Home >Classes >

Barbarian

Image used by permission of Yama Orce.

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.

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.

Roleplaying the 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 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.

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 and medium armor and unarmored defense

Class DC

Trained in barbarian class DC Barbarian

Table 3–2: Barbarian Advancement
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.

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 and unarmed attacks. 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.

Barbarian Feats

At 1st level and every even-numbered level thereafter, you gain a barbarian class feat.

Skill Feats 2nd

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.

Deny Advantage 3rd

Your foes struggle to pass your defenses. You aren’t flatfooted 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.

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.

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 legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you fail 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.

Barbarian 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 1d10 P Unarmed
Claw 1d6 S Agile, unarmed
Bull Horn 1d10 P Shove, unarmed
Cat Jaws 1d10 P Unarmed
Claw 1d6 S Agile, unarmed
Deer Antler 1d8 P Charge, unarmed
Frog Jaws 1d10 B Unarmed
Tongue 1d4 B 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 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 one weapon one size larger than you, 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)

When you are raging, you can increase your damage from Rage from 2 to 3 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.

Superstition Instinct

Source PRG2:APG

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. Your extremely restrictive anathema grants you powers beyond those of other instincts.

Anathema

Willingly accepting the effects of magic spells (including from scrolls, wands, and the like), even from your allies, is anathema to your instinct. You can still drink potions and 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 of your own free will counts as willingly accepting their spells (as do similar circumstances) and thus is also anathema to your instinct.

Superstitious Resilience (Instinct Ability)

While raging, you gain a +2 status bonus to all saves against magic. Increase your damage from Rage from 2 to 4 against creatures that can cast spells. Once every 10 minutes, when you Rage, you regain Hit Points equal to the temporary Hit Points you gain from that Rage action.

Specialization Ability 7th

Increase the damage from Rage from 4 to 8 against creatures that can cast spells. If you have greater raging specialization, instead increase the damage from Rage to 12 against creatures with spells and 8 against other creatures.

Raging Resistance 9th

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.

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.

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 Bully 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

1st Level


Acute Vision Feat 1

Barbarian

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

Adrenaline Rush Feat 1

Source PRG2:APG

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 Feat 1

Source PRG2:APG

Barbarian Rage

Prerequisite(s) 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 [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 [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

Prerequisite(s) Acute Vision or darkvision

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

Bashing Charge [two-actions] Feat 2

Source PRG2:APG

Barbarian Flourish

Prerequisite(s) trained in Athletics

You smash, bust, and charge through solid obstacles without hesitation. 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 [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


Barreling Charge [two-actions] Feat 4

Source PRG2:APG

Barbarian Flourish

Prerequisite(s) trained in Athletics

You rush forward, moving enemies aside to reach your foe.

You Stride, attempting to move through your enemies’ spaces and make a melee Strike. 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 use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride, as long as you have the corresponding movement type.

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.

Oversized Throw [two-actions] Feat 4

Source PRG2:APG

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. 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 Feat 4

Barbarian

Prerequisite(s) 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.

Spiritual Guides [reaction] Feat 4

Source PRG2:APG

Barbarian Concentrate Fortune

Prerequisite(s) spirit instinct

Frequency once per day

Trigger You fail, but don’t critically fail, a Perception check or a skill check.

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. You can heed the spirits’ guidance to reroll the triggering check, using the second result even if it’s worse.

Supernatural Senses Feat 4

Source PRG2:APG

Barbarian Rage

Prerequisite(s) Acute Scent or precise or imprecise 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 [two-action] 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 Rage

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

Prerequisite(s) 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 +1 status bonus to AC instead of taking a –1 penalty to AC; if you have the greater juggernaut class feature, this status bonus increases to +2. The thickness of your hide gives you a Dexterity modifier cap to your AC of +3.

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

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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.

Inner Strength [one-action] Feat 6

Source PRG2:APG

Barbarian Concentrate Rage

Your strength is part of your rage, so as long as your anger remains, you can gather your strength and rage to overcome any sort of enfeeblement. You reduce your enfeebled condition’s value by 1.

Mage Hunter [reaction] Feat 6

Source PRG2:APG

Barbarian Rage

Prerequisite(s) superstition instinct

Trigger a creature within your reach Casts a Spell.

