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Rage



Combat, Emotion, Stance


Prerequisites: Constitution



Requirements: You are not fatigued or demoralized.

Activation: 1 action (Swift)

Target: Self

Duration: 1 minute (Dissmissible)



While raging, you gain +(Tier) competence bonus to attack and damage rolls with melee and thrown weapons and +(1/2 Tier) competence bonus to Fortitude and Will saves (round up for Fortitude, round down for Will), but also take a -2 penalty to Dodge DC and Reflex saves. You also gain (Tier) temporary hit points when you activate this ability.

While raging, you cannot use Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or abilities requiring patience or concentration (such as spellcasting).

If you fall unconscious, rage ends immediately.

Afterward this effect ends, you are fatigued 1 for 1 minute.



Blood Rage (+1): You can use magical powers and concentrate while raging.

Berserk (-1): You must make a melee or thrown attack against a target within Close range every turn while raging. If you do not do so by the end of your turn, you become Confused 1 and this condition worsens by 1 every round (no save) until you successfully hit a target with a melee or thrown attack. While Confused, you cannot willingly end your rage.

Cautious Rage (+1): Negate the defense and save penalty caused by raging.

Frenzy (+1): You gain the benefits of Haste 1 while raging. Each additional time this upgrade is applied, this benefit increases by 1 tier. You can purchase and apply the Offensive Haste upgrade to this as well.

Furious Finish (+1): When you hit with an attack that has a bonus to the attack or damage roll from Rage, you can choose to turn the attack into a critical threat. If it's already a critical threat, you can choose to automatically confirm it instead. If you do this, your rage immediately ends after the attack is resolved.

Indomitable Body (+1): While raging, you have advantage on all Fortitude saves.

Indomitable Will (+1): While raging, you have advantage on all Will saves.

Quick Recovery Rage (+1): You become fatigued 2 for half the normal time instead of fatigued 1. If you have Tireless Rage twice and this upgrade, you never become fatigued as a result of Rage ending.

Rage Power (+1): You gain a rage power from the list of Unchained Barbarian rage powers. Your effective barbarian level for the purposes of determining which you can choose is equal to 2 + double the number of rage powers you already have, or your actual level, whichever is lower. Your rage becomes a magical effect if you gain even one supernatural or spell-like rage power.

Recovered Rage (+1): Whenever you reduce a foe to 0 or fewer hit points while raging, you increase the remaining duration of your rage by 1 round. The foe must have a level at least equal to 1/2 your level. You cannot increase the remaining duration above 1 minute.

Tireless Rage (+1): You become fatigued 1 for only 1d4+1 rounds after raging ends. If you apply this upgrade a second time, it is reduced to 1 round.

Undying Rage (+1): You gain (Tier) temporary hit points at the start of your turn every round for the duration of your rage. If you have 0 or less hit points, you gain (Tier) fast healing instead.

Universal Rage (+1): Attack and damage bonuses from Rage apply to any attack and damage roll, not just melee and thrown weapons.