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Barbarian

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Key Ability

Strength: At 1st level, your class gives you an ability boost to Strength.

 

 

Hit Points

12 plus your Constitution Modifier: You increase your maximum number of HP by this number at 1st level and every level thereafter.

 

 

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

 

 

Perception

Expert in Perception

 

 

Saving Throws

Expert in Fortitude
Trained in Reflex
Expert in Will

 

 

Skills

Trained in Athletics
Trained in a number of additional skills equal to 3 plus your Intelligence modifier

 

 

Attacks

Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks

 

 

Defenses

Trained in light armor
Trained in medium armor
Trained in unarmored defense

 

 

Class DC

Trained in barbarian class DC

 

 

During combat encounters…

You summon your rage and rush to the front lines to smash your way through. Offense is your best defense—you’ll need to drop foes before they can exploit your relatively low defenses.

 

 

During social encounters…

You use intimidation to get what you need, especially when gentler persuasion can’t get the job done.

 

 

While exploring…

You look out for danger, ready to rush headfirst into battle in an instant. You climb the challenging rock wall and drop a rope for others to follow, and you wade into the risky currents to reach the hidden switch beneath the water’s surface. If something needs breaking, you’re up to the task!

 

 

In downtime…

You might head to a tavern to carouse, build up the fearsome legend of your mighty deeds, or recruit followers to become a warlord in your own right.

 

You Might…

  • Have a deep-seated well of anger, hatred, or frustration.
  • Prefer a straightforward approach to one requiring patience and tedium.
  • Engage in a regimen of intense physical fitness—and punch anyone who says this conflicts with your distaste for patience and tedium.

Others Probably…

  • Rely on your courage and your strength, and trust that you can hold your own in a fight.
  • See you as uncivilized or a boorish lout unfit for high society.
  • Believe that you are loyal to your friends and allies and will never relent until the fight is done.

Table 3–2: Barbarian Advancement
Your Level Class Features
1 Ancestry and background, initial proficiencies, rage, instinct, barbarian feat
2 Barbarian feat, skill feat
3 Deny advantage, general feat, skill increase
4 Barbarian feat, skill feat
5 Ability boosts, ancestry feat, brutality, skill increase
6 Barbarian feat, skill feat
7 General feat, juggernaut, skill increase, weapon specialization
8 Barbarian feat, skill feat
9 Ancestry feat, lightning reflexes, raging resistance, skill increase
10 Ability boosts, barbarian feat, skill feat
11 General feat, mighty rage, skill increase
12 Barbarian feat, skill feat
13 Ancestry feat, greater juggernaut, medium armor expertise, skill increase, weapon fury
14 Barbarian feat, skill feat
15 Ability boosts, general feat, greater weapon specialization, indomitable will, skill increase
16 Barbarian feat, skill feat
17 Ancestry feat, heightened senses, skill increase, quick rage
18 Barbarian feat, skill feat
19 Armor of fury, devastator, general feat, skill increase
20 Ability boosts, barbarian feat, skill feat

 

Class Features

You gain these abilities as a barbarian. Abilities gained at higher levels list the requisite levels next to their names.

 

 

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

 

 

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.

 

 

Rage

You gain the Rage action, which lets you fly into a frenzy.

 

 

Rage [one-action]

Barbarian, Concentrate, Emotion, Mental
Requirements You aren’t fatigued or raging.

 

You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:

  • You deal 2 additional damage with melee weapons. This additional damage is halved if your weapon or unarmed attack is agile.
  • You take a –1 penalty to AC.
  • You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.

After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.

 

Instinct

Your rage wells up from a dominant instinct—one you learned from a tradition or that comes naturally to you. Your instinct gives you an ability, requires you to avoid certain behaviors, grants you increased damage and resistances at higher levels, and allows you to select feats tied to your instinct. For more information, see Instincts below.

 

 

Barbarian Feats

At 1st level and every even-numbered level thereafter, you gain a barbarian class feat. Barbarian class feats are described below.