You use your hatred of magic to lash out at the sight of spellcasting, allowing you to interrupt an enemy’s spell.

Make a melee Strike against the triggering creature. If the attack is a critical hit, you disrupt the spell.

Nocturnal Sense Feat 6

Source PRG2:APG

Barbarian Rage

Prerequisite(s) Acute Scent, or precise or imprecise scent and low-light vision

Your senses gain even greater clarity. While raging, you gain darkvision if you don’t already have it, and the range of your imprecise scent increases to 60 feet.

Scouring Rage [free-action] Feat 6

Source PRG2:APG

Barbarian

Prerequisite(s) an instinct that allows you to change your additional damage from Rage to a different damage type

Trigger You Rage.

You emit a powerful surge of instinctual energy when you unleash your potential. Each adjacent creature 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 [one-action] Feat 6

Barbarian Divine Instinct Necromancy Rage

Prerequisite(s) 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

Prerequisite(s) 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.

Disarming Assault [one-action] Feat 8

Source PRG2:APG

Barbarian Flourish Rage

Prerequisite(s) trained in Athletics

You attack with enough force to knock the weapon out of your foe’s hands. Make a melee Strike; if you hit, you can attempt an Athletics check to Disarm that foe.

Follow-Up Assault [one-action] Feat 8

Source PRG2:APG

Barbarian Rage

Requirements 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. Make a Strike with the same weapon, adding the effects of the backswing and forceful weapon traits.

Friendly Toss [two-actions] Feat 8

Source PRG2:APG

Barbarian Manipulate Rage

Requirements You are adjacent to an ally and have one or more hands free.

You toss your friends around the battlefield. 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 make a melee Strike against an enemy within their reach as a reaction.

Furious Bully Feat 8

Barbarian

Prerequisite(s) 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 [two-actions] Feat 8

Source PRG2:APG

Barbarian Manipulate Rage

Prerequisite(s) Acute Scent or precise or imprecise scent

You trust your instincts and your sense of smell, using all of your senses to pinpoint your opponent’s location. Make a melee Strike against an opponent that isn’t hiding its scent with an effect like negate aroma. This attack ignores any flat check required due to the target being concealed or hidden.

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 Feat 8 [two-actions]

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 ferocious 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.

Determined Dash [two-actions] Feat 10

Source PRG2:APG

Barbarian Rage

Nothing can keep you from your enemy. Stride twice. During this movement you ignore difficult terrain, greater difficult terrain, and any effects that would impose a penalty to Speed. You can attempt an Athletics check instead of an Acrobatics check to Balance when moving across narrow surfaces or uneven ground, using the same DC. This doesn’t prevent you from being harmed by hazardous terrain. You can increase the number of actions this activity takes to 3 to Stride three times instead.

Furious Sprint [two-action] 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

Prerequisite(s) 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.

Impressive Landing [reaction] Feat 10

Source PRG2:APG

Barbarian

Trigger You fall at least 10 feet and land on a solid surface.

You slam into the ground, shattering it around you. Treat the fall as 10 feet shorter. You land on your feet. All adjacent spaces become difficult terrain, and creatures in those spaces when you land take 5 bludgeoning damage as the debris hits them and are flat-footed until the start of their next turn.

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.

Overpowering Charge Feat 10

Source PRG2:APG

Barbarian

Prerequisite(s) Barreling Charge

You trample your foes as you charge past them. When you use Barreling Charge and successfully move through a creature’s space, that creature takes bludgeoning damage equal to your Strength modifier. If you critically succeed, the creature takes twice this amount of damage and becomes flat-footed until the end of your next turn.

Resounding Blow [two-actions] Feat 10

Source PRG2:APG

Barbarian Rage

Requirements You are wielding a melee weapon that deals bludgeoning damage.

You strike your enemy in the head with such force that their ears ring. 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 [one-action] Feat 10

Source PRG2:APG

Barbarian Incapacitation Rage

A quick strike to the face or mouth silences your opponent.

Make a melee Strike against a foe. The foe must succeed at a Fortitude save against your class DC.

Success The target is unaffected.

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 supply verbal spellcasting components until the end of its next turn.

