All the differences in the Barbarian classes in the D&D 5e variants

This is the next post in my series comparing the different editions of D&D 5E and its successors.

Previous posts:

A reminder of what this is about.

D&D 5th edition has been around for ten years now, and has proven the most successful edition yet. Now there are several successors looking to take the legacy on (as well as other different systems), and I am writing a series of blog posts comparing them.

The products I am comparing are as follows:

  • D&D 5th edition, as published by Wizards of the Coast in 2014 – this is the baseline they all come from.
  • Level Up! Advanced 5th edition (A5E) from EN Publishing.
  • Tales of the Valiant from Kobold Press.
  • The new edition of D&D from Wizards of the Coast, whatever it is called… D&D 5.5? D&D 2024?

More details of each of these in the previous post.

This post compares the classes which come in the Players Handbook of each product.

2014 Classes

Before I start comparing the changes each edition brings, I’d better set the baseline, even though I’m sure you’re aware of this.

The 2014 D&D 5E handbook contains twelve classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard.

The other sources have a similar set, although there is a bit of renaming and occasional additions.

  • Level Up! A5E has a baker’s dozen: Adept (equivalent to Monk), Bard, Berserker (equivalent to Barbarian), Cleric, Druid, Fighter, Herald (equivalent to Paladin), Marshal (new), Ranger, Rogue, Sorcerer, Warlock and Wizard.
  • Tales of the Valiant also has thirteen, adding Mechanist to the 2014’s twelve.
  • The 2024 edition follows the 2014 edition, though with more subclasses.

So, at a high level, very similar. The devil, as always, is in the details.

Rather than going edition-by-edition, for this comparison I will go class-by-class, first comparing the overall class features, then the features introduced at each level, and finally the subclasses in each edition.

Although the 2024 edition is now the baseline on D&D Beyond, I will still use the 2014 edition as my baseline for these comparisons, since it is the edition we are all familiar with.

This post concentrates on the changes to the Barbarian. Future posts will work through the other classes.

Barbarian Overview

According to the 2014 PHB, the Barbarian is “A fierce warrior of primitive background who can enter a battle rage.”

  • Hit Dice: d12
  • Primary ability: Strength
  • Saves: STR + CON
  • Proficiencies: light & medium armour (not heavy), shields, all weapons, no tools
  • Skills: any two of Animal Handling, Athletics, Intimidation, Nature, Perception and Survival

The 2014 PHB has two subclasses (called “Primal Paths”):

  • Path of the Berserker, with Frenzy at level 3, Mindless Rage at level 6, Intimidating Presence at level 10, and Retaliation at level 14.
  • Path of the Totem Warrior, with Spirit Seeker and Totem Spirit at level 3, Aspect of the Beast at level 6, Spirit Walker at level 10, and Totemic Attunement at level 14.

The Barbarian has the following features by level in the different editions:

Level2014 PHB2024 PHBTales of the ValiantLevel Up! A5E
Level 1Rage, Unarmoured DefenceRage, Unarmoured Defence, Weapon MasteryRage, Unarmoured DefenceBattle Defence, Developed Talents, Rage
Level 2Danger Sense, Reckless AttackDanger Sense, Reckless AttackDanger Sense, Reckless AttackCombat Manoeuvres, Danger Sense, Furious Critical
Level 3Primal PathBarbarian Subclass, Primal KnowledgeBarbarian SubclassVersatile Exploration, Warrior Borne, Way of Wrath
Level 4Ability Score Improvement or FeatAbility Score Improvement or FeatImprovementAbility Score Improvement, Furious Critical
Level 5Extra Attack, Fast MovementExtra Attack, Fast MovementFast Movement, MultiattackCrushing Blows, Extra Attack
Level 6Path featureSubclass featureFeral InstinctFurious Critical, Martial Presence, Way Feature
Level 7Feral InstinctFeral Instinct, Instinctive PounceSubclass FeatureAdvanced Battle Defence
Level 8Ability Score Improvement or FeatAbility Score Improvement or FeatImprovementAbility Score Improvement, Furious Critical
Level 9Brutal Critical (1 die)Brutal StrikeBrutal Critical (1 die)Battle Moxie
Level 10Path featureSubclass FeatureHeroic BoonFurious Critical, Way Feature
Level 11Relentless RageRelentless RageSubclass FeatureSchool of the Open Road
Level 12Ability Score Improvement or FeatAbility Score Improvement or FeatImprovementAbility Score Improvement, Crushing Blows, Furious Critical
Level 13Brutal Critical (2 dice)Improved Brutal StrikeBrutal Critical (2 dice)Notable Reputation
Level 14Path featureSubclass featurePersistent RageFurious Critical, Way Feature
Level 15Persistent RagePersistent RageSubclass FeaturePrickly Mind
Level 16Ability Score Improvement or FeatAbility Score Improvement or FeatImprovementAbility Score Improvement, Furious Critical
Level 17Brutal Critical (3 dice)Improved Brutal StrikeBrutal Critical (3 dice)Crushing Blows, Reliable Might
Level 18Indomitable MightIndomitable MightUnyielding MightFurious Critical
Level 19Ability Score Improvement or FeatEpic BoonImprovementAbility Score Improvement
Level 20Primal ChampionPrimal ChampionEpic BoonParagon of Rage