 

 

Skill Feats (2nd)

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

 

 

Deny Advantage (3rd)

Your foes struggle to pass your defenses. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

 

 

General Feats (3rd)

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

 

 

Skill Increases (3rd)

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

 

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

 

Ability Boosts (5th)

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts below 18.

 

 

Ancestry Feats (5th)

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

 

 

Brutality (5th)

Your fury makes your weapons lethal. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks.

 

 

Juggernaut (7th)

Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

 

 

Weapon Specialization (7th)

Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you’re a master, and 4 if you’re legendary. You gain your instinct’s specialization ability.

 

 

Lightning Reflexes (9th)

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

 

 

Raging Resistance (9th)

Repeated exposure and toughened skin allow you to fend off harm. While raging, you gain resistance equal to 3 + your Constitution modifier to damage types based on your instinct.

 

 

Mighty Rage (11th)

Your rage intensifies and lets you burst into action. Your proficiency rank for your barbarian class DC increases to expert. You gain the Mighty Rage free action.

 

 

Mighty Rage [free-action]

Barbarian
Trigger You use the Rage action on your turn.

 

Use an action that has the rage trait. Alternatively, you can increase the actions of the triggering Rage to 2 to instead use a 2-action activity with the rage trait.

 

Greater Juggernaut (13th)

You have a stalwart physiology. Your proficiency rank for Fortitude saves increases to master. When you roll a critical failure on a Fortitude save, you get a failure instead. When you roll a failure on a Fortitude save against an effect that deals damage, you halve the damage you take.

 

Medium Armor Expertise (13th)

You’ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.

 

 

Weapon Fury (13th)

Your rage makes you even more effective with the weapons you wield. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.

 

 

Greater Weapon Specialization (15th)

The weapons you’ve mastered become truly fearsome in your hands. Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary. You gain a greater benefit from your instinct’s specialization ability.

 

 

Indomitable Will (15th)

Your rage makes it difficult to control you. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.

 

 

Heightened Senses (17th)

Your instinct heightens each of your senses further. Your proficiency rank for Perception increases to master.

 

 

Quick Rage (17th)

You recover from your Rage quickly, and are soon ready to begin anew. After you spend a full turn without raging, you can Rage again without needing to wait 1 minute.

 

 

Armor of Fury (19th)

Your training and rage deepen your connection to your armor. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.

 

 

Devastator (19th)

Your Strikes are so devastating that you hardly care about resistance, and your barbarian abilities are unparalleled. Your proficiency rank for your barbarian class DC increases to master. Your melee Strikes ignore 10 points of a creature’s resistance to their physical damage.

 

 

Key Terms

You’ll see the following key terms in many barbarian class features.

 

Flourish: Flourish actions are techniques that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.
Instinct: Instinct abilities require a specific instinct; you lose access if you perform acts anathema to your instinct.
Open: These maneuvers work only as your first salvo on your turn. You can use an open action only if you haven’t used an action with the attack or open trait yet this turn.
Rage: You must be raging to use abilities with the rage trait, and they end automatically when you stop raging.

 

Instincts

You channel your rage through an instinct. You decide what your instinct means to you. It could be a creature or symbol beloved by your clan, or a purely internal source or filter of your rage, such as a belief, curse, heritage, or state of mind. Each instinct grants an instinct ability, plus more abilities you can gain via instinct feats. It also determines what damage you resist with raging resistance and, at higher levels, increases the additional damage you deal when you Rage.

 

Each instinct lists acts that are anathema to it. Whenever you perform such acts, you lose the instinct’s abilities and any instinct feats until you spend 1 day of downtime re-centering yourself, though you keep all of your other barbarian abilities.

 

Animal Instinct

The fury of a wild predator fills you when you Rage, granting you ferocious unarmed attacks. Cultures that revere vicious animals (such as apes or bears) give rise to barbarians with this instinct. You might also be at war with an uncontrollable, animalistic side of your personality, or you might be a descendant of a werewolf or another werecreature. Select an animal from Table 3–3: Animal Instincts that best matches your chosen animal.

