Primal Path.
At 3rd Level, you can Frenzy while you’re Raging, which means making an extra melee attack as a Bonus Action. The downside is, when Rage ends, you gain a point of Exhaustion.
At 6th Level, you become immune to the Charmed and Frightened conditions while Raging, solving one of the class’s biggest weaknesses.
At 10th Level, you can intimidate targets into being Frightened, and at 14th Level, you can use your Reaction to make a melee attack against an attacker within melee range.
ThePath of the Totem Warrioris a great choice for Barbarians who come from more remote, tribal backgrounds and for players who want their character to do more than just hit things really hard.
Read next:Which D&D 5e Class Should You Play? How to Pick the Right Class for You
The Path of the Berserker
ThePath of the Berserkeris a good choice for Barbarians of any background, as long as your primary goal is to inflict heavy damage to your foes. It’s the more straightforward core Primal Path.
At 3rd Level, you can Frenzy while you’re Raging, which means making an extra melee attack as a Bonus Action. The downside is, when Rage ends, you gain a point of Exhaustion.
At 6th Level, you become immune to the Charmed and Frightened conditions while Raging, solving one of the class’s biggest weaknesses.
At 10th Level, you can intimidate targets into being Frightened, and at 14th Level, you can use your Reaction to make a melee attack against an attacker within melee range.
The Path of the Totem Warrior
ThePath of the Totem Warrioris a great choice for Barbarians who come from more remote, tribal backgrounds and for players who want their character to do more than just hit things really hard.
Read next:Which D&D 5e Class Should You Play? How to Pick the Right Class for You