- 1 Class Features
- 1.1 Barbarian Feats
- 1.1.1 Skill Feats 2nd
- 1.1.2 Critical Brutality 3rd
- 1.1.3 General Feats 3rd
- 1.1.4 Skill Increases 3rd
- 1.1.5 Deny Advantage 5th
- 1.1.6 Ability Boosts 5th
- 1.1.7 Ancestry Feats 5th
- 1.1.8 Juggernaut 7th
- 1.1.9 Raging Resistance 9th
- 1.1.10 Mighty Rage 11th
- 1.1.11 Mighty Rage
- 1.1.12 Improved Juggernaut 13th
- 1.1.13 Weapon Fury 13th
- 1.1.14 Indomitable Will 15th
- 1.1.15 Tireless Rage 17th
- 1.1.16 Devastating Strikes 19th
- 1.2 Totems
- 1.3 Animal Totem
- 1.4 Dragon Totem
- 1.5 Fury Totem
- 1.6 Giant Totem
- 1.7 Spirit Totem
- 1.8 Superstition Totem
- 1.9 Barbarian Feats
- 1.10 1st Level
- 1.11 4th Level
- 1.12 Key Terms
- 1.13 6th Level
- 1.14 10th Level
- 1.15 12th Level
- 1.15.1 Dragon Totem Wings Feat 12
- 1.15.2 Predator’s Pounce Feat 12
- 1.15.3 Spell Sunder Feat 12
- 1.15.4 Spirit’s Wrath Feat 12
- 1.15.5 Titan’s Stature Feat 12
- 1.15.6 Awesome Blow Feat 14
- 1.15.7 Giant’s Lunge Feat 14
- 1.15.8 Sunder Enchantment Feat 14
- 1.15.9 Vengeful Strike Feat 14
- 1.15.10 Dragon Transformation Feat 16
- 1.15.11 Perfect Clarity Feat 16
- 1.15.12 Whirlwind Strike Feat 16
- 1.15.13 Brutal Critical Feat 18
- 1.15.14 Vicious Evisceration Feat 18
- 1.16 20th Level
Rage consumes you in battle. You delight in carving through your enemies using powerful weapons and wreaking havoc, relying on astonishing durability, without needing complicated techniques or rigid training.
You associate your rage with a traditional symbol of affinity known as a totem, which might take the form of an animal, a spirit, or a 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 dark emotions inside them and release them only when it matters most.
Key Ability Strength
Hit Points 12 plus your Constitution modifier
Expert Fortitude, Will
Trained a number of skills equal to 3 plus your Intelligence modifier.
Trained all simple and martial weapons
Trained light and medium armor
Playing a Barbarian
Players of barbarian characters might approach gameplay in the following ways.
- During combat, you Rage and then rush to the front lines to smash your way through. Offense is the best defense, since you’ll need to drop your foes before they can exploit your relatively low defenses. Your anger-fueled fury burns out quickly, so you might spend a round waiting until you can Rage again.
- During social encounters, you use intimidation to get what you need, especially when gentler forms of persuasion can’t get the job done.
- In exploration mode, you look out for danger while remaining ready to rush headfirst into battle in an instant. You climb the challenging rock wall and drop a rope for the others to follow, and you wade into the risky currents to reach the hidden switch beneath the water’s surface. and if something needs breaking, you’re up to the task!
- In downtime mode, 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.
Roleplaying a Barbarian
Barbarians are powerful, deeply emotional, and bold.
If You’re a Barbarian, You Likely…
- 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.
- Think you’re an uncivilized savage, or at least a boorish lout unfit for high society.
- Never doubt your courage.
- Believe you have bizarre superstitions and poor education and might be illiterate.