The following sections look at each publication in detail.

The 2024 Barbarian

The 2024h PHB describes the Barbarian as follows: Storm with Rage, and wade into hand-to-hand combat. Then follow the Path of the…

  • Berserker to unleash raw violence
  • Wild Heart to manifest kinship with animals
  • World Tree to tap into cosmic vitality
  • Zealot to rage in union with a god.

The 2024 PHB introduces the following changes to the Barbarian.

  • Weapon Mastery: Barbarians gain two weapon masteries at level 1, three at level 4 and four at level 10
  • Rage:
    • breaks all concentration, not just spells
    • lasts until the end of the next turn, and can be extended up to 10 minutes by attacking or as a bonus action (rather than lasting 1 minute, dropped as a bonus action or if no attacks are made)
    • One expended rage can now be gained on a short rest
  • Unarmoured Defence and Reckless Attack (level 2) are unchanged
  • Danger sense (level 2) no longer requires you to see the threat, and isn’t disabled by being blinded or deafened
  • Barbarian Subclass (renamed from Primal Path, levels 3, 6, 10 and 14) has new subclasses (see below)
  • Primal Knowledge (new, level 3): Barbarians now gain an additional skill proficiency at level 3, and can use Strength for Acrobatics, Intimidation, Perception, Stealth or Survival while raging
  • Ability Score Improvement (levels 4, 8, 12 and 16), Extra Attack (level 5) and Fast Movement (level 5) unchanged
  • Feral Instinct (level 7) no longer allows you to rage to avoid Surprise
  • Instinctive Pounce (new, level 7): as part of the bonus action taken to enter Rage, you can also move up to half your speed
  • Brutal Strike (new, level 9, replaces Brutal Critical) now affects one attack while using Reckless Attack. You forgo Advantage in order to do an extra d10 damage and add the option of either Forceful Blow – move target 15’ back and move up to half speed towards them without provoking opportunity attacks – or Hamstring Blow – target speed reduced by 15’ until the start of your next turn
  • Brutal Critical is removed at levels 9, 13 and 17, replaced with Brutal Strike and Improved Brutal Strike
  • Relentless Rage (level 11) sets hit points to twice your Barbarian level instead of just 1hp
  • Improved Brutal Strike (new, level 13, replaces extra Brutal Critical die) adds the following Brutal Strike Effects: Staggering Blow – the target has Disadvantage on its next saving throw, and can’t make opportunity until the start of your next turn (the punctuation implies the time limit only applies to the opportunity attack), or Sundering Blow – the next attack against the target before the start of your next turn gains a +5 bonus
  • Persistent Rage (level 15) now allows you to regain all expended uses of Rage when rolling initiative (once per long rest), and Rage now lasts 10 minutes (the new limit), but is ended by donning heavy armour
  • Improved Brutal Strike (new, level 17, replaces extra Brutal Critical die) increases the Brutal Strike bonus to 2d10 and allows two effects
  • Indomitable Might (level 18) is unchanged
  • Epic Boon is added at level 19, replacing the Ability Score Improvement
  • Primal Champion (level 20) can now increase Strength and Constitution up to 25 (rather than 24 in the 2014 edition)

Subclasses

The 2024 PHB has four subclasses:

