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Rage Powers

General Rage Powers

A creature or character with the rage class feature gains the benefits of rage powers only while raging, and some of these powers require taking an action first. Unless otherwise noted, an individual rage power cannot be selected more than once.

Totem Rage Powers

Totem rage powers grant powers related to a theme. A totem rage power cannot be selected from more than one group of totem rage powers; for example, a character who selects a beast totem rage power cannot later choose to gain a dragon totem rage power.

Bloodrage Rage Powers

Table: Bloodrage Powers

Any character meeting the prerequisites can take the following new rage powers. Blood rage powers grant powers in a theme. A barbarian cannot select from more than one group of blood rage powers. A barbarian of any level can take a lesser blood rage power. The middle blood rage power (that without "lesser" or "greater" in the title) can only be taken by a 6th level or higher barbarian that already has the lesser blood rage power of its group. A greater blood rage power can only be taken by a 10th level or higher barbarian that already has the middle blood rage power.

Table: Barbarian Rage Powers
Rage Power Prerequisites Benefits Source
Paizo
Animal Fury (Ex) Gain a bite attack CRB
Armor Ripper Gain a bonus to Sunder checks with your natural attacks while raging BotM
Auspicious Mark (Su) Gain a bonus on a roll once per rage UC
Battle Roar (Su) Barbarian 6, intimidating glare You deal an additional 1d6 points of sonic damage to an opponent you successfully demoralized using intimidating glare. ACG
Beast Totem (Su) Barbarian 6, lesser beast totem Gain a natural armor bonus APG
Beast Totem, Greater (Su) Barbarian 10, beast totem Gain a pounce attack APG
Beast Totem, Lesser (Su) Gain two claw attacks APG
Bestial Climber (Ex) Barbarian 6, raging climber Climb at your normal land speed while raging UC
Bestial Leaper (Ex) Barbarian 6, raging leaper Take a standard action while moving during a rage UC
Bestial Swimmer (Ex) Barbarian 6, raging swimmer Swim at your normal land speed while raging UC
Bleeding Blow (Ex) Barbarian 8, powerful blow Deal bleed damage with your powerful blows UC
Boar's Charge Barbarian 12 Automatically score critical hits with your gore attack while raging BotM
Boasting Taunt (Ex) Barbarian 6 Force an enemy to attack the barbarian APG
Body Bludgeon (Ex) Barbarian 10 Beat a foe with another creature UC
Brawler Gain Improved Unarmed Strike while raging APG
Brawler, Greater Brawler Gain Two-Weapon Fighting while raging APG
Breathtaker (Ex)   While raging, whenever you make a successful melee attack against an opponent that is holding its breath, in addition to any other effects caused by that attack, the opponent loses a number of rounds of breath equal to your Strength modifier. PotR
Celestial Totem Barbarian 8 Gain a halo that shines as daylight and triggers invisibility purge (only reveals non-good creatures) in the barbarian's square and each adjacent square. CoP
Celestial Totem, Greater Barbarian 12, celestial totem Gain SR while raging equal to 11 + barbarian class level against spells with the evil descriptor; also gain +2 bonus on all saves against spells and effects from evil creatures. CoP
Celestial Totem, Lesser Whenever subjected to a spell that cures hp damage, heal 1 additional hp per caster level. In the case of non-spell healing effects (such as channeled energy or lay on hands), heal a number of additional hp equal to the class level of the character performing the magical healing. CoP
Chaos Totem (Su) Barbarian 6, lesser chaos totem Gain a bonus to Escape Artist and a chance to avoid critical hits APG
Chaos Totem, Greater (Su) Barbarian 10, chaos totem Gain DR/lawful and weapons count as chaotic APG
Chaos Totem, Lesser (Su) Gain a deflection bonus to AC and a resistance bonus against lawful spells and creatures APG
Clear Mind (Ex) Barbarian 8 Reroll a failed Will save CRB
Come and Get Me (Ex) Barbarian 12 Provoke attacks of opportunity to get extra attacks APG
Crippling Blow (Ex) Barbarian 8, powerful blow Deal Strength or Dexterity damage with your powerful blows UC
