Primal Instincts
Beginning at 7th level, your further empower your primal rage through powers called primal instincts. You acquire primal instincts at 7th, 11th, and 15th level. Every time you use your persistent rage feature, you can empower the rage with one of your primal instincts.
Further, when you reach 11th level, you can gain the rage power of one of your primal instincts whenever you rage (regardless of whether you use your persistent rage or normal rage feature to do so). Many of these powers can only be used once per rage.
If any of the primal instinct feature grants you an ability or a spell that calls for a saving throw, the DC is equal to 8 + your rage potency + your proficiency bonus. In addition, any spells you gain with your primal instincts use your rage potency in place of any spellcasting modifiers.
Angry Spirits
When you use you persistent rage feature, you also gain the following benefit until the rage ends:
The first creature you hit with a melee attack on your turn is haunted by shrieks and nightmarish visions until the beginning of your next turn. These spirits deal 1d4 psychic damage each 5 feet the target moves away from you.
Rage Power: Angry Spirits
Starting at 11th level, you can have a creature that starts its turn within 5 feet of you make a Wisdom saving throw when you use a bonus action to rage. On a failed saving throw, the creature is frightened until the end of your next turn and must take the disengage action on its turn if it is able, and move as far away from you as possible.
Battle Roar
When you use you persistent rage feature, you can let out a mighty roar. You and all allies that can hear you gain temporary hit points equal to your rage potency. For the duration of the rage, you can gain this effect again as a bonus action.
Rage Power: Battle Roar
Starting at 11th level, when you use a bonus action to maintain your rage, you can let out a powerful roar that grants creatures of your choice within 60 feet of you a bonus to damage rolls with weapon attacks equal to your rage potency on their next attack before the beginning of your next turn.
Berserker Frenzy
When you use you persistent rage feature, you also gain the following benefit until the rage ends:
When you hit a creature with a melee weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Rage Power: Berserker Frenzy
Starting at 11th level, while raging you can use a bonus action to maintain the rage to also enter into a frenzy until the rage ends. When you use this ability and on subsequent turns, you can make an attack with a melee weapon you are wielding as part of this bonus action.
Bloodthirst
When you use you persistent rage feature, you also gain the following benefit until the rage ends:
You regain a number of hit points equal to your rage potency whenever an enemy creature is reduced to 0 hit points within 15 feet of you.
Rage Power: Bloodthirst
Starting at 11th level, you can use a reaction to move up to your speed and make a melee attack with advantage against a creature within your reach when another creature within 30 feet of you is reduced to 0 hit points.
Chaotic Wrath
When you use you persistent rage feature, roll on the raging chaos table to determine the magical effect produced. While raging, you can use a bonus action to roll on the table again. When you do so, the previous effect immediately ends, and you produce the magical effect of the new roll. All magic effects end when you rage ends.
Rage power: Chaotic Wrath
Starting at 11th level, you can roll on the raging chaos table twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. You can use this effect once per rage.
Divine Fury
When you use you persistent rage feature, you also gain the following benefit until the rage ends:
You can channel divine fury into your weapon strikes. While you’re raging, your first melee attack each turn deals an additional number of d4 radiant damage equal to your rage potency.
Rage Power: Divine Fury
Starting at 11th level, you can deal an additional 3d10 radiant damage to the target you hit with a melee attack if the attack was made with advantage. You can use this ability once per rage.
Feral Rage
When you enter your persistent rage feature, you transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a both unarmed strikes as well as simple melee weapon for you.
Each time you enter a persistent rage, you can choose one of the following transformations:
Feral Bite. Your mouth transforms into a bestial maw or great mandibles (your choice). When you attack with your feral bite, it deals 1d8 piercing damage on a hit and has the brutal property. Once on each of your turns, you can make an attack with your feral bite (no action required by you) if you have not already attacked with your bite on that turn.
Feral Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. Your claws each deal 1d6 slashing damage on a hit and have the tearing property. Once on your turn, when you make an attack with one of your claws, you can make an additional attack with the other claw. In addition, if you move at least 20 feet towards a target you can make a special attack with your claws as a bonus action, dealing 2d6 + your strength modifier slashing damage on a hit.
Feral Tail. You grow a scaly or bulky tail, which deals 1d6 bludgeoning damage on a hit and has the reach property. As a bonus action you can make a special sweeping attack with the tail targeting a number of creatures equal to your rage potency within your reach. Each targeted creature must be adjacent to at least one other targeted creature. On a hit, a creature must succeed on a Strength saving throw or be knocked prone.
Rage Power: Feral Rage
Starting at 11th level, you immediately manifest one feral rage transformation until the end of your turn (no action required by you). You can use this ability once per rage.
Fury of the Pack
When you use you persistent rage feature, you also gain the following benefit until the rage ends:
Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
Rage Power: Fury of the Pack
Starting at 11th level, you can let out a mighty howl when you enter a rage. Each of your allies that can hear you within 60 feet of you can immediately make an attack with a melee weapon as a reaction.
Giant Temper
When you use you persistent rage feature, your size changes to large if there is room to accommodate and your attacks deal an additional 1d6 bludgeoning damage for the duration of the rage. Any equipment you are wielding when you activate this primal instinct is immediately dropped unless it can be used by a creature of your new size.