 

 

Table 3–3: Animal Instincts

 

Animal Attack Damage Traits
Ape Fist 1d10 B Grapple, unarmed
Bear Jaws

Claw

1d10 P

1d6 S

Unarmed

Agile, unarmed

Bull Horn 1d10 P Shove, unarmed
Cat Jaws

Claw

1d10 P

1d6 S

Unarmed

Agile, unarmed

Deer Antler 1d10 P Grapple, unarmed
Frog Jaws

Tongue

1d10 B

1d4 B

Unarmed

Agile, unarmed

Shark Jaws 1d10 P Grapple, unarmed
Snake Fangs 1d10 P Grapple, unarmed
Wolf Jaws 1d10 P Trip, unarmed

 

Anathema

Flagrantly disrespecting an animal of your chosen kind is anathema to your instinct, as is using weapons while raging.

 

 

Bestial Rage (Instinct Ability)

When you Rage, you gain your chosen animal’s unarmed attack (or attacks). The specific attack gained, the damage it deals, and its traits are listed on Table 3–3: Animal Instincts. These attacks are in the brawling group. Your Rage action gains the morph, primal, and transmutation traits.

 

 

Specialization Ability

Increase the damage die size for the unarmed attacks granted by your chosen animal by one step, and increase the additional damage from Rage from 2 to 5 for your chosen animal’s unarmed attacks. The frog’s tongue attack and deer’s antler attack gain reach 10 feet. If you have greater weapon specialization, increase the damage from Rage from 5 to 12 for your chosen animal’s unarmed attacks.

 

 

Raging Resistance

You resist piercing and slashing damage.

 

 

Dragon Instinct

You summon the fury of a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, or you gained your connection by drinking or bathing in dragon’s blood or after watching a marauding wyrm burn your village. Select a type of dragon from Table 3–4: Dragon Instincts to be your instinct’s dragon type. Chromatic dragons tend to be evil, and metallic dragons tend to be good.

 

 

Table 3–4: Dragon Instincts

 

Dragon Type Category Breath Weapon
Black Chromatic Line of acid
Blue Chromatic Line of electricity
Green Chromatic Cone of poison
Red Chromatic Cone of fire
White Chromatic Cone of cold
Brass Metallic Line of fire
Bronze Metallic Line of electricity
Copper Metallic Line of acid
Gold Metallic Cone of fire
Silver Metallic Cone of cold

 

Anathema

Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.

 

 

Draconic Rage (Instinct Ability)

While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon’s breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.

 

 

Specialization Ability

When you use draconic rage, you increase the additional damage from Rage from 4 to 8. If you have greater weapon specialization, instead increase the damage from Rage when using draconic rage from 8 to 16.

 

 

Raging Resistance

You resist piercing damage and the damage type of your dragon’s breath weapon.

 

 

Fury Instinct

Your rage comes from a deep and purely personal well within you. You use your rage as you choose.

 

 

Anathema and Instinct Ability

You don’t have an anathema or an instinct ability. Instead, you gain an additional 1st-level barbarian feat.

 

 

Specialization Ability

Increase the additional damage from Rage from 2 to 6. If you have greater weapon specialization, instead increase the additional damage from Rage to 12.

 

 

Raging Resistance

You resist physical weapon damage, but not physical damage from other sources (such as unarmed attacks).

 

 

Giant Instinct

Your rage gives you the raw power and size of a giant. This doesn’t necessarily mean you revere giants—you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego.

 

 

Anathema

Failing to face a personal challenge of strength is anathema.

 

 

Titan Mauler (Instinct Ability)

You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon’s unwieldy size. You can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon.

 

 

Specialization Ability

Increase the damage from Rage when using a larger weapon from 6 to 10; if you have greater weapon specialization, increase it from 10 to 18.

 

 

Raging Resistance

You resist bludgeoning damage and your choice of cold, electricity, or fire, chosen when you gain raging resistance.

