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##### Core Barbarian Information ||| |:---|:---|:---|:---:| | **Key Attribute** | Strength | | **Hit Points per Level** | 12 plus your Constitution | | **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
Rage consumes you in battle. You delight in wreaking havoc and using powerful weapons to carve through your enemies, relying on astonishing durability without needing complicated techniques or rigid training. Your rages draw upon a vicious instinct, which you might associate with an animal, a spirit, or some part of yourself. To many barbarians, brute force is a hammer and every problem looks like a nail, whereas others try to hold back the storm of emotions inside them and release their rage only when it matters most. ## Roleplaying a Barbarian ### 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 charge 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! ### 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. ### 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.
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##### Barbarian Class Features | Level | Class Feature | |:---:|:---|:---|:---:| | 1 | Ancestry and background, attribute boosts, initial proficiencies, Rage, Quick-Tempered, instinct, barbarian feat | | 2 | Barbarian feat, skill feat | | 3 | Furious footfalls, general feat, skill increase | | 4 | Barbarian feat, skill feat | | 5 | Ancestry feat, attribute boosts, brutality, skill increase | | 6 | Barbarian feat, skill feat| | 7 | General feat, juggernaut, skill increase, weapon specialization | | 8 | Barbarian feat, skill feat | | 9 | Ancestry feat, raging resistance, reflex expertise, skill increase | | 10 | Attribute 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 mastery | | 14 | Barbarian feat, skill feat | | 15 | Attribute boosts, general feat, greater weapon specialization, indomitable will, skill increase | | 16 | Barbarian feat, skill feat | | 17 | Ancestry feat, perception mastery, revitalizing rage, skill increase | | 18 | Barbarian feat, skill feat | | 19 | Armor mastery, devastator, general feat, skill increase | | 20 | Attribute boosts, barbarian feat, skill feat |
### Barbarian Class Features As a Barbarian, you gain the following class features. These features are listed in the Barbarian Class Features table. #### Level 1: 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. #### Level 1: Attribute Boosts In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers. At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.
#### Level 1: Initial Proficiencies At 1st level you gain a number of proficiencies that represent your basic training, noted at the start of this class. #### Level 1: Rage You tap into your inner fury and begin raging. ##### Rage **Traits:** Barbarian, Concentrate, Emotion, Mental
As 1 action when you aren't fatigued or raging, you tap into your inner fury and begin raging. This has the barbarian, concentrate, emotion, and mental trait. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. While you are raging: * You deal 2 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile. * You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. Rage lasts for 1 minute, until you fall unconscious, or until the encounter ends, whichever comes first. You can't voluntarily stop raging. When you stop raging, you lose any remaining temporary Hit Points from Rage, and can't gain temporary Hit Points from using the Rage action again for 1 minute. #### Level 1: Quick-Tempered So long as you are able to move freely, your fury is instinctive and instantaneous. As a free action, when you roll initiative and you are not encumbered or wearing heavy armor, you Rage. #### Level 1: 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. You can find Instincts on page XX. #### Level 1: Barbarian Feats At 1st level and every even-numbered level thereafter, you gain a barbarian class feat. #### Level 2: Skill Feats At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats have the skill trait. You must be trained or better in the corresponding skill to select a skill feat. #### Level 3: Furious Footfalls The urge to fight drives you ever forward. You gain a +5-foot status bonus to your Speed. This bonus increases to +10 feet while you’re raging. #### Level 3: General Feats At 3rd level and every 4 levels thereafter, you gain a general feat. \pagebreak #### Level 3: Skill Increases 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. #### Level 5: Ancestry Feats In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. #### Level 5: Brutality Your fury makes your weapons lethal. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you have the critical specialization benefits for melee weapons and unarmed attacks. #### Level 7: Juggernaut 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. #### Level 7: Weapon Specialization 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. #### Level 9: Raging Resistance 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. #### Level 9: Reflex Expertise You’ve developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert. #### Level 11: Mighty Rage Your rage intensifies and lets you hit harder at the start of a fight. Your proficiency rank for your barbarian class DC increases to expert. In addition, when you use Quick-Tempered, the first Strike you make during your first turn deals additional damage equal to your Rage damage. #### Level 13: Greater Juggernaut You have a stalwart physiology. Your proficiency rank for Fortitude saves increases to legendary. 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.
