AW at-will · ENC encounter · DLY daily |
Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Wpn weapon rider · Spec special |
Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · [W] weapon dice · * = errata
You use powerful two-handed weapons to deal serious dmg to your enemies. Your physical power and daunting presence can cause foes to cower before you, and you can temporarily increase your abilities by harnessing great bursts of terrifying rage. Depending on your choice of class features and powers, you lean toward either defender or leader as a secondary role.
You are a primal champion, a warrior devoted to the natural world and an embodiment of your tribe’s fierce traditions.
Barbarians are savage warriors who deal out powerful blows from their mighty weapons. They charge from foe to foe and seldom feel the pain of an enemy’s strike. For barbarians’ foes, the moments of greatest terror come when barbarians call upon primal forces to lend power to their raging spirits. These rages, although temporary, give a barbarian incredible powers, a combination of skill, willpower, and a legacy of ancient tribal rituals.
As a barbarian, you have a link to powerful nature spirits and other primal forces bound to the warriors of your tribe by the songs and totems of your legacy. These spirits lend energy to your rages, transforming you into a devastating force on the battlefield. As you become more experienced, these rages transcend mortal limitations, manifesting directly as waves of elemental power or gifting you with supernatural recuperative powers.
When the heat of battle is upon you, will you respond with a sudden charge that fells with one mighty swing of your weapon, or with a prolonged rage that leaves destroyed foes in your wake?
You can choose any barbarian powers you like for your character, though many barbarians favor one of two builds: the rageblood barbarian or the thaneborn barbarian. All barbarians rely on Str. Barbarians also benefit from a high Con or Cha, depending on which expression of the class they favor.
You can withstand a great deal of physical punishment, especially when you are in the throes of rage. At higher levels, your powers, particularly your rages, visibly manifest the spirits sacred to your tribe. Str should be your highest ability score, since you use it for your attacks, but make Con a close second. Cha might be your third-best score, especially if you want to use some powers designed for the thaneborn barbarian build. Rageblood barbarians lean toward defender as a secondary role.
Suggested Class Feature: Rageblood Vigor
Suggested Feat: Weapon Expertise
Suggested Skills: Athletics, Endurance, Perception
Suggested At-Will Powers: devastating strike, recuperating strike
Suggested Encounter Power: avalanche strike
Suggested Daily Power: bloodhunt rage
You use primal power to fuel your mighty rages and lend power to your already imposing personal presence. Your combination of physical prowess and charismatic appeal draws allies to you as surely as it fills your foes with fear. Again, make Str your highest ability score, followed by Cha and then Con.
Thaneborn barbarians lean toward leader as a secondary role.
Suggested Class Feature: Thaneborn Triumph
Suggested Feat: Rising Fury
Suggested Skills: Athletics, Intimidate, Perception
Suggested At-Will Powers: howling strike, pressing strike
Suggested Encounter Power: vault the fallen
Suggested Daily Power: macetail’s rage
Some barbarians can be mistaken for savage warriors bereft of magic, at least until they rage. Whether you are raging or not, no one makes that mistake about you. Your ferocity and power have endeared you to the primal spirits of thunder. They circle around you, waiting for a time when you unleash them on your enemies.
When you stride into battle, low thunder rumbles around you. Even underground or on a clear day, the deep-throated murmur ofdistant storms accompanies you. When you charge, the growl grows into thunderclaps, sounding nearby. When you shriek your battle cry, a booming roar breaks over your enemies.
The faint-hearted cower before you. Those who are brave or foolish enough to stand before the rumble ofyour approach are laid low by your weapons and your rage.
Thunderborn barbarians lean toward controller as a secondary role. Powers improved by Thunderborn W'rath include blasts, which allow you to affect small groups of enemies, so it pays to move as close to as many enemies as possible. Consider favoring feats and powers that allow you to move more eaSily around the battlefield.
Like other barbarians, you should make Str your highest ability score. Con should be your second -highest score, since Thunderborn Wrath powers often rely on it.