  • Path of the Berserker, with Frenzy at level 3, Mindless Rage at level 6, Retaliation at level 10 and Intimidating Presence at level 14
  • Path of the Wild Heart, with Animal Speaker and Rage of the Wilds at level 3, Aspect of the Wilds at level 6, Nature Speaker at level 10 and Power of the Wilds at level 14.
  • Path of the World Tree, with Vitality of the Tree at level 3, Branches of the Tree at level 6, Battering Boots at level 10 and Travel Along the Tree at level 14
  • Path of the Zealot, with Divine Fury and Warrior of the Gods at level 3, Fanatical Focus at level 6, Zealous Presence at level 10 and Rage of the Gods at level 14

Changes to Path of the Berserker:

  • Frenzy gives an extra d6 per Rage Damage bonus on a Strength-based Reckless Attack, rather than giving a bonus attack, and removes the Exhaustion at the end
  • Mindless Rage ends a charmed or frightened condition rather than just suspending it
  • Retaliation moves to level 10
  • Intimidating Presence moves to level 14, and can now affect as many creatures as you choose within 30’; the conditions that you can see them and that they see or hear you are removed

Changes to Path of the Wild Heart (renamed from Totem Warrior):

  • Animal Speaker is just a renaming of Spirit Speaker
  • Rage of the Wilds no longer requires a totem object. Bear can no longer resist Force, Necrotic or Radiant damage along with Psychic. Eagle adds Disengage to the Dash bonus action, rather than imposing Disadvantage on opportunity attack. Wolf no longer limits the Advantage for allies to melee attacks.
  • Aspect of the Wilds replaces Aspect of the Beast, and changes the effects available. Gone are Bear (Strength), Eagle (eyesight) and Wolf (Tracking and Stealth). In their place are Owl (+60’ Darkvision), Panther (climb speed), and Salmon (swim speed), and you can change on a Long Rest
  • Nature Speaker is just a renaming of Spirit Walker
  • Power of the Wilds renames to Falcon (flying speed; removes the limitation of falling at the end of the turn from the 2014 Eagle), Lion replaces the Disadvantage from Bear and removes the limitations on enemies who can be affected, and Ram is just a renaming and rewording of Wolf.

The new subclass Path of the World Tree gives:

  • Vitality of the Tree (level 3) gives you temporary hit points equal to Barbarian level when starting raging, and allows you to give temporary hit points to one creature with 10’ every turn while raging
  • Branches of the Tree (level 6) allows you to teleport a creature within 30’ of you towards you and optionally reduce its speed to 0 until the end of the turn
  • Battering Roots (level 10) extends your reach by 10’ with any Heavy or Versatile melee weapon, and allows you to Push or Topple using that weapon
  • Travel along the Tree (level 14) allows you to teleport up to 60’ as a bonus action, increasing to 150’ once per rage and allowing you to bring up to 6 willing creatures along with you. Interesting quirk: you need to use your bonus action to continue raging until level 15, so at the level you gain this, using it will stop your rage unless you also make an attack of some sort.

The new subclass Path of the Zealot gives:

  • Divine Fury (level 3): do an extra d6+half Barbarian level Necrotic or Radiant damage to the first creature you hit per turn while raging
  • Warrior of the Gods (level 3): a pool of four d12 per Long Rest for healing as a bonus action, increasing to five at level 6, size at level 12 and seven at level 17
  • Fanatical Focus (level 6): once per rage, if you fail a saving throw can re-roll with a bonus equal to Rage Damage bonus
  • Zealous Presence (level 10): bonus action battle cry to inspire up to ten other creatures of choice (i.e. not self), giving Advantage on attack rolls and saving throws until the start of your next turn. Once per Long Rest, but can spend a Rage to restore.
  • Rage of the Gods (level 14): once per Long Rest, divine warrior form: fly speed equal to speed and can hover, resistance to Necrotic, Psychic and Radiant damage, can save a creature within 30’ – if it would drop to 0hp, can spend a Rage to change to hp equal to your Barbarian level instead.

The Tales of the Valiant Barbarian

The Tales of the Valiant Player’s Guide describes the Barbarian as Ferocious Warriors who harness primal power.