#### Level 13: Medium Armor Expertise You’ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert. #### Level 15: Indomitable Will 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. #### Level 17: Perception Mastery Your instinct heightens each of your senses further. Your proficiency rank for Perception increases to master. #### Level 17: Revitalizing Rage Your rage sustains you more frequently, leaving you ready to jump into battle anew. Instead of needing to wait 1 minute before you can gain temporary Hit Points from Rage again, you need only to spend at least one full turn not in a Rage. #### Level 19: Armor Mastery Your training and rage deepen your connection to your armor. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master. #### Level 19: Devastator 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 up to 10 resistance to the physical damage they deal. > ##### Key Terms > You'll see the following key terms in many barbarian class features. > > **Flourish:** Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round. > > **Rage:** You must be raging to use abilities with the rage trait, and they end automatically when you stop raging. \pagebreak ## 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 includes the following. Your choice of instinct also serves as a prerequisite for many feats. ### 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 the Animal Instincts table that best matches your chosen animal. | 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 #### Level 1: Instinct Ability—Beastial Rage While raging, you gain your chosen animal’s unarmed attack (or attacks), but you’re unable to use weapons. The specific attack gained, the damage it deals, and its traits are listed in the Animal Instincts table. These attacks are in the brawling group. Your Rage action gains the morph and primal traits. #### Level 7: 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. If you have greater weapon specialization, increase the damage from Rage from 5 to 12 for your chosen animal’s unarmed attacks. #### Level 9: 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 insights by drinking or bathing in dragon’s blood or watching a marauding wyrm burn your village. Select a type of dragon from the Dragon Instincts table as your instinct’s dragon type. These are the dragons from Monster Core, but your GM might allow you to choose dragons from other sources and determine their tradition and dragon breath type. | Dragon | Tradition | Dragon Breath | | :---: | :---:|:---:| | Adamantime | Primal | Bludgeoning | | Conspirator | Occult | Poison | | Diabolic | Divine | Fire | | Empyreal | Divine | Spirit | | Fortune | Arcane | Force | | Horned | Primal | Poison | |Mirage | Arcane | Mental | | Omen | Occult | Mental | #### Level 1: Instinct Ability—Draconic Rage While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your instinct’s dragon breath instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the trait matching your dragon instinct’s tradition, as well as the trait matching the damage type where applicable. #### Level 7: 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. #### Level 9: Raging Resistance You resist piercing damage and the damage type of your instinct’s dragon breath. ### Fury Instinct Your rage comes from a deep and purely personal well within you. You use your rage as you choose. #### Level 1: Instinct Ability—Unstoppable Frenzy Increase the additional damage from Rage from 2 to 3. You gain a bonus 1st-level barbarian feat. #### Level 7: Specialization Ability Increase the additional damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the additional damage from Rage to 13. #### Level 9: Raging Resistance You resist physical weapon damage, but not physical damage from other sources (such as unarmed attacks). \pagebreak ### 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. #### Level 1: Instinct Ability—Titain Mauler 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 start with one such weapon, which you receive for free. It must be a common melee or ranged weapon, it must have a Price of 9 gp or less (not including the Price adjustment for being a larger weapon), and it must be common or you must otherwise have access to it. It is your personal weapon and has no value if sold unless you later add runes to it, and it has the normal Bulk for a weapon of its size. When wielding a larger 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. #### Level 7: 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. #### Level 9: 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. #### Level 1: Instinct Ability—Spirit Rage While raging, you can increase the additional damage from Rage from 2 to 3 and change its damage type to spirit, instead of the damage type for your weapon or unarmed attack (choose each time you Rage). If you choose to deal spirit 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 spirit traits. #### Level 7: 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.