Suggested Class Feature: Thunderborn Wrath
Suggested Feat: Thunderborn Rage
Suggested Skills: Athletics, Intimidate, Nature
Suggested At-Will Powers: howlina strike, howl of fury
Suggested Encounter Power: shout of terror'
Suggested Daily Power: tyrant's raae
* New option presented in this book
Some barbarians, particularly elves and half-orcs, rely on speed and startling force to slay their enemies. Stories abound of the ability ofsuch barbarians to cut down an entire group ofbandits in the blink of an eye. These whirling barbarians combine supreme speed and agility with great strength. Whirling barbarians fight with two weapons, often a pair ofaxes or swords. Dwarfwhirling barbarians favor battleaxes and war picks, whereas half-orcs lean toward clubs and maces. Compared to other barbarians, whirling barbarians are more mobile and better able to deal dmg to several enemies with a Single attack. Such barbarians rove the battlefield, swinging their weapons in a blur and hewing down any foes that are rash enough to draw near.
You can choose (l'om several methods for improvement as a whirling barbarian. Feats that increase your prowess at wielding two melee weapons are a good investment, since Whirling Slayer powers all require you to wield two weapons. Consider wielding a thrown weapon in one hand to give yourself the option offighting at range. Multiclassing into ranger will give you even more two-weapon powers to choose from. Str should be your highest ability score, since it bolsters all your barbarian attacks. You should make Dex your second·highest score, because that ability is often used by Whirling Slayer powers.
Suggested Class Feature: Whirling Slayer*
Suggested Feat: Two-Weapon Fighting
Suggested Skills: Acrobatics, Athletics, Perception
Suggested At-Will Powers: pressing strike, whirling rend
Suggested Encounter Power: whirling frenzy
Suggested Daily Power: thunder hooves rage
* New option presented in this book
Barbarians have the following class features.
While you are not wearing heavy armor, you gain a +1 bonus to AC and Reflex. The bonus increases to +2 at 11th level and +3 at 21st level.
Barbarians connect with the natural world in a variety of ways. Some barbarians grow so hardened to physical punishment that they find it easier to simply absorb, rather than avoid, attacks. Others are living examples of the power of one’s will to shape one’s fate. The Feral Might class feature grants each barbarian one of the following powers. Choose one of the following options. The choice you make gives you the benefit described below and also provides bonuses to certain barbarian powers, as detailed in those powers.
**Rageblood**** ****Vigor****:**
You gain the swift charge power. In addition, whenever your attack reduces an enemy to 0 hit points, you gain temporary hit points equal to your Con. The number of temporary hit points equals 5 + your Con at 11th level and 10 + your Con at 21st level.
Barbarian daily attack powers have the rage keyword (page 220). They allow you to unleash powerful bursts of emotion, willpower, and primal energy. Each rage power starts with a mighty attack, and then you enter a rage, which grants an ongoing benefit.
At 5th level, you gain the rage strike power, which lets you channel an unused rage power into a devastating attack while you’re raging. Using rage strike is an alternative to using a second rage power in a climactic battle; it gives you the dmg output of a daily power without forcing you to enter a different rage.
Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a MBA as a free action. You do not have to attack the same target that you scored a critical hit against.
Your powers are evocations of primal strength. At lower levels, your powers rely partly on martial skill and personal presence, but even at the start of your career, the primal spirits of the world infuse your body with vigor. At higher levels, the primal spirits flow more freely through you and your weapons, creating effects that are more obviously supernatural.
Your barbarian daily attack powers have the rage keyword (page 220). While you are raging, your barbarian at-will attack powers gain certain benefits, as detailed in those powers.