- Expect you to have no restraint or control of your temper, so they walk on eggshells around you and gripe about you behind your back.
|1||Ancestry feat, background, barbarian feat, initial proficiencies, rage, totem|
|2||Barbarian feat, skill feat|
|3||Critical brutality, general feat, skill increase|
|4||Barbarian feat, skill feat 5 Ability boosts, ancestry feat, deny advantage, skill increase|
|6||Barbarian feat, skill feat|
|7||General feat, juggernaut, skill increase|
|8||Barbarian feat, skill feat|
|9||Ancestry feat, raging resistance, skill increase|
|10||Ability boosts, barbarian feat, skill feat|
|11||General feat, mighty rage, skill increase|
|12||Barbarian feat, skill feat|
|12||Ancestry feat, improved juggernaut, skill increase, weapon fury|
|14||Barbarian feat, skill feat|
|15||Ability boosts, general feat, indomitable will, skill increase|
|16||Barbarian feat, skill feat|
|17||Ancestry feat, skill increase, tireless rage|
|18||Barbarian feat, skill feat|
|19||Devastating strikes, general feat, skill increase|
|20||Ability boosts, barbarian feat, skill feat|
You gain these abilities as a barbarian. Abilities gained at higher levels list the requisite levels next to the features’ names.
Barbarians can fly into a dangerous battle rage. You gain the Rage action.
Requirements You can’t be fatigued, raging, or wearing heavy armor.
You begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier and enter a state of pure rage that lasts for 3 rounds. While you are raging, you are affected in these ways:
- Gain a +2 conditional bonus to damage rolls with melee weapons and unarmed Strikes. The bonus is halved if your weapon or unarmed Strike is agile. This bonus increases by 1 at level 3 and every 4 levels thereafter.
- Take a –1 penalty to AC.
- You can’t use actions that have the concentrate trait unless they also have the rage trait. The Seek basic action gains the rage trait while you’re raging.
After you have stopped raging, you lose any remaining temporary Hit Points from using the Rage action, you can’t use Rage again for 1 round, and you are fatigued for 1 round. You can’t voluntarily stop raging. If you stop raging before its usual duration expires, you are fatigued and can’t Rage again until after the end of your next turn.
You associate your rage with a traditional symbol called a totem. Your totem gives you an ability, requires you to avoid certain behaviors, gives you resistances at higher levels, and allows you to select feats tied to your totem. For more information, see Totems on page 55.
At 1st level and every even-numbered level thereafter, you gain a barbarian class feat. Barbarian class feats are described beginning on page 57.
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.
Critical Brutality 3rd
While you are raging, you gain access to the critical specialization effect for any melee weapon or unarmed attack you have (see page 183).
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 to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.
If you are at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a signature skill in which you’re already a master.
Deny Advantage 5th
You are not treated as flat-footed by creatures of your level or lower that are flanking you, though such creatures can still provide a flank to their allies. Also, you are no longer flat-footed against attacks from sensed or unseen creatures of your level or lower.
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 out 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.
You become a master at Fortitude saves. When you succeed at a Fortitude save, treat it as a critical success.
Raging Resistance 9th
You gain resistance equal to your Constitution modifier (minimum 0) to two damage types based on your totem.
Mighty Rage 11th
At 11th level, you gain the Mighty Rage free action.
Trigger You use the Rage action.
Use one of your actions that has the rage trait.
Improved Juggernaut 13th
You become legendary at Fortitude saves. When you critically fail a Fortitude save, treat it as a failure. When you fail a Fortitude save against an effect that deals damage, you halve the damage you take.
Weapon Fury 13th
Your proficiency rank for simple weapons, martial weapons, and unarmed attacks increases to expert.
Indomitable Will 15th
Your rage fills your mind and heart with incredible strength, making it incredibly difficult to control you. You become a master at Will saves. When you succeed at a Will save, treat it as a critical success.
|Ape||Fist 1d10 B||Unarmed|
|Bear||Jaws Claw 1d10 P 1d6 S Unarmed||Agile, unarmed|
|Bull||Horn 1d10 P||Unarmed|
|Cat||Jaws Claw 1d10 P 1d8 S Unarmed||Agile, unarmed|
|Deer||Antler 1d10 P||Unarmed|
|Frog||Jaws 1d10 B||Unarmed|
|Shark||Jaws 1d10 P||Unarmed|
|Snake||Fangs 1d10 P||Unarmed|
|Wolf||Jaws 1d10 P||Unarmed|
|Dragon Type||Breath Weapon|
|Black||Line of acid|
|Blue||Line of electricity|
|Green||Cone of poison|
|Red||Cone of fire|
|White||Cone of cold|
|Brass||Line of fire|
|Bronze||Line of electricity|
|Copper||Line of acid|
|Gold||Cone of fire|
|Silver||Cone of cold|
Tireless Rage 17th
You don’t become fatigued after you stop raging. It still takes the normal amount of time before you can use Rage again.