#### Level 9: Raging Resistance You resist void damage, as well as damage dealt by the attacks and abilities of undead creatures, regardless of the damage type. ### Superstition Instinct A deep distrust of magic drives you to forgo and counter the metaphysical nonsense of spellcasters. Whether you’re a member of a superstitious family or culture that distrusts magic, a warrior in constant battle against wizards and witches, a survivor of a magical accident that instilled an intense aversion in your mind and body, or a scion of a bloodline known for its magic resistance, your rage is inimical to magic. This makes you an excellent mage hunter but slow to trust practitioners of magical arts. #### Level 1: Instinct Ability—Superstitious Resilience Your deep superstition means it’s anathema for you to learn or Cast a Spell, or to wield or use an item that can be activated to Cast a Spell. If you violate this anathema, you lose the instinct’s abilities and any feats that list the instinct as a prerequisite until you spend 1 day of downtime re-centering yourself, though you keep all your other barbarian abilities. While raging, you gain a +2 status bonus to all saves against magic. Increase your damage from Rage from 2 to 3, or 4 against creatures you have witnessed Casting a Spell within the last hour. When you Rage, you regain Hit Point equal to the temporary HP you gained from the Rage action; you then can’t regain HP in this way again for 10 minutes. While raging, if you willingly accept the effects of a magic spell or effect, you are frightened 1. You cannot reduce your frightened condition below 1 as long as you are affected by the spell or effect. #### Level 7: Specialization Ability Increase the damage from Rage from 3 to 7, or 8 against creatures you have witnessed Casting a Spell within the last hour. If you have greater weapon specialization, instead increase the damage from Rage to 13, or 16 against creatures you have witnessed Casting a Spell within the last hour. #### Level 9: Raging Resistance Choose two associated magical traditions: arcane and occult, arcane and primal, divine and occult, or divine and primal. The resistance from your raging resistance class feature applies against all damage you take from spells cast with these two traditions of magic, regardless of the type of damage dealt by the spell. \pagebreak ## Barbarian Class Feats Every level at which you gain a Barbarian feat, select one of the following feats. You must satisfy any prerequisites before taking the feat. ### 1st Level #### Acute Vision *Traits: Barbarian, Rage*
When you are raging, your visual senses improve, granting you darkvision. #### Adrenaline Rush *Traits: Barbarian, Rage*
In the heat of battle, you are capable of amazing feats of strength. While you are raging, increase your encumbered and maximum Bulk limits by 2; you also gain a +1 status bonus to Athletics checks to lift heavy objects, Escape, and Force Open. #### Draconic Arrogance *Traits: Barbarian, Rage*
*Prerequisite: dragon instinct*
Few can sway you from your goals while the fury of combat fills you. While raging, you gain a +2 status bonus to saving throws against emotion effects. #### Moment of Clarity *Traits: Barbarian, Concentrate, Rage*
You push back your rage for a moment in order to think clearly. As 1 action, 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 *Traits: 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 *Traits: 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 *Traits: Barbarian, Flourish*
With a quick sprint, you dash up to your foe and swing. As 2 actions, 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 *Traits: Barbarian*
When your anger is heightened, your sense of smell improves. While you're raging, you gain imprecise scent with a range of 30 feet. #### Bashing Charge *Traits: Barbarian, Flourish*
*Prerequisite: trained in Athletics*
You smash, bust, and charge through solid obstacles without hesitation. As 2 actions, Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle. #### Furious Finish *Traits: Barbarian, Rage*
Desperate to finish the fight, you pour all your rage into one final blow. As 1 action, 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. #### Intimidating Strike *Traits: Barbarian, Emotion, Fear, Mental*
Your blow not only wounds creatures but also shatters their confidence. As 2 actions, make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit. #### No Escape *Traits: Barbarian, Rage*
You keep pace with a retreating foe. When an enemy within reach attempts to move away from you, as a reaction, Stride up to your Speed, following the enemy 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 *Traits: Barbarian*
You can enter a second rage, but afterward you need to catch your breath. When you Rage, you can choose to gain temporary HP from the Rage even if 1 minute hasn't passed (or a full turn if you have the revitalizing rage class feature). If you do, once this Rage ends you become fatigued until you rest for 10 minutes. #### Shake It Off *Traits: Barbarian, Concentrate, Rage* You can concentrate on your rage, overcoming fear and fighting back sickness. As 1 action, 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 a critical failure), by 2 on a success, or by 3 on a success. \pagebreak ### 4th Level #### Barreling Charge *Traits: Barbarian, Flourish*
*Prerequisite: trained in Athletics*
You rush forward, moving enemies aside to reach your foe. As 2 actions, you Stride, attempting to move through your enemies’ spaces. Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through its space on a success but ending your movement before entering its space on a failure. You can then Strike, regardless of how your Stride ended. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. #### Oversized Throw *Traits: Barbarian, Rage*
*Requirements: You have one or more hands free*
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. As 2 actions, make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization. #### Raging Athlete *Traits: Barbarian*
*Prerequisite: expert in Atheltics*
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, and you increase your distance on a successful Long Jump by 10 feet. 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. #### Scars of Steel *Traits: Barbarian, Rage*
*Prerequisite: fury instinct*
*Frequnecy: once per day*
When you are struck with the mightiest of blows, you can flex your muscles to turn aside some of the damage. As a reaction, when an opponent critically hits you with an attack that deals physical damage, you gain resistance to the triggering attack equal to your Consittution modifier plus half your level.
