4/5 Hill Dwarf. Decent scores together with all other dwarven features. Nice, but his cousin is better. Useful in case of orophobia.

5/5 Mountain Dwarf. 2 STR & +2 CON (!) , Darkvision, Resistance/Advantage against poison and a bit of flavour: wonderful! The 25 ft of movement isn’t a big deal, as the class gains 10 ft of movement.

2/5 Wood Elf. Good only for a DEX Barbarian.

1/5 High Elf. Nothing useful for a STR Barbarian. On the other hand, it might be taken into consideration for a DEX barbarian, though his wood relative is slightly better thanks to the +1 to WIS.

1/5 Drow. See above: worse (2/5) than the woodland elf for DEX because of Sunlight Sensitivity (Reckless Attack doesn’t work on attacks using DEX).

1/5 Lightfoot Halfling. Nothing of value here. For a DEX build it’s better, but let’s not stretch it. (2/5)

2/5 Stout Halfling.  Same as above for STR. Pretty good, however, for DEX: +2 DEX, +1 CON, resistance to poison and the amazing Lucky feat.

2/5 Human. Suffers too much from the competition with its variant.

5/5 Variant Human. Feats are extremely powerful and provide much greater bonuses in 5th edition. The ability to start with Great Weapon Master, Polearm Master or Resilient (WIS/DEX)  makes the variant human one of the strongest and most versatile races for any class.

4/5 Dragonborn. The +1 to CHA isn’t super useful, but better than a +1 to INT. The breath can come in handy at low levels and the resistance in pretty useful to a tank class.

1/5 Any Gnome. I’m not that open-minded Racism aside, the +2 to INT and small size, which weakens the strength of heavy weapons, make gnomes unsuitable for a STR barbarian, despite the usefulness of Gnome Cunning, which covers a good chunk of the weaknesses of this class. For this reason, a DEX barbarian Gnome can be considered, especially the Forest Gnome.

5/5 Half Elf. You know what? Let’s make a race with 4 stat increases, immunity to sleep, advantage against charms and darkvision. Despite the +2 to CHA, it’s still a good choice.

5/5 Mezzorco. Perfect. Darkvision and proficiency in intimidation are always needed. Relentless endurance, along with the feature Relentless Rage, creates an almost immortal barbarian, while Savage Attacks is a nice bonus.

1/5 Tiefling. Nice race, but nothing interesting for a barbarian.

Tortle Package

5/5 Tortle: It would have been better if the +1 to CON was to WIS instead but, for a turtle, it’s okay to be wise. Having good AC at low levels is pretty hard for a barbarian, so starting with 17 at level 1 is pretty strong.

Sword Coast Adventurer’s Guide

4/5 Duergar. Stats are on point, useful advantage against effects that can bring it out of rage and some nice spells to boot. Sunlight Sensitivity is a little annoying, but you can get around that.

Variant Tiefling. This manual contains variants for the little devils, useful only for DEX builds though.

  • 1/5 Feral. +2 DEX +1 INT. Partially useful for DEX build.
  • 1/5 Devil’s Tongue. No matter what spells they give us, we are Barbarians.
  • 1/5 Hellfire. See above.
  • 2/5 Winged:It’s got flight, even if the stats are not suitable we can’t give it the worst score. If combined with Feral we have a terrifying DEX Barbarian.

Elemental Evil

2/5 Aarakocra. Read the last line of the previous section again.

1/5 Deep Gnome. NO GNOMES.

Genasi. +2 to CON isn’t bad, but their powers are very situational and most bestow spells/cantrips that can’t be used during Rage.

  • 3/5 Air Genasi: Not bad for a strength based barbarian. For DEX builds it’s pretty good (4/5). Holding your breath forever can save your life sometimes, while Levitation has several uses.
  • 4/5 Earth Genasi: The ability scores are correctly distributed. Issues with difficult terrain are relatively rare, and the ability only applies to earth/rock (so no tendrils or anything else getting in the way). Pass Without Trace is probably the best spell among those given by any Genasi: +10 on stealth checks, good for scouting and ambushes.
  • 2/5 Fire Genasi: +2 CON e +1 INT: the worst stat combination among genasi. Produce Flame and Burning Hands won’t be very useful, although them being CON-based is interesting. Fire Resistance and Darkvision are good, but not enough.
  • 2/5 Water Genasi:  Slightly better stat than the previous one (+2 CON +1 WIS), but remains suboptimal. The usefulness of swimming speed and being amphibious depends a lot on the campaign, but in general it doesn’t come in handy often. Acid damage is quite prevalent, especially with traps. Shaping Water and Creating/Destroying Water are extremely situational.

Volo’s Guide to Monsters