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See also Barbarian (disambiguation).
Barbarian
Class Group: Warrior
Barbarian
Source: The Complete Barbarian's Handbook:
Barbarian Fighter (CBarbH)
Ability Score
Requirements:
Strength 12
Dexterity 9
Constitution 12
Prime Requisite: Strength
Constitution
Allowed Races: Human
Alignment Allowed*: Lawful Good, Lawful Neutral, Neutral,
Neutral Good, Chaotic Good
* The DM may allow non-player characters to have any alignment. But to promote cooperation among the party members and to retain the sense of ethics common to most barbarian adventurers, we recommend that player characters stick with these choices.

Barbarians are Fighters, but with harsher weapon & armor restrictions, but higher hit dice and physical abilities such as performing large leaps, climbing, and deflecting back attacks.

Barbarians have no access to magic, instead relying of weapons to inflict damage on their enemies.

Barbarian
Level XP Needed Hit Dice
(d12)
THAC0 Attacks/Round Weapon
proficiency
slots
Nonweapon
proficiency
slots
1 0 1 20 1/round 4 3
2 2,250 2 19 1/round 4 3
3 4,500 3 18 1/round 5 4
4 9,000 4 17 1/round 5 4
5 18,000 5 16 1/round 5 4
6 36,000 6 15 1/round 6 5
7 75,000 7 14 3/2 rounds 6 5
8 150,000 8 13 3/2 rounds 6 5
9 300,000 9 12 3/2 rounds 7 6
10 600,000 9+3 11 3/2 rounds 7 6
11 900,000 9+6 10 3/2 rounds 7 6
12 1,200,000 9+9 9 3/2 rounds 8 7
13 1,500,000 9+12 8 2/round 8 7
14 1,800,000 9+15 7 2/round 8 7
15 2,100,000 9+18 6 2/round 9 8
16 2,400,000 9+21 5 2/round 9 8
17 2,700,000 9+24 4 2/round 9 8
18 3,000,000 9+27 3 2/round 10 9
19 3,300,000 9+30 2 2/round 10 9
20 3,600,000 9+33 1 2/round 10 9
  • A barbarian with an unusually high Constitution score receives a hit point adjustment as a warrior. A score of 17 gives a +3 bonus per hit die. A score of 18 gives a +4 bonus.

Class Features[]

Hit Points[]

  • Hit Dice (levels 1-9): 1d12 + "HP Adjustment" (See Constitution table) per level
  • Hit Dice (levels 10+): +3 HP per level
  • Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class

Magic[]

  • Cannot cast magical spells, but they can use magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.

Starting Equipment[]

Barbarians begin with the clothes on their back, primary weapon, and a few usful non-weapon items from their homeland (blanket, rations, a sack). The DM may allow a second weapon.

Starting Funds[]

Starting funds are determined on what sort of society the barbarian comes from. This society can be decided by the DM or rolled for on Table 19.

  • Simple barter or Animal products barter - 3d4 gp worth of tradable goods from homeland
  • Service barter - No starting funds
  • Crude Currency - Could be worthless rocks or seashells. Crude Currency with craftsmanship may be worth a few copper to merchants, or 1 GP to collectors.
    • If Gems are their local curency, the begin with 1d6 units of the most common gem used in their homeland.
  • Trade-free economy - Starts with no money or tradeable goods.

Armor[]

  • Table 5 lists armor types available to the barbarian fighter, along with weights and costs
Table 5 Barbarian Armor
Type AC Cost
(GP)
Weight
(lbs.)
Padded 8 4 10
Leather 8 5 15
Studded Leather 7 20 25
Hide 6 15 30
  • The DM may forbid a barbarian from using weapons inconsistent with their cultural background.

Weapons[]

  • In general, barbarians wield only weapons made of stone, wood, bone, or similarly crude materials. Because they lack the knowledge to create sophisticated weapons like crossbows and mancatchers, they're usually limited to the following choices:
    • Axe (hand, battle, and throwing)
    • Blowgun (barbed dart and needle)
    • Bow (short; flight arrows)
    • Club
    • Dagger
    • Dart
    • Harpoon
    • Javelin
    • Knife
    • Quarterstaff
    • Sling (stones only)
    • Spear

Proficiencies[]

Non-Weapon Proficiencies[]

  • Starts at level 1 with 3 Nonweapon Proficiencies Slots
  • Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15,18...)
  • Can chose a Nonweapon Proficiency at normal cost in the General and Warrior categories.
  • Can chose a Nonweapon Proficiency at +1 cost from any other category.
  • Starts off knowing the Survival proficiency (only applies in their homeland terrain) for no cost.
  • Starts off knowing the Hiding proficiency (only applies in their homeland terrain) for no cost.
  • Starts off know Animal Lore proficiency (for all species native to their homeland terrain) for no cost.

