Barbarian
Protected by fury instead of armour: while raging it takes half the physical damage and deals back twice as much.
Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026
Forget shields and armour. In this class there is only one question: what do you press at which level? Everything from 1 to 12 is spelled out below.
Quick summary
Barbarian — summary
Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026
- Hit die — d12 — the highest in the game
- Main ability — Strength
- Saving throws — Strength, Constitution
- Armour — Light and medium armour + shields (but better with none)
- Weapons — All simple and martial weapons
- Resource — Rage — refreshes on a long rest, and you get more of them as you level
- Feat levels — 4, 8, 12
- Ability scores — Strength 17, Dexterity 14, Constitution 16, Intelligence 8, Wisdom 10, Charisma 8
- Party role — In a party this class covers: Frontline, Melee damage.
Two ready-made builds
- Easy path: Berserker — Greataxe Fury — One class, twelve levels. Hit Rage, run at the enemy, swing twice.
- Strong path: Berserker — Axe Thrower — Same class, completely different play: you throw your weapon. Tavern Brawler makes it hit as hard from range as in melee.
Subclasses
- Berserker — Unlocks at level 3. Turns Rage into Frenzy, giving you an extra attack as a bonus action every turn.
- Wildheart — Unlocks at level 3. Lets you pick animal spirits; the Bear grants resistance to almost all damage but your own output drops.
- Wild Magic — Unlocks at level 3. Every Rage triggers a random magical effect: fun, but impossible to plan around.
- Giant — Unlocks at level 3. Grows to giant size and gains throwing damage: the alternative for a throwing build.
Recommended races
- Half-Orc — +2 Strength, +1 Constitution. Savage Attacks boosts your critical damage and Relentless Endurance brings you back from death once.
- Shield Dwarf — +2 Strength and +2 Constitution together, which makes it the best race in the game for unarmoured defence.
- Dragonborn — +2 Strength, and the breath weapon gives you the area damage a Barbarian otherwise never has.
Recommended backgrounds
- Outlander (Athletics, Survival) — Athletics from Strength, Survival from Wisdom — a Barbarian carries both, so neither proficiency is wasted.
- Soldier (Athletics, Intimidation) — Athletics is already yours; Intimidation runs off Charisma so it stays low, but you were not going to hand the talking to a Barbarian.
Companions who play this class
- Karlach
Resource rhythm
- Rage refreshes on a LONG rest, not a short one. Know how many you have left before walking into the last fight of the day.
- Do not rage while exploring: outside combat it runs out after a few turns and is wasted.
In Honour Mode
- Rage's physical damage resistance also applies to Legendary Actions — you soak the boss's out-of-turn hit better than anyone in the party.
- Reckless Attack also hands the enemy advantage, and that gamble is expensive with a single save file. Consider dropping it once you are below half health.
Level by level: Berserker — Greataxe Fury
- Level 1 — Skills: Athletics, Intimidation · Gain: Rage Tip: Rage is a bonus action: switch it on in the first round.
- Level 2 — No choice · Gain: Reckless Attack Tip: Gives your attacks advantage, but enemies gain advantage against you too. Switch it off below half health: on a single save file that gamble gets expensive.
- Level 3 — Subclass: Berserker · Gain: Frenzy
- Level 4 — Feat: Great Weapon Master · Gain: Great Weapon Master
- Great Weapon Master
- Level 5 — No choice · Gain: Extra Attack Tip: The biggest power jump in the game: your attacks per turn double. If you plan to multiclass, do not branch before you have this.
- Level 6 — No choice · Gain: Mindless Rage Tip: While raging you cannot be charmed or frightened. Against enemies that use mind magic, rage at the START of the fight, not in the middle.
- Level 7 — No choice · Gain: Feral Instinct Tip: Advantage on initiative, so you usually act first. Use that turn to establish the front line before the enemy spreads out.