| AW | Devastating StrikeStd Melee wpnTgt One creature | Req You must be wielding a melee weapon in two hands.* · Atk Str vs AC · Hit 1[W] + 1d8 + Str dmg. Eff Until the SONT, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus. L11 1[W] + 2d8 + Str dmg. · L21 2[W] + 3d8 + Str dmg. |
| AW | Howling StrikeStd Melee wpnTgt One creature | Req You must be wielding a two-handed weapon. · Atk Str vs AC · Hit 1[W] + 1d6 + Str dmg. L11 1[W] + 2d6 + Str dmg. · L21 2[W] + 3d6 + Str dmg. · Spec When charging, you can use this power in place of a MBA. If you are raging, you can move 2 extra sq as part of the charge. |
| AW | Pressing StrikeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 1[W] + Str dmg, and you push tgt 1 sq. If you are raging, the attack deals 1d6 extra dmg. Eff Before the attack, you shift 2 sq. You can move through an enemy’s space during the shift, but you can’t end there. L21 2[W] + Str dmg. |
| AW | Recuperating StrikeStd Melee wpnTgt One creature | Req You must be wielding a melee weapon in two hands.* · Atk Str vs AC · Hit 1[W] + Str dmg, and you gain temporary hit points equal to your Con. If you are raging, the number of temporary hit points you gain equals 5 + your Con. L11 1[W] + 1d6 + Str dmg. · L21 2[W] + 2d6 + Str dmg. |
| AW | Howl of FuryStd Melee wpnTgt One creature | Atk Str vs AC · Hit 1[WI + Str dmg. You then howl in a blast 3 that includes tgt. Each enemy in the blast, other than tgt, takes thunder dmg = Con. If you are raging, the thunder dmg equals 3 + your Con. L21 2[W] + Str dmg, and add 5 to the thunder dmg, whether or not you are raging. |
| AW | Whirling RendTgt One creature | Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 1 [WI + Str dmg, and an enemy adjacent to you other than tgt takes 1 [WI dmg (off-hand weapon). If you are raging, add your Dex to both dmg rolls. L21 2lWI + Str dmg, and 2[W] dmg (off-hand weapon). |
| ENC | Avalanche StrikeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg. Eff Until the SONT, any attacker gains a +4 bonus to attack rolls against you. **Rageblood**** ****Vigor****:** The attack deals + Con. |
| ENC | BloodlettingStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. If tgt bloodied, the attack deals + Con. |
| ENC | Great CleaveStd Close burst 1Tgt Each enemy in burst you can see | Atk Str vs AC · Hit 1[W] + Str dmg + 1 dmg for each enemy adjacent to you. |
| ENC | Vault the FallenStd Melee wpnTgt One or two creatures | Atk Str vs AC · Hit 1[W] + 1d6 + Str dmg. Eff If you target two creatures, you can shift 1 sq after the first attack. **Thaneborn**** Triumph:** The number of sq you can shift equals your Cha. · Standard Action Melee weapon |
| ENC | Desperate FuryStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. Miss You can take 5 dmg to reroll the attack. If the reroll hits, use the hit effect above. If the reroll misses, you take 5 dmg. · **Rageblood**** ****Vigor****:** The attack deals + Con. |
| ENC | Escalating ViolenceStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. If you take dmg before the SONT, you gain a +'1 bonus to the attack rolls and the dmg rolls of your next attack. **Thaneborn**** Triumph:** Until the EONT, an ally within 5 sq of you gains a bonus to dmg rolls against tgt equal to your Cha. |
| ENC | Resurgent StrikeStd Melee wpnTgt One creature | Atk Str vs AC · Hit You either gain 3 + your Con temporary hit points or end one dazing or weakening effect on yourself. The target tben takes 2[WI + your Str dmg. |
| ENC | Shout of TerrorStd Melee wpnTgt One creature | Atk Str vs AC · Hit 1 [WI + Str dmg. You then howl in a blast 3 that includes tgt. Each enemy in the blast is slowed EONT. **Thunderborn**** Wrath:** Until the EONT, you gain a bonus to dmg rolls against slowed creatures equal to your Con. |
| ENC | Whirling FrenzyStd Close burst 1Tgt Each creature in burst | Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 1 [W] + 1[W] (off-hand weapon) + Str dmg. Miss You take 1d6 dmg, with no modifires. · **Whirling Slayer:** The attack can target Reflex instead of AC. |
| DLY | Bloodhunt RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg. Eff You enter the rage of the bloodhunt. Until the rage ends, you gain a bonus to melee dmg rolls equal to your Con if either you or your target is bloodied. Miss Half dmg. |
