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Barbarian

“My strength is the fury of the wild.”

Player’s Handbook 2 & Primal Power — Combined

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Classes: Ardent Avenger Barbarian Bard Battlemind Cleric Druid Fighter Invoker Monk Paladin Psion Ranger Rogue Runepriest Seeker Shaman Sorcerer Swordmage Warden Warlock Warlord Wizard
Power type: AW at-will · ENC encounter · DLY daily  |  Name column: name · power type & source (PHB2 Player’s Handbook 2, PrP Primal Power) · action & range · keywords · target  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider · Prereq prerequisite  |  Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice

Class Traits

RoleStriker. You use powerful two-handed weapons to deal serious damage 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.
Power SourcePrimal. You are a primal champion, a warrior devoted to the natural world and an embodiment of your tribe’s fierce traditions.
Key AbilitiesStrength, Constitution, Charisma
Armor ProficienciesCloth, leather, hide
Weapon ProficienciesSimple melee, military melee
Bonus to Defense+2 Fortitude
Hit Points at 1st Level15 + Constitution score
Hit Points per Level Gained6
Healing Surges per Day8 + Constitution modifier
Trained SkillsFrom the class skills list below, choose three trained skills at 1st level.
Class SkillsAcrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis)
Class FeaturesBarbarian Agility, Feral Might, rage strike, Rampage
Build OptionsRageblood barbarian, thaneborn barbarian, thunderborn barbarian, whirling barbarian

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?

“My rage is my weapon. My rage is my armor. My rage is your doom.”

A BARBARIAN can be a quiet warrior who launches into a rampage, or a fierce savage who lives for violence. Do you do battle out of duty and honor, wielding your weapon with grim resolve, or do you savor every blow you deal? Whatever your purpose, you are a barbarian—a force to be feared.

Despite your reputation for brutality, you are more than muscle and savagery. Your bond to the primal spirits makes you a wellspring of force and vitality. It is the spirits that make you a barbarian—they funnel power through your body, instill rage in your heart, and wreak carnage through your weapon.

Rageblood barbarians inspire their allies with their ferocity and endurance; thaneborn barbarians bolster themselves and their comrades with their courage and resilience. A thunderborn barbarian is surrounded by a cloak of thunder spirits; a whirling barbarian, armed with two weapons, cuts through foes like a cyclone. Whatever type of barbarian you are, you’ll find options in this chapter to support you.

Class Features

Barbarians have the following class features.

Barbarian Agility

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.

Feral Might

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.

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 Constitution modifier. The number of temporary hit points equals 5 + your Constitution modifier at 11th level and 10 + your Constitution modifier at 21st level.

Thaneborn Triumph: You gain the roar of triumph power. In addition, whenever you bloody an enemy, the next attack by you or an ally against that enemy gains a bonus to the attack roll equal to your Charisma modifier.
Thunderborn Wrath: You gain the war cry power. In addition, once per round when your attack bloodies an enemy, each enemy adjacent to you takes thunder damage equal to your Constitution modifier.
Whirling Slayer: You gain the whirling lunge power, and you can wield a one-handed weapon in your off hand and treat it as an off-hand weapon. In addition, once per round when your attack bloodies an enemy, you can shift 2 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn.

Thunderborn Wrath and Whirling Slayer are Feral Might options from Primal Power; they can be chosen instead of Rageblood Vigor or Thaneborn Triumph.

Rage Strike

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 damage output of a daily power without forcing you to enter a different rage.

Rampage

Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.

Creating a Barbarian

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 Strength. Barbarians also benefit from a high Constitution or Charisma, depending on which expression of the class they favor.

The two new builds in this section expand the ways in which you can tailor your barbarian. The thunderborn barbarian, as the name implies, uses the power of thunder to damage enemies and make them cower. The whirling barbarian relies on speed and finesse to make particularly lethal two-weapon attacks.

Rageblood Barbarian

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. Strength should be your highest ability score, since you use it for your attacks, but make Constitution a close second. Charisma 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.

Thaneborn Barbarian

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 Strength your highest ability score, followed by Charisma and then Constitution. Thaneborn barbarians lean toward leader as a secondary role.

Thunderborn Barbarian

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 of distant 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 of your approach are laid low by your weapons and your rage.

Thunderborn barbarians lean toward controller as a secondary role. Powers improved by Thunderborn Wrath 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 Strength your highest ability score. Constitution should be your second-highest score, since Thunderborn Wrath powers often rely on it.

**New option presented in Primal Power.*

Whirling Barbarian

Some barbarians, particularly elves and half-orcs, rely on speed and startling force to slay their enemies. Stories abound of the ability of such barbarians to cut down an entire group of bandits 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 of axes or swords. Dwarf whirling 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 damage 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 from 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 of fighting at range. Multiclassing into ranger will give you even more two-weapon powers to choose from.

Strength should be your highest ability score, since it bolsters all your barbarian attacks. You should make Dexterity your second-highest score, because that ability is often used by Whirling Slayer powers.

**New option presented in Primal Power.*

Barbarian Overview

Characteristics: You combine powerful melee attacks with an excellent ability to absorb damage. You gain tremendous bursts of power through mighty rages. You have unusually high hit points for your role, making you more durable than other strikers.
Religion: Most barbarians revere the primal spirits of the natural world rather than calling on the gods of the Astral Sea. Some barbarians don’t see conflict between the gods and the primal spirits and therefore honor deities of nature or warfare in addition to the primal spirits. These barbarians often revere Kord, Melora, Avandra, or the Raven Queen. Evil or chaotic evil barbarians turn to Gruumsh or, more rarely, Bane or Zehir.
Races: Goliaths are ideal rageblood barbarians. Dragonborn make excellent thaneborn barbarians. Half-orcs are often barbarians but don’t favor either of the two types. Dwarf and shifter barbarians tend to be rageblood barbarians, while halfling and half-elf barbarians choose the thaneborn path.

Playing a Barbarian

Running with the beasts, a lone warrior haunts the forest like a ghost, guarding against interlopers. On the high mountain plateau, a somber leader guides his ravaged tribe in its struggle against the cruel winter and hungry predators. At the edge of town, a hermit trains a young boy to harness the beast within and channel it into his weapon. The barbarian has many manifestations, and each one has its place in the world.

Your Primal Roots

Part of what makes you a barbarian is your connection to the primal spirits, so give some thought to the nature of that connection and how you forged it. Many barbarians were born and raised in cultures that venerate the primal spirits, and they underwent rites of passage designed to strengthen their ties to those spirits. In your rages, you might commune with the same spirits that your tribal ancestors have called upon for generations.

In contrast, your ties to the primal spirits might be intensely personal. You might have grown up on a [farm] and developed a mystical relationship with nature and the spirits that inhabit the wilds. You might even be a city-dweller who experienced a profound revelation of the power of the primal spirits and learned to call on them and channel them in and out of combat.

Even in civilized lands, some warrior orders train their members to harness the power of the beast within, channeling primal spirits in rages and other evocations. Some of these orders venerate the spirits, while others view the spirits as tools to be manipulated in order to turn a warrior into a savage killer.

Whatever the nature and origin of your relationship to the spirits, that relationship defines your capabilities as a barbarian, and to some extent, it defines who you are.

Trophies

Some barbarians wear trophies on their armor and weapons both to demonstrate their prowess in battle and to serve as a reminder of foes they have overcome. Evil barbarians focus on grim, horrific trophies—severed heads, preserved hands, and bits of bone—to strike fear in their enemies. Most barbarians, though, prefer less grisly displays of their skill.

Many barbarians are proudest of trophies taken from foes that have knocked them unconscious or otherwise pushed them to the brink of defeat. Barbarians also use trophies to mark a victory over a long-standing enemy or a powerful foe whose defeat trumpets their skill and prowess.

The best trophies symbolize an opponent’s strength and ability. A dragon’s fang, a shard from a powerful warrior’s armor, or the stub of a necromancer’s staff signify the enemy’s power and ability. A barbarian typically attaches these trophies to his or her armor and gear, allowing them to hang as testaments to his fighting ability.

If you decide to collect trophies of your fallen enemies, make a list of each item you take from a foe. These trophies are more than marks of victory; they are important symbols of your history. Giving one of your trophies as a gift is a sign of trust and respect. When you are confronted by a particularly worthy foe, you might allow the enemy to live but make the surrender of some token a condition of that offer.

Totem Animals

Although your powers do not require it, you might adopt a totem beast, an animal whose ferocity and traits appeal to you as a model for your own deeds. You might adorn yourself with tattoos, pelts, claws, and teeth to increase your resemblance to your chosen beast. Like the totem […] of specific spirits that serves as an implement in the hands of a druid or a shaman, your adorned [body] draws the spirits of your chosen beast so that they lend you their power.

Most barbarians who have totem beasts take an appropriate name. Yoreth Hawksworn scales the highest peaks and swoops upon his foes like a diving falcon. Darva Thunderbear roars as she charges her enemies and swings her maul with bone-crushing ursine strength.

Living with Rage

Rage defines your magical combat prowess, and your relationship to that rage says a lot about your character’s personality. As a barbarian, you have a choice. Does rage sum up your entire being, or are you at peace except when you must reach deep and summon the storm?

Anger might be a constant, simmering undercurrent to your every word and action. Are you aggrieved by some past wrong you seek to redress? Infuriated by the death of a loved one you hope to avenge? Or is the constant thrum of your rage like the heartbeat of the Primal Beast, not so much an undercurrent of anger as the predator’s constant readiness for fierce combat?

Or you might be a calm, cheerful soul, at peace with the world—until enemies are in sight. Then you open your mind to the primal fury that lurks in the depths of your soul, and you unleash a rage all the more terrifying because it is so unlike your normal demeanor.

How well do you contain your rage? Does it erupt only when you summon it, or has it broken free of your control at times in the past—perhaps with tragic consequences? A single critical moment in your […] ground when anger got the better of you can be a […] you loved? Perhaps you dishonored yourself and your family by killing an enemy who pleaded for mercy. Maybe you went on a rampage through a marketplace and then fled your village in shame.

What’s it like when you use a rage power? You’re channeling the spirit of a powerful animal or a force of nature, which alters the nature of your attacks, sometimes fundamentally. Is the spirit’s form visible above or around you as you rage? Do you undergo a physical transformation? Is your body warped and distorted by your frenzy, or do you suddenly sprout horns, claws, a furred or scaly hide, or other bestial features?

Primal power flows through you and invigorates you, strengthening your attacks. Is this power exhilarating or exhausting? Is it an aching or a burning that you ignore in the heat of your fury, or a pleasurable sensation that softens the pain of your wounds? Are you focused on the tumult of battle around you, or detached from it, as if you were watching from some place outside your body?

A barbarian is always destructive and brutally effective in combat, but it can be interesting to explore the idea that your personality changes dramatically when you unleash your primal fury.

Threats and Allies

As a barbarian, you know that your allies rely on you to hit hard and bring your enemies down. You also know that you are certain to suffer more damage than your friends do. Even if you fight alongside defenders such as wardens and paladins, you attract a lot of enemy attention because of the threat you pose. […] more of the enemy’s attention while also setting up your own deadliest attacks. For example, the savage growl power (page 13) marks an enemy that you hit and lets you deal more damage to that foe—in exchange for letting it deal more damage to you. This approach makes you an even bigger target, creating a dynamic often seen in legends and tales—barbarians swagger like the king of all they see, but they frequently travel with a shaman or a bard companion who helps keep them alive.

Of course, you need not play your barbarian as a risk-loving combat gambler. Even if that’s how you began your adventuring career, the life cycle of the great predators offers lessons that might affect you as you move into the paragon and epic tiers. As the old primal proverb has it, “Every old tiger is a careful tiger.” You might have fought without a care early in your career, but you have come to learn a bit more strategy as you have gained power. You have grown more deliberate about when to use your deadliest powers and when to take a quick step back to allow an ally to handle a fight.

Civilized Barbarians

In battle, barbarians are howling, near-suicidal warriors, who overwhelm their enemies with brute strength and savage magic. But not every barbarian practices that same approach away from the battlefield. A barbarian might lay down his or her greataxe and behave as a cunning diplomat, a shrewd negotiator, or a talented artisan.

Such barbarians understand the balance between the civilized ways of humanoid cultures and the feral nature of the beast. When these individuals are living or traveling among civilization’s trappings, they know that words are far more potent than swordplay. A warrior might conquer an enemy with savagery, but allies are better made and influenced by charm and wisdom.

This sort of behavior from a barbarian surprises those who are ignorant of the primal ways, a reaction that many chieftains and lords have used to their advantage. The perfumed, silk-clad merchant of a caravan might not suspect that the chief sitting across from him studied at four academies. All the merchant sees is the barbarian’s frayed leather armor and a cloak made from the pelt of a girallon.

Playing Your Build

If you choose a specific build for your barbarian, you might let your choice inform the way you roleplay the character as well as how you perform in combat. Even if you choose powers from different builds, your character might end up inclining toward one or another type of barbarian, which can suggest facets of your barbarian’s personality.

Rageblood barbarians are perhaps the most likely to lose themselves in rage (see “Born to the Beast,” page 23). You might feel no pain while seized by the primal spirits of battle, and felling an enemy fills you with exuberant vigor. Outside combat, you might be a quiet stalker, like a patient tiger, or a brash and boisterous adventurer, more like a thrashing boar.
Thaneborn barbarians retain their powerful presence even when gripped by rage, and they tend to keep their wits about them as well. You might shout encouragement to your allies as you hew about yourself in battle, exhorting them to follow your example. Outside combat, whether or not your allies follow your lead might depend on the wisdom you display. If you rush boldly into deadly situations, they might learn to disregard your magnetic personality in favor of the counsel of wiser heads.

If you’re a thunderborn barbarian, the fury of the storm constantly surrounds you. You might have a quick temper that flares like lightning when someone angers you, or your fury might build slowly, as the distant rumble of thunder grows louder when the storm draws nearer. In combat, you might let the thunder be your voice, or you might shout battle cries and exhortations that reverberate in the noise of the storm. Thunderborn barbarians are most likely to wear their rage as a constant cloak, finding it difficult to set aside their anger when it isn’t needed.

Whirling barbarians tend to be lighthearted and cheerful compared to other barbarians. Even in the heat of rage, while moving with dizzying speed among your foes, you might taunt them or joke about their misfortune. Your rage might be more a physical state than an emotional one—like a rush of adrenaline that propels you to greater speed and strength without clouding your mind. If that’s the case, it’s probably easy for you to set aside your rage when you are not in battle; at those times you might carry yourself with the pride of a skilled hunter or with the jovial ease of a self-assured hero.