#### Spiritual Guides *Traits: Barbarian, Fortune*
*Prerequisites: spirit instinct*
Though no one sees them and only you can hear them, the spirits around you constantly chatter, save when you are raging. Sometimes they're even helpful, and their guidance can even cut through the haze of your rage. When you fail, but don't critially fail, a Perception check or a skill check, as a reaction, you reroll the triggering check, using the second result even if it's worse. #### Supernatural Senses *Traits: Barbarian, Rage*
*Prerequisite: Acute Scent or scent*
Your scent is preternaturally sharp, and you can always rely on your sense of smell to help guide you when your vision is compromised. When you target a concealed or hidden opponent while you are raging, you reduce the DC of the flat check to 3 for a concealed target or to 9 for a hidden one. #### Swipe *Traits: Barbarian, Flourish* You make a wide, arcing swing. As 2 actions, make a melee Strike and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each 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 *Traits: Barbarian*
You roar in pain, awakening the rage within you. As a reaction, when you take damage and ar capable of entering a rage, you Rage. ### 6th Level #### Animal Skin *Traits: Barbarian, Morph, Primal*
*Prerequisite: animal instinct*
Your proficiency in unarmored defense increases to expert. When you are raging and unarmored, your skin transforms into a thick hide. You gain a +2 item bonus to AC (+3 if you have the greater juggernaut class feature). The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. This item bonus to AC is cumulative with armor potency runes on your explorer's clothing, mystic armor, and bands of force. #### Brutal Bully *Traits: Barbarian*
*Prerequisite: expert in Athletics*
You push your foes around and leave bruises. While raging, when you successfully Disarm, Grapple, Reposition, Shove, or Trip an enemy, you deal that enemy bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip. \pagebreak #### Cleave *Traits: Barbarian, Rage*
You swing clear through one foe into another. As a reaction, when your melee Strike reduces an enemy to 0 Hit Points, and another enemy is adjacent to that creature, make a melee Strike against the second enemy. #### Dragon's Rage Breath *Traits: Barbarian, Concentrate, Rage*
*Prerequisite: dragon instinct*
*Frequency: once per 10 minutes*
As 2 actions, you breathe deeply and exhale powerful energy in a 30-foot cone, dealing 1d6 damage per level to each creature in the area with a basic Reflex save against your class DC. The damage type matches your instinct's dragon breath, and this action gains the trait of your dragon instinct's tradition. #### Giant's Stature *Traits: Barbarian, Polymorph, Primal, Rage*
*Prerequisite: giant instinct*
*Requirement: You are Medium or smaller.*
You grow to incredible size. As 1 action, you become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition until you stop raging. Your equipment grows with you. #### Inner Strength *Traits: Barbarian, Concentrate, Rage*
*Prerequisites* spirit instinct
Your strength is part of your rage. As long as your anger remains, you can gather your strength and rage to overcome any sort of enfeeblement. As 1 action, you reduce your enfeebled condition's value by 1. #### Mage Hunter *Traits: Barbarian, Rage*
*Prerequisite: superstition instinct*
*Requirement: You've seen the target Cast a Spell*
You use your hatred of magic to lash out at a known spellcaster. As 2 actions, make a melee Strike against the required creature. If you hit and deal damage, the target is stupefied 1, or stupefied 2 on a critical hit, until the beginning of your next turn. #### Nocturnal Senses *Traits: Barbarian, Rage*
*Prerequisite: low-light vision or scent*
Your senses gain even greater clarity. While raging, if you have low-light vision you gain darkvision, and if you have scent the range of your imprecise scent increases to 60 feet.
