Primal Instincts
Beginning at 3rd level, your further empower your primal rage through powers called primal instincts. You acquire primal instincts at 3rd, 7th, and 14th level. Every time you use your rage, you can choose the rage power of one of your primal instincts.
Further, when you use your persistent rage, you gain the rage power benefits of all your primal instincts and the persistent rage power of one of your primal instincts.
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 spell you gain with your primal instincts uses your rage potency in place of any spellcasting ability modifiers.
Angry Spirits
Your rage is empowered by mystic vengeance.
Rage Power: Angry Spirits
On the turn you enter this rage, you can have one creature within 5 feet of you make a Wisdom saving throw. 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.
Persistent Rage Power: Vengeful Spirits
When you use you persistent rage feature, the first creature you hit with a melee attack on your turn is haunted by the shrieks of distant spirits and nightmarish visions until the beginning of your next turn. These spirits deal 1d4 psychic damage to the creature for each 5 feet the target moves away from you.
Battle Roar
Your rage fuels a mighty roar.
Rage Power: Battle Roar
On the turn you enter this rage, you can let out a powerful roar that bolsters you and creatures of your choice within 60 feet of you. Before the beginning of your next turn, target creatures get a bonus to attack and damage rolls with melee weapons equal to your rage potency on their next attack.
Rage Power: Mighty Roar
When you use you persistent rage feature, you roar with bolstering might. You and all creatures of your choice that can hear you gain temporary hit points equal to your level + your rage potency.
Berserker Frenzy
When you rage you go berserk.
Rage Power: Reckless Throw
While raging, you can use an action to make an unarmed strike against a creature that is one size smaller than you or smaller within your reach. On a hit, you can forgo dealing damage with the attack and instead throw the creature up to 40 feet dealing damage to it equal to a number of d6 times your rage potency + your Strength modifier + your rage potency and it is knocked prone. If you throw the creature at another creature, make a ranged attack against that creature. On a hit, both creatures take the throwing damage and both creatures must make a Strength saving throw. On a failed saving throw, the creature is knocked prone. Hit or miss, the thrown creature lands in the closest unoccupied space adjacent to the target. When you throw a creature at another creature, treat the thrown creature as a simple weapon with the thrown (range 20/40) property.
Persistent Rage Power:
When you use you persistent rage feature and on subsequent turns when you use a bonus action to maintain your rage, you can make an attack with a melee weapon you are wielding as part of this bonus action.
Bloodthirst
Your rage is powered by a thirst for blood.
Rage Power: Bloodthirst
Once during your rage, you can immediately move up to your speed and make a melee attack with advantage against a creature within your reach when your reduce a creature to 0 hit points.
Persistent Rage Power: Bloodlust
When you use you persistent rage feature, you gain the ability to regain a number of hit points equal to your rage potency whenever an enemy creature is reduced to 0 hit points within 10 feet of you.
Chaotic Wrath
You rage is chaotic and destructive.
Rage power: Chaotic Wrath
Once during your rage, you can choose to roll on the raging chaos table twice and choose of the rolled effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. All magic effects end when you rage ends.
Persistent Rage Power: Unleash Chaos
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.
Divine Fury
Your rage is fueled by celestial judgement.
Rage Power: Divine Fury
Once during your rage, you can deal an additional 3d10 radiant damage to the target you hit with a melee attack if the attack was made with advantage.
Persistent Rage Power: Divine Wrath
When you use you persistent rage feature, your first melee attack each turn deals additional radiant damage equal to your level.
Feral Rage
As you rage, your form takes on beastial features.
Rage Power: Feral Rage
Once during your rage, you can transform and gain one of the following features until the end of your turn:
Feral Bite. Your mouth transforms into a bestial maw or great mandibles (your choice). When you attack with your feral bite, it deals 1d4 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 if you have not already made a feral bite attack on that turn (no action required by you).
Feral Claws. Each of your hands transforms into a claw, which you can use as a weapon if you are not holding anything in your hands. 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. You also add your rage potency to attack rolls with these claws.
Feral Tail. You grow a scaly or bulky tail, which you can use as a weapon that deals 1d6 bludgeoning damage on a hit and has the reach property. On a hit, the target must also succeed on a strength saving throw or be knocked prone. As a bonus action you can make a special sweep with the tail targeting a creature within your reach. The creature must succeed on a Strength saving throw or be knocked prone.