Rage Power: Giant Temper
Starting at 11th level, you can use an action to make a special attack once per rage, a ground smash:
Ground Smash. You immediately jump up to 15 feet to an unoccupied space. When you land, each creature that is one size smaller than you or smaller within 10 feet of you must make a Dexterity saving throw or fall prone and take a number of d6 bludgeoning damage equal to your rage potency. This special attack also damages structures and objects in the area. Structures and objects take double damage from this attack.
Intimidating Outrage
When you use you persistent rage feature, you also gain the following benefit until the rage ends:
An enemy creature within 5 feet of you have disadvantage on attack rolls unless it attacks you (or another creature with this feature). A creature is immune to this effect if it can’t see or hear you, or if it can’t be frightened.
Rage Power: Intimidating Outrage
Starting at 11th level, when you maintain your rage as a bonus action, you can immediately intimidate a creature within 30 feet of you. Until the beginning of your next turn, creature has disadvantage on attack rolls unless it attacks you. An enemy is immune to this effect if it can’t see or hear you, or if it can’t be frightened.
Mindless Rage
When you use you persistent rage feature, you also gain the following benefit until the rage ends:
You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect immediately ends.
Rage Power: Mindless Rage
Starting at 11th level, you can grant yourself have resistance to psychic damage when you rage. This resistance lasts until the rage ends.
Raging Storm
When you use your persistent rage, you emanate a magical, stormy aura. The stormy aura extends 10 feet from you in every direction, but not through total cover. When you enter your persistent rage and on subsequent turns as a bonus action, you can activate your stormy aura, gaining the listed effect until the end of your rage.
Each time you use your persistent rage choose one of the following options for your stormy aura:
Blizzard. All other creatures treat the area inside the stormy aura as difficult terrain until the beginning of your next turn.
Gale. Any creature you hit with an attack is pushed up to 10 feet to any other place within the stormy aura (chosen by you) as if moved by a powerful wind.
Sandstorm. All other creatures in your stormy aura take fire damage equal to your rage potency at the end of your turn.
Rage Power: Raging Storm
Once during a rage, you can use one of the following abilities as a reaction when a creature hit you with a melee attack:
Blizzard. The triggering creature must succeed on a Strength saving throw or become restrained by ice until the end of its next turn.
Gale. The triggering creature must succeed on a Dexterity saving throw or be pushed up to 30 feet directly away from you.
Sandstorm. The triggering creature takes 2d6 + half your barbarian level fire damage and starts burning.
Spellbreaker Fury
When you use your persistent rage, you have advantage on saving throws against spells while raging.
Rage Power: Spellbreaker Fury
Starting at 11th level, when you succeed on a saving throw against a spell, the next melee attack you make before the end of your next turn becomes a critical hit if you hit. To gain this benefit, the attack must be made against the creature that cast the spell. You can use this ability once per rage.
Stampeding Rage
When you use you persistent rage feature, you also gain the following benefit until the rage ends:
You can use a bonus action on your turn to gain the ability to pass through the spaces of other creatures when you move. If a creature whose space you pass through is one size larger than you or smaller, it must succeed on a Strength saving throw or be knocked prone and take bludgeoning damage as if you had hit it with an unarmed strike.
Rage Power: Stampeding Rage
Starting at 11th level, you can increase your walking speed by 15 feet for the duration of your rage (no action required).
Totemic Rage
While raging, you also have resistance to acid, cold, fire, lightning, poison and thunder damage.
Rage Power: Totemic Rage
Starting at 11th level, when you take acid, cold, fire, lightning, poison or thunder damage, you can use your reaction to become immune to the triggering damage until the beginning of your next turn. You can use this ability once per rage.
Unnerving Rage
When you use you persistent rage feature, you also gain the following benefit until the rage ends:
When you reduce an enemy to 0 hit points or score a critical hit, one creature of your choice within 30 feet of you must make a Wisdom Saving throw. On a failed save, the creature becomes frightened of you until the end of its next turn and must use its reaction to move up to its speed away from you. If the creature cannot get at least 30 feet away from you, it will instead move as far as it can, and be forced to use the dodge action on its next turn. This ability has no effect if the target cannot see and hear you and a target has disadvantage on the Wisdom saving throw if it already has the frightened condition.
Rage Power: Unnerving Rage
Starting at 11th level, you can make a special melee attack with a weapon you wield as an action once during your rage, a howling attack:
Howling attack. On a hit, you can attempt to frighten creatures within 30 feet of you with a terrifying howl. Each creature of your choice that can hear you within 60 feet of you must make a Wisdom saving throw or become frightened of you for 1 minute. An affected creature can repeat this save at the end of each of their turns, ending this effect on themselves on a success. Once a creature has succeeded on this saving throw, it is immune to this effect for 24 hours.
War Dance
When you use you persistent rage feature, you also gain the following benefit until the rage ends:
You gain the benefits of rage when you make a melee attack using your Strength (as normal) or Dexterity. Also for the duration of your rage, you can immediately move up to 10 feet without provoking opportunity attacks whenever you hit a creature with a melee attack.
Rage power: War Dance
Starting at 11th level, as an action you can move up to your speed and make a melee attack against all creatures you move adjacent with this movement. This movement does not provoke opportunity attacks. Each creature you move adjacent to can only be attacked once during this movement. You can use this ability once per rage.