| DLY | Macetail’s RageStd Close burst 1Tgt Each enemy in burst you can see | Atk Str vs Ref · Hit 1[W] + Str dmg, and knock prone. Eff You enter the rage of the macetail behemoth. Until the rage ends, whenever you hit, you gain temporary hit points equal to your Str. Miss Half dmg. |
| DLY | Rage Drake’s FrenzyStd Melee wpnTgt One creature | Atk Str vs AC. If tgt bloodied, you gain a +2 bonus to the attack roll. · Hit 3[W] + Str dmg. Eff You enter the rage of the rage drake. Until the rage ends, once per round when you reduce an enemy to 0 hit points, you can make a MBA as a free action. Miss Half dmg. |
| DLY | Swift Panther RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg. Eff You enter the rage of the swift panther. Until the rage ends, you gain a +2 bonus to speed and can shift 2 sq as a move action. Miss Half dmg. |
| Blood Bear RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[Wj + Str dmg, and you grab tgt. Eff You enter the rage of the blood bear. Until the rage ends, you gain a +4 bonus to grab attacks. If an enemy starts its turn grabbed by you, it takes S + your Str dmg. Miss Half dmg. | |
| DLY | Life Thane RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2lWj + Str dmg. Eff You can spend a healing surge. You enter the rage of the life thane. Until the rage ends, any ally who starts his or her turn within 3 sq of you gains temporary hit points equal to your Cha. Miss Half dmg. · hea/i'l8 you and inviBoralin8 your allies. |
| Savage Juggernaut RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2lWj + Str dmg. Eff You enter the rage of the savage juggernaut. Until the rage ends. you gain a pwr bonus attack rolls equal to the number of nonminion creatures you have reduced to 0 hit points since you entered the rage. Miss Half dmg. | |
| DLY | Thunder Hooves RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3jWj + Str dmg. Eff You enter the rage of the thunder hooves. Until the rage ends, you can move through one or two enemies' spaces during each of your turns. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1 [Wj extra dmg. Miss Half dmg. |
| Tyrant's RageStd Melee wpnTgt One creature | Atk Str vs Will · Hit 2lWj + Str dmg. and tgt dazed (save ends). Eff You enter the rage of the tyrant. Until the rage ends, you can push every enemy adjacent to you 1 sq as a minor action once per round. Miss Half dmg, and tgt dazed EONT. |
| ENC | Combat SprintMove Pers | Eff You move your speed + 4. You gain a +4 bonus to all defenses against any OA you provoke with this movement. |
| DLY | Primal VitalityMinor Pers | Eff You gain temporary hit points equal to one-half your level + your Con. If you are raging, the number of temporary hit points you gain equals onehalf your level + twice your Con. |
| ENC | StonebreakerMinor Pers | Eff Until the EONT, you gain a +5 bonus to Str checks to break objects, and you deal double dmg against objects. |
| ENC | Tiger’s LeapMove Pers | Prereq You must be trained in Athletics. Eff You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start and can move as far as the check allows. |
| ENC | Bounding StrideMove Pers | Eff You move your speed + 2, or your speed + 6 if you are bloodied. |
| DLY | Feral RejuvenationFree Pers | Eff You spend a healing surge. If the triggering attack reduced an enemy to 0 hit points. you regain additional hit points equal to one-half your level + your Cha. Trig Your attack damages an enemy |
| DLY | Savage ComebackNo Act Pers | Eff You take 2d6 dmg and succeed on the saving throw. Trig You are conscious and fail a saving throw |
| ENC | Savage GrowlFree PersTgt The enemy you hit | Eff You mark tgt EONT. Trig You hit an enemy and don't reduce it to 0 hit points · Until the mark ends, you and tgt deal 1d8 extra dmg against each other. |
| ENC | Shrug It Off B.lrb.lrian UlililY 2Imm React Pers | Eff You make a saving throw against the triggering effect. Trig You are subjected to an effect that a save can end · If you succeed, you shift 1 sq as a free action. |
| ENC | Blade SweepStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and each bloodied enemy adjacent to you takes dmg = Con. **Rageblood**** ****Vigor****:** Each enemy adjacent to you that is not bloodied also takes dmg = Con. |