Persistent Rage Power: Bestial Transformation
When you use you persistent rage feature, you gain the benefit of one of the transformations above until the end of your rage.
Fury of the Pack
While raging you become the leader of the hunt.
Rage Power: Hunter’s Howl
Once during your rage, you can let out a feral howl. 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.
Persistent Rage Power: Fury of the Pack
When you use you persistent rage feature, allies gain advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you until the rage ends.
Giant Temper
Your rage has roots in the might of ancient titans.
Rage Power: Ground Smash
Once during your rage, you can use an action to make a special attack, 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 where you land. Structures and objects take double damage from this attack.
Rage Power: 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 1d4 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.
Intimidating Outrage
Your rage is so intimidating that it demands your enemies’ attention.
Rage Power: Intimidating Roar
When you enter your rage, you can immediately intimidate a creature within 30 feet of you. Until the beginning of your next turn, that 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 is immune to the charmed or frightened condition.
Rage Power: Intimidating Outrage
When you use you persistent rage feature, Any hostile creature within 5 feet of you have disadvantage on attack rolls unless it attacks you (or another creature with this primal instinct). A creature is immune to this effect if it can’t see or hear you, or if it is immune to the charmed or frightened condition
Mindless Rage
When you rage, you mind retreats into itself and instinct takes over.
Rage Power: Mindless Rage
Once during you rage, you can use a reaction when you take psychic damage to grant yourself have immunity to psychic damage against the triggering damage. When you use this ability, your rage immediately ends.
Rage Power: Mindless Rampage
When you use you persistent rage feature, you can’t be charmed, dazed or frightened while raging. If you are charmed, dazed or frightened when you enter your rage, the effect immediately ends.
Primordial Rage
Your rage is powered by primal might.
Rage Power: Elemental Fury
When you rage, you can add 1d6 points of acid, cold, fire, lightning, poison or thunder damage (your choice) to damage rolls of melee attacks until the end of your turn.
Persistent Rage Power: Primordial Rage
When you use you persistent rage feature, you have resistance to acid, cold, fire, lightning, poison and thunder damage until the rage ends.
Raging Storm
Your rage releases the primal storm within you.
Rage Power: Storm’s Fury
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 Strength saving throw or be pushed up to 30 feet directly away from you.
Sandstorm. The triggering creature must succeed on a Dexterity saving throw or take 1d6 + your barbarian level fire damage and start burning.
Rage Power: 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 this turn 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.
Spellbreaker Fury
Your rage channels a hatred towards magic.
Rage Power: Spellbreaker Hatred
Once during your rage when you succeed on a saving throw against a spell, you can mark the caster of the spell until the end of your next turn. If you hit the marked target with an attack, the attack is an automatic critical hit. Once you hit the target, it is no longer marked.
Persistent Rage Power: Spellbreaker Fury
When you use your persistent rage, you have advantage on saving throws against magic and spells while raging.
Stampeding Rage
While raging you embody the stampede.
Rage Power: Stampeding Charge
When you enter your rage, you can increase your walking speed by 15 feet until the end of your turn.
Persistent Rage Power: Stampeding Rage
When you use you persistent rage feature, 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 equal to your Strength modifier + your rage potency.
Gleeful Savagery
Your rage is empowered by brutal savagery.
Rage Power: Gleeful Howl
Once during your rage, you can attempt to frighten creatures within 60 feet of you with a terrifying howl when you reduce another creature to 0 hit points or score a critical hit. 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.
Persistent Rage Power: Gleeful Savagery
When you use you persistent rage feature, you can re-roll one d20 of the any attack you make with advantage against confused, dazed, fatigued, frightened, grappled, incapacitated, restrained, weakened.
War Dance
Your rage is a brutal dance of violence.
Rage Power: War Dance
While raging, you gain the benefits of rage when you make a melee attack using your Strength (as normal) or Dexterity.
Persistent Rage power: Violent Flurry
When you use you persistent rage feature, you can move 10 feet immediately after you hit another creature with a melee attack. This movement does not provoke an opportunity attack. If you attack at least two different creatures on your turn, you can make an additional attack on your turn against a third creature.