#### Reactive Strike *Traits: Barbarian*
You lash out at a foe that leaves an opening. As a reaction, when a creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a squaring during a move action it's using, make a melee Strike against the 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. #### Scouring Rage *Traits: Barbarian*
*Prerequisite: an instinct that allows you to change your additional damage from Rage to a different damage type.*
You emit a powerful surge of instinctual energy when you unleash our anger. As a free action, when you enter your Rage, each enemy within 20 feet takes damage equal to your level (basic Fortitude save against your class DC) of the same type as your additional damage during that Rage. #### Spirits' Interference *Traits: Barbarian, Divine, Rage*
*Prerequisite: spirit instinct*
You call forth protective spirits to ward off ranged attacks. As 1 action, 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 #### Animalistic Brutality *Traits: Barbarian, Concentrate, Morph, Primal, Rage*
*Prerequisites: animal instinct*
You deepen the connection into your animal instincts. As 1 action, your unarmed attack from bestial rage gains one of the following traits until you stop raging: backswing, forceful, parry, razing, or sweep. You can't use this ability again until the next time you Rage. You can choose a different trait each time you use Animalistic Brutality. #### Disarming Assault *Traits: Barbarian, Flourish, Rage*
*Prerequisite: trained in Athletics*
You attack with enough force to knock the weapon out of your foe's hands. As 1 action, make a melee Strike; if you hit, you can attempt an Athletics check to Disarm that enemy. #### Follow-Up Assault *Traits: Barbarian, Rage*
*Requirement: You used your previous action to make a melee Strike that missed*
Even in the face of failure you press the attack, determined to succeed. As 1 action, make a Strike with the same weapon, adding the backswing and forceful weapon traits to that Strike. \pagebreak #### Friendly Toss *Traits: Barbarian, Manipulate, Rage*
*Requirement: You are adjacent to an ally and have one or more hands free*
You toss your friends around the battlefield. As 2 actions, pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. Their movement doesn't trigger reactions. Your ally ends this movement on their feet and doesn't take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can use their reaction to make a melee Strike against such an enemy. #### Furious Bully *Traits: Barbarian*
*Prerequisite: master in Athletics*
You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to Athletics checks for attack actions. #### Instinctive Strike *Traits: Barbarian*
*Prerequisite: Scent or Acute Scent* You trust your instincts and your sense of smell, using all your senses to pinpoint your opponent's location. When you make a melee Strike against an opponent you're detecting using scent, ignore any flat check required due to the target being concealed or hidden. #### Invulnerable Rager *Traits: Barbarian*
Even the heaviest armors serve only to enhance your unbridled fury. You are trained in heavy armor. Whenever you gain a barbarian class feature that grants you expert or greater proficiency in medium armor, you also gain that proficiency in heavy armor. If you have the Quick-Tempered action, you can use it while wearing heavy armor. #### Renewed Vigor *Traits: Barbarian, Concentrate, Rage*
Through the haze of battle, you quickly recover your raging vigor. As 1 action, you gain temporary Hit Points equal to half your level plus your Constitution modifier. If you made an attack action this turn, increase the number of temporary Hit Points to your level plus your Constitution modifier. These temporary Hit Points last until the end of your rage. #### Share Rage *Traits: Auditory, Barbarian, Rage, Visual*
*Requirement: You haven't used this ability since you last Raged*
You stoke an ally's fury. As 1 action, while you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use concentrate actions. It doesn't get any added benefits from your instinct, feats, or the like.