| ENC | Blood StrikeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. If you or tgt bloodied, the attack deals 1[W] extra dmg. |
| ENC | Daring ChargeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. Spec When charging, you can use this power in place of a MBA. If you charge, you gain a +2 bonus to the attack roll and the dmg roll for each OA made against you while you charge. · **Thaneborn**** Triumph:** You gain a bonus to AC equal to your Cha against any OA you provoke during your charge. |
| ENC | Hammer FallStd Melee wpnTgt One creature | Atk Str vs Fort · Hit 2[W] + Str dmg, and knock prone. |
| ENC | Shatterbone StrikeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and tgt takes a –2 penalty to AC EONT. **Thaneborn**** Triumph:** The penalty to AC equals your Cha. |
| Brutal SlamStd Melee wpnTgt One creature | Atk Str vs Fort · Hit 2[WI + Str dmg, and you push tgt 2 sq and knock it prone. Then one enemy adjacent to tgt takes 1d8 + your Str dmg. | |
| ENC | Reckless RampageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2 [WI + Str dmg. Eff Before the attack, you move your speed. If an enemy makes an OA against you as a result of this movement, you gain CA against tgt of this attack. **Rageblood**** ****Vigor****:** Add your Con to the distance you can move. |
| ENC | Rippling BladesStd Melee wpnTgt One creature | Atk Str vs AC · Hit 21W] + Str dmg. Miss You can take 5 dmg to enable an ally adjacent to tgt to make a MBA against it as a free actio n. · **Thaneborn**** Triumph:** The ally gains a bonus to the dmg roll equal to your Cha. |
| ENC | Thundering Howl.Std Melee wpnTgt One creature | Atk Str vs AC · Hit 1[WI + Str dmg. You then howl in a blast 3 that includes tgt. Each enemy in the blast takes 1d6 thunder dmg and is pushed 1 sq. **Thunderborn**** Wrath:** The number of sq you push each enemy equals your Con. |
| ENC | Whirling StepStd Melee wpnTgt One creature | Req You must be Wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 1[WI + Str dmg. Eff You shift 2 sq. If the attack hit, you deal 1[Wl dmg (off-hand weapon) to one or two enemies that are adjacent to you at some point during the shift. **Whirling Slayer:** The number of sq you shift equals your Dex. |
| DLY | Frost Wolf RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str cold dmg. Eff Before the attack, tgt can make a MBA against you as a free action. If it does so, your attack deals 1[W] extra cold dmg. · Eff You enter the rage of the frost wolf. Until the rage ends, any enemy that hits you with a melee attack takes cold dmg equal to 3 + your Con. Miss Half dmg. |
| DLY | Silver Phoenix RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str fire dmg, and ongoing 5 fire dmg (save ends). Eff You enter the rage of the silver phoenix. Until the rage ends, you gain regeneration 3. In addition, the first time you drop to 0 hit points or fewer, you can spend a healing surge as an imm interrupt. Miss Half dmg. |
| DLY | Thunder Hawk RageStd Melee wpn1°Tgt One creature2°Tgt One creature | 1°Atk Str vs AC · 2°Atk Str vs Fort · Hit 2[W] + Str thunder dmg, and the primary target is dazed (save ends). · Hit You knock the secondary target prone. Eff You enter the rage of the thunder hawk. Until the rage ends, you can make the following secondary attack once during each of your turns. Miss Half dmg. · Free Action Melee 1 |
| DLY | Vengeful Storm RageStd Close burst 1Tgt Each enemy in burst | Atk Str vs AC · Hit 2[W] + Str lightning dmg. Eff You enter the rage of the vengeful storm. Until the rage ends, at the start of each of your turns, each enemy adjacent to you takes 3 lightning dmg. Miss Half dmg. |
| DLY | Ancient Berserkers' RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[Wj + Str dmg. Eff You enter the rage of the ancient berserkers. At the start of each of your turns until the rage ends, you gain CA against each enemy adjacent to you and a pwr bonus dmg rolls against them equal to your Cha. These benefits last until the end of your turn. Miss Half dmg. |