 

 

Spirit Instinct

Whether you are emotionally sensitive to the spirits around you; worship ancestors or apparitions; or are haunted by the specter of an ancestor, relative, friend, or foe, your rage takes the form of a spiritual possession.

 

 

Anathema

Disrespecting corpses or spirits is anathema to your instinct; defending yourself against undead creatures is not.

 

 

Spirit Rage (Instinct Ability)

While raging, you can increase the additional damage from Rage from 2 to 4, and deal negative or positive damage, instead of the normal damage type for your weapon or unarmed attack (choose each time you Rage). If you choose to deal negative or positive damage, your weapon or unarmed attack gains the effects of the ghost touch property rune, which makes it more effective against incorporeal creatures, and your Rage action gains the divine and necromancy traits, plus negative or positive, as appropriate.

 

 

Specialization Ability

When using spirit rage, increase the damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the damage when using spirit rage to 13.

 

 

Raging Resistance

You resist negative damage, as well as damage dealt by the attacks and abilities of undead creatures, regardless of the damage type.

 

 

Barbarian Feats

If you need to look up a barbarian feat by name instead of by level, use this table.

 

Feat Level
Acute Scent 2
Acute Vision 1
Animal Rage 8
Animal Skin 6
Attack of Opportunity 6
Awesome Blow 14
Brutal Blow 6
Brutal Critical 18
Cleave 6
Collateral Thrash 16
Come and Get Me 10
Contagious Rage 20
Dragon’s Rage Breath 6
Dragon’s Rage Wings 12
Dragon Transformation 16
Fast Movement 4
Furious Bully 8
Furious Finish 2
Furious Grab 12
Furious Sprint 10
Giant’s Lunge 14
Giant’s Stature 6
Great Cleave 10
Knockback 10
Moment of Clarity 1
No Escape 2
Perfect Clarity 18
Predator’s Pounce 12
Quaking Stomp 20
Raging Athlete 4
Raging Intimidation 1
Raging Thrower 1
Reckless Abandon 16
Renewed Vigor 8
Second Wind 2
Shake It Off 2
Share Rage 8
Spirits’ Interference 6
Spirit’s Wrath 12
Sudden Charge 1
Sudden Leap 8
Swipe 4
Terrifying Howl 10
Thrash 8
Titan’s Stature 12
Vengeful Strike 14
Vicious Evisceration 18
Whirlwind Strike 14
Wounded Rage 4

Barbarian Feats

At every level that you gain a barbarian feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

 

1st Level

Acute Vision (Feat 1)

Barbarian

 

When you are raging, your visual senses improve, granting you darkvision.

Moment of Clarity [one-action] (Feat 1)

Barbarian, Concentrate, Rage

You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait even if those actions don’t have the rage trait.

 

Raging Intimidation (Feat 1)

Barbarian

 

Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.

 

Raging Thrower (Feat 1)

Barbarian

 

Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.

 

Sudden Charge t[two-actions] (Feat 1)

Barbarian, Flourish, Open

 

With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.


 

2nd Level

Acute Scent (Feat 2)

Barbarian
Prerequisites Acute Vision or darkvision

 

When you Rage, your sense of smell improves. You gain imprecise scent with a range of 30 feet.

 

Furious Finish [one-action] (Feat 2)

Barbarian, Rage

 

Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10). After this Strike, your Rage immediately ends, and you are fatigued until you rest for at least 10 minutes.

 

No Escape [reaction] (Feat 2)

Barbarian, Rage
Trigger A foe within reach attempts to move away from you.

 

You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.

 

Second Wind (Feat 2)

Barbarian

 

You can enter a second rage, but afterward you need to catch your breath. You can Rage without waiting for 1 minute after the previous Rage (or 1 round, with quick rage), but when you end this second Rage, you’re fatigued until you rest for 10 minutes.

 

Shake It Off [one-action] (Feat 2)

Barbarian, Concentrate, Rage

 

You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your frightened condition value by 1, and attempt a Fortitude save to recover from the sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success.


