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Rage
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This article is about the base barbarian action. For the identically named version used by Beastmaster boars, see Rage (Boar). For other uses, see Rage (disambiguation).

Rage is a Barbarian bonus action and class feature. Enter a Rage to gain resistance against physical damage, deal extra melee and thrown damage, and Advantage on Strength checks and Saving throws. Wearing heavy armour imposes the Rage Impeded condition, removing most benefits of Rage.
Description
Deal 2 extra damage with melee and improvised weapons, and throwing.
Gain Resistance to physical damage, and Advantage on Strength Checks and Saving Throws.
Available only in combat.
Rage ends early if you don't attack an enemy or take damage each turn.[See: Bugs]
You can't cast or concentrate on spells while raging.
Properties
- Cost
- Bonus Action + Rage Charge
- Details
- Range: Self
- Duration: 10 turns
At higher levels
At level 9, the bonus damage to attacks granted by Rage increases to +3.Technical details
UID
Shout_Rage
Grants:
Condition: Rage
Rage
Duration: 10 turns
- Deals an additional 2 (increased to 3 at level 9) damage with melee and improvised weapons, unarmed strikes, and while throwing objects.
- Has resistance to damage, and Advantage on Strength Checks and Saving throws.
- Cannot cast or concentrate on Spells.
Condition: Rage Impeded
Rage Impeded
Duration: Permanent
- Weighed down by Heavy Armour. Until the armour is removed, Raging won't grant extra damage, resistance to physical damage, or Advantage on Strength Checks and Saving throws.
How to learn
Classes:
- Class level 1: Barbarian
Notes
- "Attacks" to maintain Rage can be any ability targetting a non-allied creature and are not limited to standard weapon attacks. Abilities like Shove or illithid powers like Black Hole also count towards maintaining Rage.
- Rage cannot be used while being Calmed.
- In a departure from D&D 5e rules, Rage bonus damage can apply to melee weapons not using Strength (e.g. finesse weapons using Dexterity).
- Although not stated in the in-game tooltip, Rage bonus damage also applies to unarmed strikes.
- Entering a rage automatically ends concentrations from all sources but concentrations from non-spell sources can be started during rage e.g. Blessing of the Trickster and Mantle of Majesty: Command.
Bugs
- Taking damage will not maintain Rage if the barbarian has another passive feature which also triggers on taking damage (more precisely, any passive with an
OnDamagedStatsFunctorContext). Examples include:- Uncanny Dodge
- Grievous Retribution from the Bloodguzzler Garb and Cloth Armour
- Caustic Reprisal from the Fleshmelter Cloak
- Countershock from The Jolty Vest
- Force Conduit (even with insufficient charges to trigger an explosion)
- If the Rage animation plays while the player does not have control in turn-based mode (for example, by ending the turn with no other characters in the active turn order), no Rage charges will be consumed. This applies to all other variants of Rage.