dnd 5e – Can a raging barbarian carry live rabbits to kill them, in order to keep his rage going?

No, that’s not how rage works.

Murdering random rabbits does not fuel rage. A barbarian’s rage works as follows:

It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.

First of all, if you’re carrying rabbits around and treating them nicely, then the rabbit presumably is not hostile. It may become hostile if the barbarian suddenly attacks it, but by then it will be dead.

Second, this will require the serial killing of many, many rabbits. Eventually you will run out.

By comparison, it would be more efficient for the barbarian to maintain the rage by damaging themselves. This would fulfill the “or taken damage since then” clause. On rounds where they can’t attack an enemy, they smack themselves with an unarmed attack, or use the hilt of their weapon as an improvised weapon. They have resistance to physical damage during a rage, so this probably won’t hurt them very much.

Recommendation: Make attack rolls anyway.

In general, the barbarian should be attacking every round in a rage. If you really need to keep the rage going, then make attack rolls. They don’t have to hit.

For example, the barbarian could carry some spare throwing weapons or some ranged weapon. That way, if your enemies are out of your movement and melee range, then the barbarian can make a thrown or ranged attack each round while moving toward the enemies. Even if these attacks miss the enemy, they will keep the rage going until the barbarian has closed in.

dnd 5e – How do I kill a 20th level raging Zealot Barbarian?

Brute force won’t work, but any other effect will work, provided it is hit point-dependent

At first blush, the 20th level Zealot Barbarian seems unkillable, and this is true if you play the Barbarian’s game by engaging them in direct melee combat. Indeed, by RAW the Barbarian could massacre an entire army of mundane soldiers and continuously maintain their rage until they were able to find any sort of healing to recover the minimum 1 hit point necessary for them to keep on trucking.

However, 5e has a handful magical effects that can be used to reliably handle this situation, though.

  • Sleep: It’s only a 1st level spell, but if you can reduce the
    Zealot’s hit points enough (or upcast the spell high enough), you can
    forcibly end the rage by knocking them unconscious. If you do this
    when the Zealot is at 0 hit points and has failed 3 death saves, they
    will die on the spot.
  • Power word kill: If you can get the Zealot below 100 hit
    points, you have the option to drop them outright with this.

This is a fairly short list that curiously hits both ends of the spellcasting spectrum, but either will stop the Zealot on the spot.

There are a few other options accessed by turning into a creature with true polymorph or some other method to access them. These all require you to reduce the Zealot to 0 hit points, be aware that it can be difficult to do this because the Zealot can make several saves due to Relentless Rage to instead be reduced to just 1 hit point:

  • Shadow Dragon’s Shadow Breath (MM, p. 85) will instantly kill a
    creature reduced to 0 hit points by this attack.
  • Mind Flayer’s Extract Brain (MM, p. 222) will instantly kill a
    creature reduced to 0 hit points by this attack.
  • Phase Spider’s bite attack will paralyze a creature for 1 hour
    if the poison reduces them to 0 hit points, which means that the rage
    will lapse after 1 minute and the Zealot will die.
  • Swarm of Centipedes’ bite attack (MM, p. 338) will paralyze a
    creature for 1 hour if the poison reduces them to 0 hit points, which
    means that the rage will lapse after 1 minute and the Zealot will

These methods are most viable after you’ve reduced the Zealot to 0 hit points since you won’t trigger their Relentless Rage, which the Zealot can probably reliably make 2-3 times before it starts getting tricky. I’ve avoided effects that rely on trying to reduce the Zealot’s maximum hit points to 0. While they technically would work, you would find yourself spending an absurd number of rounds trying to reduce a feasible 275 maximum hit points.

One last method that would reliably work is:

  • Forcecage: Trapping the Zealot in creates a situation whereby
    you can plink down the Barbarian’s hit points and implement any of
    the other strategies.

pathfinder 1e – Does the Flumefire Rage feat allow you to cast blasting spells while raging?

Flumefire Rage is the feat that adds +1 damage for every die you roll when casting a fire damage spell, at the risk of becoming Fatigued.

If you are raging, the risk of getting Fatigued lessens, and the damage bonus increases; on the other hand, usually, you need things like Furious Spell if you want to cast under such circumstances.

What intrigues me, though, is the following passage in the Flumfire Rage description:

This feat does not otherwise grant you the ability to cast spells while raging.

Does it mean that while this feat doesn’t help you cast any non-blasting spells when rating, you don’t need Furious Spell when casting a Fireball?

route finder – Does a Skald & # 39; s Raging song prevent the casting of spells?

This is the description of the class characteristic of Skald's rabid song (Su):

If a furious song affects the allies, when the skald begins a furious song and at the beginning of the turn of each ally in which they can hear the furious song, the allies of the skald must decide whether to accept or reject their effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the effects of the rabid song last that ally's turn or until the song ends, whichever comes first.


While under the effects of inspired anger, allies other than skald can not use any ability based on Charisma, Dexterity or Intelligence (except Acrobatics, Flying, Intimidating and Riding) or any skill that requires patience or concentration.

Do you avoid casting spells?

The d20pfsrd entry has a link in the word "concentration" that goes to the Concentration Rules for spellcasters. But if you read it on paper, you could argue that "a skill that requires concentration" is equivalent to casting spells or if you would need a Concentration Verification to cast a spell while under the influence of a furious Song.