Who’s a Barbarian?

Just like members of other classes, barbarians [are not] common in the world. People of the barbarian class are exceptional, and they’re usually heroes—or villains. [Roving] hordes of orc or human berserkers might sometimes rampage through the remnants of civilization, but at [most] only a handful of true barbarians fight among them, [probably] in positions of leadership. A barbarian has a special connection to the primal spirits, a relationship that [no] other people in the world can claim.

Play Style: “Keep It Simple”

Playing a barbarian can be straightforward fun. You are not necessarily expected to study the situation and choose the optimal path. You can say, “Look, I know there might be excellent tactical things to do, like feeding so-and-so a healing potion or using my second wind. But that’s not me. I’m just going to hit this guy really hard.” Everyone around the table nods because hey, you’re the barbarian. If you don’t hit the enemy hard, who will?

Barbarians and Heavy Armor

Some folk believe that barbarians look down on heavy armor. Although some barbarians do believe that anyone who needs to pull on a steel shell before heading into battle is better off staying at home, most of them don’t care how or why their enemies and allies armor themselves. Bravery and skill, not a warrior’s belongings, are the paramount considerations.

Barbarians have no natural aversion to heavy armor, but its obvious benefits are realized only after long hours of training and practice. A barbarian who does use heavy armor typically modifies and decorates it with patterns, runes, and trophies evocative of the primal spirits. Dwarves emblazon shoulder and knee guards with leering, bestial faces to ward off bad luck. […] barbarians replace their armor’s padding with furs from lions, owlbears, and other ferocious beasts they defeated in battle. Goliaths paint their armor, […] representations of their battles on each section of armor or across the expanse of their breastplates.

In the end, a barbarian in heavy armor might not look like a typical berserker, but he or she still cannot be taken for a fighter. If you decide to wear heavy armor, [take] some time to describe how your character has modified it. Give your equipment a primal edge, a mark showing that your armor is an extension of your fighting style [and] your beliefs.

Prejudice and Rewards

The most common prejudice that you face in civilized lands is that you are a savage who does as much damage to your friends as to your enemies. On the bright side, those who believe this slur tend to overvalue your services as a hired warrior. In prejudiced areas, a noble or a merchant who employs a barbarian counts on rivals and enemies to give you, and your employer, a wide berth.

Barbarian Lore

A Great Ancestor

The shades of powerful barbarians frequently linger in the world as ancestor spirits. Sometimes death brings a perspective that can be difficult to appreciate in life. In other cases, barbarians who lived hard and died young feel compelled to learn more of the history of the people they barely got to know while they lived. In still other cases, barbarians leave important tasks unfinished when they die earlier than they had expected. A powerful barbarian ancestor spirit might bide its time through the generations, waiting for the advent of a new barbarian hero capable of accomplishing the quest that the spirit was unable to complete in its own life. Separate from any tribe or village, outside the nurturing power of the primal spirits, such an ancestor might have become a sad or vengeful ghost. Inside the spirit way, however, it functions as a more or less patient counselor, waiting for the day when its unfulfilled obligations can be laid to rest.

Ancient Berserkers’ Rage

Kavaki roared as he swung his axe, and the world slowed. He saw the blade gleam in the torchlight, saw it cut through the orc’s armor, watched a spray of blood erupt from the creature’s side. He heard the crunch of ribs, then the orc’s gurgling death cry as it tried to bring its own axe to bear for one final blow. Kavaki’s foot lashed out and knocked the weapon from the orc’s hand.

The earth beneath him trembled with the answering roar of Kavaki’s warrior ancestors shouting their approval. For a moment he saw them, their weapons gleaming gold as they gathered around him. He raised his axe, dripping with orc blood, and the ancestors shouted again.

The orcs could not hear the ancestors, he knew. And yet the orcs quailed, their savagery replaced by fear as he leaped into their midst, hewing right and left. Distant voices urged him on, and he fought with strength borrowed from generations of warriors before him.

He felt those warriors’ hands clapping his shoulders and slapping his back, and as the last orc fell, he allowed himself a moment to bask in their approval. His clan had left him for dead years ago. So perhaps he was dead—but if that meant he could fight alongside the greatest warriors of the past, Kavaki didn’t mind.

Born to the Beast

Some barbarians retain little memory of their rage, or even the broad details of battle. Once combat begins, it’s as if they literally become someone or something else. In the aftermath, they remember only scattered thoughts, blurred images, and the feelings of triumph and power.

Some cultures mark such warriors as “born to the beast.” These barbarians receive little in the way of formal training; the beast that lurks within them, or the Primal Beast itself, guides their hands in battle. Many stories are told of a warrior born to the beast taking up a throwing axe while still a child and saving his family by hewing a dozen enemy marauders.

Given their relative lack of formal training, those born to the beast favor simple weapons, such as clubs and maces. In battle, such warriors howl and shriek like wild animals, their muscles surging with raw, primal magic.

This boon comes at a price. If a barbarian who is born to the beast fails to establish contact with wiser or less feral beasts or ancestor spirits, he or she risks giving in to the beast completely and becoming little more than a wandering berserker, a dangerous animal whose lust for battle can end only in death. The Primal Beast is too savage to consider that possible outcome to be a problem.

Barbarian Powers

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.

The new powers presented in this chapter supplement those already available to barbarians. Many of the powers support the Thunderborn Wrath and Whirling Slayer class features, but the broad range of powers here provides useful options for any barbarian.

Class Features

Each barbarian gains the power rage strike, usable only during a rage, at 5th level.

DLYRage StrikeBarbarian Feature · PHB2Std Melee wpnDaily (Special), Primal, WeaponTgt One creature
You channel your primal rage into a devastating attack.
Req You must be raging and have at least one unused barbarian rage power. · Atk Str vs AC. To make this attack, you expend an unused barbarian rage power. · Hit You deal dmg based on the level of the rage power you expend:
• 1st level 3[W] + Str
• 5th level 4[W] + Str
• 9th level 5[W] + Str
• 15th level 6[W] + Str
• 19th level 7[W] + Str
• 25th level 8[W] + Str
• 29th level 9[W] + Str
Miss Half dmg. · Spec You can use this power twice per day.

The Feral Might class feature grants each barbarian one of the following powers.

ENCRoar of TriumphBarbarian Feature · PHB2Free Close burst 5Fear, PrimalTgt Each enemy in burst
Your howl of victory shakes your enemies to the core, as they know your blood thirst is not yet quenched.
Trig Your attack reduces an enemy to 0 HP · Eff Each target takes a –2 penalty to all defenses until EONT.
ENCSwift ChargeBarbarian Feature · PHB2Free PersPrimal
As your foe falls, you rush toward your next victim.
Trig Your attack reduces an enemy to 0 HP · Eff You charge an enemy.
ENCWar CryBarbarian Feature · PrPFree Close blast 3Fear, PrimalTgt Each enemy in blast
Your potent victory cry sends nearby enemies reeling in terror.
Trig Your attack reduces an enemy to 0 HP · Eff You push each target 1 sq.
ENCWhirling LungeBarbarian Feature · PrPFree Melee 1Primal, Weapon
Striking down one foe, you whirl deeper into enemy ranks.
Trig Your attack reduces an enemy to 0 HP · Eff You shift 2 sq and then deal 1[W] dmg (off-hand weapon) to an enemy adjacent to you that you can see.

Level 1 At-Will Evocations

AWDevastating StrikeBarbarian Attack 1 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You strike with awesome power, more concerned with offensive strength than defensive posturing.
Req You must be wielding a two-handed weapon. · Atk Str vs AC · Hit 1[W] + 1d8 + Str dmg.
Eff Until SONT, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus.
Level 11 1[W] + 2d8 + Str dmg. · Level 21 2[W] + 3d8 + Str dmg.
AWHowl of FuryBarbarian Attack 1 · PrPStd Melee wpnPrimal, Thunder, WeaponTgt One creature
You strike a hearty blow, then unleash an ear-splitting battle cry.
Atk Str vs AC · Hit 1[W] + 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 + Con.
Level 21 2[W] + Str dmg, and add 5 to the thunder dmg, whether or not you are raging.
AWHowling StrikeBarbarian Attack 1 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
With a blood-freezing scream, you throw yourself into the fray.
Req You must be wielding a two-handed weapon. · Atk Str vs AC · Hit 1[W] + 1d6 + Str dmg.
Level 11 1[W] + 2d6 + Str dmg. · Level 21 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.
AWPressing StrikeBarbarian Attack 1 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You push lesser foes from your path, moving through the lines of battle at will.
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. · 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. · Level 21 2[W] + Str dmg.
AWRecuperating StrikeBarbarian Attack 1 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Nothing restores your will to fight more than slamming your weapon into a foe. Each crushing swing gives you more will to press on.
Req You must be wielding a two-handed weapon. · Atk Str vs AC · Hit 1[W] + Str dmg, and you gain temp HP = Con. If you are raging, the number of temp HP you gain equals 5 + Con.
Level 11 1[W] + 1d6 + Str dmg. · Level 21 2[W] + 2d6 + Str dmg.
AWWhirling RendBarbarian Attack 1 · PrPStd Melee wpnPrimal, WeaponTgt One creature
You strike out in two directions, drawing blood from different enemies.
Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 1[W] + Str dmg, and an enemy adjacent to you other than tgt takes 1[W] dmg (off-hand weapon). If you are raging, add Dex to both dmg rolls.
Level 21 2[W] + Str dmg, and 2[W] dmg (off-hand weapon).

Level 1 Encounter Evocations

ENCAvalanche StrikeBarbarian Attack 1 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You drop your guard and put all your strength into a devastating overhead swing.
Atk Str vs AC · Hit 3[W] + Str dmg.
Eff Until SONT, any attacker gains a +4 bonus to attack rolls against you.
Rageblood Vigor The attack deals extra dmg = Con.
ENCBloodlettingBarbarian Attack 1 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Your powerful attack is meant to finish off a wounded foe.
Atk Str vs AC · Hit 2[W] + Str dmg. If tgt is bloodied, the attack deals extra dmg = Con.
ENCDesperate FuryBarbarian Attack 1 · PrPStd Melee wpnPrimal, WeaponTgt One creature
[Even] if it kills you, you’ll accept nothing less than a solid hit.
Atk Str vs AC · Hit 2[W] + Str dmg.
Rageblood Vigor The attack deals extra dmg = Con. · 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.
ENCEscalating ViolenceBarbarian Attack 1 · PrPStd Melee wpnPrimal, WeaponTgt One creature
You hack at your enemy, daring it and its companions to incur your greater fury.
Atk Str vs AC · Hit 2[W] + Str dmg. If you take dmg before SONT, you gain a +1 bonus to the attack rolls and the dmg rolls of your next attack.
Thaneborn Triumph Until EONT, an ally within 5 sq of you gains a bonus to dmg rolls against tgt = Cha.
ENCGreat CleaveBarbarian Attack 1 · PHB2Std Close burst 1Primal, WeaponTgt Each enemy in burst you can see
The numbers arrayed against you mean nothing. You swing your weapon in a great arc, stopped by nothing so trivial as flesh and bone.
Atk Str vs AC · Hit 1[W] + Str dmg + 1 dmg for each enemy adjacent to you.
ENCResurgent StrikeBarbarian Attack 1 · PrPStd Melee wpnPrimal, WeaponTgt One creature
You slash, you are rejuvenated, and your enemy’s blood wells.
Atk Str vs AC · Hit You either gain 3 + Con temp HP or end one dazing or weakening effect on yourself. Tgt then takes 2[W] + Str dmg.
ENCShout of TerrorBarbarian Attack 1 · PrPStd Melee wpnFear, Primal, WeaponTgt One creature
The primal storm that rages within you manifests as a terrifying battle scream that causes your enemies to hesitate.
Atk Str vs AC · Hit 1[W] + Str dmg. You then howl in a blast 3 that includes tgt. Each enemy in the blast is slowed until EONT.
Thunderborn Wrath Until EONT, you gain a bonus to dmg rolls against slowed creatures = Con.
ENCVault the FallenBarbarian Attack 1 · PHB2Std Melee wpnPrimal, WeaponTgt One or two creatures
You leap from one foe to the next, leaving blood in your wake.
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 Cha.
ENCWhirling FrenzyBarbarian Attack 1 · PrPStd Close burst 1Primal, WeaponTgt Each creature in burst
Someone will bleed after every strike of this frenzy. You prefer to see your enemy’s blood but are prepared to see your own.
Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 1[W] + 1[W] (off-hand weapon) + Str dmg.
Whirling Slayer The attack can target Reflex instead of AC. · Miss You take 1d6 dmg.

Level 1 Daily Evocations

DLYBlood Bear RageBarbarian Attack 1 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
You strike, then call on the spirit of the blood bear, drawing on its [raw] strength and crushing grip to destroy your foes.
Atk Str vs AC · Hit 2[W] + 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 5 + Str dmg.
Miss Half dmg.
DLYBloodhunt RageBarbarian Attack 1 · PHB2Std Melee wpnPrimal, Rage, WeaponTgt One creature
Your rage surges up from the depths of your pain to bring pain to the wounded.
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 = Con if either you or your target is bloodied.
Miss Half dmg.
DLYLife Thane RageBarbarian Attack 1 · PrPStd Melee wpnHealing, Primal, Rage, WeaponTgt One creature
As you strike, raging energy boils out of you as life-giving mist, healing you and invigorating your allies.
Atk Str vs AC · Hit 2[W] + 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 temp HP = Cha.
Miss Half dmg.
DLYMacetail’s RageBarbarian Attack 1 · PHB2Std Close burst 1Primal, Rage, WeaponTgt Each enemy in burst you can see
You knock your enemy to the ground with a slam like the behemoth’s heavy tail, and the rage of the macetail fills you, refreshing you with every blow of your weapon.
Atk Str vs Reflex · Hit 1[W] + Str dmg, and you knock tgt prone.
Eff You enter the rage of the macetail behemoth. Until the rage ends, whenever you hit, you gain temp HP = Str.
Miss Half dmg.
DLYRage Drake’s FrenzyBarbarian Attack 1 · PHB2Std Melee wpnPrimal, Rage, WeaponTgt One creature
You slam your weapon into your wounded foe, and the rage drake’s spirit fills you. You erupt in violence, swinging furiously at a new foe as soon as the last one falls.
Atk Str vs AC. If tgt is 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 HP, you can make a MBA as a free action.
Miss Half dmg.
DLYSavage Juggernaut RageBarbarian Attack 1 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
Your blow triggers an inner wrath that grows more and more unstoppable with each enemy you fell.
Atk Str vs AC · Hit 2[W] + Str dmg.
Eff You enter the rage of the savage juggernaut. Until the rage ends, you gain a pwr bonus to attack rolls equal to the number of nonminion creatures you have reduced to 0 HP since you entered the rage.
Miss Half dmg.
DLYSwift Panther RageBarbarian Attack 1 · PHB2Std Melee wpnPrimal, Rage, WeaponTgt One creature
You slash your foe with fury as the spirit of the swift panther grants you its speed and agility.
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.
DLYThunder Hooves RageBarbarian Attack 1 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
You hammer the enemy with a heavy blow, and the spirits of stampeding beasts fill you with strength.
Atk Str vs AC · Hit 3[W] + 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[W] extra dmg.
Miss Half dmg.
DLYTyrant’s RageBarbarian Attack 1 · PrPStd Melee wpnFear, Primal, Rage, WeaponTgt One creature
Your blow is a prelude to a furious shriek. Your visage reveals a berserker fury which causes your foes to recoil.
Atk Str vs Will · Hit 2[W] + Str dmg, and tgt is 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 is dazed until EONT.