| DLY | Rage of the Crimson HurricaneStd Close burst 1Tgt Each enemy in burst | Atk Str vs AC · Hit l1W] + Str dmg. Eff Each target takes ongoing 5 dmg (save ends). You enter the rage of the crimson hurricane. Until the rage ends, the first time you hit an enemy with a primal melee power each turn, each enemy adjacent to you after the attack is resolved takes dmg = Str. |
| DLY | Razor Wind RageStd Close burst 1Tgt Each enemy in burst | Atk Str vs AC · Hit 2[W] + Str dmg, and you push tgt 1 sq. Eff You enter the rage of the razor wind. Until the rage ends, whenever your Rampage class feature is triggered, you can shift a number of sq equal to your Dex and then make a MBA against each enemy adjacent to you as a free action, instead of making a single MBA. Miss Half dmg. |
| DLY | Tiger's Claw RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[Wj + Str dmg. Eff You enter the rage of the tiger's claw. Until the rage ends, when you miss any creature with an at-will melee attack, that creature takes 1[Wj dmg. Miss Half dmg. |
| DLY | Combat SurgeFree Pers | Req You must be raging. Eff You reroll the attack. Trig You miss with an attack |
| DLY | Indomitable ShiftMinor Pers | Eff You shift a number of sq equal to your Con. You gain 1d10 temporary hit points plus 1 additional temporary hit point for each enemy within 2 sq of you. |
| DLY | Instinctive ChargeNo Act Pers | Eff You gain a +5 pwr bonus your initiative. You also gain a +2 pwr bonus your first attack roll during the encounter. Trig You roll initiative at the beginning of an encounter · the battle begins. |
| ENC | Loss of WillImm React PersTgt The triggering enemy | Eff Until the end of tgt’s next turn, tgt takes a penalty to attack rolls against you equal to your Cha. Trig An enemy misses you with you an attack |
| ENC | Curtain of SteelImm React Melee 1Tgt The triggering enemy | Atk Str vs AC · Hit 3[W] + Str dmg. Trig An enemy adjacent to you hits or misses you · **Thaneborn**** Triumph:** You gain a bonus to the attack roll equal to your Cha. |
| ENC | Great ShoutStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and each enemy within 5 sq of you takes a –2 penalty to attack rolls EONT. |
| ENC | Feast of ViolenceStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. Spec You can choose to provoke OAs when you make this attack. If you do so, you gain a +1 bonus to the attack roll for each creature that attacks you, and the attack deals 1[W] extra dmg. |
| ENC | Tide of BloodStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg. The attack deals 1 extra dmg for each enemy adjacent to you. **Rageblood**** ****Vigor****:** The attack instead deals 1 extra dmg for each enemy within a number of sq of you equal to your Con. |
| ENC | Blood SacrificeStd Melee wpnTgt One creature | Atk Str vs Fort · Hit 1[W] + Str dmg. Eff Before the attack, you can take 1d10 dmg. If you do so, you gain a bonus to the dmg roll equal to the dmg you take + your Con. |
| ENC | Fearsome SmashStd Melee wpnTgt One creature | Atk Str vs AC · Hit 11WI + Str dmg. and tgt takes a -1 penalty to attack rolls EONT. Spec You can use this power against an adjacent enemy as an imm reaction that triggers when that enemy hits you. · **Thaneborn**** Triumph:** The penalty to attack rolls equals 1 + your Cha. |
| ENC | Harbinger of DoomStd Melee wpnTgt One creature | Atk Str vs AC · Hit 1[WI + Str dmg. You then howl in a blast 3 that includes tgt. Each enemy in the blast gains vulnerable 5 to all dmg EONT. **Thunderborn**** Wrath:** The vulnerability equals 3 + your Con. |
| ENC | looming ThreatStd Melee wpnTgt One creature | Atk Str vs AC · Hit 1[W] + Str dmg. If tgt marked by an ally, the attack deals 1[WI extra dmg. You then mark tgt EONT. **Rageblood**** ****Vigor****:** Until the mark ends, you gain a pwr bonus dmg rolls against tgt equal to your Con. |
| ENC | Slash and Slash AgainStd Melee wpnTgt One creature | Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 21WI + Str dmg. Until the SONT. you can use a free action to deal 1[W] dmg (off-hand weapon) to any enemy that starts its turn adjacent to you. **Whirling Slayer:** Add your Dex to the offhand weapon dmg. |
| DLY | Black Dragon RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str acid dmg, and ongoing 5 acid dmg (save ends). Eff You enter the rage of the black dragon. Until the rage ends, at the start of each of your turns, each enemy adjacent to you is blinded until the end of your turn. Miss Half dmg. |