Devastating Strikes 19th
Your Strikes are so devastating that you hardly care about wielding the best weapon against each monster.
If you succeed at a melee Strike against a creature with resistance against the physical damage type of the weapon or unarmed attack you’re using, reduce that resistance by twice your Constitution modifier (minimum 0).
As a barbarian, you channel the power of your rage through a totem. Traditionally, this is a spiritual or tribal symbol, but you choose what your totem means to you; it might describe a purely internal source or filter of your rage, such as a belief, curse, exotic heritage, or state of mind. Each totem grants you a totem ability, plus more abilities you can gain via totem feats, and it determines what types of damage you resist with the raging resistance class feature.
Each totem lists acts that are anathema to it.
Whenever you perform such acts, you lose the totem’s power and any totem feats until you spend 1 day of downtime recentering yourself, though you keep all other barbarian abilities.
The fury of a wild predator fills you when you Rage, granting you uncanny unarmed attacks. Tribes that revere vicious animals (such as apes or bears) give rise to barbarians of this totem. You might also be at war with an uncontrollable, animalistic side of your personality, or you might be a descendant of a werewolf or other lycanthrope. Select an animal from Table 3–3: Animal
Totems that best matches your chosen animal totem.
Wielding weapons or flagrantly disrespecting any animal of your totem animal’s kind are anathema to your totem.
Bestial Rage (Totem 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 the Animal Totems table. All of these unarmed attacks are in the brawling group. Your Rage action gains the morph, primal, and transmutation traits.
The resistance from your raging resistance class feature applies against piercing and slashing damage.
You become as wrathful as a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, teaching its warriors techniques that echo draconic fury, or you gained a connection to your totem after drinking or bathing in dragon’s blood or after watching your village burn at the wrath of a marauding wyrm. Select a type of true dragon from Table 3–4: Dragon Totems to be your totem’s chosen dragon. Chromatic dragons tend to be evil and metallic dragons tend to be good.
Defying a dragon of your chosen type or letting a personal insult against you slide is anathema to your totem.
Draconic Rage (Totem Ability)
When you are raging, you can make your conditional bonus to damage deal the type of damage of your chosen dragon’s breath weapon, rather than your weapon or unarmed attack’s usual damage type, which increases the damage by 1 (after halving for agile weapons, if applicable). If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.
The resistance from your raging resistance class feature applies against piercing damage and the damage type of your chosen dragon’s breath weapon.
Your rage comes from a deep well within you, rather than from an external source. You use your rage as you choose.
Anathema and Totem Ability
You don’t have an anathema or totem ability. Instead, you gain an additional 1st-level barbarian feat.
The resistance from your raging resistance class feature applies against all physical weapon damage.
Giants are towering, exceptionally strong humanoids, and some tribes aspire to be like them. Your rage gives you the raw power and size of a giant. This doesn’t mean you revere giants—you might scoff at them, or even aspire to slay them! It could be that you seem to other people like a giant due to your exceptional strength or larger-than-life emotions and ego.
Failing to accept a personal challenge of your strength is anathema to your totem.
Titan Mauler (Totem 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 also gain access to your choice of weapon at character creation. When you are wielding such a weapon in combat, double your conditional bonus to damage rolls from raging, but you have the sluggish 1 condition (see page 324) because of the weapon’s unwieldy size. You can’t remove this sluggish condition or ignore its penalties by any means while you’re wielding the weapon.
The resistance from your raging resistance class feature applies against bludgeoning damage and your choice of cold, electricity, or fire damage. Choose the damage type when you gain the raging resistance class feature (though you can retrain it later).
Whether you are emotionally sensitive to the activity of spirits around you, belong to a shamanic tribe that worships ancestors or apparitions, or are haunted by a specter of an ancestor, relative, friend, or foe, your rage takes the form of a spiritual possession.
Disrespecting corpses or spirits that are in your presence is anathema to your totem; however, defending yourself against undead creatures is not.