- Level 8 — Ability Improvement: Strength +2 (17 → 19) · Gain: Ability Improvement
- Ability Improvement (Strength +2)
- Level 9 — No choice · Gain: Brutal Critical Tip: One extra damage die on critical hits. It compounds with Reckless Attack, since advantage also raises your crit chance.
- Level 10 — No choice · Gain: Intimidating Presence Tip: Frightens one enemy and roots it in place. It costs your action, so you deal no damage that turn: target the most dangerous add, not the boss.
- Level 11 — No choice · Gain: Relentless Rage Tip: While raging, drop to zero health and you stay standing. The threshold rises each time, so it is not infinite: treat it as a safety net, not a plan.
- Level 12 — Ability Improvement: Strength +1, Constitution +1 · Gain: Ability Improvement
- Ability Improvement (Strength +1, Constitution +1)
Level by level: Berserker — Axe Thrower
- Level 1 — Skills: Athletics, Survival · Gain: Rage Tip: Fill your pack with handaxes and javelins.
- Level 2 — No choice · Gain: Reckless Attack Tip: Gives your attacks advantage, but enemies gain advantage against you too. Switch it off below half health: on a single save file that gamble gets expensive.
- Level 3 — Subclass: Berserker · Gain: Frenzied Throw
- Level 4 — Feat: Tavern Brawler · Gain: Tavern Brawler
- Tavern Brawler
- Level 5 — No choice · Gain: Extra Attack Tip: The biggest power jump in the game: your attacks per turn double. If you plan to multiclass, do not branch before you have this.
- Level 6 — No choice · Gain: Mindless Rage Tip: While raging you cannot be charmed or frightened. Against enemies that use mind magic, rage at the START of the fight, not in the middle.
- Level 7 — No choice · Gain: Feral Instinct Tip: Advantage on initiative, so you usually act first. Use that turn to establish the front line before the enemy spreads out.
- Level 8 — Ability Improvement: Strength +2 (17 → 19) · Gain: Ability Improvement
- Ability Improvement (Strength +2)
- Level 9 — No choice · Gain: Brutal Critical Tip: One extra damage die on critical hits. It compounds with Reckless Attack, since advantage also raises your crit chance.
- Level 10 — No choice · Gain: Intimidating Presence Tip: Frightens one enemy and roots it in place. It costs your action, so you deal no damage that turn: target the most dangerous add, not the boss.
- Level 11 — No choice · Gain: Relentless Rage Tip: While raging, drop to zero health and you stay standing. The threshold rises each time, so it is not infinite: treat it as a safety net, not a plan.
- Level 12 — Ability Improvement: Strength +1, Constitution +1 · Gain: Ability Improvement
- Ability Improvement (Strength +1, Constitution +1)
Key equipment
- Gauntlets of Hill Giant Strength (Act 3) — Sets your Strength to 23, hardening both your swing and your throw. Where: House of Hope, in the Archive — on a pedestal.
- Everburn Blade (Act 1) — The strongest two-handed weapon in the early game. Where: In the opening scene, aboard the Nautiloid — carried by Commander Zhalk.
- Amulet of Greater Health (Act 3) — Raises Constitution to 23, which is the single best item in the game for a Barbarian. Where: House of Hope, in the Archive — on one of the pedestals.
- Nyrulna (Act 3) — A trident that flies back to your hand when thrown: the crown of the throwing build. Where: Act 3, in a locked chest in the Jungle that opens after winning the jackpot at the Circus of the Last Days.
Combat tips
- Switch Rage on in the first round: turning it on later costs you a whole turn of damage.
- Use Reckless Attack while your health is high and stop when it drops.
- Rage stops you casting spells, but it does not stop you drinking potions.
- Do not wear armour: Unarmoured Defence already counts both your Dexterity and Constitution.
- Throw enemies off ledges: the Barbarian is the best thrower in the game.
Common mistakes
- Do not wear heavy armour: it blocks Rage entirely and cancels Unarmoured Defence.
- Do not pop Rage outside combat: it is wasted and will not return until a long rest.
- Do not spend points on Intelligence or Charisma: the Barbarian uses neither.
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