| DLY | Oak Hammer RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg, and knock prone. Eff You enter the rage of the oak hammer. Until the rage ends, whenever you hit a target with a melee attack, you knock that target prone. If that target is already prone, the attack instead deals + Con. Miss Half dmg. |
| DLY | Stone Bear RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 3[W] + Str dmg. Eff You enter the rage of the stone bear. Until the rage ends, you gain resistance to all dmg = Con. Miss Half dmg. |
| DLY | White Tiger RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str cold dmg, and tgt immobilized (save ends). Eff You enter the rage of the white tiger. Until the rage ends, any enemy that starts its turn adjacent to you is slowed until the end of its turn. Miss Half dmg, and tgt slowed (save ends). |
| DLY | Flying Serpent RageImm React Melee wpnTgt The triggering enemy | Atk Str vs AC · Hit 3[W] + Str dmg. Eff Before the attack, you shift 6 sq. · Eff You enter the rage of the flying serpent. Until the rage ends, you can shift 2 sq as a move action. In addition, after making a charge attack on your turn, you can take further actions during that turn. Trig An enemy charges you or an ally · Miss Half dmg. |
| DLY | Rage of the Battle TyrantStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and tgt gains vulnerable 5 to all dmg (save ends). Eff You enter the rage of the battle tyrant. Until the rage ends, when you hit any enemy with a primal attack power. one ally within 2 sq of that enemy can shift 1 sq as a free action. Miss Half dmg. |
| DLY | Rage of the Death SpiritStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and tgt weakened (save ends). Eff You enter the rage of the death spirit. Until the rage ends, as the first action of each of your turns, you can use a free action to mark each enemy within 2 sq of you EONT. In addition, you gain a +2 bonus to attack rolls against enemies marked by you. Miss Half dmg, and tgt weakened EONT. |
| DLY | Rage of the Primal BansheeStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str dmg, and you push tgt 3 sq. Eff You enter the rage of the primal banshee. Until the rage ends. enemies cannot charge any ally who is within a number of sq of you equal to your Cha. Miss Half dmg, and you push tgt 1 sq. |
| DLY | Serpent Fang RageStd Melee wpnTgt One creature | Atk Str vs AC · Hit 2[W] + Str poison dmg, and on going 5 poison dmg (save ends). Eff You enter the rage of the serpent fang. Until the rage ends, any enemy you hit grants CA EONT. Miss Half dmg. |
| DLY | Deny DeathImm Intr Pers | Eff You are dying but don’t fall unconscious because of that condition. At the EONT, you fall unconscious if you are still dying. Trig You drop to 0 hit points or fewer and don’t die |
| DLY | Heart StrikeMinor Pers | Eff Until the stance ends, whenever you hit with an at-will attack power, the attack deals + Cha. |
| DLY | Mountain RootsImm Intr Pers | Eff You negate the forced movement. Until the stance ends, you can negate forced movement against you. Trig You are pulled, pushed, or slid |
| ENC | Wellspring of RenewalMinor Pers | Eff You gain temporary hit points equal to one-half your level + your Con. In addition, if you are marked, that condition ends. |
| DLY | Barbaric InstinctImm Intr Pers | Eff If the effect would have dazed you, you aren't dazed. If the effect would have stunned you, you are dazed instead. Trig You are subjected to a dazing or a stunning effect |
| ENC | Barbaric OfferingFree Pers | Eff You make a saving throw against one effect that a save can end, with a bonus equal to your Cha (minimum +1). Trig You bloody an enemy or reduce it to 0 hit points |
| ENC | Enraged SurgeFree Pers | Eff You gain a +2 pwr bonus melee attack rolls and melee dmg rolls EONT. Trig You miss with an attack while raging |
| ENC | Howl of the Alpha WolfMove Close burst 5Tgt One ally in burst, or each ally in burst if you have reduced an enemy to 0 hit points during this turn | Eff You slide each target 2 sq. You then shift 3 sq. |
| DLY | Totemic ScarificationMinor Pers | Eff Until the stance ends, you take a -2 penalty to all defenses but gain a + 1 bonus to attack rolls. |