Tales of the Valiant introduces the following changes to the 2014 Barbarian:

  • Barbarians gain the use of Herbalism Tools
  • Rage is unchanged
  • Unarmoured Defence gives an AC of 13+CON, rather than 10+DEX+CON
  • Danger Sense (level 2) no longer requires you can see the threat, but is still prevented while blinded, deafened or incapacitated
  • Reckless Attack (level 2) is unchanged
  • Barbarian Subclass features come in at levels 3, 7, 11 and 15 rather than 3, 6, 10 and 14
  • Improvement (levels 4, 8, 12, 16 and 19( can either be an ASI of 2, two ASIs of 1, or an ASI of 1 plus a Martial Talent
  • Fast Movement (level 5) also allows you to move up to half your speed on rolling initiative
  • Multiattack (level 5) is unchanged
  • Feral Instinct moves to level 6 (rather than 7) but is otherwise unchanged
  • Brutal Critical (levels 9, 13 and 17) makes a critical on 19 as well as 20, but is otherwise unchanged (plus one die at level 9, two at level 13 and three at level 17)
  • Heroic Boon (new, level 10): choose from Instant Rage – rage without bonus action on rolling initiative if you use Fast Movement, or Stubborn Rage – removes the requirement to attack to keep raging; the equivalent of Persistent Rage
  • Relentless Rage moves to level 14. It leaves you on 0hp but able to continue fighting while making Death Saving Throws while raging, and even if you fail three Death Saving Throws, you only die if you end your turn on 0hp. You only become unconscious once you stop raging.
  • Persistent Rage is removed, replaced with the Stubborn Rage option in the Heroic Boon
  • Unyielding Might (level 18) replaces Indomitable Might. You can now treat any STR or CON ability check or save as rolling a minimum of 10, instead of using your Strength score for the result of the roll. You can also add your STR score to the damage of any attack on objects and structures
  • Epic Boon (level 20) is Primal Champion, which is exactly the same as the 2014 edition, including the 24-point maximum

Subclasses

Tales of the Valiant has two subclasses:

  • Berserker, with Frenzy and Ruthless Bearing at level 3, Mindless Rage at level 7, Intimidating Presence at level 11, and Retaliation at level 15.
  • Wild Fury, with Animal Focus and Nature’s Cunning at level 3, Primal Aspect at level 7, Ferocious Howl at level 11, and Empowered Rage at level 11.

Changes to Berserker:

  • Frenzy (level 3) removes the Exhaustion at the end
  • Ruthless Bearing (new, level 3) gives Proficiency (or additional Proficiency) in Intimidation
  • Mindless Rage (level 7) adds ignoring Exhaustion, and a Critical Hit or reducing a creature to 0hp gives temporary hit points equal to Proficiency Bonus + CON
  • Intimidation Presence (level 11) extends the number of creatures who can be frightened to your Proficiency Bonus, and adds the number of temporary hit points you have from Mindless Rage to the save DC. You also do additional damage equal to your Proficiency Bonus to any frightened creatures
  • Retaliation can be used against any creature which attacked you, whether they hit or not and gives Advantage against any creature Large or larger.

The subclass Wild Fury is a replacement to Path of the Totem Warrior which has some similarities but also significant differences. It gives:

  • Animal Focus (level 3). You gain abilities from a beast from your homeland. This continues the need for some sort of symbol, marking or token. The animals are:
    • Alligator – grappled creatures are also restrained and don’t slow you down; you can do STR+rage damage bonus force damage to a creature you are grappling as a bonus action
    • Bear – use a bonus action to gain temporary hit points equal to level + CON for 1hr, and gain advantage on melee weapon attacks while you have at least one of these temporary hop
    • Tiger – Make a melee weapon attack as a bonus action after a Dash action. If you move 20’ or more in a straight line, gain +5 to attack and damage. On a critical, roll 3x your damage dice instead of 2x
    • Toad – resistance to all damage types except psychic while raging (exactly equivalent to Bear from 2014)
  • Nature’s Cunning (level 3) gives Proficiency (or additional Proficiency) in Animal Handling
  • Primal Aspect (level 7) gives you another beast’s powers:
    • Hawk: Advantage on Perception checks and +5 to Passive Perception. If you hit a creature with two or more melee attacks on a turn, you can attempt to grapple.
    • Lizard: Speed increases by 10’, and you gain an equal climb speed. If you Dash, you can also Disengage with the same action
    • Turtle: +1 bonus to AC while not wearing armour. While wearing armour, rage damage bonus on DEX saves
    • Wolf: Allies that can see or hear you have advantage on attack rolls on creatures within 5’ of you
  • Ferocious Howl (level 11): when entering rage, use your reaction to Howl, giving allies with 60’ of you Advantage on attack rolls and saving throws until the start of your next turn
  • Empowered Rage (level 15) gives you another beast’s powers:
    • Crane: while raging, jump distance increases by 20’ and you can fall up to 100’ without taking damage. Melee weapon reach increases by 5’
    • Ram: while raging, if move 20’ or more in a straight line towards a Huge or smaller creature and hit with melee weapon attack, target takes 2d6 additional damage and is knocked prone
    • Shark: while raging, each time you hit an injured creature (below hp max) with a melee weapon attack, the attack does an extra d12 damage
    • Snake: while raging, advantage on opportunity attacks, and if you hit you can move up to your speed to remain within reach

