All About The Barbarian Class
The barbarian typically a melee based class with the ability to kick out some great damage but also take a fair amount also. In 5th Edition the barbarian is able to take the typical role of Tank, protector of the group and also the melee damage dealer role. In truth, they work well for solo campaigns and in most situations really. They give plenty back in terms of role playing and they are also good in a standard hack and slash role.
The biggest role playing weakness for the class though is possibly if your campaign has a lot of politics in it. At times you may come up short here. Failing that, you could always hulk out during a heated discussion. If you do, it’s got comedy gold written all over it!
Hit Points – you get 1D12 per level, great. It’s the best out there.
Armour – Better than most, you just don’t get the heavy armour which is good in a way. Using rage in full plate would be…interesting.
Weapons – You get access to them all so go with what you like.
Here we don’t want to list stuff just from the players handbook but in short you can spot danger before most, react to it and survive it if it goes wrong. You can go into rage, if you do this you do amazing damage and you can shrug off a lot of hits. You just don’t notice them as you fly into people. At higher levels you can keep going for longer in your rage, making you an even more deadly attacker.
Picking your Path
At later levels you pick one of three paths. The Beserker (raw damage), The Totem Warrior (role play opportunities and very cool abilities) or Aspect of the Beast (more role play stuff and you start to encroach on some Ranger territories with expert senses etc). These are all pretty strong paths to pick.
When you look in the Players Handbook you will find out there is a lot of feats to choose from. Many fit really well with the barbarian class, Great Weapon Master being a very solid choice indeed!
Click here to find some good barbarian character concepts.