 

4th Level

Fast Movement (Feat 4)

Barbarian

 

Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed.

Raging Athlete (Feat 4)

Barbarian
Prerequisites expert in Athletics

Physical obstacles can’t hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet.

 

Swipe [two-action][two-actions] (Feat 4)

Barbarian, Flourish

 

You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty.

If you’re using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.

 

Wounded Rage [reaction] (Feat 4)

Barbarian
Trigger You take damage and are capable of entering a rage.

 

You roar in pain, awakening the rage within you. You Rage.


 

6th Level

Animal Skin (Feat 6)

Barbarian, Instinct, Morph, Primal, Transmutation
Prerequisites animal instinct

 

 

Your proficiency in unarmored defense increases to expert. While you are raging and unarmored, your skin transforms into a thick hide resembling your animal’s skin. You gain a +2 item bonus to AC; if you have the greater juggernaut class feature, this item bonus increases to +3. The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. This item bonus to AC is cumulative with potency runes on your explorer’s clothing, mage armor, and bracers of armor.

Attack of Opportunity [reaction] (Feat 6)
Barbarian
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.

 

You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

 

Brutal Bully (Feat 6)

Barbarian
Prerequisites expert in Athletics

 

You push your foes around and leave bruises. While raging, when you successfully Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip.

 

Cleave [reaction] (Feat 6)

Barbarian, Rage
Trigger Your melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature.

 

You swing clear through one foe and into another. Make a melee Strike against the second foe.

 

Dragon’s Rage Breath [two-action] (Feat 6)

Arcane, Barbarian, Concentrate, Evocation, Instinct, Rage
Prerequisites dragon instinct
Requirements You haven’t used this ability since you last Raged.

 

You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing 1d6 damage per level. The area and damage type match those of your dragon (see Table 3–4). If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels). Each creature in the area must attempt a basic Reflex save.

 

Giant’s Stature [one-action] (Feat 6)

Barbarian, Instinct, Polymorph, Primal, Rage, Transmutation
Prerequisites giant instinct
Requirements You are Medium or smaller.

 

You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition until you stop raging. Your equipment grows with you.

 

Spirits’ Interference [one-action] (Feat 6)

Barbarian, Divine, Instinct, Necromancy, Rage
Prerequisites spirit instinct

 

You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect.


 

8th Level

Animal Rage [one-action] (Feat 8)

Barbarian,  Concentrate, Instinct, Polymorph, Primal, Rage, Transmutation
Prerequisites animal instinct

 

You transform into your animal. You gain the effects of the 3rd-level animal form spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. You also retain the constant abilities of your gear. If your animal is a frog, your tongue’s reach increases to 15 feet. Dismissing the transformation gains the rage trait.

 

Furious Bully (Feat 8)

Barbarian
Prerequisites master in Athletics

 

You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to Athletics checks for attack actions.

 

Renewed Vigor [one-action] (Feat 8)

Barbarian, Concentrate, Rage

 

You pause to recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier.

 

Share Rage [one-action] (Feat 8)

Auditory, Barbarian, Rage, Visual
Requirements You haven’t used this ability since you last Raged.

 

You stoke an ally’s fury. While you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use concentrate actions.

 

Sudden Leap [Two-Action Activity] (Feat 8)

Barbarian

 

You swing at a foe while mid-leap. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.

When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed.

 

Thrash [one-action] (Feat 8)

Barbarian, Rage
Requirements You have a foe grabbed.

 

You thrash the grabbed foe around. It takes bludgeoning damage equal to your Strength modifier plus your weapon specialization damage plus your Rage damage. The foe must attempt a basic Fortitude save against your class DC.


 

10th Level

Come and Get Me [one-action] (Feat 10)

Barbarian, Concentrate, Rage

 

You open yourself to attacks so you can respond in turn. Until your rage ends, you are flat-footed, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is flat-footed to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage.