Level 2 Utility Evocations

ENCBounding StrideBarbarian Utility 2 · PrPMove PersPrimal
You lope across the battlefield, your wounds fueling your speed.
Eff You move your speed + 2, or your speed + 6 if you are bloodied.
ENCCombat SprintBarbarian Utility 2 · PHB2Move PersPrimal
Having saved a bit of strength for just this moment, you burst across the battlefield.
Eff You move your speed + 4. You gain a +4 bonus to all defenses against any OA you provoke with this movement.
DLYFeral RejuvenationBarbarian Utility 2 · PrPFree PersHealing, Primal
You call on the spirits to stitch your wounds, proudly displaying the blood you have spilled in their names.
Trig Your attack damages an enemy · Eff You spend a healing surge. If the triggering attack reduced an enemy to 0 HP, you regain additional HP equal to one-half your level + Cha.
DLYPrimal VitalityBarbarian Utility 2 · PHB2Minor PersPrimal
Drawing strength from the ground beneath your feet, you push away the pain of minor wounds.
Eff You gain temp HP equal to one-half your level + Con. If you are raging, the number of temp HP you gain equals onehalf your level + twice Con.
ENCSavage GrowlBarbarian Utility 2 · PrPFree PersPrimalTgt The enemy you hit
If the blow you just delivered wasn’t enough to get your foe’s attention, your menacing growl cannot be ignored.
Trig You hit an enemy and don’t reduce it to 0 HP · Eff You mark tgt until EONT. Until the mark ends, you and tgt deal 1d8 extra dmg against each other.
ENCShrug It OffBarbarian Utility 2 · PrPImm React PersPrimal
With a brutal shake of your head, you slough off a hindrance before it can affect you.
Trig You are subjected to an effect that a save can end · Eff You make a saving throw against the triggering effect. If you succeed, you shift 1 sq as a free action.
ENCStonebreakerBarbarian Utility 2 · PHB2Minor PersPrimal
Without hesitation, you smash through the door.
Eff Until EONT, you gain a +5 bonus to Strength checks to break objects, and you deal double dmg against objects.
ENCTiger’s LeapBarbarian Utility 2 · PHB2Move PersPrimal
With a surge of strength and will, you leap a great distance without a running start.
Eff You make an Athletics check to jump with a +5 pwr bonus. You are considered to have a running start and can move as far as the check allows.
Prereq You must be trained in Athletics.
DLY[Name missing in source]Barbarian Utility 2 · PrPNo Act PersPrimal
[…] injury you suffer in the process.
Trig You are conscious and fail a saving throw · Eff You take 2d6 dmg and succeed on the saving throw.

Level 3 Encounter Evocations

ENCBlade SweepBarbarian Attack 3 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Though the fury of your attack is directed at a single foe, no nearby enemy is spared your wrath.
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.
ENCBlood StrikeBarbarian Attack 3 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Blood calls to blood. Your pain and your enemy’s give strength to your assault.
Atk Str vs AC · Hit 2[W] + Str dmg. If you or tgt is bloodied, the attack deals 1[W] extra dmg.
ENCBrutal SlamBarbarian Attack 3 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Your forceful blow pushes your foe into one of its companions.
Atk Str vs Fortitude · Hit 2[W] + Str dmg, and you push tgt 2 sq and knock it prone. Then one enemy adjacent to tgt takes 1d8 + Str dmg.
ENCDaring ChargeBarbarian Attack 3 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You leap forward and charge your foes. Those who try to strike you as you charge ahead only embolden your attack.
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 = Cha against any OA you provoke during your charge.
ENCHammer FallBarbarian Attack 3 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You swing your weapon in a great underhand arc, and the impact lifts your target off its feet and sends it crashing to the ground.
Atk Str vs Fortitude · Hit 2[W] + Str dmg, and you knock tgt prone.
ENCReckless RampageBarbarian Attack 3 · PrPStd Melee wpnPrimal, WeaponTgt One creature
As you advance, enemy attacks fuel a wrath that spills over with undeniable force against your chosen target.
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 Con to the distance you can move. · Atk Str vs AC · Hit 2[W] + Str dmg.
ENCShatterbone StrikeBarbarian Attack 3 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
The fury of your assault knocks your foe off balance, leaving a hole in its defenses.
Atk Str vs AC · Hit 2[W] + Str dmg, and tgt takes a –2 penalty to AC until EONT.
Thaneborn Triumph The penalty to AC equals Cha.
ENCThundering HowlBarbarian Attack 3 · PrPStd Melee wpnPrimal, Thunder, WeaponTgt One creature
You strike and then let out a thunderous battle cry, which knocks your foes back.
Atk Str vs AC · Hit 1[W] + 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 Con.
ENCWhirling StepBarbarian Attack 3 · PrPStd Melee wpnPrimal, WeaponTgt One creature
You strike out and keep moving. As you pass, many enemies bleed.
Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 1[W] + Str dmg.
Eff You shift 2 sq. If the attack hit, you deal 1[W] 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 Dex.
ENC[Name missing in source]Barbarian Attack 3 · PrPStd Melee wpnPrimal, WeaponTgt One creature
[…] maneuver that [puts your] foe into a weak position, ready for your friend’s attack.
Atk Str vs AC · Hit 2[W] + Str dmg.
Miss You can take 5 dmg to enable an ally adjacent to tgt to make a MBA against it as a free action. · Thaneborn Triumph The ally gains a bonus to the dmg roll = Cha.

Level 5 Daily Evocations

DLYAncient Berserkers’ RageBarbarian Attack 5 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
You lash out and the spirits of ancestral berserkers roar their approval. As always, they are anxious to fight beside a member of the clan.
Atk Str vs AC · Hit 2[W] + 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 to dmg rolls against them = Cha. These benefits last until the end of your turn.
Miss Half dmg.
DLYFrost Wolf RageBarbarian Attack 5 · PHB2Std Melee wpnCold, Primal, Rage, WeaponTgt One creature
Like the great spirit wolf whose breath is the cold north wind, you are wreathed in frost, chilling those who try to harm you.
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. · Atk Str vs AC · Hit 3[W] + Str cold dmg. · Miss Half 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 + Con.
DLYRage of the Crimson HurricaneBarbarian Attack 5 · PrPStd Close burst 1Primal, Rage, WeaponTgt Each enemy in burst
Your swing arcs around you, and rage transforms you into a swirling storm of death, dangerous to any enemy near you.
Atk Str vs AC · Hit 1[W] + Str dmg.
Eff Each target takes ongoing 5 dmg (save ends). You enter the rage of the crimson hurricane. Until the rage ends, when you hit any enemy with a primal melee power, each enemy adjacent to you takes dmg = Str.
DLYRazor Wind RageBarbarian Attack 5 · PrPStd Close burst 1Primal, Rage, WeaponTgt Each enemy in burst
Your strike batters the crowding enemies, unleashing your [rage]. From then on, after each devastating blow, primal winds surround you.
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 = 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.
DLYSilver Phoenix RageBarbarian Attack 5 · PHB2Std Melee wpnFire, Healing, Primal, Rage, WeaponTgt One creature
Your mighty blow erupts in silver fire as the spirit of the phoenix enters you. As you rage, vitality surges through you to ward you from death.
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 HP or fewer, you can spend a healing surge as an immediate interrupt.
Miss Half dmg.
DLYThunder Hawk RageBarbarian Attack 5 · PHB2Std Melee wpnPrimal, Rage, Thunder, Weapon
Your thunderous attack dazes your foe as you channel the great spirit hawk whose wings rumble across the sky. Your screaming charge blasts your enemies with thunder.
1° Tgt One creature · 1° Atk Str vs AC · Hit 2[W] + Str thunder dmg, and the primary target is dazed (save ends). · Miss Half dmg.
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.
Free Melee 1
2° Tgt One creature · 2° Atk Str vs Fortitude · Hit You knock the secondary target prone.
DLYTiger’s Claw RageBarbarian Attack 5 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
Your attack awakens the tiger spirit within you. Its raking claws punish any enemies that avoid your blows.
Atk Str vs AC · Hit 2[W] + 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[W] dmg.
Miss Half dmg.
DLYVengeful Storm RageBarbarian Attack 5 · PHB2Std Close burst 1Lightning, Primal, Rage, WeaponTgt Each enemy in burst
Your whirlwind assault engulfs your enemies in lightning as you channel the storm’s fury.
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.

Level 6 Utility Evocations

ENCClimber’s ClawsBarbarian Utility 6 · PrPMinor PersPrimal
Thick claws spring from your hands, allowing you to scale surfaces quickly.
Eff Until EONT, you gain a climb speed equal to your speed.
DLYCombat SurgeBarbarian Utility 6 · PHB2Free PersPrimal
As your attack goes awry, you react from the heat of your rage, without pause or thought, reversing your weapon and striking again.
Req You must be raging.
Trig You miss with an attack · Eff You reroll the attack.
DLYIndomitable ShiftBarbarian Utility 6 · PHB2Minor PersPrimal
You pound across the battlefield, leaving no opening as you move and drawing strength from the numbers arrayed against you.
Eff You shift a number of sq = Con. You gain 1d10 temp HP plus 1 additional temporary hit point for each enemy within 2 sq of you.
DLYInstinctive ChargeBarbarian Utility 6 · PHB2No Act PersPrimal
Instinctively aware of danger, you are poised to fight as soon as the battle begins.
Trig You roll initiative at the beginning of an encounter · Eff You gain a +5 pwr bonus to your initiative. You also gain a +2 pwr bonus to your first attack roll during the encounter.
ENCLoss of WillBarbarian Utility 6 · PHB2Imm React PersPrimalTgt The triggering enemy
As you turn aside your foe’s attack, you stare into its eyes. Your enemy now knows that the battle is in your favor.
Trig An enemy misses you with you an attack · Eff Until the end of tgt’s next turn, tgt takes a penalty to attack rolls against you = Cha.
ENCPrimal ChargeBarbarian Utility 6 · PrPMinor PersPrimal
You thunder across the battlefield in a blur of steel and speed.
Eff Until EONT, you gain a +4 pwr bonus to speed when charging.
ENCRelentless SurgeBarbarian Utility 6 · PrPMinor PersPrimal
With a deep breath, you draw vigor from within yourself.
Eff You gain 5 + Con temp HP.
DLYSnarling DefianceBarbarian Utility 6 · PrPImm Intr PersPrimal
Your blood flows, and your response is a feral snarl as you prepare to make the offender pay.
Trig You are hit and damaged by an attack · Eff You take half dmg from the attack and gain a +1 pwr bonus to attack rolls against the attacker until EONT.
ENC[Name missing in source]Barbarian Utility 6 · PrPMinor PersPrimal
[…] battle again.
Eff You make either an escape attempt or a saving throw against an effect that immobilizes, restrains, or slows you. You gain a bonus to the roll = Str.

Level 7 Encounter Evocations

ENCBlood SacrificeBarbarian Attack 7 · PrPStd Melee wpnPrimal, WeaponTgt One creature
You wound yourself, offering your pain to the spirits in exchange for a more telling strike.
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 + Con. · Atk Str vs Fortitude · Hit 1[W] + Str dmg.
ENCCurtain of SteelBarbarian Attack 7 · PHB2Imm React Melee 1Primal, WeaponTgt The triggering enemy
You are the pacing lion, the circling predator. No attack will come toward you without being answered in kind.
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 = Cha.
ENCFearsome SmashBarbarian Attack 7 · PrPStd Melee wpnFear, Primal, WeaponTgt One creature
Smashing your weapon through your foe’s defenses injures both body and will.
Atk Str vs AC · Hit 1[W] + Str dmg, and tgt takes a -1 penalty to attack rolls until EONT.
Thaneborn Triumph The penalty to attack rolls equals 1 + Cha. · Spec You can use this power against an adjacent enemy as an immediate reaction that triggers when that enemy hits you.
ENCFeast of ViolenceBarbarian Attack 7 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You drop your guard as you come close for your attack, drawing primal strength from the violence directed at you.
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.
ENCGreat ShoutBarbarian Attack 7 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You slam your weapon into a foe, then give voice to the fury of your ancestors, cowing those who dare to stand against you.
Atk Str vs AC · Hit 2[W] + Str dmg, and each enemy within 5 sq of you takes a –2 penalty to attack rolls until EONT.
ENCLooming ThreatBarbarian Attack 7 · PrPStd Melee wpnPrimal, WeaponTgt One creature
An ally might have raised a foe’s ire, but once you strike, that enemy must pay attention to you.
Atk Str vs AC · Hit 1[W] + Str dmg. If tgt is marked by an ally, the attack deals 1[W] extra dmg. You then mark tgt until EONT.
Rageblood Vigor Until the mark ends, you gain a pwr bonus to dmg rolls against tgt = Con.
ENCSlash and Slash AgainBarbarian Attack 7 · PrPStd Melee wpnPrimal, WeaponTgt One creature
You strike hard and then lay into enemies all around you.
Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 2[W] + Str dmg. Until 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 Dex to the off-hand weapon dmg.
ENCTide of BloodBarbarian Attack 7 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Your anger sweeps over every nearby enemy, drawing blood to fuel the tide of your assault on one of them.
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 = Con.
ENC[Name missing in source]Barbarian Attack 7 · PrPStd Melee wpnFear, Primal, WeaponTgt One creature
[…] the enemies before you.
Atk Str vs AC · Hit 1[W] + Str dmg. You then howl in a blast 3 that includes tgt. Each enemy in the blast gains vulnerable 5 to all dmg until EONT.
Thunderborn Wrath The vulnerability equals 3 + Con.