Critical Failure As failure, but the creature is stunned 3 instead of stunned 1.

Tangle of Battle [reaction] Feat 10

Source PRG2:APG

Barbarian Rage

Trigger You critically hit an adjacent enemy.

Your incredibly vicious Strike pulls you right in close, giving you the opportunity to grab your foe. Attempt to Grapple the triggering enemy.

Terrifying Howl [one-action] Feat 10

Auditory Barbarian Rage

Prerequisite(s) Intimidating Glare

You unleash a terrifying howl. Attempt Intimidation checks to Demoralize each creature within 30 feet. Regardless of the results of your checks, each creature 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

Prerequisite(s) 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.

Embrace the Pain [reaction] Feat 12

Source PRG2:APG

Barbarian Rage

Trigger a creature damages you with a melee attack.

Ignoring your pain, you reach out and grab the creature or weapon that caused you harm. Attempt an Athletics check to Grapple the triggering creature or to Disarm the creature of the triggering weapon.

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

Prerequisite(s) 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

Prerequisite(s) 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.

Sunder Spell [two-actions] Feat 12

Source PRG2:APG

Attack Barbarian Concentrate Rage

Prerequisite(s) superstition instinct

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 or the guardian from spiritual guardian).

If your Strike hits, you can attempt to counteract a single spell or magical effect on the target. Your counteract level 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 Feat 12

Barbarian Instinct Polymorph Transmutation

Prerequisite(s) 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.

Unbalancing Sweep [three-actions] Feat 12

Source PRG2:APG

Barbarian Flourish Open

You make a great sweep about yourself, knocking creatures off their feet and away from you. Choose up to three adjacent foes 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 foe, performing the same action against each foe. 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 Feat 14

Barbarian Concentrate Rage

Prerequisite(s) 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

Prerequisite(s) 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.

Impaling Thrust [two-actions] Feat 14

Source PRG2:APG

Barbarian Rage

Requirements You are wielding a melee weapon that deals piercing damage.

You impale your enemy and hold them in place with your weapon. Make a melee Strike with the required weapon. If the Strike hits and deals damage, your target is grabbed until they successfully Escape, you attack with the required weapon, or you Release the required weapon, whichever comes first. When the target is no longer grabbed, they take persistent bleed damage equal to the number of weapon damage dice.

Sunder Enchantment Feat 14

Source PRG2:APG

Barbarian

Prerequisite(s) 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 particularly powerful item, your counteract attempt automatically fails.

Vengeful Strike [reaction] Feat 14

Barbarian Rage

Prerequisite(s) 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-actions] 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

Prerequisite(s) 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

Prerequisite(s) 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 also apply your extra damage from Rage.

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, your breath weapon DC increases to 30, and you gain a +14 status bonus to your breath weapon damage.

Furious Vengeance [reaction] Feat 16

Source PRG2:APG

Barbarian Rage

Prerequisite(s) fury instinct

Trigger An enemy within your melee reach critically hits you with a melee Strike.

Your enemy’s blow fuels your rage and provokes your immediate retaliation. Make a melee Strike against the triggering enemy.

Penetrating Projectile [two-actions] Feat 16

Source PRG2:APG

Barbarian Flourish Rage

Requirements You are wielding a ranged or thrown weapon that deals piercing damage.

Your projectiles are unhindered by flesh and bone. Make a ranged Strike against each creature in a 30-foot line. These attacks ignore lesser cover, cover, and greater 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.

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.

Shattering Blows Feat 16

Source PRG2:APG

Barbarian Rage

Your forceful blows shatter objects with ease. While you are raging, your melee Strikes ignore 5 points of an object’s Hardness. If you have the devastator class feature, you instead ignore 10 points of an object’s Hardness.

18th Level


Brutal Critical Feat 18

Barbarian

Your critical hits are particularly devastating. On a critical hit, 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

Prerequisite(s) 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.

Unstoppable Juggernaut Feat 20

Source PRG2:APG

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).

Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

Pathfinder Core Rulebook (Second Edition), First Printing, Update 1.0 © 2019, Paizo Inc.; Authors: Logan Bonner, Lyz Liddell, and Mark Seifter.

This is not the complete license attribution - see the full license for this page