Weapon Proficiencies[]

  • Starts at level 1 with 4 Weapon Proficiency Slots
    • -2 Penalty to hit with weapons without proficiency.
    • Cost is 1 weapon slot.
  • Gains a Weapon Proficiency Slot every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
  • Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.
  • Also can spend Weapon Slots on Fighting Styles, Weapon of Choice, or other things.

Player's Option: Combat & Tactics:

  • Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
  • Fighting Styles: Single Weapon, Two-handed Weapon, Weapon and Shield, Two Weapon, Unarmed, Missile/Thrown Weapons

Weapon Expertise (Player's Option: Combat & Tactics)[]

Barbarians cannot acquire Weapon Specialization, but can instead get a lesser version called Weapon Expertise, in the Player's Option: Combat & Tactics book.

  • Only can gain Weapon Expertise in one weapon-type.
  • Cost: 1 weapon slot if already proficient.
  • Weapon Expertise gives the character the extra attacks of Specialization, without the bonus to hit or bonus to damage. See "Weapon Specialization Table" below.

Weapon Specialization Table[]

See Specialist Attacks Per Round for "PHB" and the "Combat & Tactics" version of the "Specialist Attacks Per Round" table.

Fighting Style Specialization (Player's Option: Combat & Tactics)[]

Barbarians know every fighting style, so can specialize in any number of fighting style at only costing 1 weapon slot each:

Movement[]

  • Barbarian fighters have a base movement rate of 15.
  • Barbarians are also capable of carrying heavy loads more efficiently than other characters. Using the optional Encumbrance rules from Chapter 6 of the Player's Handbook, the barbarian gains a +3 bonus for determining the movement rate while encumbered.
    • Note that the barbarian's ability to move faster while carrying a heavy load does not grant the barbarian a bonus to the amount of weight they can carry.

Combat[]

  • As a barbarian increases in level, they can make more than one attack per round, has listed in the table at the top of this article.
  • A barbarian may fight with two weapons at the same time, provided that the secondary weapon is smaller and lighter than the main weapon.
    • Can attack once per round with the off-hand weapon.
    • Penalties from Table 7 apply if using two weapons at the same time.
Table 7: Two-Weapon Attack Penalties
DEX
Score
Main Weapon
Penalty
Second Weapon
Penalty
1 -8 -10
2 -6 -8
3 -5 -7
4 -4 -6
5 -3 -5
6-15 -2 -4
16 -1 -3
17-18 0 -2

Physical Abilities[]

Leaping and Springing[]

The barbarian is skilled at making leaps (horizontal jumps) and springs (vertical jumps).

  • To make a running leap or spring, they must have a running start of at least 20 feet in a straight line;
    • less than this, and the best they can do is a standing leap or spring.
  • Standing leaps and springs are made from stationary positions.

Table 8 indicates the horizontal distances (for leaps) and vertical distances (for springs) for barbarians of various levels. Distances are expressed in feet. Roll the die separately for each leap or spring.

Table 8: Leaping and Springing Distances
Level Running
Leap (ft)
Running
Spring (ft)
Standing
Leap (ft)
Standing
Spring (ft)
1 3d6+1 1d6 2d4 1d4
2 3d6+2 1d6+1 2d4+1 1d4+1
3 3d6+3 1d6+1 2d4+1 1d4+1
4 3d6+4 1d6+2 2d4+2 1d4+2
5 3d6+5 1d6+2 2d4+2 1d4+2
6 3d6+6 1d6+3 2d4+3 1d4+3
7 3d6+7 1d6+3 2d4+3 1d4+3
8 3d6+8 1d6+4 2d4+4 1d4+3
9 3d6+9 1d6+4 2d4+4 1d4+3
10 3d6+10 1d6+5 2d4+5 1d4+3
11 3d6+11 1d6+5 2d4+5 1d4+3
12 3d6+12 1d6+6 2d4+6 1d4+3
13 3d6+13 1d6+6 2d4+6 1d4+3
14 3d6+14 1d6+6 2d4+7 1d4+3
15 3d6+15 1d6+6 2d4+7 1d4+3
16+ 3d6+16 1d6+6 2d4+8 1d4+3

Back Protection[]

Table 9 shows the barbarian fighter's chance of detecting an attack from behind, made by any character or creature. If the barbarian successfully detects the attack, he avoids it. Additionally, the barbarian is entitled to counter-attack the attacker immediately, even if the barbarian already attacked that turn.