#### Sudden Leap *Traits: Barbarian*
You make an impressive leap and swing while you soar. As 2 actions, 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 jump distance using Long Jump's rules, and change your maximum distance to double your Speed. **Special** If you have Felling Strike, you can use Felling Strike instead of a normal Strike. This doesn’t change the number of actions Sudden Leap takes. #### Thrash *Traits: Barbarian, Rage*
*Requirement: You have an enemy grabbed or restrained*
You thrash your foe around. As 1 action, an enemy you have grabbed or restrained takes bludgeoning damage equal to your Strength modifier plus your weapon specialization damage plus your Rage damage, with a basic Fortitude save against your class DC. ### 10th Level #### Come and Get Me *Traits: Barbarian, Concentrate, Rage*
You open yourself to attacks so you can respond in turn. As 1 action, until your rage ends, you are off-guard, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is off-guard 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 *Traits: Barbarian, Rage*
You rush forward. As 2 actions, Stride up to five times, or as 3 actions, you can Stride up to eight times. All this movement must be in a straight line (though the GM might allow reasonable variance). You can replace any of these Strides with a Balance action if you need to, which you attempt using an Athletics check instead of an Acrobatics check, using the same DC. #### Great Cleave *Traits: Barbarian, Rage*
*Prerequisite: Cleave*
Your fury carries your weapon through multiple foes. When you Cleave, if your Strike also reduces its target to 0 HP, you can continue to make melee Strikes until you make a Strike that doesn't reduce a creature to 0 HP, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first. \pagebreak #### Impressive Landing *Traits: Barbarian*
You slam into the ground, shattering it around you. As a reaction, when you fall at least 10 feet and land on a solid surface, treat the fall as 10 feet shorter. You land on your feet. The ground in a 5-foot emanation becomes difficult terrain. Any creature in the emanation when you land takes 5 bludgeoning damage as the debris hits it and is off-guard until the start of its next turn. #### Knockback *Traits: Barbarian, Rage*
*Requirement: Your last action was a successful Strike*
The weight of your swing drives your enemy back. As 1 action, you push the enemy back 5 feet, with the effects of a successful Shove. You can follow the enemy as normal for a successful Shove. #### Overpowering Charge *Traits: Barbarian, Fighter*
*Prerequisite: Barrelling Charge*
You trample foes as you charge past. When you use Barreling Charge and successfully move through a creature’s space, that creature takes bludgeoning damage equal to your Strength modifier. On a critical success, the creature takes double damage and is off-guard until the end of your next turn. #### Resounding Blow *Traits: Barbarian*
*Requirement: You are wielding a melee weapon that deals bludgeoning damage*
You strike your enemy in the head with such force that its ears ring. As 2 actions, make a melee Strike. If the Strike hits and deals damage, the target is deafened until the start of your next turn (or for 1 minute on a critical hit). #### Silencing Strike *Traits: Barbarian, Incapacitation, Rage*
A quick strike to the face or mouth silences your opponent. A 1 action, make a melee Strike against an enemy. If it hits, the enemy must succeed at a Fortitude save against your class DC. On a success, the target is unaffected. On a failure, The target is dazed and can barely vocalize. It's stunned 1 and its speech is raspy and hard to understand. It must succeed at a DC 11 flat check to use linguistic actions or Cast a Spell, unless the spell has the subtle trait. On a critical failure, As failure, but the creature is stunned 3 instead of stunned 1. #### Tangle of Battle *Traits: Barbarian, Rage*
Your vicious strike pulls your foe closer, giving you the opportunity to grab them. As a reaction, when you critically hit an adjacent enemy, attempt to Grapple the triggering enemy.
#### Terrifying Howl *Traits: Auditory, Barbarian, Rage*
You unleash a terrifying howl. As 1 action, attempt Intimidation checks to Demoralize each enemy within 30 feet: you don't take a penalty if the creature doesn't understand your language. Regardless of the results of your checks, each target is then temporarily immune to Terrifying Howl for 1 minute. ### 12th Level #### Dragon's Rage Wings *Traits: Barbarian, Morph, Rage*
*Prerequisite: dragon instinct*
You sprout dragon wings from your back of the same color as your chosen dragon. As 1 action, 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 your transformation doesn't revert until the last moment, so you take no damage from the fall and land standing up. This action gains the trait of your dragon instinct's tradition. #### Embrace the Pain *Traits: Barbarian, Rage*
Ignoring your pain, you reach out and grab the creature or weapon that caused you harm. As a reaction, when a creature within your reach damages you with a melee attack, attempt an Athletics check to Grapple the triggering creature or to Disarm the creature of the weapon it damaged you with. #### Furious Grab *Traits: Barbarian, Rage*
*Requirement: Your last action was a successful Strike, and either you have a hand free on your Strike used a weapon with the grapple trait*
You grab your foe while it's distracted by your attack. As 1 action, the enemy you hit becomes grabbed by you, as if you had succeeded at an Athletics check to Grapple it. #### Predator's Punce *Traits: Barbarian, Flourish, Rage*
*Prerequisite: animal instinct*
*Requirement: 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. As 1 action, you Stride up to your Speed and make a Strike at the end of your movement. \pagebreak #### Spirit's Wrath *Traits: Attack, Barbarian, Concentrate, Rage*
*Prerequisite: spirit instinct*
