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This page is for the Barbarian action. For the Beast Master companion action see
.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 triggers the condition, removing most benefits of Rage.
Description
Deal 2 extra damage with melee and improvised weapons, and throwing.
You have 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.
You can't cast or concentrate on spells while raging.
Properties
- Cost:
- Bonus action + Rage Charge
- Details:
- Range: Self
At Higher Levels
At level 9, the bonus damage to attacks granted by Rage increases to +3.
Condition: 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 Physical damage, and Advantage on Strength Checks and Saving throws.
- Cannot cast or concentrate on Spells.
Condition: 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 made against non-hostile (but not allied) creatures count towards maintaining the effect.
- Rage cannot be used while being .
- 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). This is not true of the Wildheart Barbarian variants of Rage.
- It is not stated in the in-game tooltip, but the Rage bonus damage also applies to unarmed strikes.