Level 9 Daily Evocations

DLYBlack Dragon RageBarbarian Attack 9 · PHB2Std Melee wpnAcid, Primal, Rage, WeaponTgt One creature
Channeling the spirit of the black dragon’s caustic heart, your attack erupts in searing acid. As you rage, acid sears the eyes of nearby foes.
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.
DLYFlying Serpent RageBarbarian Attack 9 · PrPImm React Melee wpnPrimal, Rage, WeaponTgt The triggering enemy
Coiling, spinning, and darting, you react to the enemy’s charge with brutal swiftness.
Trig An enemy charges you or an ally
Eff Before the attack, you shift 6 sq. · Atk Str vs AC · Hit 3[W] + Str dmg. · Miss Half dmg.
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.
DLYOak Hammer RageBarbarian Attack 9 · PHB2Std Melee wpnPrimal, Rage, WeaponTgt One creature
The ancient spirit of the oak knocks your foe to the ground. As you rage, you knock foe after foe down to the earth, then strike them with the earth’s fury.
Atk Str vs AC · Hit 3[W] + Str dmg, and you knock tgt 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 extra dmg = Con.
Miss Half dmg.
DLYRage of the Battle TyrantBarbarian Attack 9 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
Your strike awakens a rage within you that urges your allies to move about the battlefield with impunity whenever you hit.
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.
DLYRage of the Death SpiritBarbarian Attack 9 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
As you strike, robbing your foe of its strength, you awaken a spirit that commands your enemies’ attention.
Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is 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 until EONT. In addition, you gain a +2 bonus to attack rolls against enemies marked by you.
Miss Half dmg, and tgt is weakened until EONT.
DLYRage of the Primal BansheeBarbarian Attack 9 · PrPStd Melee wpnFear, Primal, [Rage,] WeaponTgt One creature
You manifest shrieking spirits as you strike your enemy. While the spirits remain, your foes can’t bring themselves to rush your allies.
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 = Cha.
Miss Half dmg, and you push tgt 1 sq.
DLYSerpent Fang RageBarbarian Attack 9 · PrPStd Melee wpnPoison, Primal, Rage, WeaponTgt One creature
Scale-shaped tattoos form on your arms, and you strike with a suddenly envenomed weapon. From then on, your […] markings distract those you damage.
Atk Str vs AC · Hit 2[W] + Str poison dmg, and ongoing 5 poison dmg (save ends).
Eff You enter the rage of the serpent fang. Until the rage ends, any enemy you hit grants CA until EONT.
Miss Half dmg.
DLYStone Bear RageBarbarian Attack 9 · PHB2Std Melee wpnPrimal, Rage, WeaponTgt One creature
The spirit of the stone bear that hunts at the mountains’ roots courses through you, and its fury blunts the pain of your wounds.
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.
DLYWhite Tiger RageBarbarian Attack 9 · PHB2Std Melee wpnCold, Primal, Rage, WeaponTgt One creature
The spirit of the white tiger empowers your attack, freezing your enemy in place. As the tiger’s rage fills you, winter’s chill slows your foes.
Atk Str vs AC · Hit 2[W] + Str cold dmg, and tgt is 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 is slowed (save ends).

Level 10 Utility Evocations

DLYBarbaric InstinctBarbarian Utility 10 · PrPImm Intr PersPrimal
Submerging conscious thought, you cut through the fog that threatens to envelop your mind.
Trig You are subjected to a dazing or a stunning effect · Eff If the effect would have dazed you, you aren’t dazed. If the effect would have stunned you, you are dazed instead.
ENCBarbaric OfferingBarbarian Utility 10 · PrPFree PersPrimal
You ruin your foe, and the spirit of triumph steels you against hindrance.
Trig You bloody an enemy or reduce it to 0 HP · Eff You make a saving throw against one effect that a save can end, with a bonus = Cha (minimum +1).
DLYDeny DeathBarbarian Utility 10 · PHB2Imm Intr PersPrimal
The darkness will not swallow you until you have finished what you set out to do.
Trig You drop to 0 HP or fewer and don’t die · Eff You are dying but don’t fall unconscious because of that condition. At EONT, you fall unconscious if you are still dying.
DLYHeart StrikeBarbarian Utility 10 · PHB2Minor PersPrimal, Stance
You put the weight of your spirit behind every swing of your weapon.
Eff Until the stance ends, whenever you hit with an at-will attack power, the attack deals extra dmg = Cha.
ENCHowl of the Alpha WolfBarbarian Utility 10 · PrPMove Close burst 5PrimalTgt One ally in burst, or each ally in burst if you have reduced an enemy to 0 HP during this turn
You snarl nearly incomprehensible orders to your allies, and they hasten to obey.
Eff You slide each target 2 sq. You then shift 3 sq.
DLYMountain RootsBarbarian Utility 10 · PHB2Imm Intr PersPrimal, Stance
You sink your spirit into the earth to stand your ground.
Trig You are pulled, pushed, or slid · Eff You negate the forced movement. Until the stance ends, you can negate forced movement against you.
DLYTotemic ScarificationBarbarian Utility 10 · PrPMinor PersPrimal, Stance
As you set aside caution for relentlessness, glowing totemic symbols begin carving themselves across your skin.
Eff Until the stance ends, you take a -2 penalty to all defenses but gain a +1 bonus to attack rolls.
ENCWellspring of RenewalBarbarian Utility 10 · PHB2Minor PersPrimal
You draw on a fount of primal energy to renew your strength and your focus.
Eff You gain temp HP equal to one-half your level + Con. In addition, if you are marked, that condition ends.
ENC[Name missing in source]Barbarian Utility 10 · PrPFree PersPrimal
[…] a few moments.
Trig You miss with an attack while raging · Eff You gain a +2 pwr bonus to melee attack rolls and melee dmg rolls until EONT.

Level 13 Encounter Evocations

ENCAncient Clan StrikeBarbarian Attack 13 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Your tattoos, scars, and markings burn with primal energy, guiding and empowering a deadly blow.
Eff Before the attack, you can take 3d6 dmg. If you do so, you gain a +1 bonus to the attack roll and do not expend this power if you miss. · Rageblood Vigor If you take the dmg, you also gain a bonus to the dmg roll = Con. · Atk Str vs AC · Hit 4[W] + Str dmg.
ENCBlade WhirlwindBarbarian Attack 13 · PHB2Std Close burst 1Primal, WeaponTgt Each enemy in burst you can see
Driven by strength and will, your weapon sweeps in a mighty arc that cuts every foe around you and drives them back from your fury.
Atk Str vs AC · Hit 2[W] + Str dmg.
Rageblood Vigor You also push tgt 1 sq.
ENCBlood-Frenzy StrikeBarbarian Attack 13 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Your heavy blow draws blood and undermines the enemy’s […] in the face of greater damage.
Atk Str vs AC · Hit 3[W] + Str dmg, and tgt gains vulnerable 5 to all dmg until EONT.
Thaneborn Triumph The vulnerability equals 3 + Cha.
ENCCrack the SkullBarbarian Attack 13 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You slam your weapon against the skull of your foe, leaving it disoriented.
Atk Str vs Fortitude · Hit 3[W] + Str dmg, and tgt is dazed until EONT.
ENCIron Breaker’s ShoutBarbarian Attack 13 · PrPStd Melee wpnPrimal, WeaponTgt One creature
You deliver a felling blow, then issue a battle cry so ferocious that it causes your foes’ defenses to weaken.
Atk Str vs AC · Hit 2[W] + Str dmg. You then howl in a blast 3 that includes tgt. Each enemy in the blast takes a penalty to all defenses = Con until EONT.
Thunderborn Wrath The penalty to all defenses equals 1 + Con.
ENCRolling BoulderBarbarian Attack 13 · PrPStd Melee wpnPrimal, Weapon
You barrel through your enemies, knocking them aside as you bear down on your chosen foe.
Req You must be wielding two melee weapons. · 1° Tgt One creature
Eff You knock the primary target prone. You then shift 3 sq and can move through prone enemies’ spaces during the shift. Make a secondary attack. · Whirling Slayer The number of sq you shift equals 1 + Dex.
2° Tgt One enemy other than the primary target · 2° Atk Str vs AC (main weapon) · Hit 2[W] + 1[W] (off-hand weapon) + Str dmg.
ENCStorm of BladesBarbarian Attack 13 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You lift your weapon again and again, each blow’s impact fueling the next swing.
Atk Str vs AC · Hit 1[W] + Str dmg. Then repeat the attack against tgt or against another creature within reach. You can make the attack a number of times = Con.
ENCTerror’s CryBarbarian Attack 13 · PHB2Std Melee wpnFear, Primal, Weapon
As you smite your foe, you utter a terrible howl that strikes terror into your enemies’ hearts.
1° Tgt One creature · 1° Atk Str vs Fortitude · Hit 3[W] + Str dmg. Make a secondary attack that is a close burst 1.
2° Tgt Each enemy in burst · 2° Atk Cha vs Will · Hit The secondary target moves 2 sq away from you as a free action and takes a –2 penalty to attack rolls until EONT. · Thaneborn Triumph The penalty to attack rolls equals Cha.
ENCThunderfallBarbarian Attack 13 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You lower your shoulder, dipping your weapon beneath your opponent’s guard and driving it up into the foe’s body to knock it off balance.
Atk Str vs AC · Hit 3[W] + Str dmg, and you push tgt 1 sq and knock it prone.
Spec When charging, you can use this power in place of a MBA. If you charge and hit, the number of sq you push tgt equals Con.
ENC[Name missing in source]Barbarian Attack 13 · PrPStd Melee wpnPrimal, WeaponTgt One creature
[…] by maneuvering into the force of your blow.
Atk Str vs AC · Hit 4[W] + Str dmg. You can reroll the attack. If the reroll hits, the attack deals 1[W] extra dmg. If the reroll misses, the attack deals 1[W] less dmg.

Level 15 Daily Evocations

DLYAncestral War Band RageBarbarian Attack 15 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
You hew at your enemy, and the spirits of ancestral warriors rise up to aid you.
Atk Str vs AC · Hit 4[W] + Str dmg.
Eff You enter the rage of the ancestral war band. Until the rage ends, you gain CA against any enemy when making primal melee attacks against it. In addition, whenever you roll a 1 on a dmg die for a primal attack, the roll changes to the die’s maximum value.
Miss Half dmg.
DLYFlameheart RageBarbarian Attack 15 · PHB2Std Close burst 1Fire, Primal, Rage, WeaponTgt Each enemy in burst
The spirit of the red dragon imbues your attack with fiery wrath, scorching your foe. As you rage, the fire of the dragon’s heart lashes out at those that strike you.
Atk Str vs AC · Hit 2[W] + Str fire dmg, and ongoing 5 fire dmg (save ends).
Eff You enter the rage of the red dragon. Until the rage ends, any creature that hits you with a melee attack takes fire dmg equal to 5 + Con.
Miss Half dmg.
DLYFrost Hide RageBarbarian Attack 15 · PrPStd Melee wpnCold, Primal, Rage, WeaponTgt One creature
Your weapon becomes icy as you strike. Afterward, the ice spreads over you, shielding you from harm.
Atk Str vs AC · Hit 3[W] + Str cold dmg, and tgt is slowed (save ends).
Eff You enter the rage of the frost hide. Until the rage ends, you gain resistance to all dmg = Con.
Miss Half dmg.
DLYHunting Lion RageBarbarian Attack 15 · PHB2Std Melee wpnPrimal, Rage, WeaponTgt One creature
You channel the spirit of the hunting lion into a mighty blow. As you rage, the lion’s spirit makes the most of every advantage.
Atk Str vs AC · Hit 4[W] + Str dmg.
Eff You enter the rage of the hunting lion. Until the rage ends, you gain a +2 pwr bonus to attack rolls against any target that is granting CA to you.
Miss Half dmg.
DLYIron Hammer RageBarbarian Attack 15 · PHB2Std Melee wpnPrimal, Rage, WeaponTgt One creature
Even the iron that sleeps in the earth has its primal spirits, which fuel your mighty attacks to dash your foes against walls and large trees.
Atk Str vs AC · Hit 3[W] + Str dmg, and you push tgt a number of sq = Str.
Eff You enter the rage of the iron hammer. Until the rage ends, whenever you hit a creature with a melee attack, you push that creature 2 sq. If the creature is adjacent to blocking terrain at the end of the push, the creature takes dmg = Str.
Miss Half dmg, and you push tgt 1 sq.
DLYRage of the War BringerBarbarian Attack 15 · PrPStd Melee wpnPrimal, [Rage,] WeaponTgt One creature
Your strike rings out, and your wrath boils over. You inspire your allies to strike true.
Atk Str vs AC · Hit 4[W] + Str dmg.
Eff You enter the rage of the war bringer. Until the rage ends, any ally who has line of sight to you gains a bonus to melee dmg rolls = Cha.
Miss Half dmg.
DLYScytheclaw RageBarbarian Attack 15 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
You batter a foe to the [ground], and you channel the spirit of the scytheclaw drake. Even as you swing your weapon, you kick and punch to keep your foes back.
Atk Str vs AC · Hit 3[W] + Str dmg.
Eff You knock tgt prone. You enter the rage of the scytheclaw drake. Until the rage ends, you can push an enemy adjacent to you 1 sq as a minor action once per round.
Miss Half dmg.
DLYThunderfury RageBarbarian Attack 15 · PHB2Std Melee wpnPrimal, Rage, WeaponTgt One creature
Charging at your foe and knocking it to the ground, you call on the spirit of the thunderfury boar to drive you into a frenzy. In your rage, you lash out at foes that attack you.
Atk Str vs AC · Hit 3[W] + Str dmg, and you knock tgt prone.
Eff You enter the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent to you hits or misses you, you can make a MBA against that enemy as an immediate reaction.
Miss Half dmg.
DLYTidal RageBarbarian Attack 15 · PrPStd Close blast 5Primal, Rage, WeaponTgt Each creature in blast
You swing your weapon in an arc, and waves of fury issue forth. You then overpower your foes, moving them around the battlefield.
Atk Str vs AC · Hit 1[W] + Str dmg, and you slide tgt 4 sq.
Eff You enter the tidal rage. Until the rage ends, once per round, when you hit an adjacent enemy with a primal power, you slide each enemy adjacent to you 1 sq.
Miss Half dmg, and you slide tgt 1 sq.