As 1 action, you call forth an ephemeral spirit, typically the apparition of an ancestor or a nature spirit, which takes the form of a wisp. The 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 spirit damage equal to 4d8 plus your Constitution modifier. 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. On a critical hit, the wisp deals double damage and the target becomes frightened 1. This attack uses and counts toward your multiple attack penalty as if you were the one attacking. #### Sunder Spell *Traits: Attack, Barbarian, Concentrate, Rage*
*Prerequisite: superstition instinct*
You draw upon your superstitious fury to destroy a spell. As 2 actions, make a melee Strike with a weapon or unarmed attack against a creature, object, or a spell manifestation (such as the wall created by wall of fire or the guardian from spiritual guardian). If you're targeting something that doesn't have an AC listed, its AC against this Strike is usually 10 for targets that are very easy to hit, like a wall, or a different AC determined by the GM. If your Strike hits, you can attempt to counteract a single spell or magical effect on the target. Your counteract rank for this attempt is equal to half your level rounded up, and you use the result of your attack roll for the counteract check. Whether or not you succeed at your Strike, the target becomes temporarily immune to your Sunder Spell for 24 hours. #### Titan's Stature *Traits: Barbarian*
*Prerequisite: 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). #### Unbalancing Sweep *Traits: Barbarian, Flourish* You make a great sweep with your weapon or fists about yourself, knocking creatures off their feet and away from you. As 3 actions, choose up to three enemies within your reach and choose whether to Shove or Trip all three of them. Whichever of the two options you choose, roll a separate Athletics check against each enemy, performing the same action against each enemy. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts.
### 14th Level #### Awesome Blow *Traits: Barbarian, Concentrate, Rage*
*Prerequisite: 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. On a critical success, you gain the critical success effect of a Shove, then the critical success effect of a Trip against the target. On a success, you gain the success effect of a Shove, then the success effect of a Trip against the target. On a failure, you gain the normal effect of Knockback. #### Giant's Lunge *Traits: Barbarian, Concentrate, Rage*
*Prerequisite: Giant Instinct*
As 1 aciton, 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 a reach of 10 feet. 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. #### Impaling Thrust *Traits: Barbarian, Rage*
*Requirement: You are wielidng a melee weapon that deals piercing damage*
As 2 actions, you impale your enemy and hold it in place with your weapon, and leave it bleeding when it gets free. Make a melee Strike with a melee weapon that deals piercing damage. If the Strike hits and deals damage, your target is grabbed until it successfully Escapes, you attack with the weapon again, or you Release the required weapon, whichever comes first. When the target is no longer grabbed, it takes persistent bleed damage equal to the weapon's number of weapon damage dice. #### Sunder Enchantment *Traits: Barbarian*
*Prerequisite: Sunder Spell*
You can focus your superstition to break the magic of an item, in addition to destroying freestanding spells and those active on creatures. When you Sunder a Spell, you can instead attempt to counteract either an unattended magic item or one of your target's magic items. If your counteract attempt succeeds, the item becomes a mundane item of its type for 10 minutes. If you target an artifact, an intelligent item, or a similarly particularly powerful item, your counteract attempt automatically fails. #### Vengeful Strike *Traits: Barbarian, Rage*
*Prerequisite: Come and Get Me*
*Requirement: You're under the effects of Come and Get Me* When struck by an enemy, you respond in turn. As a reaction, when a creature within your reach succeeds at an attack against you, make a melee Strike against the triggering creature. If the triggering attack was a critical success, you can use Vengeful Strike as a free action instead of a reaction. \pagebreak #### Whirlwind Strike *Traits: Barbarian, Flourish*
As 3 actions, you lash out in a blur of motion, attacking all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks. ### 16th Level #### Collateral Thrash *Traits: Barbarian, Rage*
*Prerequisite: Thrash*
You smack the foe you're thrashing into someone else. When you Thrash, choose another enemy adjacent to the grabbed enemy. That enemy also takes your Thrash damage, with a basic Reflex save against your class DC. #### Desperate Wrath *Traits: Barbarian, Rage*
Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. As a free action, when your turn begins, and your current Hit Points are at half your maximum or less, you get a +2 circumstance bonus to attack rolls, a –1 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. #### Dragon Transformation *Traits: Barbarian Concentrate, Polymorph, Primal, Rage*
*Prerequisite: Dragon's Rage Wings*
*Frequency: once per 10 minutes*
As 1 action, you transform into a ferocious Large dragon, gaining the effects of 6th-rank dragon form except that you use your own AC and attack modifier, you apply your extra damage from Rage, and the Dragon Breath action uses your class DC. Add the temporary Hit Points from dragon form to any you already have from entering a rage (or any other action with the rage trait). 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 Dragon Breath damage. #### Furious Vengeance *Traits: Barbarian, Rage*
*Prerequisite: fury instinct*
Your enemy's blow fuels your rage and provokes your immediate retaliation. As a reaction, when an eney within your melee reach critically hits you with a melee Strike, make a melee Strike against the triggering enemy.