Furious Sprint [two-action][two-actions] (Feat 10)

Barbarian, Rage

You rush forward. Stride up to five times your Speed in a straight line. You can increase the number of actions this activity takes to 3 to Stride up to eight times your Speed in a straight line instead.

 

Great Cleave (Feat 10)

Barbarian, Rage
Prerequisites Cleave

 

Your fury carries your weapon through multiple foes. When you Cleave, if your Strike also kills or knocks the target unconscious, you can continue to make melee Strikes until you make a Strike that doesn’t kill or knock a creature unconscious, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.

 

Knockback [one-action] (Feat 10)

Barbarian, Rage
Requirements Your last action was a successful Strike.

 

The weight of your swing drives your enemy back. You push the foe back 5 feet, with the effects of a successful Shove. You can follow the foe as normal for a successful Shove.

 

Terrifying Howl [one-action] (Feat 10)

Auditory, Barbarian, Rage
Prerequisites Intimidating Glare

 

You unleash a terrifying howl. Attempt Intimidate checks to Demoralize each enemy within 30 feet. Regardless of the results of your checks, each enemy is then temporarily immune to Terrifying Howl for 1 minute.


 

12th Level

Dragon’s Rage Wings [one-action] (Feat 12)

Barbarian, Instinct, Morph, Primal, Rage, Transmutation
Prerequisites dragon instinct

 

You sprout dragon wings from your back of the same color as your chosen dragon. While you are raging, you gain a fly Speed equal to your land Speed. If you are flying when your rage ends, you start to fall but the transformation only completes at the last moment, so you take no damage from the fall and land standing up.

 

Furious Grab [one-action] (Feat 12)

Barbarian, Rage
Requirements Your last action was a successful Strike, and either you have a hand free or your Strike used a grapple weapon.

 

You grab your foe while it’s distracted by your attack. The foe you hit becomes grabbed, as if you had succeeded at an Athletics check to Grapple the foe.

 

Predator’s Pounce [one-action] (Feat 12)

Barbarian, Flourish, Instinct, Open, Rage
Prerequisites animal instinct
Requirements You are unarmored or wearing light armor.

 

You close the distance to your prey in a blur, pouncing on the creature before it can react. You Stride up to your Speed and make a Strike at the end of your movement.

 

Spirit’s Wrath [one-action] (Feat 12)

Attack, Barbarian, Concentrate, Instinct, Rage
Prerequisites spirit instinct

 

You call forth an ephemeral apparition, typically the ghost of an ancestor or a nature spirit, which takes the form of a wisp. The spirit wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp’s attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals damage equal to 4d8 plus your Constitution modifier. The damage is your choice of negative or positive damage; don’t apply your Rage damage or your weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp’s damage apply. If your wisp’s Strike is a critical hit, the target becomes frightened 1. This attack uses and counts toward your multiple attack penalty as if you were the one attacking.

 

Titan’s Stature (Feat 12)

Barbarian, Instinct, Polymorph, Transmutation
Prerequisites giant instinct, Giant’s Stature

 

You grow to even greater size. When using Giant’s Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller) while you are raging. You have the clumsy 1 condition as long as you are Huge.


 

14th Level

Awesome Blow (Feat 14)

Barbarian, Concentrate, Rage
Prerequisites Knockback

 

Your attacks are so powerful, they can flatten your opponents. When you use Knockback, you can attempt an Athletics check against your target’s Fortitude DC.

Critical Success You gain the critical success effect of a Shove, then the critical success effect of a Trip against the target.
Success You gain the success effect of a Shove, then the success effect of a Trip against the target.
Failure You gain the normal effect of Knockback.

 

Giant’s Lunge [one-action] (Feat 14)

Barbarian, Concentrate, Instinct, Rage
Prerequisites giant instinct

 

You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain reach 10. This doesn’t increase the reach of any weapon or unarmed attack that already has the reach trait, but it does combine with abilities that increase your reach due to increased size, such as Giant’s Stature.