Level 16 Utility Evocations

DLYBattle LustBarbarian Utility 16 · PrPNo Act PersHealing, Primal
Your bloodlust pulls you from the brink of death.
Trig You are dying at the start of your turn · Eff You spend a healing surge, and you can stand up as a free action. Until EONT, you gain a +1 bonus to attack rolls and a +4 bonus to dmg rolls.
ENCBounding AdvanceBarbarian Utility 16 · PrPMove PersPrimal
You bound past your foes.
Eff You shift 5 sq and can move through enemy spaces during the shift.
ENCFuel the FireBarbarian Utility 16 · PHB2Minor PersPrimal
You lower your weapon, allowing your opponent to score a glancing blow, but the pain only fuels your rage and adds strength to your own attacks.
Eff Each enemy adjacent to you can make an OA against you. Until EONT, you gain a bonus to attack rolls equal to +2 for each enemy that makes the OA.
DLYGreat StompBarbarian Utility 16 · PHB2Minor Close burst 5Primal
As you slam your foot into the ground, primal energy pours through you, buckling the ground beneath you with its power.
Eff Each sq in the burst becomes difficult terrain until EONT.
DLYPrimal ResistanceBarbarian Utility 16 · PHB2Minor PersPrimal, Stance
You stand untouched by the magical energy of your foes.
Eff Until the stance ends, you gain resist 10 against a dmg type of your choice: acid, cold, fire, lightning, or thunder.
ENCRampant MaliceBarbarian Utility 16 · PrPMinor PersPrimal
While your foe’s attention is drawn to your comrade, you maneuver for a telling blow.
Eff Until the end of your turn, you gain CA against any enemy that is marked by an ally of yours.
ENCScent of BloodBarbarian Utility 16 · PrPImm React PersPrimal
As your lifeblood drains from you, the scent of it awakens primal power, strengthening your blows and aiding your recuperation.
Trig An enemy bloodies you · Eff Until EONT, you gain a bonus = Con to dmg rolls and your healing surge value.
DLYSpur the CycleBarbarian Utility 16 · PHB2Free PersPrimal
Just as in the natural world, death leads to new life: killing your foe spurs you to further action.
Trig You reduce an enemy to 0 HP during your turn · Eff You take a standard action.
ENCStrength of Enduring PainBarbarian Utility 16 · PrPFree PersPrimal
The wound hurts, but that pain merely adds to the devastation of your blows.
Trig You take ongoing dmg · Eff Until the end of your turn, you gain a bonus to dmg rolls equal to the ongoing dmg (if you are taking multiple types of ongoing dmg, the bonus equals the highest of them).

Level 17 Encounter Evocations

ENCBlood-Spattered FrenzyBarbarian Attack 17 · PrPStd Close burst 1Primal, WeaponTgt Each creature in burst
You whirl around, bathing your enemies in their own blood.
Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 1[W] + 1[W] (off-hand weapon) + Str dmg.
Whirling Slayer The attack can target Reflex instead of AC.
ENCDevastating BlowBarbarian Attack 17 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Your powerful blow shatters your target’s defenses.
Atk Str vs AC · Hit 4[W] + Str dmg, and tgt takes a –2 penalty to AC until EONT.
Thaneborn Triumph The penalty to AC equals Cha.
ENCLines of RageBarbarian Attack 17 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Straining your muscles to the point of agony, you channel the pain into a devastating blow.
Eff Before the attack, you can take 1d8 dmg. If you do so, the attack deals 1d8 extra dmg. · Rageblood Vigor You can take 1d8 dmg instead of 1d8. [As printed; one of these dice values is probably misread.] · Atk Str vs AC · Hit 4[W] + Str dmg.
ENCMountain GraspBarbarian Attack 17 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You bring your weapon down in a great overhead arc, rooting your foe in place with the weight of your blow.
Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is immobilized and grants CA to you until EONT.
ENCShoulder SlamBarbarian Attack 17 · PHB2Std Melee wpnPrimal, Weapon
You lower your shoulder into your foes, driving them across the ground.
1° Tgt One creature · 1° Atk Str vs Fortitude · Hit 2[W] + Str dmg, and you push tgt 1 sq. You then shift 1 sq and make a secondary attack.
2° Tgt One creature other than the primary target · 2° Atk Str vs AC · Hit 1[W] + Str dmg.
Spec When charging, you can use this power in place of a MBA. If you charge, you gain a bonus to the primary attack roll = Con.
ENCStone-Splitting RoarBarbarian Attack 17 · PrPStd Melee wpnPrimal, Thunder, WeaponTgt One creature
Your strike draws on the strength of the earth and is followed by a thunderous battle cry that rattles your enemies.
Atk Str vs AC · Hit 1[W] + Str dmg. You then howl in a blast 3 that includes tgt. Each enemy in the blast takes 1d6 thunder dmg and grants CA until EONT.
Thunderborn Wrath Add Con to the thunder dmg.
ENCThreatening FuryBarbarian Attack 17 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Your fierce attack brings you into your opponent’s reach, ensuring that it can’t attack you or escape without reprisal.
Atk Str vs AC · Hit 3[W] + Str dmg.
Eff Whenever tgt shifts or makes an attack roll against you before EONT, you can make an OA against it.
ENCVigorous StrikeBarbarian Attack 17 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You strike your foe with a mighty assault that bolsters you against attacks.
Atk Str vs AC · Hit 3[W] + Str dmg, and you gain temp HP equal to one-half your level.
Rageblood Vigor The number of temp HP you gain equals one-half your level + Con.
ENCWhirling SkirmishBarbarian Attack 17 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Using the momentum of your strike, you cut across the battlefield, eluding blows and then imperiling your foes.
Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 1[W] + Str dmg. You shift 3 sq and then deal 1[W] dmg (off-hand weapon) to each enemy adjacent to you.
Whirling Slayer The number of sq you shift equals 1 + Dex.
ENC[Name missing in source]Barbarian Attack 17 · PrPStd Melee wpnFear, Primal, WeaponTgt One creature
[…] enemies around you.
Atk Str vs AC · Hit 3[W] + Str dmg, and each enemy adjacent to you takes a -1 penalty to attack rolls until EONT.
Thaneborn Triumph The penalty to attack rolls equals 1 + Cha.

Level 19 Daily Evocations

DLYDesert Wind RageBarbarian Attack 19 · PrPStd Melee wpnFire, Primal, Rage, WeaponTgt One creature
A desert wind rises in the wake of your strike, blinding your foe. The sirocco then expands and settles in, scouring even distant enemies.
Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is blinded until EONT.
Eff You enter the rage of the desert wind. Until the rage ends, at the start of each of your turns, you deal 5 + Str fire dmg to each enemy within 5 sq of you.
Miss Half dmg.
DLYElder Tuskbrother RageBarbarian Attack 19 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
Hurtling at an enemy, you make an inescapable attack. The spirit of the tuskbrother boar inspires you, adding to the force of your charges.
Atk Str vs AC · Hit 5[W] + Str dmg, and you push tgt a number of sq = Con.
Eff You enter the rage of the elder tuskbrother. Until the rage ends, whenever you charge an enemy and hit, you push that enemy a number of sq = Con.
Miss Half dmg. · Spec When charging, you can use this power in place of a MBA.
DLYGhost Viper RageBarbarian Attack 19 · PHB2Std Melee wpnPoison, Primal, Rage, WeaponTgt One creature
The spirit of the ghost viper infuses you, sending venom coursing through the veins of your foe. As you rage, the viper’s spirit throws nearby foes off guard.
Atk Str vs AC · Hit 3[W] + Str dmg, and ongoing 10 poison dmg (save ends).
Eff You enter the rage of the ghost viper. Until the rage ends, any enemy that starts its turn next to you grants CA to you and your allies until the end of its next turn.
Miss Half dmg.
DLYHydra RageBarbarian Attack 19 · PHB2Std Melee wpnPrimal, Rage, WeaponTgt One creature
Your overwhelming attack leaves your target staggered, and the spirit of the hydra courses through you. As you rage, your weapon darts and bites like the hydra’s many heads.
Atk Str vs AC · Hit 4[W] + Str dmg, and tgt is dazed (save ends).
Eff You enter the rage of the hydra. Until the rage ends, once per round when you make an attack that misses, you can make a MBA as a free action.
Miss Half dmg.
DLYPrimal War Band RageBarbarian Attack 19 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
The spirits of an ancient war band spiral around you, distracting your foes.
Atk Str vs AC · Hit 5[W] + Str dmg.
Eff You enter the rage of the primal war band. Until the rage ends, each enemy within 5 sq of you grants CA.
Miss Half dmg.
DLYRock Tree RageBarbarian Attack 19 · PrPImm React Melee wpnPrimal, Rage, WeaponTgt The triggering enemy
Your overwhelming strike calls the spirit of the [great] rock tree, rooting you and allowing you to lash out at approaching enemies.
Atk Str vs AC · Hit 5[W] + Str dmg.
Trig An enemy enters a sq adjacent to you · Eff You enter the rage of the rock tree. Until the rage ends, when any enemy enters a sq adjacent to you, you can make an OA against that enemy. In addition, if you are pulled, pushed, or slid, you can reduce the distance of the forced movement by 1 sq.
Miss Half dmg.
DLYStorm Drake RageBarbarian Attack 19 · PHB2Std Melee wpnLightning, Primal, Rage, WeaponTgt One creature
Lightning cascades around you and flows into your enemy. As you rage, lightning lashes out at any foe that strikes you, knocking it to the ground.
Atk Str vs AC · Hit 3[W] + Str lightning dmg, and ongoing 10 lightning dmg (save ends).
Eff You enter the rage of the storm drake. Until the rage ends, any enemy that hits you with a melee attack takes 5 lightning dmg and is knocked prone.
Miss Half dmg.
DLYVoracious Predator RageBarbarian Attack 19 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
You swing mightily, and spirit predators arise, empowering your blows whenever you leave an enemy’s body in your wake.
Atk Str vs AC · Hit 4[W] + Str dmg. If tgt is already bloodied, the attack deals 1[W] extra dmg.
Eff You enter the rage of the voracious predator. Until the rage ends, when you reduce any enemy to 0 HP with an attack, you gain a +1 pwr bonus to your next weapon attack roll, and that next attack deals 1[W] extra dmg if it hits.
Miss Half dmg.
DLYWinter Phoenix RageBarbarian Attack 19 · PHB2Std Melee wpnCold, Healing, Primal, Rage, WeaponTgt One creature
Your blow erupts in grasping frost as the spirit of the winter phoenix enters you. As you rage, vitality surges through you to ward you from death.
Atk Str vs AC · Hit 3[W] + Str cold dmg, and ongoing 10 cold dmg (save ends).
Eff You enter the rage of the winter phoenix. Until the rage ends, you gain regeneration 5 + Con. In addition, the first time you drop to 0 HP or fewer, you can spend a healing surge as an immediate interrupt.
Miss Half dmg.

Level 22 Utility Evocations

ENCBlood Seeker’s PursuitBarbarian Utility 22 · PrPMove PersPrimal
You are drawn to foes closer to death, and their wounds call for you.
Req No enemies are adjacent to you.
Eff You shift your speed. You gain 1d8 + Con temp HP, plus 1d8 temp HP for each bloodied enemy adjacent to you at the end of the shift.
ENCBrutal PaybackBarbarian Utility 22 · PrPImm React PersPrimal
Absorbing a mighty blow, you turn your pain into power for a short time.
Trig An enemy scores a critical hit against you · Eff You gain a +4 pwr bonus to attack rolls until EONT.
ENCEmboldening CourageBarbarian Utility 22 · PrPFree Close burst 3PrimalTgt Each ally in burst
Your allies are heartened by your relentlessness and move to assist you.
Trig You hit or miss an enemy with a charge attack · Eff As a free action, each target can shift 3 sq to a sq closer to the enemy.
DLYLast StandBarbarian Utility 22 · PHB2Imm Intr PersPrimal
As death looms before you, you push yourself to battle on.
Trig You drop to 0 HP or fewer and don’t die · Eff You are dying but don’t fall unconscious because of that condition. At EONT, you fall unconscious if you are still dying.
Sust Minor You take 5 dmg and don’t fall unconscious.
DLYPrimal InstinctBarbarian Utility 22 · PHB2Minor PersPrimal
You close your eyes and strike, guided more by your instincts than by your senses.
Eff You gain blindsight 10 until the end of the encounter.
DLYPrimal VigorBarbarian Utility 22 · PHB2Imm Intr PersPrimal
Infused with primal energy, you draw on the power of your opponent’s attack to spur your will to live.
Trig You are hit by an attack · Eff Until EONT, you gain resistance to all dmg equal to one-half your level + Con.
[stray text in source: “Untouched”]
DLYRaging ResurgenceBarbarian Utility 22 · PrPImm React PersHealing, Primal
The spirits rejoice in your enemy’s errant blow, and their exultation invigorates you.
Trig An enemy misses you with an attack · Eff You spend a healing surge and regain additional HP = Con.
DLYUnexpected ClarityBarbarian Utility 22 · PrPFree PersPrimal
An astonishing strike opens up new opportunities for you.
Trig You score a critical hit with a barbarian attack power and haven’t used Rampage during this round · Eff In place of making a MBA as a result of Rampage, you can take an additional standard action on your next turn.
DLYUntouchedBarbarian Utility 22 · PHB2Minor PersPrimal
Primal energy from the earth and the air courses through you, cleansing you of the dire effects of battle.
Eff You make a saving throw against each effect on you that a save can end. You gain a bonus to each saving throw = Con.