Spirit Rage (Totem Ability)
When you are raging, you can make your conditional bonus to damage deal negative or positive damage, rather than your weapon or unarmed attack’s usual damage type (you choose which type each time you Rage). If you choose to do this, your weapon or unarmed attack affects material and incorporeal creatures and objects equally. This makes your weapon overcome incorporeal creatures’ resistance to physical attacks (as the ghost touch property rune). If you choose to deal negative or positive damage, your Rage action gains the divine and necromancy traits, plus the negative or positive trait, as appropriate.
The resistance from your raging resistance class feature applies against negative damage, as well as all damage dealt by the attacks and abilities of undead creatures, regardless of the damage type.
A deep distrust of magic drives you to forgo the metaphysical nonsense of spellcasters. Whether you’re a member of a superstitious tribe that distrusts magic, a survivor of a magical accident that left your mind and body with an intense aversion to magic, 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.
Your extremely restrictive anathema grants you powers beyond those of other totems.
Willingly accepting the effects of magic spells (including from scrolls, wands, and the like), even from your allies, is anathema to your totem. You can still drink potions, and you can still invest and activate most magic items you find, though items that cast spells are subject to the same restrictions as all other spells. If an ally insists on using magic on you despite your unwillingness, and you have no reason to believe they will stop, continuing to travel with that ally counts as willingly accepting their spells (as do similar circumstances) and thus is also anathema to your totem.
Superstitious Resistance (Totem Ability)
While raging, you gain a +2 conditional bonus to all saves against magic.
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 of these two traditions of magic, regardless of the type of damage dealt by the spell.
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.
Acute Vision Feat 1
When you are raging, your visual senses improve, granting you low-light vision and darkvision.
Raging Intimidation Feat 1
While you are raging, any Demoralize action you use gains the rage trait. As soon as you meet the appropriate prerequisites of the skill feats Intimidating Glare and Scare to Death, you gain these feats. Scare to Death also gains the rage trait while you Rage.
Moment of Clarity Feat 1
You concentrate deeply, pushing back your rage for a moment. Use an action with the concentrate trait of your choice, even if it isn’t an action with the rage trait. You can add an additional action to Moment of Clarity to instead use a 2-action activity with the concentrate trait. Sudden CHARGE Feat 1
Requirements You are not wearing heavy armor.
With a quick sprint, you dash up to your foe and swing. Stride up to double your Speed. If you end the move 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.
Acute Scent Feat 2
Prerequisite(s) darkvision, low-light vision
When you Rage, your olfactory senses improve. You gain scent (see page 302) with a range of 10 feet.
Internal Fortitude Feat 2
You bury your disgust to overcome your queasiness. When you attempt a Fortitude save to recover from being sick, you reduce your sick condition by 1 on a failure (but not on a critical failure), 2 on a success, or 3 on a critical success.
No Escape Feat 2
Trigger An adjacent foe attempts to move away from you using an action that has the move trait.
Stride up to your Speed in tandem with the foe, following the foe’s path and remaining adjacent to the foe throughout its movement until the foe stops moving or you are out of movement.
Raging Courage Feat 2
You concentrate on the power of your rage, overcoming your fear. When you Rage, reduce your frightened condition by 1.
Fast Movement Feat 4
Requirements You aren’t wearing heavy armor.
While you are raging, you are accelerated 10 (see page 320).
Many barbarian abilities use these terms.
Rage: You must be raging to use abilities with the rage trait, and they end automatically when you stop raging.
Totem: Totem abilities require a specific totem; you lose access to them when you perform acts anathema to your totem.
Raging Athlete Feat 4
Prerequisite(s): expert in Athletics
Requirements You are not wearing heavy armor.
While you are raging, you gain a climb Speed and swim Speed equal to your land Speed.
Swipe Feat 4
You take a mighty swing against two adjacent enemies. Make a melee Strike and compare the attack result to the AC of up to two foes, both 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. If you critically hit one target and not the other, roll the extra critical hit damage separately. A Swipe counts as two attacks for your multiple attack penalty.
Animal Skin Feat 6
Prerequisite(s) animal totem
Requirements You are not wearing any physical armor, though you can be benefiting from mage armor or bracers of armor.
