Pathfinder 2 Barbarian Class
Key Ability Strength - At 1st level, your class gives you an ability boost to Strength.
Hit Points 12 + Con Modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.
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.
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!
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.
- 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.
- Rely on your courage and your strength, and trust that you can hold your own in a fight.
- See you as uncivilized or a boorish lout unfit for high society.
- Believe that you are loyal to your friends and allies and will never relent until the fight is done.
|Table: Barbarian Advancement|
|1||Ancestry and background, barbarian feat, initial proficiencies, instinct, rage|
|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, quick rage, skill increase|
|18||Barbarian feat, skill feat|
|19||Armor of fury, devastator, 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 levels at which you gain them next to the features’ names.
Ancestry and Background
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.
You gain the Rage action, which lets you fly into a frenzy.
Rage [1 action]
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.
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.
At 1st level and every even-numbered level thereafter, you gain a barbarian class feat. Barbarian class feats are described beginning at Barbarian Feats..
Skill Feats [Level 2]
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
Deny Advantage [Level 3]
Your foes struggle to pass your defenses. You aren’t flat- footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
General Feats [Level 3]
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Skill Increases [Level 3]
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 [Level 5]
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 [Level 5]
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 [Level 5]
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 [Level 7]
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 [Level 7]
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 [Level 9]
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
Raging Resistance [Level 9]
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 [Level 11]
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]
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 [Level 13]
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 [Level 13]
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 [Level 13]
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 [Level 15]
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 [Level 15]
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 [Level 17]
Your instinct heightens each of your senses further. Your proficiency rank for Perception increases to master.
Quick Rage [Level 17]
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 [Level 19]
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 [Level 19]
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.
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.
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: Animal Instincts that best matches your chosen animal.
|Table: Animal Instincts|
|Ape||Fist||1d10 B||Grapple, unarmed|
|Bull||Horn||1d10 P||Shove, unarmed|
|Deer||Antler||1d8 P||Charge, unarmed|
|Shark||Jaws||1d10 P||Grapple, unarmed|
|Snake||Fangs||1d10 P||Grapple, unarmed|
|Wolf||Jaws||1d10 P||Trip, unarmed|
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: Animal Instincts. These attacks are in the brawling group. Your Rage action gains the morph, primal, and transmutation traits.
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.
You resist piercing and slashing damage.
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: Dragon Instincts to be your instinct’s dragon type. Chromatic dragons tend to be evil, and metallic dragons tend to be good.
|Table: Dragon Instincts|
|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||Cone of fire|
|Bronze||Metallic||Line of electricity|
|Copper||Metallic||Line of acid|
|Gold||Metallic||Cone of fire|
|Silver||Metallic||Cone of cold|
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.
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.
You resist piercing damage and the damage type of your dragon’s breath weapon.
Your rage comes from a deep and purely personal well within you. You use your rage as you choose.
Anathema snd Instinct Ability
You don’t have an anathema or an instinct ability. Instead, you gain an additional 1st-level barbarian feat.
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.
You resist physical weapon damage, but not physical damage from other sources (such as unarmed attacks).
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.
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 (page 295). When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition (page 618) 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.
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.
You resist bludgeoning damage and your choice of cold, electricity, or fire, chosen when you gain raging resistance.
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.
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.
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.
You resist negative damage, as well as damage dealt by the attacks and abilities of undead creatures, regardless of the damage type.
At every level that you gain a Barbarian feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.
Acute VisionFeat 1
When you are raging, your visual senses improve, granting you darkvision.
Moment of Clarity [1 action]Feat 1
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 IntimidationFeat 1
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 ThrowerFeat 1
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 [2 actions]Feat 1
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.
Acute ScentFeat 2
Prerequisites Acute Vision or darkvision
When you Rage, your sense of smell improves. You gain imprecise scent with a range of 30 feet.
Furious Finish [1 action]Feat 2
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
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 WindFeat 2
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 thissecondRage,you’refatigueduntilyourestfor10minutes.
Shake It Off [1 action]Feat 2
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.
Fast MovementFeat 4
Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed.
Raging AthleteFeat 4
Prerequisites expert in Athletics
Physical obstacles can’t hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed, the DC of High Jumps and Long Jumps decreases by 10, and your Leap distance increases by 5 feet when you jump horizontally and by 2 feet when you jump vertically.
Swipe [2 actions]Feat 4
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
Trigger You take damage and are capable of entering a rage.
You roar in pain, awakening the rage within you. You Rage.
Animal SkinFeat 6
Prerequisites animal instinct
Your proficiency in unarmored defense increases to expert. While you are raging and unarmored, your skin transforms into a thick hide resembling your animal’s skin. You gain a +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
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 BullyFeat 6
Prerequisites expert in Athletics
You push your foes around and leave bruises. While raging, when you successfully Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip.