Level 23 Encounter Evocations

ENCArcing ThrowBarbarian Attack 23 · PHB2Std Ranged 5/10Primal, WeaponTgt One creature
Spirits of wind and storm carry your weapon across the battlefield to smite your target, then linger around that foe to hinder its movement.
Atk Str vs AC · Hit 5[W] + Str dmg, and tgt is slowed until EONT.
Spec When you use this power, you can make the attack with a melee weapon as if it were a heavy thrown weapon. If it is a magic weapon, it returns to your hand after the attack is resolved.
ENCBerserker’s FlurryBarbarian Attack 23 · PrPStd Melee wpnPrimal, WeaponTgt One creature
You strike deeply, then extend your weapons in a whirl of rage, striking foes that venture too close.
Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 3[W] + Str dmg. Until EONT, you deal 1[W] dmg (off-hand weapon) to any enemy that starts its turn adjacent to you.
Whirling Slayer Add Dex to the off-hand weapon dmg.
ENCBerserker’s ShoutBarbarian Attack 23 · PHB2Std Melee wpnFear, Primal, WeaponTgt One creature
You shout your fury as you strike your foe, sending fear like daggers into the hearts of nearby enemies.
Atk Str vs AC · Hit 5[W] + Str dmg, and each enemy adjacent to you takes a –2 penalty to attack rolls until EONT.
Thaneborn Triumph The penalty to attack rolls equals Cha.
ENCCrater FallBarbarian Attack 23 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You swing your weapon in a great underhand arc and then drive it up into your opponent, sending the foe flying back through the air.
Atk Str vs AC · Hit 3[W] + Str dmg, and you push tgt 3 sq and knock it prone. This forced movement ignores hindering terrain, such as a pit, between tgt’s starting sq and its destination. If you push tgt through sq occupied by other enemies, those enemies are knocked prone.
Spec When charging, you can use this power in place of a MBA. If you charge, the number of sq you push tgt equals Str.
ENCCutting the PathBarbarian Attack 23 · PrPStd Close burst 1Primal, Weapon
You knock away nearby enemies, then dash across the battlefield to attack a single foe.
1° Tgt Each enemy in burst · 1° Atk Str vs Fortitude · Hit You push the primary target 2 sq and knock it prone.
Eff You move your speed. Then make a secondary attack.
2° Tgt One creature other than the primary targets · 2° Atk Str vs AC · Hit 4[W] + Str dmg.
ENCFatal StrikeBarbarian Attack 23 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Your powerful attack, like the coming of winter, puts an end to growth and healing.
Atk Str vs AC · Hit 4[W] + Str dmg, and tgt cannot regain HP until SONT.
Rageblood Vigor The attack deals extra dmg = Con.
ENCFeral ScytheBarbarian Attack 23 · PHB2Std Close burst 1Primal, WeaponTgt Each enemy in burst
Your weapon is a swirling vortex of destruction, biting deep into every foe beside you.
Atk Str vs AC · Hit 3[W] + Str dmg.
ENCLeaves Before the WindBarbarian Attack 23 · PrPStd Melee wpnPrimal, WeaponTgt One creature
The battle cry that follows your strike scatters your foes.
Atk Str vs AC · Hit 3[W] + Str dmg. You then howl in a blast 3 that includes tgt. You slide each enemy in the blast 3 sq.
Thunderborn Wrath The number of sq you slide each enemy equals 2 + Con.
ENCRabid BeastBarbarian Attack 23 · PrPStd Melee wpnPrimal, WeaponTgt One creature
You recklessly stalk a distant enemy and are emboldened by attacks on the way.
Eff You grant CA until SONT. You then move your speed and make the following attack. If an enemy makes an OA against you as a result of this movement, your attack deals 1[W] extra dmg. · Atk Str vs AC · Hit 5[W] + Str dmg.
ENCStaggering StrikeBarbarian Attack 23 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
With a quick, instinctive strike, you knock your opponent senseless.
Atk Str vs Fortitude · Hit 2[W] + Str dmg, and tgt is stunned until EONT.
ENCThis One Is Mine!Barbarian Attack 23 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Taking advantage of an enemy focused on one of your allies, you deliver a mighty strike, which turns that enemy’s focus to you.
Eff Until EONT, you gain a +2 pwr bonus to attack rolls against any enemy marked by any of your allies. Then make the following attack. · Atk Str vs AC · Hit 5[W] + Str dmg, and you mark the enemy until EONT. · Rageblood Vigor Until the mark ends, you gain a bonus to dmg rolls against tgt = Con.

Level 25 Daily Evocations

DLYAsh Hammer RageBarbarian Attack 25 · PHB2Std Melee wpnPrimal, Rage, WeaponTgt One creature
You pull the unyielding might of the forest into your weapon and drive your foe back. As you rage, you draw vitality through your rooted connection to the ground.
Atk Str vs AC · Hit 7[W] + Str dmg, and you push tgt a number of sq = Con.
Eff You enter the rage of the ash hammer. Until the rage ends, whenever you hit with an attack, you gain temp HP equal to 10 + Cha. If that attack already grants temp HP to you, add Cha to the number of temp HP you gain.
Miss Half dmg, and you push tgt 1 sq.
DLYBlood Hunger RageBarbarian Attack 25 · PHB2Std Melee wpnPrimal, Rage, WeaponTgt One creature
Your fierce attack leaves your target reeling. As you rage, the Primal Beast surges in your blood, drawing on the carnage around you to empower your attacks.
Atk Str vs AC · Hit 7[W] + Str, and tgt is dazed (save ends).
Eff You enter the blood hunger rage. Until the rage ends, you gain a bonus to attack rolls equal to the number of bloodied creatures within 3 sq of you.
Miss Half dmg.
DLYBlue Dragon RageBarbarian Attack 25 · PHB2Std Melee wpnLightning, Primal, Rage, WeaponTgt One creature
Your weapon surges with lightning like the blue dragon’s horn. As you rage, the spirit of the blue dragon courses through you, and your blows erupt in bursts of lightning.
Atk Str vs AC · Hit 5[W] + Str dmg, and ongoing 10 lightning dmg (save ends).
Eff You enter the rage of the blue dragon. Until the rage ends, once per round when you hit a target with a melee attack, each enemy adjacent to that target takes 10 lightning dmg.
Miss Half dmg.
DLYCircle of Blood RageBarbarian Attack 25 · PrPStd Close burst 1Primal, Rage, WeaponTgt Each creature in burst
You spin, hacking at all your enemies. The image of the circle of blood used in your initiation rites [grips] your mind, empowering your later attacks.
Atk Str vs AC · Hit 4[W] + Str dmg.
Eff You enter the rage of the circle of blood. Until the rage ends, you gain a pwr bonus to attack rolls with barbarian at-will attack powers and rage strike equal to the number of creatures you targeted with this power.
Miss Half dmg.
DLYClawed Ancestor RageBarbarian Attack 25 · PrPStd Melee 1Primal, Rage, WeaponTgt One creature
You strike a mighty blow, then draw the enemy close. The shadowy presence of the Great Bear grows within you, roaring in full frenzy as you clench a foe.
Atk Str vs AC · Hit 4[W] + Str dmg, and you grab tgt.
Eff You enter the rage of the clawed ancestor. Until the rage ends, you can make a grab attempt as a minor action once per round. You add your weapon’s enhancement bonus to this grab attempt. In addition, if an enemy begins its turn grabbed by you, it takes 10 + Str dmg.
Miss Half dmg.
DLYRage of the Unbridled BeastBarbarian Attack 25 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
Your strike ravages your foe’s defenses and looses your inner beast, quickening your reflexes and causing pain to any foe that draws near.
Atk Str vs AC · Hit 4[W] + Str dmg, and tgt takes a penalty to AC = Con (save ends).
Eff You enter the rage of the unbridled beast. Until the rage ends, when any enemy enters a sq adjacent to you, you can make a MBA against that enemy as an opportunity action.
Miss Half dmg, and tgt takes a penalty to AC = Con until EONT.
DLYRaptor’s Eye RageBarbarian Attack 25 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
With the vision of a bird of prey, you strike with deadly accuracy.
Atk Str vs AC. You make two attack rolls and use either result. · Hit 5[W] + Str dmg.
Eff You enter the rage of the raptor’s eye. Until the rage ends, you can reroll a single dmg die each time you roll dmg.
Miss Half dmg.
DLYStone Tempest RageBarbarian Attack 25 · PHB2Std Melee wpnPrimal, Rage, Thunder, WeaponTgt One creature
Like the mighty storms that shake the earth, your attack crashes into your foe and brings it to the ground. As you rage, your fury turns your attacks into devastating wounds.
Atk Str vs AC · Hit 7[W] + Str thunder dmg, and you knock tgt prone.
Eff You enter the rage of the stone tempest. Until the rage ends, you can score a critical hit on a roll of 18–20.
Miss Half dmg.

Level 27 Encounter Evocations

ENCBlood WrathBarbarian Attack 27 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
The blood of your foes fills you with a thirst for more violence.
Atk Str vs AC. You gain a +2 bonus to the attack roll if tgt is bloodied. · Hit 5[W] + Str dmg, and you gain a +2 bonus to attack rolls until EONT.
Rageblood Vigor The bonus to attack rolls equals Con.
ENCBonebreakerBarbarian Attack 27 · PHB2Imm Intr Melee wpnPrimal, WeaponTgt The triggering enemy
You twist and lean into your weapon just as your opponent tries to pull away, rending flesh and bone.
Atk Str vs Fortitude · Hit 4[W] + Str dmg, and tgt takes 10 dmg if it moves more than 1 sq during the movement that this attack interrupts.
Trig An enemy leaves a sq adjacent to you
ENCButcher’s FeastBarbarian Attack 27 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
No attack will come toward you without being answered in kind.
Atk Str vs AC · Hit 6[W] + Str dmg. Until EONT, you can make a MBA as a free action against any enemy adjacent to you that hits or misses you.
Thaneborn Triumph Until EONT, you gain a pwr bonus to basic attack rolls = Cha.
ENCCrippling AssaultBarbarian Attack 27 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Your strike demoralizes your enemy, leaving it more vulnerable to ensuing blows.
Atk Str vs AC · Hit 4[W] + Str dmg, and tgt gains vulnerable 5 to all dmg until SONT.
Thaneborn Triumph The vulnerability equals 3 + Cha. · Spec When charging, you can use this power in place of a MBA.
ENCFrenzied ScrambleBarbarian Attack 27 · PrPStd Melee wpnPrimal, WeaponTgt One creature
You slam your enemy with your weapon and then whirl toward other foes to give them a taste of the pain.
Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 4[W] + Str dmg. You shift 3 sq and then deal 2[W] dmg (off-hand weapon) to each enemy adjacent to you.
Whirling Slayer Add Dex to the off-hand weapon dmg.
ENCHurricane of BladesBarbarian Attack 27 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You become a tempest of steel, ripping through your foes in a horrific display of carnage.
Atk Str vs AC · Hit 1[W] + Str dmg.
Eff Make the attack five more times against the same target or different ones.
ENCRampaging Dragon StrikeBarbarian Attack 27 · PHB2Std Melee wpnPrimal, Weapon
Like a terrible dragon, you dominate the battlefield, knocking aside the lesser foes to pit your strength against the strongest.
1° Tgt One or two creatures · 1° Atk Str vs AC · Hit 2[W] + Str dmg, and you push the primary target 1 sq.
Eff You move your speed and then make a secondary attack.
2° Tgt One creature other than the primary target · 2° Atk Str + 1 vs AC · Hit 3[W] + Str dmg.
ENCSavage Ancestors StrikeBarbarian Attack 27 · PrPStd Melee wpnPrimal, WeaponTgt One creature
You feel the pain of your own fury, causing your strike to be even more life-threatening to your foe.
Eff Before the attack, you can take 5d6 dmg to gain a +2 bonus to the attack roll. If you do so, you do not expend this power if you miss. · Rageblood Vigor You can take 3d6 dmg instead of 5d6. · Atk Str vs AC · Hit 5[W] + Str dmg, and you gain a +2 pwr bonus to attack rolls until EONT.
ENCTerrifying HowlBarbarian Attack 27 · PrPStd Melee wpnPrimal, Thunder, WeaponTgt One creature
You engage the enemy, and your thunderous battle cry crashes over your enemies, rattling them so much that they can’t move.
Atk Str vs AC · Hit 3[W] + Str thunder dmg. You then howl in a blast 3 that includes tgt. Each enemy in the blast is immobilized until EONT.
Thunderborn Wrath Until EONT, you gain a bonus to attack rolls against immobilized enemies = Con.
ENC[Name missing in source]Barbarian Attack 27 · PrPStd Melee wpnFear, Primal, WeaponTgt One creature
[…] punishment.
Atk Str vs AC · Hit 5[W] + Str dmg, and tgt takes a -2 penalty to attack rolls and grants CA until EONT.

Level 29 Daily Evocations

DLYAncient Forebears’ RageBarbarian Attack 29 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
You inflict a devastating blow, and the spirits of your forebears empower your other attacks.
Atk Str vs AC · Hit 6[W] + Str dmg.
Eff You enter the rage of the ancient forebears. Until the rage ends, whenever you roll a 1 or 2 on a dmg die for a primal attack, the roll changes to the die’s maximum value.
Miss Half dmg.
DLYCrimson Phoenix RageBarbarian Attack 29 · PHB2Std Close burst 1Fire, Healing, Primal, Rage, WeaponTgt Each creature in burst
Your mighty blow erupts in flame to engulf your nearby foes as the spirit of the crimson phoenix enters you. As you rage, fire bursts from your weapon with every strike, and vitality surges through you to ward you from death.
Atk Str vs AC · Hit 3[W] + Str fire dmg, and ongoing 10 fire dmg (save ends).
Eff You enter the rage of the crimson phoenix. Until the rage ends, your at-will attack powers deal 1[W] extra fire dmg on a hit. In addition, whenever you drop to 0 HP or fewer, you can spend a healing surge as an immediate interrupt.
Miss Half dmg.
DLYRage of RetributionBarbarian Attack 29 · PrPStd Melee wpnForce, Primal, Rage, WeaponTgt One creature
Waves of force issue from your blow, injuring surrounding enemies. Your rage erupts, immediately punishing enemies that wound you.
Atk Str vs AC · Hit 4[W] + Str dmg, and each enemy, other than tgt, within 5 sq of you takes 2[W] force dmg.
Eff You enter the rage of retribution. Until the rage ends, whenever a single attack deals 20 dmg or more to you, you can deal 10 dmg to each enemy within 5 sq of you as a free action.
Miss Half dmg.
DLYRage of the Primal BeastBarbarian Attack 29 · PHB2Std Melee wpnPrimal, Rage, WeaponTgt One creature
The Primal Beast awakens within you, and your attack leaves your foe bleeding. As you rage, you feed on the presence of your foes; overwhelming numbers only make you stronger.
Atk Str vs AC · Hit 5[W] + Str dmg, and ongoing 10 dmg (save ends).
Eff You enter the rage of the Primal Beast. Until the rage ends, you gain a bonus to attack rolls equal to the number of enemies you can see.
Miss Half dmg.
DLYRage of the Thundering RhinoBarbarian Attack 29 · PrPStd Melee wpnPrimal, Rage, Thunder, WeaponTgt One creature
You channel your attack to awaken the rage of the thundering rhino. When you hit a foe, you send it flying.
Eff Before the attack, you move your speed to a sq adjacent to an enemy. · Atk Str vs Fortitude · Hit 5[W] + Str thunder dmg, and you push tgt a number of sq = Con. Tgt and each creature adjacent to it are then knocked prone. · Miss Half dmg, and you push tgt 1 sq.
Eff You enter the rage of the thundering rhino. Until the rage ends, whenever you hit an enemy with a basic attack, that attack deals 1[W] extra thunder dmg, and you push that enemy 1 sq.
DLYThunderstorm RageBarbarian Attack 29 · PrPStd Melee wpnPrimal, Lightning, Rage, Thunder, WeaponTgt One creature
You hit your foe with a shocking strike, sparking a rage that causes thunder to boom over your enemies.
Atk Str vs AC · Hit 3[W] + Str dmg, and ongoing [10] lightning dmg (save ends).
Eff You enter the rage of the thunderstorm. Until the rage ends, once per round when you make an attack against an enemy and hit, you can make the attack a second time against that enemy. If the second attack hits, the attack deals 1[W] extra thunder dmg.
Miss Half dmg, and ongoing 5 lightning dmg (save ends).
DLYWinter Ghost RageBarbarian Attack 29 · PHB2Std Melee wpnCold, Primal, Rage, WeaponTgt One creature
The touch of your weapon is the wintry chill of death. As you rage, the spirit of winter fills you, causing you to become a ghost to your foes as you near death.
Atk Str vs AC · Hit 6[W] + Str cold dmg, and ongoing 10 cold dmg (save ends).
Eff You enter the rage of the winter ghost. Until the rage ends, you are insubstantial while you are bloodied.
Miss Half dmg.
DLYWorld Serpent RageBarbarian Attack 29 · PHB2Std Melee wpnPrimal, Rage, WeaponTgt One creature
You smash your weapon into your foe with all your strength as the spirit of the World Serpent courses through you. As you rage, your spirit’s coils keep your enemies close and empower your attacks against them.
Atk Str vs AC · Hit 7[W] + Str dmg.
Eff You enter the rage of the World Serpent. Until the rage ends, you can make a MBA as a free action against any enemy adjacent to you that shifts. In addition, on your turn, you gain a +5 bonus to dmg rolls against any enemy that was adjacent to you at the start of your turn.
Miss Half dmg. · Spec When charging, you can use this power in place of a MBA.