When you Rage, your skin transforms into a thick hide resembling the skin of your totem animal. As long as you meet the requirement, while raging you gain a +1 conditional bonus to AC instead of taking a –1 penalty to AC. The thickness of your hide gives you a Dexterity modifier cap of +4.
Cleave Feat 6
Trigger Your melee Strike kills or knocks a creature unconscious, and another foe is adjacent to them.
Make a melee Strike against the second foe. If you somehow Cleave without taking a multiple attack penalty, take a –2 penalty to your attack roll instead.
Dragon Totem Breath Feat 6
Prerequisite(s): dragon totem
Frequency once per hour
You breathe in deeply and then exhale powerful energy in either a 30-foot cone or a 60-foot line, dealing 1d6 damage per barbarian level. Each creature in the area must attempt a Reflex save.
Success That target takes half damage.
Critical Success The target is unaffected.
Failure The target takes full damage.
Critical Failure The target takes double damage.
Your breath’s area (line or cone) and damage type match your chosen dragon. This ability counts as a spell of half your level rounded up.
Giant’s Stature Feat 6
Prerequisite(s): giant totem
Requirements You are Medium or smaller.
You grow to incredible size. You become Large and increase your reach by 5 feet until you stop raging. You have the sluggish 1 condition (see page 324) while your size is increased.
Your equipment grows with you. If you’re using the titan mauler ability, your weapon’s even larger size causes it to have the same effects as normal for that ability.
Spirits’ Interference Feat 6
Prerequisite(s): spirit totem
You call forth protective spirits to ward off ranged attacks. While you are raging, anyone making a ranged attack against you must succeed at a DC 5 flat check, or the attack misses with no effect.
Witch Hunter Feat 6
Prerequisite(s): superstition totem
Trigger A creature within your reach performs a spellcasting action.
Make a melee Strike against the triggering creature at a –2 penalty. If the attack hits, you disrupt that action. This Strike does not take or count toward your multiple attack penalty.
Animal Rage Feat 8
Prerequisite(s) animal totem
When you Rage, you transform into a Medium form of your totem animal, gaining the animal trait in addition to your normal traits. All your gear is absorbed into your form; all constant abilities of your gear still function, but you can’t activate any item abilities. When you transform, you gain the following:
- Ignore your armor’s check penalty and Speed reduction.
- You gain the same number of temporary Hit Points that you normally gain when you are raging
- You gain low-light vision
Your animal form prevents you from casting spells, speaking, and taking most actions with the manipulate trait that require your hands. (The GM determines which manipulate actions you can use if there’s doubt.) You can dismiss this effect by spending an action (this action has the rage and concentrate traits).
While in animal form, you gain the attacks, movement types, and special abilities listed for your chosen animal, and you retain the attack or attacks from bestial rage (see Table 3–3: Animal Totems on page 55). You choose the specific type of animal you turn into within the broader category (such as a lion or snow leopard for cat). This has no effect on your animal form’s size or statistics.
Ape Speed of 25 feet, climb Speed of 20 feet; scent.
Bear Speed of 25 feet; scent.
Bull Speed of 30 feet; scent.
Cat Speed of 40 feet; scent.
Deer Speed of 45 feet; scent.
Frog tongue (reach 15 feet), Damage 1d4 bludgeoning; Speed of 25 feet, swim Speed of 25 feet; scent.
Shark swim Speed of 35 feet; scent.
Snake Speed of 20 feet, climb Speed of 20 feet, swim Speed of 20 feet; scent.
Wolf Speed of 40 feet; scent.
Renewed Vigor Feat 8
You pause to recover some of your raging vigor.
You gain temporary Hit Points equal to half your level plus your Constitution modifier.
Sudden Leap Feat 8
Prerequisite(s): Sudden Charge
Requirements You are not wearing heavy armor.
When making a Sudden Charge, instead of Striding, you can Leap. If you succeed at an Athletics check when you make the Leap, you can move the same distance you could with a Long Jump. Even if you’re Leaping vertically, you determine the DC for the height you’re jumping using the DC of a Long Jump.
After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.
Come and Get Me Feat 10
You open yourself to attacks while preparing devastating counterattacks.
While you are raging, you are flat-footed, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is flat-footed against the next attack you make against it before 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.
