Barbarian Rage Powers
UltimateSpheresofPower.jpg
Ultimate Spheres of Power
$29.99
Archetypes%20of%20Power%202.jpg
Archetypes of Power 2
$4.99
The following are new barbarian rage powers.

Reminder: A totem rage power is a special series of themed rage powers. A character cannot possess more than one group of totem rage powers.



Astral Totem (Su) [RW HB]

While raging, the barbarian calls to their perfect self beyond the astral veil as an extension of their true self.

While raging, the barbarian increases their natural reach by +5 feet. This increases to +10 feet if the barbarian possesses 3 astral totem rage powers (including this one).

Astral Totem Eternity (Su) [RW HB]

The barbarian’s perfect self fully manifests the brilliant regal eminence of the stars, crushing down on his foes. While raging, once per round, the barbarian may declare an attack action or attack of opportunity to be empowered with an astral echo. The barbarian must choose to use this ability before the attack is made. After the empowered attack hits and its damage is calculated (after reductions by the target’s damage resistance or other abilities), the barbarian may select any 1 target within 30 feet of himself (this may include the target of the empowered attack).

That new target must succeed at a saving throw or suffer half of the damage dealt by the empowered attack (after reductions by damage reductions, energy resistance, etc.). The damage dealt by this ability is energy from beyond the astral veil, represented as untyped energy damage; this affects all creatures regardless of type, damages ethereal or incorporeal creatures as though they were corporeal, and is not reduced by energy resistance or hardness. A successful saving throw negates this damage; each time the barbarian uses this ability, the barbarian chooses whether the affected target must attempt a Fortitude, Reflex, or Will saving throw to resist this effect (DC 10 + 1/2 the barbarian’s level + her Constitution modifier).

A barbarian must have the astral totem rage power and astral totem visage rage powers, and they must be at least 12th level before selecting this rage power.

Astral Totem Visage (Su) [RW HB]

The barbarian’s perfect self manifests more clearly, an ensemble of the stars beyond.

While raging, the barbarian gains the following benefits which augment her sight and presence:

  • Astral Sight: The barbarian can see invisible and ethereal creatures as if they were normally visible and can see perfectly in natural or magical darkness of any kind (as the see in darkness ability).
  • Astral Presence: The barbarian gains a morale bonus on Intimidate and Perception checks equal to her Constitution bonus + 1 for each astral totem rage power the barbarian possesses (including this one).

A barbarian must have the astral totem rage power and be at least 8th level to select this rage power.

Blood Taker (Su)

While raging, any round that the barbarian ends her turn with a creature (other than herself) suffering from bleed damage within her natural reach, she heals a number of hit points equal to the bleed damage that creature takes. If multiple creatures within this area take bleed damage, only the highest value is used.

Bright-Burning Rage (Ex)

The barbarian may spend a round of rage to recover 2d6 hit points as a standard action.

Empowered by the Light (Ex)

While raging, whenever the barbarian confirms a critical hit, she gains temporary hit points equal to her class level. The hit points stack with themselves and with all temporary hit points from other sources, and last until the end of the rage.

Furious Vigor (Ex) [AoP2]

While raging, you gain an additional 1 temporary hit point per Hit Die you possess, in addition to a +1 bonus to Fortitude saving throws. Additionally, your rage does not end if you become unconscious, but you must still expend rounds of rage per day each round you remain unconscious.

Nature’s Wrath (Su)

While raging, the barbarian’s melee and thrown weapons are charged with the positive energy of the very soul of nature itself. Her attacks ignore damage reduction on creatures damaged by positive energy.

Raging Storm

The barbarian chooses three (mantle) talents. While raging in appropriate weather, the barbarian gains their effects. For every 6 barbarian levels she may treat the weather as 1 step more severe for the purpose of determining the mantles’ effects. This rage power can be selected more than once. Its effects do not stack. Each time the barbarian chooses three additional (mantle) talents.

Shifter Totem, Lesser (Su) [AoP2]

Whenever the barbarian would enter a rage, he gains the benefits of the Transformation feat, allowing him to transform as part of entering the rage, gaining the benefits of a single (transformation) Alteration sphere talent that does not cost a spell point, chosen at the time of gaining this rage power. The barbarian only gains the shapechanger subtype while he is raging.

Shifter Totem (Su) (requires barbarian 6, lesser shifter totem) [AoP2]

While raging, the barbarian gains the benefits of the Improved Transformation feat; except that he may choose traits that carry an additional spell point cost, expending 3 rounds of rage for every spell point the trait requires. The traits chosen are chosen at the time of gaining this rage power

Shifter Totem, Greater (Su) (requires barbarian 10, lesser shifter totem, shifter totem) [AoP2]

While raging, the barbarian gains the benefits of a single shifter bestial trait of his choice, treating his class level as his shifter level.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Realmwalker
Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.