Deadly Accuracy (Ex) Barbarian 4, surprise accuracy Deal double crit damage when using surprise accuracy UC
Deathless Frenzy Barbarian 12 Ignore all consequences of being at 0 or lower hit points for one round while raging BotM
Disemboweling Tusks Barbarian 10 While raging, deal Con damage when you confirm a critical hit with your gore attack BotM
Disruptive Barbarian 8, superstition Gain the Disruptive feat as a bonus feat APG
Dragon Totem (Su) Barbarian 6, animal fury, intimidating glare, Gain bonuses while raging UC
Dragon Totem Resilience (Su) Barbarian 8, dragon totem Gain energy resistance while raging UC
Dragon Totem Wings (Su) Barbarian 10, dragon totem, dragon totem resilience Gain wings and a fly speed while raging UC
Eater of Magic (Su) Barbarian 10, superstition Take a second saving throw and gain temp hp UC
Elemental Rage (Su) Barbarian 8, lesser elemental rage Deal extra elemental damage with melee attacks APG
Elemental Rage, Greater (Su) Barbarian 12, elemental rage Deal extra elemental damage on critical hits with melee weapons APG
Elemental Rage, Lesser (Su) Barbarian 4 Use a swift action to cause extra elemental damage with melee attacks APG
Energy Absorption (Su) Barbarian 12, greater energy resistance Absorb energy to gain temporary hit points APG
Energy Eruption (Su) Barbarian 16, energy absorption Store absorbed energy and release it as a breath weapon attack APG
Energy Resistance (Ex) Gain resistance to one type of elemental damage APG
Energy Resistance, Greater (Ex) Barbarian 8, energy resistance Halve damage from an elemental attack APG
Fearless Rage (Ex) Barbarian 12 Become immune to the shaken and frightened conditions CRB
Ferocious Beast (Ex) Your animal companion also gains the benefits of rage though you must spend 1 additional round of rage per round if companion begins or ends its turn adjacent to you, and 2 additional rounds of rage per round if not. AA
Ferocious Beast, Greater (Ex) Barbarian 8, ferocious beast Your animal companion shares the benefits of your rage powers that are constant in effect but gains no benefit from rage powers that require actions to activate, even if they are free actions. AA
Ferocious Mount (Ex) Allow your mount to rage as well APG
Ferocious Mount, Greater (Ex) Barbarian 8, ferocious mount Allow your mount to benefit from rage powers APG
Ferocious Trample (Ex) Barbarian 8, ferocious mount While raging your mount gains the trample ability APG
Ferocious Trample, Greater (Ex) Barbarian 12, ferocious trample Your mount can trample larger creatures and make overrun attacks while raging APG
Fiend Totem (Su) Barbarian 6, lesser fiend totem Attackers take damage when they hit you in melee APG
Fiend Totem, Greater (Su) Barbarian 10, fiend totem Non-evil creatures adjacent to the barbarian take damage and are shaken APG
Fiend Totem, Lesser (Su) Gain a gore attack APG
Fierce Fortitude (Ex) Barbarian 8 You gain a +4 bonus on saving throws against diseases and poison. A skald must be trained in Intimidate to select this rage power. ACG
Flesh Wound (Ex) Barbarian 10 Convert lethal damage to nonlethal damage APG
Fueled by Vengeance Barbarian Gain an extra round of rage if you hit a creature that hit you this round while raging BotM
Gearbreaker (Ex) Smasher
Once per round while raging, whenever you make an attack against a construct, you can ignore an amount of that construct's hardness equal to your barbarian level. This ability must be used before the attack roll is made. This power stacks with hard hitter. PotR
Ghost Rager (Su) Barbarian 6, superstition Deal normal damage to incorporeal creatures UC
Good for What Ails You (Ex) Drink alcohol to gain a new save against conditions APG
Ground Breaker (Ex) Barbarian 6 Attack the ground to create difficult terrain APG
Ground Breaker, Greater (Ex) Barbarian 8, ground breaker Extend ground breaker's radius of difficult terrain UC
Guarded Life (Ex) Stabilize when at negative hit points APG
Guarded Life, Greater (Ex) Barbarian 6, guarded life Convert more damage to nonlethal damage UC
Guarded Stance (Ex) Gain a dodge bonus to AC CRB