Furious Sprint Feat 10
Stride up to four times your Speed in a straight line. You can add an additional action to Furious Sprint to Stride up to six times your Speed in a straight line instead.
Great Cleave Feat 10
When you Cleave, if your Strike also kills the target or knocks the target unconscious, you can continue to make melee Strikes until you make a Strike that doesn’t kill or knock unconscious a creature or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.
Knockback Feat 10
Requirements You use this action immediately after you successfully Strike a foe.
You push the foe back 5 feet, as if you had succeeded at an
Athletics check to Shove the foe.
Terrifying Howl Feat 10
Prerequisite(s): Intimidating Glare
You unleash a terrifying howl. All frightened creatures within 30 feet must succeed at a Will save against your Intimidation DC. Regardless of the result of its saving throw, the creature is bolstered (see page 319) against your Terrifying Howl.
Success The target is unaffected.
Failure The target gains the fleeing condition for 1 round as long as it remains frightened.
Critical Failure The gains the fleeing condition as long as it remains frightened.
Dragon Totem Wings Feat 12
Prerequisite(s) dragon totem
You sprout dragon wings from your back that are the same color as your chosen dragon. While you are raging, you gain a fly Speed of 40 feet.
Predator’s Pounce Feat 12
Prerequisite(s): animal totem
Requirements You are not wearing heavy armor.
You close the distance to your prey in a blur, pouncing on them before they can react to your sudden appearance. You Stride up to your Speed and make a Strike at the end of your movement. If you were unseen or sensed before you began the action, you remain unseen or sensed until after you Strike.
Spell Sunder Feat 12
Prerequisite(s): superstition totem
You draw upon your superstitious fury to destroy a spell. Make a Strike with a melee weapon or an unarmed attack against a creature, object, or a spell manifestation (such as the wall created by wall of fire). Whether or not you succeed at your Strike, the target is bolstered to your Spell Sunder.
Success You attempt to counteract a single spell active on the target. The counteract attempt uses a level equal to half your barbarian level rounded up, if your counteract attempt would require a check, your result is the same as the result of your attack roll, with any necessary adjustments for the difference in counteract level.
Spirit’s Wrath Feat 12
Prerequisite(s): spirit totem
You call forth an ephemeral apparition, typically a ghost of an ancestor or nature spirit, which takes the form of a wisp. The spirit wisp makes a melee slam unarmed Strike against an enemy within 25 feet of you. The wisp uses your attack modifier and deals damage equal to 4d8 plus your Constitution modifier.
The damage is your choice of negative or positive damage; don’t apply your circumstance or conditional bonuses to the attack or damage. If your wisp critically hits with this Strike, the target gains the frightened 1 condition. This attack takes and counts toward your multiple attack penalty as if you were the one attacking.
Titan’s Stature Feat 12
Prerequisite(s): giant totem, 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 sluggish 1 condition (see page 324) as long as you are Huge.
Awesome Blow Feat 14
Your attacks are so powerful that they can flatten your opponents. When you use Knockback, you can attempt an Athletics check against your target’s Fortitude DC.
Success You gain the success effect of a Shove followed by the success effect of a Trip against the target.
Critical Success You gain both the critical success effect of a Shove followed by the critical success effect of a Trip against the target.
Failure You gain the normal effect of Knockback.
Giant’s Lunge Feat 14
Prerequisite(s): giant totem
You extend your body and prepare to attack foes outside your normal reach. While you are raging, you have reach 10 feet on all your melee attacks.
This doesn’t increase the reach of any weapon or unarmed Strike that already has reach.
Sunder Enchantment Feat 14
Prerequisite(s): superstition totem, Spell Sunder
When you use Spell Sunder, 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.
This doesn’t change the item’s quality. As with Spell Sunder, the target is bolstered whether or not you succeed. If you target an artifact or other particularly powerful item, then your counteract attempt automatically fails.
Vengeful Strike Feat 14
Prerequisite(s): Come and Get Me
Requirements You’re under the effect of Come and Get Me.
Trigger A creature within your reach succeeds or critically succeeds at an attack against you.
When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature at a –2 penalty. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this strike.