Paragon Paths

At 11th level a barbarian may take one of these paragon paths. Each grants path features at 11th and 16th levels plus the encounter, utility, and daily evocations shown.

Ancestral Weapon

“What is best in life? To end each battle in honor and victory.”

Prerequisite: Barbarian, Rampage class feature

Elders tell stories to the young about the days when honored ancestors roamed the land. According to the stories, these forebears were a breed apart: stronger, wiser, and more attuned to the virtues of the spirit way than the people of today are. The ancestors’ spirits do little to discourage such tales. It’s good to be remembered fondly and respectfully, so that young people will heed ancient lessons. Eventually, the young grow up and learn that people throughout history have largely been the same.

You are exceptional, however—one of those who truly is a breed apart. You are a mighty slayer, a champion who can keep a community alive through the worst of times. You can inspire your people to take on fights they normally couldn’t win, and your bravery might make you a hero for the ages.

Ancestral spirits have marked you as their chosen warrior, so they remain close to you. If they can help keep you alive, everyone benefits. If you fall, they’ll be on hand to welcome you into their ancestral war band.

Ancestral Weapon Path Features

Strong Spirit (11th level): You add your Charisma modifier to your healing surge value.
Battle Spirit’s Touch (11th level): When you spend an action point to make an attack and hit at least one target with that attack, you can spend a healing surge.
Lethal Rampage (16th level): In place of making a melee basic attack as a result of Rampage, you can use a melee at-will attack power.

Ancestral Weapon Evocations

ENCBlood-Spattered FuryAncestral Weapon Attack 11 · PrPStd Close burst 2Primal, WeaponTgt Each enemy you can see in burst
You explode in violence, striking out and drawing your enemies’ wrath.
Atk Str vs AC · Hit 2[W] + Str dmg, and you mark tgt until EONT. Until the mark ends, you and tgt deal 1[W] extra dmg against each other.
DLYAncestor’s PresenceAncestral Weapon Utility 12 · PrPMinor Close burst 5PrimalTgt One enemy in burst
Calling on the spirit of an honored ancestor for aid, you focus all the destruction on a chosen foe.
Eff You mark tgt until the end of the encounter. Whenever tgt makes an attack before this mark ends, you gain a pwr bonus to dmg rolls against it = Cha. The pwr bonus lasts until EONT.
DLYAncestral Weapon’s RageAncestral Weapon Attack 20 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
You strike hard, and the awesome power of the ancestors flows through you. To protect your allies, you then draw your enemies’ ire to yourself.
Atk Str vs AC · Hit 4[W] + Str dmg.
Eff You mark tgt until EONT. You enter the rage of the ancestral weapon. Until the rage ends, you mark each enemy you attack until EONT. In addition, you deal 1[W] extra dmg against enemies marked by you.
Miss Half dmg.

Bear Warrior

“The bear’s power and strength are my guides. The bear’s form is my weapon of choice.”

Prerequisite: Barbarian

You revere the bear as a symbol of the warrior’s strength and prowess. Through long and ancient rites, you have bound that symbol to your heart with more than just words and totems. In battle, you become the bear, shaping your form to its form and your strength to its strength.

Most bear warriors strive to emulate the bear beyond combat situations. You might catch fish with your bare hands, tear open beehives to feast on the honey inside, or roar in an aggressive territorial display. Like many barbarians, you’re more at home in the wild places of the world than when surrounded by buildings.

Bear Warrior Path Features

Bear’s Toughness (11th level): When you spend an action point to take an extra action, you can also spend a healing surge.
Bear Form (11th level): As a bear warrior, you have the ability to channel the primal energy of beasts into your physical form. While you are raging, you take on a bearlike appearance. Your head becomes that of a bear, your body sprouts thick fur, and your hands become heavy claws. Until the rage ends, you gain a +1 bonus to AC and can use your second wind as a free action.
Wild Push (16th level): Whenever you score a critical hit with a melee attack while you are raging, you push the target a number of squares equal to your Strength modifier.

Bear Warrior Evocations

ENCMauling BearBear Warrior Attack 11 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You channel the bear’s strength into a powerful blow that knocks your opponent to the ground. Like an angry bear, you stand over your foe, waiting for its next move.
Atk Str vs AC · Hit 2[W] + Str dmg, and you knock tgt prone.
Eff Until EONT, if you are adjacent to tgt when it stands up, you can make a MBA against it as an immediate reaction.
DLYBestial VigorBear Warrior Utility 12 · PHB2Minor PersPrimal
Primal might wells within you, allowing you to shake off wounds and see the fight to its end.
Eff You gain temp HP equal to your healing surge value and can make a saving throw against each effect on you that a save can end.
DLYRampaging BearBear Warrior Attack 20 · PHB2Std Melee wpnPrimal, Rage, Weapon
With a mighty roar, you crash through the battle lines of your enemies.
1° Tgt One creature · 1° Atk Str vs AC · Hit 3[W] + Str dmg, and you push tgt 1 sq and knock it prone.
Eff You shift a number of sq = Str and then make a secondary attack.
2° Tgt One creature other than the primary target · 2° Atk Str vs AC · Hit 2[W] + Str dmg, and you push the secondary target 1 sq and knock it prone.
Eff You shift a number of sq = Str. You then enter the bear warrior’s rage. Until the rage ends, you gain regeneration 5, and whenever you are pulled, pushed, or slid, you can reduce the distance of the forced movement by 1 sq.

Building Thunder

“Dragon, the spirits rebuke you with thunder!”

Prerequisite: Barbarian, Thunderborn Wrath class feature

As you have grown in power, the thunder spirits riding on your war cries have amassed strength of their own. When your weapon strikes true, the spirits pour from you in an unrivaled storm, smashing enemies who might have shrugged off your physical blows or the war cries of a lesser thunderborn barbarian.

Like a great storm piling thunderheads higher and darker, you gather strength as you fight battles and suffer wounds. More conservative warriors hold back or retreat when their wounds accumulate, whereas you reach your peak when your reserves are close to their end.

When the storm finally breaks, your voice calls the lightning as well as the thunder spirits. You master the full arsenal of the storm.

Building Thunder Path Features

Thunder Rolls In (11th level): When you spend an action point to use a thunder power, you can turn any blast 3 created by that power into a blast 5.
Thunderous Echo (11th level): When you hit an enemy with a thunder power, you deal extra thunder damage equal to your Constitution modifier to the first creature you hit before the end of your next turn.
Lightning Flash (16th level): Your thunder powers deal lightning and thunder damage when they deal thunder damage.

Building Thunder Evocations

ENCFinishing ThunderBuilding Thunder Attack 11 · PrPStd Melee wpnPrimal, Thunder, WeaponTgt One creature
You attack, then release a thundering shout that blasts injured enemies.
Atk Str vs AC · Hit 1[W] + Str dmg. You then howl in a blast 3 that includes tgt. Each bloodied enemy in the blast takes 5 + Con thunder dmg.
ENCStorm GatheringBuilding Thunder Utility 11 · PrPMinor PersPrimal
Through sheer force of will, you turn the fatigue of the day’s battles to your advantage.
Eff Until EONT, your attacks deal extra thunder dmg equal to the number of healing surges you have spent since your last extended rest.
DLYStorm Dragon RageBuilding Thunder Attack 20 · PrPStd Melee wpnLightning, Primal, Rage, Thunder, WeaponTgt One creature
Lightning arcs from your weapon as you fly against those who defy the storm.
Atk Str vs AC · Hit 3[W] + Str lightning and thunder dmg. You then howl in a blast 3 that includes tgt. Each enemy in the blast, other than tgt, is dazed until EONT.
Eff You enter the rage of the storm dragon. Until the rage ends, once per round when you hit with an at-will attack power, you deal 1[W] lightning and thunder dmg to each enemy within 3 sq of you. In addition, you gain a fly speed equal to your speed, and you must land at the end of your turn when you fly using this [speed].
Miss Half dmg.

Calm Fury

“Though I am consumed by rage, I push through to the stillness of true ferocity.”

Prerequisite: Barbarian, rage strike power

In the past, you raged like any other barbarian. Then you learned the secret power that comes from being able to harness your fury. You now attain the furious clarity on the far side of rage. You walk a perfectly controlled sword’s edge of lethal potential.

It might have been a specific catastrophe—a moment when you had spent yourself in savagery and could not respond to a new and greater threat—that showed you the way to a higher plane of rage. Or you might have felt a call to a deeper understanding of rage, one that eludes other barbarians.

You have the spirit and the understanding of an elder. You are able to look beyond the next few bloody moments toward what might be best for the future. The primal spirits you call on are wise and strong. They share with you a broad perspective, the knowledge that controlled fury can be stronger than rage without restraint.

Calm Fury Path Features

Strength in Action (11th level): When you spend an action point to take an extra action, you regain hit points equal to one-half your level + your Strength modifier.
Certain Savagery (11th level): You don’t need to be raging to use rage strike. On a miss, your rage strike deals no damage, you don’t expend a rage power, and you don’t expend a use of rage strike.
Relentless Pace (16th level): You can use rage strike three times per day, and it deals 1[W] extra damage.

Calm Fury Evocations

ENCFurious CalmCalm Fury Attack 11 · PrPStd Melee wpnHealing, Primal, WeaponTgt One creature
With a heavy strike, you settle into your fury, allowing you to tap reserves of endurance.
Atk Str vs Reflex · Hit 3[W] + Str dmg, and you can spend a healing surge.
ENCDeliberate RampageCalm Fury Utility 11 · PrPFree PersPrimal
Your previous devastating blow grants you an opening to strike again, and a chance to use your rage for invigoration.
Trig You score a critical hit with a barbarian attack power and haven’t used Rampage this round · Eff In place of making a MBA as a result of Rampage, you can use furious calm, even if you have already used that power during this encounter.
DLYLethal Ancestor RageCalm Fury Attack 20 · PrPStd Melee wpnPrimal, Rage, WeaponTgt One creature
An ancestor wreathes you in power, strengthening your attacks and invigorating you.
Atk Str vs AC · Hit 4[W] + Str dmg.
Eff You enter the rage of the lethal ancestor. Until the rage ends, you gain a +2 pwr bonus to attack rolls with at-will attack powers and rage strike. In addition, when you hit any enemy with an at-will attack power or rage strike, you gain temp HP equal to one-half your level + Str.
Miss Half dmg.

Death’s Thane

“Flee before me, fools! My battle cry heralds the stride of death itself.”

Prerequisite: Barbarian, Thunderborn Wrath class feature

From a young age, you studied the turning of the seasons and the relentless march of time. In the end, all things die. You embraced this truth, and in accepting the certainty of death, you found that it elicited no fear in you. Death is as common as the rain on your face or the wind through your hair. Why turn away from it like a frightened rabbit?

As a barbarian, death is your steady companion on the battlefield. Your profound acceptance of mortality and your mastery of primal magic combine to transform you into death’s herald. You channel the fleeting passage of life and the inevitability of the grave through your mighty battle cries. Your mere presence on the battlefield is enough to drive the most superstitious of your enemies before you. As for the rest, they fall like wheat before the harvester’s scythe.

Death’s Thane Path Features

Death’s Right Hand (11th level): When you spend an action point to take an extra action during the same turn when you reduced an enemy to 0 hit points, you gain a +2 bonus to attack rolls and a bonus to damage rolls equal to your Constitution modifier until the end of your next turn.
Death Shout (11th level): Each target you push with your war cry power takes necrotic damage equal to your Constitution modifier.
Inevitability of Death (16th level): You make death saving throws at the start of your turn, rather than at the end. Whenever you fail a death saving throw, each enemy within 3 squares of you takes 5 necrotic damage.

Death’s Thane Evocations

ENCDeath CryDeath’s Thane Attack 11 · PrPStd Melee wpnNecrotic, Primal, WeaponTgt One creature
You strike and let out a macabre howl, sapping the strength of enemies before you.
Atk Str vs AC · Hit 1[W] + Str necrotic dmg. You then howl in a blast 3 that includes tgt. Each enemy in the blast is weakened until EONT.
DLYKilling GroundDeath’s Thane Utility 12 · PrPFree Close blast 5Primal, Zone
After you send a foe to its afterlife, you issue a yell infusing the area with the might of primal death.
Trig Your attack reduces an enemy to 0 HP · Eff The blast creates a zone of death that lasts until the end of the encounter. You gain a +1 bonus to attack rolls and a +4 bonus to dmg rolls against any enemy within the zone.
DLYReaper’s RageDeath’s Thane Attack 20 · PrPStd Melee wpnNecrotic, Primal, Rage, WeaponTgt One creature
You strike with deadly intent and bellow, rooting your enemies in despair. From then on, you personify relentless death.
Atk Str vs AC · Hit 4[W] + Str necrotic dmg.
Eff You howl in a blast 3 that includes tgt. Each enemy in the blast is immobilized (save ends). You enter the rage of the reaper. Until the rage ends, when any enemy ends its turn within 3 sq of you, you can shift 3 sq to a sq adjacent to that enemy as a free action.
Miss Half dmg.