Hive Totem (Su) Barbarian 4, animal fury Take half damage from swarms while raging UC
Hive Totem Resilience (Su) Barbarian 6, hive totem Take no damage from swarms while raging UC
Hive Totem Toxicity (Su) Barbarian 8, hive totem, hive totem resilience Do Constitution damage with a bite while raging UC
Hurling (Ex) Barbarian 8, lesser hurling Increase the range and size allowed for a hurled object APG
Hurling, Greater (Ex) Barbarian 12, hurling Increase the range and size allowed for a hurled object APG
Hurling, Lesser (Ex) You can lift and throw large objects to do damage APG
Hurling Charge (Ex) Barbarian 6, lesser hurling You can hurl an object as part of a charge APG
Impelling Disarm (Ex) Barbarian 4 Once per rage, you may attempt to hit another opponent with a weapon you disarmed from a different opponent. CoB
Increased Damage Reduction (Ex) Barbarian 8 Gain DR/- while raging CRB
Inspire Ferocity (Ex) Reckless abandon Use a move action to share reckless abandon with allies APG
Internal Fortitude (Ex) Barbarian 8 Gain immunity to nauseated and sickened conditions CRB
Intimidating Glare (Ex) Intimidate an opponent as a move action CRB
Knockback (Ex) Make a bull rush in place of a melee attack CRB
Knockdown (Ex) Make a trip attack in place of a melee attack APG
Lethal Accuracy (Ex) Barbarian 16, deadly accuracy, surprise accuracy Deal more damage when you score a critical hit with surprise accuracy UC
Linnorm Death Curse, Cairn (Su) Barbarian 4 Your melee attacks deal an additional 1 point of negative energy damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of decay (Will negates). ACG
Linnorm Death Curse, Crag (Su) Barbarian 4 Your melee attacks deal an additional 1 point of fire damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of fire (Will negates). ACG
Linnorm Death Curse, Fjord (Su) Barbarian 4 Your melee attacks deal an additional 1 point of cold damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of drowning (Will negates). ACG
Linnorm Death Curse, Ice (Su) Barbarian 4 Your melee attacks deal an additional 1 point of cold damage. If the character is knocked unconscious or killed, the attacker suffers the curse of frost. ACG
Linnorm Death Curse, Taiga (Su) Barbarian 4 Your melee attacks deal an additional 1 point of electricity damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of electricity (Will negates). ACG
Linnorm Death Curse, Tarn (Su) Barbarian 4 Your melee attacks deal an additional 1 point of acid damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of death (Will negates). ACG
Linnorm Death Curse, Tor (Su) Barbarian 8
Your melee attacks deal an additional 1 point of fire damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of boiling blood (Will negates). ACG
Liquid Courage (Ex) Alcoholic beverages give you a morale bonus while raging APG
Low-Light Vision (Ex) Gain low-light vision while raging CRB
Mighty Swing (Ex) Barbarian 12 Automatically confirm a critical hit CRB
Moment of Clarity (Ex) Remove benefits and penalties of raging for 1 round CRB
Night Vision (Ex) Low-light vision rage power or racial low-light vision Gain darkvision 60 ft while raging CRB
No Escape (Ex) Double move as an immediate action when an opponent withdraws CRB
Overbearing Advance (Ex) Deal extra damage when using the overrun maneuver APG
Overbearing Onslaught (Ex) Barbarian 6, overbearing advance Overrun multiple targets per round APG
Perfect Clarity (Ex) Moment of clarity Roll twice when disbelieving an illusion UC
Powerful Blow (Ex) Deal extra damage with a single blow CRB
Primal Scent (Ex) Barbarian 8, scent Gain a bonus when using scent UC
Quick Reflexes (Ex) Make additional attacks of opportunity while raging CRB
Raging Climber (Ex) Gain a bonus on Climb checks while raging CRB
Raging Flier (Su) Barbarian 6, raging leaper 1/rage, fly up to your base speed as a move action and can use this flight as part of movement during a charge. ACG
Raging Grappler (Ex) While raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple. In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple. PotR
Raging Leaper (Ex) Gain a bonus on Acrobatics checks to jump while raging CRB