Cleave [Reaction]Feat 6
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 [2 actions]Feat 6
Prerequisites dragon instinct
Requirements You haven’t used this ability since you last Raged.
You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing 1d6 damage per level. The area and damage type match those of your dragon (see Table 3–4 on page 86). 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 [1 action]Feat 6
Prerequisites giant instinct
Requirements You are Medium or smaller.
You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition (page 618) until you stop raging. Your equipment grows with you.
Spirit's Interference [1 action]Feat 6
Prerequisites spirit instinct
You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect.
Animal Rage [1 action]Feat 8
Prerequisites animal instinct
You transform into your animal. You gain the effects of the 3rd-levelanimalformspellexceptyouuseyourownstatistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. You also retain the constant abilities of your gear. If your animal is a frog, your tongue’s reach increases to 15 feet. Dismissing the transformation gains the rage trait.
Furious BullyFeat 8
Prerequisites master in Athletics
You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to Athletics checks for attack actions.
Renewed Vigor [1 action]Feat 8
You pause to recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier.
Sudden LeapFeat 8
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 [1 action]Feat 8
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.
Come and Get Me [1 action]Feat 10
You open yourself to attacks so you can respond in turn. Until your rage ends, you are flat-footed, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is flat-footed to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage.
Furious Sprint [2 actions]Feat 10
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 CleaveFeat 10
Your fury carries your weapon through multiple foes. When you Cleave, if your Strike also kills or knocks the target unconscious, you can continue to make melee Strikes until you make a Strike that doesn’t kill or knock a creature unconscious, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.
Knockback [1 action]Feat 10
Requirements Your last action was a successful Strike.
The weight of your swing drives your enemy back. You push the foe back 5 feet, with the effects of a successful Shove. You can follow the foe as normal for a successful Shove.
Terrifying Howl [1 action]Feat 10
Prerequisites Intimidating Glare
You unleash a terrifying howl. Attempt Intimidate 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.
Dragon's Rage Wings [1 action]Feat 12
Prerequisites dragon instinct
You sprout dragon wings from your back of the same color as your chosen dragon. While you are raging, you gain a fly Speed equal to your land Speed. If you are flying when your rage ends, you start to fall but the transformation only completes at the last moment, so you take no damage from the fall and land standing up.
Furious Grab [1 action]Feat 12
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 [1 action]Feat 12
Prerequisites animal instinct
Requirements You are unarmored or wearing light armor.
You close the distance to your prey in a blur, pouncing on the creature before it can react. You Stride up to your Speed and make a Strike at the end of your movement.
Spirit's Wrath [1 action]Feat 12
Prerequisites spirit instinct
You call forth an ephemeral apparition, typically the ghost of an ancestor or a nature spirit, which takes the form of a wisp. The spirit wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp’s attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals damage equal to 4d8 plus your Constitution modifier. The damage is your choice of negative or positive damage; don’t apply your Rage damage or your weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp’s damage apply. If your wisp’s Strike is a critical hit, the target becomes frightened 1. This attack uses and counts toward your multiple attack penalty as if you were the one attacking.
Titan's StatureFeat 12
Prerequisites giant instinct, Giant’s Stature
You grow to even greater size. When using Giant’s Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller) while you are raging. You have the clumsy 1 condition (page 618) as long as you are Huge.
Awesome BlowFeat 14
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 [1 action]Feat 14
Prerequisites giant instinct
You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain reach 10. This doesn’t increase the reach of any weapon or unarmed attack that already has the reach trait, but it does combine with abilities that increase your reach due to increased size, such as Giant’s Stature.
Vengeful Strike [Reaction]Feat 14
Prerequisites Come and Get Me
Trigger A creature within your reach succeeds or critically succeeds at an attack against you.
Requirements You’re under the effect of Come and Get Me.
When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Whirlwind Strike [3 actions]Feat 14
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.
Collateral ThrashFeat 16
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 [1 action]Feat 16
Prerequisites dragon instinct, Dragon’s Rage Wings
You transform into a ferocious Large dragon, gaining the effects of 6th-level dragon form except that you use your own AC and attack modifier; you 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.
Reckless Abandon [Free Action]Feat 16
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.
Brutal CriticalFeat 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 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
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 [2 actions]Feat 18
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.
Contagious RageFeat 20
Prerequisites Share Rage
You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements on Share Rage, using it multiple times in a Rage. Allies affected by Share Rage who accept your anathema for the duration of the Rage gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization.
Quaking Stomp [1 action]Feat 20
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.