Dragon Transformation Feat 16
Prerequisite(s): dragon totem, Dragon Totem Wings
You transform into a Large form of a dragon that matches the dragon type of your dragon totem until you stop raging, gaining the dragon trait in addition to your normal traits while in this form.
You must have enough space to expand into, or your transformation fails. All your gear is absorbed into your form; the constant abilities of your gear still function, but you can’t activate any item abilities. When you transform, you gain the following.
- Ignore your armor’s check penalty and Speed reduction, if any.
- One or more melee unarmed Strikes depending on your dragon form (see page 218), which are the only type of attacks you can use. You’re trained with them. When attacking with them, your damage bonus is +6. These are Strength-based attacks (for the purposes of the enfeebled condition, for example).
- Temporary Hit Points equal to the amount you gain when you are raging.
- Resistance 10 against the damage type of your breath weapon.
- Blindsense 60 feet, darkvision.
- Speed 40 feet and fly Speed 100 feet.
- A breath weapon you can activate by spending 2 actions.
A creature that succeeds at a DC 24 saving throw takes half damage, no damage on a critical success, and double damage on a critical failure. The saving throw is a Reflex save unless stated otherwise in the special ability description. Once you activate your breath weapon, you can’t use it again for 1d4 rounds. Your breath weapon is an arcane evocation effect with the appropriate damage trait.
The shape, damage, damage type, and saving throw type depend on your dragon form (see page 218). After you use your breath weapon, you still have to wait the full delay even if your transformation ends and you transform anew.
The special statistics of your dragon form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses (such as those you gain while raging). Your dragon form prevents you from casting spells or taking most actions with the manipulate trait that require your hands. (The GM determines which actions you can use if there’s any doubt.) You can dismiss this effect by spending an action (this action has the rage and concentrate traits).
You gain the benefits for your chosen dragon’s type listed in the dragon form spell (see page 218).
At 18th level, your fly Speed is accelerated 20, your damage bonus increases to +12, your breath weapon DC increases to 30, and you gain a +14 conditional bonus to breath weapon damage.
Perfect Clarity Feat 16
Trigger You fail or critically fail an attack roll or Will save while you are raging.
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, use the best result, and resolve the effect. You then immediately stop raging.
Whirlwind Strike Feat 16
You attack all foes within your reach. Make melee Strikes against all enemies 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.
Brutal Critical Feat 18
Your critical hits are particularly devastating. On a critical hit, add one extra damage die. This is in addition to any extra dice you already gain if the weapon is deadly or fatal. The target also takes persistent bleed damage equal to one damage die.
Vicious Evisceration Feat 18
You make a vicious attack that maims your enemy.
Make a melee Strike that gains the following enhancement (see page 294).
Enhancement The target is drained 1.
Contagious Rage Feat 20
You stoke an ally’s fury. While you are raging, one willing creature within 30 feet gains the same damage bonus and AC penalty that you do while you are raging. If the ally wasn’t already raging, she gains the temporary Hit Points from your Rage action as well. The ally can still use actions with the concentrate trait, and she doesn’t become fatigued when you stop raging.
Quaking Stomp Feat 20
Frequency once per minute
You shake the ground, topple creatures, and shatter structures in a 60-foot aura around you.
- All squares in the area become difficult terrain. Attack rolls and skill checks by creatures on the ground take a –2 circumstance penalty.
- Any creature on the ground within the area must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into fissures that open up in the ground. The fissures are 40 feet deep, so anyone who falls in takes 20 bludgeoning damage. The fissures are permanent, and their walls require a DC 15 Athletics check to Climb. You automatically succeed at your saving throw to avoid any fissures you create.
- Any structure or ceiling in the area has a chance to collapse. The GM makes a flat check for each structure, determining the DC for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 9 for a shoddy structure, or higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage; any creature caught in a collapse must attempt a Reflex save to escape it.
Success Target takes half collapse damage and falls prone.
Critical Success Target takes half collapse damage.
Failure Target takes full collapse damage and falls prone.
Critical Failure Takes full collapse damage and falls into a fissure.
Your Quaking Stomp might have additional effects in certain types of terrain. For instance, a cliff might collapse, causing creatures atop it to fall, or a lake might drain as the fissures open up below its surface and leave a morass of quicksand. The GM determines these additional effects.