Level Up A5E Berserker

The Level Up A5E Adventurer’s Guide describes the Berserker as A warrior that harnesses their inner rage to dispense and absorb tremendous amounts of damage on the battlefield

Level Up A5E introduces the following changes to the 2014 Barbarian:

  • Adds Stealth to the available skills, and a Berserker starts with four instead of two
  • Battle Defence replaces Unarmoured Defence. Choose from Juggernaut where you gain proficiency with heavy armour, in which you can rage, and you don’t count the weight of worn armour against carrying capacity, or Rugged Defence which gives the 10+DEX+CON AC of Unarmoured Defence, and adds a speed increase of 5’ when not wearing heavy armour; this increases by another 5’ at level 5
  • Developed Talents (level 1) and Combat Manoeuvres (level 2) are new A5E features
  • Rage adds “rage points” – temporary hit points gained at the start of each turn which last until the end of the rage; the number increases at levels 9 and 16, but a Berserker can’t take advantage of other temporary hit points while raging, and cannot use the Fall Back action. The Berserker gains six rages at level 16 instead of 17, and unlimited rages at level 20.
  • Danger Sense (level 2) is unchanged. This is the one version which doesn’t relax the conditions.
  • Furious Critical (level 2, and every even level) is a set of manoeuvres which can be dealt on a critical hit. The Berserker gains one every even level.
  • Versatile Exploration (level 3) allows the Berserker to learn a fighter soldiering knack in place of a new talent, starting at level three.
  • Warrior Born (level 3): choose one of Agitate – once per rest, can press a creature outside of combat to act out to their disadvantage – e.g. back away quickly, blurt out something compromising (Narrator’s choice), Fearsome Reputation – when in a settlement, a commoner approaches with gift or bribe and beseeches you to help; also eager to tell you about their home and neighbours, or Imposing Prowess – can support an ally’s Deception or Persuasion check, giving them an expertise die (1 per long rest)
  • Way of Wrath (level 3): basically the Berserker subclass, with features at levels 3, 6, 10 and 14
  • Ability Score Improvement (levels 4, 8, 12, 16, 19): one ASI of +2 or two ASIs of +1
  • Crushing Blows (level 5, 12, 17): score a critical on 19-20 (level 5), 18-20 (level 12) or 17-20 (level 17)
  • Extra Attack (level 5) is unchanged
  • Martial Presence (level 6): choose one of Forceful – can choose CON for Persuasion checks, and gain followers up to Proficiency Bonus in every settlement, Mighty – can choose CON for Intimidation checks, and can make a DC 15 Intimidation check on entering a social gathering to persuade the assembled throng to give a clue to something you are looking for, or Scary – can choose to use CON for Deception checks, and when you fail a Deception check, you can force them to make a WIS save against passive your Deception, turning to a success if they fail
  • Advanced Battle Defence (level 7): either Enhanced Vitality – use CON instead of one of INT, WIS or CHA for saving throws, or Preternatural Agility – on a DEX save for half damage, take half damage on fail or no damage on success
  • Battle Moxie (level 9): one of Provoking Attitude – use a Rage to try to force a creature with 60 to make or accept a challenge, Roaring Pause – on entering initiative, can use a Rage to intimidate; on success, each creature can only make statements and Deception, Intimidation or Persuasion check; if succeeding 5 or more, reroll initiative, and give advantage to CON creatures, or Takes One to Know One – can tell whether a creature is proficient with more than simple weapons, or has access to combat manoeuvres
  • School of the Open Road (level 11): one of Don’t Get Fooled Again – can use CON for Insight checks, gain an expertise die rolling to detect a lie, and may be called on to mediate, Storyteller – can use CON for History checks, and gain expertise die if related to war, battle or martial prowess, plus people approach in taverns, etc to tell local history, or Trial and Error – can use CON for Nature checks, and gain an expertise die on checks to identify a plant or beast, plus people approach to tell about local hazards and wildlife
  • Notable Reputation (level 13): one of Armed Assistance – mercenary groups are helpful, Noble Curiosity – nobles will invite you to their hospitality, or Token of Gratitude – merchants will offer a discount in exchange for an autograph or similar
  • Prickly Mind (level 15): gain proficiency with WIS saves, plus when saving to resist being charmed, can use reaction to inflict Proficiency Bonus damage to the creature trying to charm
  • Reliable Might (level 17): if total for STR or CON check is less than the corresponding score, use that score instead
  • Paragon of Rage (level 20): STR and CON increase of Primal Champion, plus while raging, you size increases one category, you get twice as many rage points, creatures have disadvantage on saving throws against your combat manoeuvres, you deal double damage to objects, your horizontal jump increases by 40’ and your vertical jump by 20’, and you gain a d8 expertise die on STR and CON ability checks and saving throws.