#### Penetrating Projectile *Traits: Barbarian, Flourish, Rage*
*Requirement: You are wielding a ranged or thrown weapon that deals piercing damage*
Your projectiles are unhindered by flesh and bone. As 2 actions, make a ranged Strike with a ranged or thrown weapon that deals piercing damage against each creature in a 30-foot line (this uses only one projectile despite the number of Strikes). These Strikes ignore all cover granted by creatures. Roll damage only once and apply it to each creature you hit. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks. #### Shattering Blows *Traits: Barbarian, Rage*
Your forceful blows shatter objects with ease. While you are raging, damage from your melee Strikes ignores the first 5 Hardness of an object. If you have the devastator class feature, the damage instead ignores the first 10 points Hardness of an object. ### 18th Level #### Brutal Critical *Traits: 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 *Traits: Barbarian, Concentrate, Fortune, Rage*
You burn out all your rage to ensure that your attack lands and your mind remains free. As a reaction, when you fail or critically fail an attack roll or Will save, reroll the triggering attack roll or Will save with a +2 circumstance bonus, and use the better result. You then immediately stop raging. #### Vicious Evisceration *Traits: Barbarian, Rage*
You make a vicious attack that maims your enemy. As 2 actions, make a melee Strike. If the Strike hits and deals damage, the target is drained 1, or drained 2 on a critical success. #### Whirlwind Toss *Traits: Barbarian, Rage*
*Prerequisite: Collateral Thrash*
You whirl a foe to smash into all nearby creatures before throwing them far away. As 2 actions, you Thrash. During this Thrash, your Collateral Thrash feat applies to all other enemies adjacent to you. You can then throw the grabbed creature 10 feet, where they fall prone. If the enemy you choose for Collateral Thrash is also adjacent to you, it attempts only one save and takes the damage only once. \pagebreak ### 20th Level #### Annihilating Swing *Traits: Barbarian*
You have embraced brute destructive power. As 2 actions, you make a melee Strike that ignores any resistances the target has. If you target a solid unattended object or surface with your Strike, you might automatically destroy it without an attack roll. If you target any object or surface with Hardness 20 or less that isn't a magic item or the effect of a spell, you destroy it. If the target object or surface is a magic item or the effect of a spell, you attempt to counteract it using your attack bonus with the Strike for the counteract check. Your counteract rank is 10th. On a successful counteract check, you destroy the object or surface unless it has Hardness greater than 20, in an artifact, or is similarly difficult to destroy. You destroy up to a 5-foot cube of an object or surface larger than Medium. #### Contagious Rage *Traits: Auditory, Barbarian, Rage, Visual*
*Prerequisite: Share Rage*
You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements of Share Rage, using it multiple times in a Rage. Allies affected by Share Rage can choose to gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization. They must abide by any restrictions of your instinct if they do so (such as the anathema of the superstition instinct). #### Quaking Stomp *Traits: Barbarian, Manipulate, Rage*
*Frequency: once per 10 minutes*
As 1 action, you stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell. #### Unstoppable Juggernaut *Traits: Barbarian*
You have become a brutal, unstoppable force of nature, able to shrug off mortal wounds with ease. You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from raging increases to 8 + your Constitution modifier. In addition, if you are reduced to 0 Hit Points while raging, you can end your rage as a reaction to stay at 1 Hit Point. If you do, you become wounded 2 (or increase your wounded condition by 2 if you are already wounded).