Raging Swimmer (Ex) Gain a bonus on Swim checks while raging CRB
Reckless Abandon (Ex) Take a penalty to AC for extra accuracy while raging APG
Reflexive Dodge (Ex) Barbarian 6, rolling dodge Use your rolling dodge bonus on Reflex saving throws UC
Regenerative Vigor (Ex) Barbarian 6, renewed vigor Gain fast healing after using renewed vigor UC
Renewed Life (Ex) Barbarian 6, renewed vitality Ignore temporary negative levels while raging
UC
Renewed Vigor (Ex) Barbarian 4 Heal damage as a standard action CRB
Renewed Vitality (Ex) Barbarian 4, renewed vigor Ignore ability damage or penalties while raging UC
Roaring Drunk (Ex) Gain a bonus on Intimidate checks and fear effect DC APG
Rolling Dodge (Ex) Gain a dodge bonus to AC against ranged attacks while raging CRB
Roused Anger (Ex) Enter a rage even when fatigued CRB
Savage Dirty Trick (Ex) Barbarian 6 Once per round while raging, you can attempt a dirty trick combat maneuver in place of a melee attack. CoB
Savage Intuition You may enter a rage even if you aren't aware that combat has begun BotM
Scent (Ex) Gain the scent ability when raging CRB
Sharpened Accuracy (Ex) Barbarian 8, surprise accuracy Surprise accuracy ignores concealment and cover UC
Smasher (Ex) When sundering an unattended object, ignore hardness APG
Spell Sunder (Su) Barbarian 6, witch hunter Sunder spells with a combat maneuver check UC
Spellbreaker Barbarian 12, disruptive Gain the Spellbreaker feat while raging APG
Spirit Steed (Su) Barbarian 6, ferocious mount Your mount gains DR/magic and its natural weapons count as magical APG
Spirit Totem (Su) Barbarian 6, lesser spirit totem Attacks against you may miss when you are raging APG
Spirit Totem, Greater (Su) Barbarian 10, spirit totem Enemies near you take negative energy damage APG
Spirit Totem, Lesser (Su) Gain spirit allies that can attack adjacent enemies APG
Sprint (Ex) Barbarian 4, swift foot Move at x3 or x6 speed once per rage UC
Staggering Drunk (Ex) Gain dodge AC against attacks of opportunity if drinking APG
Strength Surge (Ex) Gain a Strength bonus on Combat Maneuver Checks CRB
Sunder Enchantment (Su) Barbarian 8, spell sunder Suppress sundered magical item's powers UC
Superstition (Ex) Gain a bonus on saving throws CRB
Surprise Accuracy (Ex) Gain a morale bonus on one attack roll CRB
Swift Foot (Ex) Move faster when raging CRB
Terrifying Howl (Ex) Barbarian 8, intimidating glare Cause shaken enemies to become panicked CRB
Ultimate Clarity (Su) Barbarian 6, moment of clarity, perfect clarity 1/rage, for 1 round, see through normal and magical darkness (including from magical effects such as blur and displacement), invisibility, and illusions; and discern exact locations of creatures with concealment. ACG
Unexpected Strike (Ex) Barbarian 8 Enemies provoke attacks of opportunity even when they normally wouldn't CRB
Water Sense (Ex)   Your senses are no longer fooled by the rippling surface and confounding reflections seen in water that is being used as cover by your foes. PotR
Witch Hunter (Ex) Superstition Do extra damage against spellcasters APG
World Serpent Totem (Su) Gain bonuses against outsiders and abberations UC
World Serpent Spirit (Su) Barbarian 6, world serpent totem Your weapon counts as chaotic, evil, good, lawful while raging UC
World Serpent Totem Unity (Su) Barbarian 6, world serpent spirit, world serpent totem Double fast movement bonus and cannot be knocked prone UC
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Raging Skald (Ex) Barbarian 6 When you use a berserker's cry the bonus and duration increases. WF2
Radiance House
Improved Totemic Alignment (Su) Barbarian 6, Totemic Sage archetype Gain the benefits of a Constellation Aspect during a rage. PMU, v1
Totemic Mettle (Su) Totemic Sage archetype A successful Fortitude save negates all harmful effects associated with an attack while spirit bound. PMU, v1
Table: Bloodrage Powers
Power Prerequisites Benefits Source
Paizo
Lesser Abyssal Blood You gain two claw attacks. ACG
Abyssal Blood Barbarian 10, abyssal blood (lesser) 1/day when entering a rage, may choose to grow one size category larger than base size (as enlarge person, even if the barbarian isn't humanoid). ACG