Climbing[]

The barbarian fighter can climb walls and other surfaces-including ledges, cliffs, and trees-without the aid of tools. Table 9 indicates success chances. This skill works like the thief's climb walls ability.

Table 9: Back Detection and Climbing Chances
Level Back Detection Climbing
1 15% 60%
2 20% 65%
3 25% 70%
4 30% 75%
5 35% 80%
6 40% 85%
7 45% 90%
8 50% 95%*
9 55% 95%
10 60% 95%
11 65% 95%
12 70% 95%
13 75% 95%
14 80% 95%
15 85% 95%
16 90% 95%
17+ 95%* 95%
* Maximum percentile score

Homeland Terrain Advantages[]

All barbarians, at character creation, determine the terrain type of their homeland. This can be decided by rolling the dice on table 18:

Table 18: Homeland Terrain
D20 Roll Homeland Terrain
1 Artic
2-3 Desert
4 Cold forest
5-6 Temperate forest
7-8 Hills
9-12 Jungle
13-15 Mountain
16-17 Plain
18 Swamp
19 Unusual (such as
subteranean or aquatic)
20 DM's choice

Barbarians the following advantages when operating in their homeland terrain:

Survival: A barbarian automatically has the survival proficiency in their homeland terrain, at no cost in proficiency slots. In unusually difficult or demanding situations, the DM may require a survival check (equivalent to an Intelligence check). If the barbarian passes their survival check, they gain these results:

  • They knows the fundamental precautions necessary to survive in their homeland terrain.
    • This knowledge doesn't guarantee a barbarian's survival; it merely improves their chances. A DM who isn't sure if the barbarian knows certain survival lore may require a survival check.
  • A successful survival check enables them to find enough food to feed themself and one other character, providing sufficient food is available. They may make a separate check to locate enough water to keep himself and a companion alive for 24 hours, again assuming that water is available. They may attempt each check once per day.
  • By careful observation, they can interpret subtle changes in his environment that allow him to anticipate natural disasters.
    • DM may require a survival check to confirm a barbarian's observations.

Hiding: A barbarian automatically has the hiding proficiency in their homeland terrain; no proficiency slots are needed.

Surprise: A barbarian can move with such stealth in their homeland terrain that opponents suffer a -2 penalty to their surprise die rolls. To move stealty, the barbarian must be alone, or his party must consist entirely of barbarians, elves, or halflings, none of whom are wearing metal armor.

Tracking: A barbarian automatically has the Tracking Proficiency in their homeland terrain.

Animal Lore: A barbarian automatically has the Animal Lore Proficiency for all species native to their homeland terrain.

Saving Throws[]

Barbarian Saving Throws
Attack to be Saved Against
Experience Level Paralyzation,
Poison, or
Death Magic
Rod, Staff,
or Wand
Petrification
or Polymorph*
Breath
Weapon**
Spell***
1 14 16 15 17 17
2 14 16 15 17 17
3 13 15 14 16 16
4 13 15 14 16 16
5 11 13 12 13 14
6 11 13 12 13 14
7 10 12 11 12 13
8 10 12 11 12 13
9 8 10 9 9 11
10 8 10 9 9 11
11 7 9 8 8 10
12 7 9 8 8 10
13 5 7 6 5 8
14 5 7 6 5 8
15 4 6 5 4 7
16 4 6 5 4 7
17 3 5 4 4 6
18 3 5 4 4 6
19 3 5 4 4 6
20 3 5 4 4 6
*Excluding polymorph wand attacks.
**Excluding those that cause petrification or polymorph.
***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Level 1 Character[]

  • Starting HP: 1d12 HP
  • Starting funds: Depends on origin
  • 3 Nonweapon Proficiencies Slots
  • 4 Weapon Proficiency Slots
  • Knows Survival, Hiding and Animal Lore proficiencies (for their homeland terrain) for no cost.
  • Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
    • In Player's Option: Combat & Tactics, the Warrior Group can also use Language Slots for Weapon Proficiency Slots.


Leveling up[]

At level up:

  • Roll 1d12 HP (unless level 10 or higher, then add 3 HP instead)
  • Improve THAC0 by one
  • Check "Barbarian Saving Throws" above to see if your saving throws change.
  • 1 Weapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
  • 1 Nonweapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
  • Improve the number of attacks per round at levels 7 & 13, if without Weapon Expertise.