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Half-Orc (PHB) Pros: +2 Str, +1 Con. Proficiency in Intimidation. Relentless Endurance lets you tank a mortal blow 1/day. Savage Attacks meshes really well with the Barbarian's Brutal Critical feature. Half-Orcs are pretty much the de-facto traditional Barbarian race for players. Cons:
The party walks down the empty hallway, devoid of the few guards they came to expect. Brutus the Barbarian acts as vanguard while they press forward, stopping abruptly as they reach an open doorway on the other side. "Something's wrong," he says, prompting the rogue to investigate, discovering that neither shadow nor light enters the room.
The Barbarian's primal path is Zealot, so he has a revolving door with death. For the purposes of race, we are taking advantage of the revolving door and using the Reincarnate spell liberally. From our Session 0, the character has died and been reincarnated 3 times and is currently a human.
The Barbarian has to use a bonus action to trigger their Rage (PHB, Chapter 3): In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. {snip} When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage ...
Vanilla Barbarian with Polearm Master and GWM starts at net 10 damage, and averages about 30 net damage per round I think it is a trap to worry too much about bludgeoning. First, you'll fight not only undead, there will belots of other monsters -- without disclosing anything about the campaign, for Dracula-style gothic horror think wolves, bats ...
Sure, Intelligence is a classic dump stat for lots of builds. But if you want a Barb who is good a History and Investigation, go for it. There is almost always room for a 14 in whatever stat you choose. Remember, it's literally a Role Playing Game, so choose your role and don't look back. Share.
5e is a game where the rules try to homogenize a lot of roles. Most classes either use strong armor or have easy access to non-armor AC of 13 + a modifier. Everyone has the same proficiency bonus at the same level.
In D&D 5e, the barbarian's Rage is somewhat different from its 3.5e counterpart, but the thing that most confused me is the need to be actively part of mayhem and destruction at every round to keep being angry (emphasis mine): Your rage lasts for 1 minute.
The closest you get in player facing rules in 5e is the Enlarge spell, which says it adds a meager +1d4 damage, but that is a specific effect of the spell, not a general rule. In the DMG, for statting Monsters, there is guidance to double the dice for large, triple them for giant creatures.
Indeed, by RAW the Barbarian could massacre an entire army of mundane soldiers and continuously maintain their rage until they were able to find any sort of healing to recover the minimum 1 hit point necessary for them to keep on trucking. However, 5e has a handful magical effects that can be used to reliably handle this situation, though.