Greater Abyssal Blood Barbarian 10, abyssal blood (lesser), abyssal blood While raging, you gain resistance 5 to acid, cold, and fire. ACG
Lesser Celestial Blood While raging, your melee attacks are considered good-aligned for the purpose of bypassing DR and deal an additional 1d6 damage vs. evil outsiders. ACG
Celestial Blood Barbarian 6, celestial blood (lesser) While raging, you gain resistance 5 to acid and cold. ACG
Greater Celestial Blood Barbarian 10, celestial blood (lesser), celestial blood Once per rage, you may reroll one ability check, skill check, or saving throw you just made but must take the second result, even if lower. You must decide to use this ability after the die is rolled but before results are revealed. ACG
Lesser Draconic Blood While raging, you gain two claw attacks. These attacks are considered primary attacks and are made at your full BAB. They deal 1d6 slashing damage if you are Medium-sized (1d4 if Small) plus Str modifier. ACG
Draconic Blood Barbarian 6, draconic blood (lesser) Choose an energy type from the following: acid, cold, fire, or electricity. While raging, you gain resistance 5 against the chosen energy type and a +1 natural armor bonus. ACG
Greater Draconic Blood Barbarian 10, draconic blood (lesser), draconic blood While raging, you gain a breath weapon that you can use 1/day. For every 2 barbarian levels, this breath weapon deals 1d6 points of damage of the energy type chosen for the draconic blood rage power, either in a 30-foot cone (if cold or fire) or a 60-foot line (if acid or electricity). Those caught in the area of the breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your barbarian level + your Constitution modifier. ACG
Lesser Elemental Blood Choose an energy type: acid, cold, fire, or electricity. While raging, as a swift action up to three times a day, you can imbue her melee attacks with elemental energy, dealing an additional 1d6 points of damage of the chosen energy type for 1 round. ACG
Elemental Blood Barbarian 6, elemental blood (lesser) While raging, you gain resistance 10 vs. the energy type chosen from elemental blood (lesser). ACG
Greater Elemental Blood Barbarian 10, elemental blood (lesser), elemental blood While raging, you gain a special movement type or bonus based on your chosen element: acid grants a burrow speed of 30 feet, cold grants a swim speed of 60 feet, fire grants an increase of 30 feet to her base land speed, and electricity grants a fly speed of 60 feet (good maneuverability). ACG
Lesser Fey Blood While raging, each time you confirm a critical hit, the target must succeed at a Will saving throw (DC = 10 + 1/2 the barbarian's level + her Constitution modifier) or be confused for one round. This is a mind-affecting compulsion effect. ACG
Fey Blood Barbarian 6, fey blood (lesser) While raging, when you charge, you ignore difficult terrain (including magical terrain, but not other creatures). ACG
Greater Fey Blood Barbarian 10, fey blood (lesser), fey blood While raging, as long as you move at least 10 feet, you gain the effects of blur for 1 round. ACG
Lesser Infernal Blood While raging, up to three times a day as a swift action, you can infuse your attacks with the flaming magic weapon special ability for 1 round. ACG
Infernal Blood Barbarian 6, infernal blood (lesser) While raging, you gain fire resistance 5, and a +2 bonus on saving throws against poison. ACG
Greater Infernal Blood Barbarian 10, infernal blood (lesser), infernal blood While raging, you gain a +4 bonus to saving throws against enchantment and fear effects. ACG
Lesser Undead Blood While raging, when you hit a creature with a charge attack, the target becomes shaken for a number of rounds equal to 1/2 your barbarian level (minimum 1). This effect does not stack with other fear effects to cause a stronger condition. ACG
Undead Blood Barbarian 6, undead blood (lesser) While raging, all of your melee attacks are treated as if they have the ghost touch weapon special ability. ACG
Greater Undead Blood Barbarian 10, undead blood (lesser), undead blood While raging, you gain cold resistance 10, and DR 10/— vs. nonlethal damage. ACG