Fearbringer Thane

“You needn’t wait until the bodies fall to know the victor. Simply find the eyes that first hold fear—those are the eyes that can never see victory.”

Prerequisite: Barbarian

Many barbarians combine mastery of primal power with an imposing personal presence and natural leadership ability. The most dreaded warriors among them are fearbringer thanes, who harness those twin powers to strike terror into their enemies’ hearts.

As a fearbringer thane, you shape battles with your will and your fearsome presence. Fear is a weapon you wield, turning your foes to quaking weaklings before you cut them down with your axe or sword. As your rages seize you and fill you with primal power, that power flows out from you to inspire your allies and fill your enemies with terror.

Many fearbringer thanes use their power to gather hordes of savage warriors under their banners. Others, including most player characters, lead smaller bands of adventurers on raids into dungeons and other adventure sites. In either case, a fearbringer thane is something like a hybrid of barbarian and warlord, as close to a leader as a barbarian comes.

Fearbringer Thane Path Features

Staggering Fury (11th level): When you spend an action point to make a melee attack while you are raging, each enemy that can see you takes a –2 penalty to attack rolls until the end of your next turn.
Inspire Ferocity (11th level): While you are raging, any ally within 5 squares of you who hits with a melee attack gains a +2 bonus to the damage roll.
Dominating Presence (16th level): Whenever you score a critical hit, your allies gain a +2 bonus to attack rolls against the target until the end of your next turn.

Fearbringer Thane Evocations

ENCScreaming Hawk StrikeFearbringer Thane Attack 11 · PHB2Std Melee wpnFear, Primal, WeaponTgt One creature
Your terrifying attack leaves your foe hesitant, diminishing its defenses.
Atk Str vs AC · Hit 2[W] + Str dmg, and tgt takes a –2 penalty to AC until EONT.
Spec If you use this power while you are raging, roll a d20. On a 10 or higher, you retain the use of this power.
DLYFearsome PresenceFearbringer Thane Utility 12 · PHB2Minor PersPrimal, Stance
Your enemies quake before you, their attacks becoming weak because of their fear.
Eff Until the stance ends, you gain a +2 bonus to all defenses.
DLYTide of BattleFearbringer Thane Attack 20 · PHB2Std Melee wpnHealing, Primal, WeaponTgt One, two, or three creatures
Your allies take heart as you slam your weapon into your foes.
Atk Str vs AC · Hit 2[W] + Str dmg.
Eff An ally within 5 sq of you can spend a healing surge.
Miss Half dmg.

Frenzied Berserker

“Caution? Discretion? No! Valor is to face your foe in battle and then stand over the broken corpse.”

Prerequisite: Barbarian

The devastation of the thunderstorm howls in your soul, wild and untamed. You thrill in the chaos of battle, your wrath unquenched and uncontrollable.

Battle, for you, is not a means to an end; it is an end in itself. The thrill of combat draws you on, and wounds only drive you to greater frenzy.

Caught in the tumult of your anger, you must attack—calculated maneuvers and intricate strategies are diversions. You attack with sweeping blows that cleave through your enemies or lock single foes in deadly exchanges that can end only in the death of one or the other of you. When the furor of battle seizes you, you ignore pain and keep fighting when others would fall, an unconquerable whirlwind of destruction.

Frenzied Berserker Path Features

Frenzied Blood (11th level): If you spend an action point to make a melee attack and that attack misses, you deal half of that attack’s damage on the miss. This benefit does not apply to attacks that already deal damage on a miss.
Warpath (11th level): Whenever you hit with a melee attack while raging, the attack deals 2 extra damage. In addition, whenever you start your turn adjacent to one or more enemies while you are raging and are able to take actions, you must make either a melee or a close attack against one of those enemies during your turn or be stunned until the end of your next turn.
Unfeeling Rage (16th level): You gain resist 5 to all damage while you are bloodied and raging.

Frenzied Berserker Evocations

ENCPersistent FrenzyFrenzied Berserker Attack 11 · PHB2Std Close burst 1Primal, WeaponTgt Each creature in burst you can see
Caught up in the madness of your wrath, you swing your weapon again and again.
Atk Str vs AC · Hit 1[W] + Str dmg.
Spec If you use this power while you are raging, roll a d20. On a 10 or higher, you retain the use of this power.
DLYDeathless FrenzyFrenzied Berserker Utility 12 · PHB2Imm Intr PersPrimal
For a time, your anger can stave off even death.
Trig You drop to 0 HP or fewer and don’t die · Eff Until you regain HP, you are dying but don’t fall unconscious because of that condition. If you fail a death saving throw, you fall unconscious, and this effect ends.
DLYFinal ConfrontationFrenzied Berserker Attack 20 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Your fury spills over to your foe, locking the two of you in a lethal duel.
Eff Before the attack, if tgt is marked, that condition ends on it. It can then make a MBA against you as a free action. · Atk Str vs AC · Hit 7[W] + Str dmg. · Miss Half dmg.
Eff After the attack, you can allow tgt to make a MBA against you as a free action. If tgt makes that attack, you can make a MBA against it as a free action. You can repeat this effect until tgt chooses not to make the attack.

Stonefire Rager

“The earth’s rage abides deep below. When roused, it bucks and heaves, leaving nowhere to run or hide.”

Prerequisite: Barbarian

Many barbarians fight with the viciousness of a wild animal. Others draw strength from the violence of storms or the destructiveness of fire. You prefer a more steady source: the might of earth and stone. Although the earth endures in stillness, entire cities are destroyed when its anger is incited. You have studied the power of the earth and learned to incorporate it into your barbarian evocations. You combine the raging fury of magma with the patience of stone.

Stonefire ragers are common among dwarves and goliaths. They scale the greatest peaks of the world to commune with mountain spirits. Here and there, small monasteries stand atop mountains where stonefire ragers gather. At first glance, the warrior monks of these places seem to be simple ascetics. Woe to the villain that dares disturb their meditations.

Stonefire Rager Path Features

[Feature name missing] (11th level): […] spend an action point to make an attack, each target you hit takes extra fire damage equal to your Constitution modifier and is knocked prone.
Resilience of Stone (11th level): When an enemy scores a critical hit against you, you can roll a d20. On a 10 or higher, that attack becomes a normal hit instead of a critical hit.
Fire’s Wrath (16th level): While you are bloodied, you gain resist 10 fire and a +2 bonus to damage rolls.

Stonefire Rager Evocations

ENCPyroclastic TideStonefire Rager Attack 11 · PrPStd Melee wpnFire, Primal, WeaponTgt One creature
You swing your weapon mightily, channeling a primal fire that washes over your enemies.
Atk Str vs Reflex · Hit 3[W] + Str dmg, and each enemy within 2 sq of you takes fire dmg = Str.
DLYSerenity of StoneStonefire Rager Utility 12 · PrPMinor PersPrimal
Your skin becomes hard as stone, allowing you to shrug off even the most potent attacks.
Req You must not be raging.
Eff You gain resist 10 to all dmg until you use a rage power or until the end of the encounter.
DLYVolcanic RageStonefire Rager Attack 20 · PrPStd Melee wpnFire, Primal, Rage, WeaponTgt One creature
Your weapon is sheathed in flame as you strike. Your wrath boils over, retaliating from your molten skin and scorching nearby foes.
Atk Str vs AC · Hit 4[W] + Str fire dmg.
Eff You enter the rage of the volcano. Until the rage ends, as the first action of each of your turns, you can deal 5 + Con fire dmg to each enemy within 3 sq of you as a free action. In addition, if an adjacent enemy hits you, you gain a +2 bonus to attack rolls against that enemy until EONT.
Miss Half dmg.

Twinclaw Slayer

“Stand proud and face me, dog!”

Prerequisite: Barbarian, Whirling Slayer class feature

Your prowess is hardly a mystery to those who behold you. You hold a weapon in your right hand and another weapon in your left. You keep your inner self somewhat contained until battle begins. At that point, you hurl yourself against as many enemies as possible. The two weapons in your hands, projecting from your whirling arms, are the lethal claws of a great predator. The spirit pack trailing you growls with bloodlust and relishes the kill.

You cultivate the feral spirit of a great wolverine, a scytheclaw drake, an ancient tribal hero, or another vicious combatant. This spirit guides your path, finally manifesting through you when you have mastered the twinclaw berserker rage.

Twinclaw Slayer Path Features

Close Destruction (11th level): When you spend an action point to make an attack, you gain a bonus to its attack rolls equal to the number of enemies adjacent to you.
Threshing Mist (11th level): When any of your attacks deals both your main weapon and off-hand weapon damage to the same target, you can shift 1 square to a square adjacent to the target as a free action.
Bloody Price (16th level): While you are wielding two melee weapons, you can reroll a missed opportunity attack once per turn and use either result.

Twinclaw Slayer Evocations

ENCTwinclaw RendTwinclaw Slayer Attack 11 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Both your weapons bite deep, and the scent of fresh blood […] your subsequent blows.
Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 2[W] + 1[W] (off-hand weapon) + Str dmg. You gain a +2 pwr bonus to melee attack [rolls] until EONT.
Spec You can use this power in place of a MBA.
ENCDangerous BlurTwinclaw Slayer Utility 12 · PrPImm React PersPrimal
You whirl your weapons closer to a foe, swearing retribution.
Trig An adjacent enemy hits you · Eff The next attack you make against the triggering enemy before EONT deals 1[W] extra dmg (off-hand weapon).
DLYTwinclaw Berserker RageTwinclaw Slayer Attack 20 · PrPStd Close burst 2Primal, Rage, WeaponTgt Each enemy in burst
You strike at enemies far and wide. Your rage then transforms you into a frenzy of steel.
Req You must be wielding two melee weapons. · Atk Str vs AC (main weapon) · Hit 2[W] + 1[W] (off-hand weapon) + Str dmg.
Eff You enter the rage of the twinclaw berserker. Until the rage ends, as the first action of each of your turns, you can deal 2[W] dmg (off-hand weapon) to each enemy adjacent to you as a free action.

Wildrunner

“The land gives wings to my feet and makes my spirit soar.”

Prerequisite: Barbarian, trained in Nature

The wilderness is your home, and your connection to the primal spirits of the land grants you speed and ferocity. You move through the forest like a deer, and you charge into battle with the cheetah’s speed and fury.

The powers of a wildrunner emphasize mobility, letting you shift and move quickly while striking your foes. You pounce from foe to foe, avoiding opportunity attacks while dealing all the damage your rage can muster.

Elf barbarians are frequently drawn to this paragon path, because its powers complement their natural mobility. Likewise, many rangers who nurture a connection to the primal forces of nature by taking barbarian multiclass feats find this path appealing.

Wildrunner Path Features

Hunter’s Fury (11th level): When you spend an action point to make a melee attack, you can shift a number of squares equal to your Strength modifier after the attack.
Wildrunner’s Swiftness (11th level): You gain a +1 bonus to your speed, or a +2 bonus while you are raging.
Wild Resilience (16th level): While you are raging, you gain a +2 bonus to saving throws.

Wildrunner Evocations

ENCShifting Wilds StrikeWildrunner Attack 11 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Like a predator in the wild, you shift to a better position after your attack.
Atk Str vs AC · Hit 2[W] + Str dmg, and you shift 3 sq.
Spec If you use this power while you are raging, roll a d20. On a 10 or higher, you retain the use of this power.
ENCPress the KillWildrunner Utility 12 · PHB2Free PersPrimal
As one foe drops, you turn with lightning speed and prepare to attack your next target.
Trig You reduce an enemy to 0 HP · Eff You shift a number of sq = Str.
DLYWildrunner’s RageWildrunner Attack 20 · PHB2Std Melee wpnPrimal, Rage, Weapon
You dart among your enemies, hampering their movement with each well-placed attack.
1° Tgt One creature · 1° Atk Str vs AC · Hit 3[W] + Str dmg, and the primary target is immobilized until EONT. · Miss Half dmg.
Eff You shift a number of sq = Str and then make a secondary attack.
2° Tgt One creature other than the primary target · 2° Atk Str vs AC · Hit 2[W] + Str dmg, and the secondary target is immobilized until EONT. · Miss Half dmg.
Eff You enter the wildrunner’s rage. Until the rage ends, you gain a +2 bonus to AC and Reflex, and you ignore difficult terrain. In addition, you can shift 2 sq as a move action.

Winter Fury

Prerequisite: Barbarian

Winter and death are part of the natural cycle, a clearing away of the old so that new life can take its place. You are a slayer, an agent of winter. You hew away your enemies so that new life can be nurtured.

Winter is nature’s tool, a test that winnows the weak. You have sought winter’s embrace. You have communed with spirits from the darkness beyond mountains and glaciers, from where cold reigns supreme. You carry something with you, a piece of frigid fury from the spirit of a frozen wasteland. Armed with your icy wrath, you doom your foes to be shattered and buried in the avalanche of your assault.

Winter Fury Path Features

Surging Ice (11th level): When you spend an action point to make an attack, the first target hit by the attack and each enemy adjacent to it are immobilized until the end of your next turn.
Ice Heart Reaper (11th level): You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls against immobilized targets.
Frost Reaver (16th level): You gain resist 10 cold. Whenever you deal damage that has no type, you can make it cold damage.

Winter Fury Evocations

ENCClutch of WinterWinter Fury Attack 11 · PrPStd Melee wpnCold, Primal, WeaponTgt One creature
You swing your frosty weapon in a deadly arc, freezing your foe in place.
Atk Str vs AC · Hit 1[W] + Str cold dmg, and tgt is immobilized until EONT.
DLYArmor of GlaciersWinter Fury Utility 11 · PrPMinor PersPrimal
A layer of primal frost covers you, deflecting your foes’ attacks until it is chipped away.
Eff You gain resist 10 to all dmg until the end of the encounter. Whenever this resistance reduces dmg, the resistance decreases by 5, and it ends when it reaches 0. If you take fire dmg, the resistance ends after reducing that dmg.
DLYWorld’s End RageWinter Fury Attack 20 · PrPStd Melee wpnCold, Primal, Rage, WeaponTgt One creature
Your strike encases your foe in ice. Snow then swirls around you and freezes your enemies as you rage across the battlefield.
Atk Str vs AC · Hit 4[W] + Str cold dmg, and tgt is restrained (save ends).
Eff You enter the rage of the world’s end. Until the rage ends, when you hit any enemy with an at-will attack power, that enemy is immobilized until EONT.
Miss Half dmg.

Barbarian (PHB2 + Primal Power) —