Subclasses

Level Up A5E has three subclasses (called Archetypes):

  • Dreadnought, with Levelling Charge and Standing Firm at level 3, Ever Onwards at level 6, Terrifying Inevitability at level 10 and Rebounding Blow at level 14
  • Rager, with Hard to Kill and Enraged Focus at level 3, Thirst for the Kill at level 6, Relentless at level 10 and Pitiless Gaze at level 14
  • Tempest, with Touched by Thunder at level 3, Whirling Winds at level 6, Forceful Gale at level 10 and Perfect Storm at level 14

The archetype Dreadnought gives:

  • Levelling Charge (level 3): if move at least 20’ before an attack, can attempt to knock the creature to the ground; from level 10 can also attempt to knock down a creature within reach which you pass
  • Standing Firm (level 3): advantage on checks against being knocked prone; if wearing heavy armour, can use reaction to impose disadvantage on an attack on a creature within 5’
  • Ever Onwards (level 6): while raging, ignore movement penalties caused by difficult terrain, and gain advantage on saving throws to resist being charmed or frightened
  • Terrifying Inevitability (level 10): this is a renamed version of Intimidating Presence
  • Rebounding Blow (level 14): while wearing heavy armour and a creature within 5’ misses you, you can turn their miss into a hit which does half damage to you and half to them

The archetype Rager gives:

  • Hard to Kill (level 3): once per long rest, when reduced to 0hp or below, can immediately make a death saving throw; on success, gain hp equal to CON modifier and don’t lose the benefits of the rage
  • Enraged Focus (level 3): while raging, gain an expertise die on the first attack every round
  • Thirst for the Kill (level 6): when reduce a hostile creature to 0hp, gain a damage bonus equal to their hit die to apply to the next successful weapon attack (within 1 minute)
  • Relentless (level 10): if a creature Disengages from you while you are raging, you can use your reaction to follow them up to double your speed (proficiency bonus per long rest)
  • Pitiless Gaze (level 14): when a creature within 5’ hits you with a melee attack while you are raging, they take d6 psychic damage from your fury

The archetype Tempest gives:

  • Touched by Thunder (level 3): empower a melee weapon you touch while raging to do an extra d6 lightning or thunder damage (chosen when empowering); increases to 2d6 at level 10, 2d6 at level 15 and 4d6 at level 20. Also gain resistance to either thunder or lightning damage (chosen when taking this archetype)
  • Whirling Winds (level 6): gale round you in 10’ radius while raging treats all attacks as if half cover, plus gain resistance against the other type of damage from lightning and thunder
  • Forceful Gale (level 10): once per turn while raging can try to push a creature you damage with a melee attack up to 10’
  • Perfect Storm (level 14): any hostile creature which starts its turn within your Whirling Winds take Thunder or Lightning damage equal to berserker level, half on a CON save

Conclusions

All four versions are recognisably the same class, with the rage as the central feature. Interestingly, Tales of the Valiant is the closest to the original 2014 rules, followed by the 2024 rules. As you would expect from the name, Level Up Advanced 5th Edition has the most added, and the most variant options at each level.

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