 

Vengeful Strike [reaction] (Feat 14)

Barbarian, Rage
Prerequisites Come and Get Me
Trigger A creature within your reach succeeds or critically succeeds at an attack against you.
Requirements You’re under the effect of Come and Get Me.

 

When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

 

Whirlwind Strike [three-action] (Feat 14)

Barbarian, Flourish, Open

 

You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.


 

16th Level

Collateral Thrash (Feat 16)

Barbarian, Rage
Prerequisites Thrash

 

When you Thrash a grabbed foe, you smack that foe into another nearby. Another foe adjacent to the grabbed foe also takes your Thrash damage, with a basic Reflex save against your class DC.

 

Dragon Transformation [one-action] (Feat 16)

Barbarian, Concentrate, Instinct, Polymorph, Primal, Rage, Transmutation
Prerequisites dragon instinct, Dragon’s Rage Wings

 

You transform into a ferocious Large dragon, gaining the effects of 6th-level dragon form except that you use your own AC and attack modifier, you apply your extra damage from Rage, and the Breath Weapon uses your class DC. The action to Dismiss the transformation gains the rage trait.

At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon Strikes increases to +12, and you gain a +14 status bonus to your breath weapon damage.

Reckless Abandon [free-action] (Feat 16)

Barbarian, Rage
Trigger Your turn begins, and you are at half or fewer Hit Points.

 

Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. You gain a +2 circumstance bonus to attack rolls, a –2 penalty to AC, and a –1 penalty to saves. These bonuses and penalties last until your Rage ends or until you are above half Hit Points, whichever comes first.


 

18th Level

Brutal Critical (Feat 18)

Barbarian

 

Your critical hits are particularly devastating. On a critical hit with a melee Strike, add one extra damage die. This is in addition to any extra dice you gain if the weapon is deadly or fatal. The target also takes persistent bleed damage equal to two damage dice.

 

Perfect Clarity [reaction] (Feat 18)

Barbarian, Concentrate, Fortune, Rage
Trigger You fail or critically fail an attack roll or Will save.

 

You burn out all of your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, use the better result, and resolve the effect. You then immediately stop raging.

 

Vicious Evisceration [two-action] (Feat 18)

Barbarian, Rage

 

You make a vicious attack that maims your enemy. Make a melee Strike. If the Strike hits and deals damage, the target is drained 1, or drained 2 on a critical success.


 

20th Level

Contagious Rage (Feat 20)

Auditory, Barbarian, Rage, Visual
Prerequisites Share Rage

 

You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements on Share Rage, using it multiple times in a Rage. Allies affected by Share Rage who accept your anathema for the duration of the Rage gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization.

 

Quaking Stomp [one-action] (Feat 20)

Barbarian, Manipulate, Rage
Frequency once per 10 minutes

 

You stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell.


 

Sample Barbarians

Animal Rager

The animal within you breaks free, turning you into a feral creature of nature when you rage. You follow your instincts rather than reason, and you find yourself at home in the wilderness.

Ability Scores

Increase your Strength as high as you can, followed by your Constitution and Dexterity. A high Wisdom can improve your senses.

 

 

Skills

Athletics, Intimidation, Nature, Survival

 

 

Instinct

Animal instinct

 

 

Starting Feat

Raging Intimidation

 

 

Higher-Level Feats

No Escape (2nd), Animal Skin (6th), Animal Rage (8th), Terrifying Howl (10th), Predator’s Pounce (12th)

 

Fury

You keep things simple, because you need only one thing to drive you: your own inner rage.

Ability Scores

Prioritize your Strength, then your Constitution and Dexterity. Wisdom can make you more perceptive.

 

 

Skills

Acrobatics, Athletics, Intimidation, Stealth

 

 

Instinct

Fury instinct

 

 

Starting Feat

Sudden Charge

 

 

Higher-Level Feats

Furious Finish (2nd), Fast Movement (4th), Attack of Opportunity (6th), Whirlwind Strike (14th)