 | Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. |
 | Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. |
 | Heroic Durability | Increases your maximum hit points by 20. |
 | Draconic Vitality | Increases your maximum hit points by 10. |
 | Adamantine Body | Adamantine body counts as heavy armor, grants a +8 armor bonus and damage reduction 2/adamantine, but also provides a 35% arcane spell failure chance, -5 armor check penalty to certain skills, and a +1 maximum Dex bonus. |
 | Improved Damage Reduction | You gain damage reduction 1/adamantine, or improve your existing damage reduction by 1/adamantine. |
 | Light Fortification | Warforged have a 25% immunity to critical hits and sneak attacks. |
 | Toughness | Increases your hit points by +3 at first level, and 1 additional hit point for each additional level. |
 | Sunder | Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod) |
 | Rage | Activate this barbarian ability to enter a bloodthirsty frenzy, granting you a +4 bonus to Strength and Constitution, a +2 Morale bonus to Will saves, and a -2 penalty to AC. When the rage ends, however, you will lose the hit points granted to you by increased Constitution and become fatigued. Your rage will last for 30 seconds plus an additional amount of time based on your Constitution. You can prematurely end your rage by using the Dismiss Rage feat. |
 | Dismiss Rage | Activate this barbarian ability to prematurely end your rage. |
 | Fast Movement | A barbarian can run 10% faster than normal. |
 | Damage Reduction | A barbarian can resist physical damage, shrugging off a 1 point of damage from each physical attack. This increases by 1 point at 5th level and every three barbarian levels thereafter. |
 | Greater Rage | A barbarian's rage grows stronger after reaching 11th level, granting a +6 bonus to Strength and Constitution and a +3 morale bonus to Will saves. The penalty to AC remains at -2. |
 | Indomitable Will | While in a rage, the barbarian receives a +4 bonus to Will saves against enchantment spells. This bonus stacks with all modifiers. |
 | Trap Sense | Barbarians receive a +1 bonus to saves against traps. This bonus increases by +1 every three barbarian levels thereafter. |
 | Improved Uncanny Dodge | Activate this barbarian ability to gain a temporary +6 Dodge bonus to your AC and a +6 bonus to your Reflex saves. In addition, monsters attacking you from behind don't receive a flanking bonus. |
 | Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. |
 | Improved Critical: Slashing Weapons | Doubles the base critical hit threat range of any slashing weapon you use. This feat does not stack with item effects that double threat range like keen and impact. |
 | Improved Critical: Greataxe | Critical hit chance is doubled when using a greataxe. |
 | Improved Critical: Scimitar | Critical hit chance is doubled when using a scimitar. |
 | Improved Critical: Bastard Sword | Critical hit chance is doubled when using a bastard sword. |
 | Improved Critical: Greatsword | Critical hit chance is doubled when using a greatsword. |
 | Improved Critical: Longsword | Critical hit chance is doubled when using a longsword. |
 | Improved Critical: Battleaxe | Critical hit chance is doubled when using a battleaxe. |
 | Improved Critical: Dwarven Waraxe | Critical hit chance is doubled when using a dwarven waraxe. |
 | Improved Critical: Kama | Critical hit chance is doubled when using a kama. |
 | Improved Critical: Khopesh | Critical hit chance is doubled when using a khopesh. |
 | Improved Critical: Falchion | Critical hit chance is doubled when using a falchion. |
 | Improved Critical: Kukri | Critical hit chance is doubled when using a kukri. |
 | Improved Critical: Sickle | Critical hit chance is doubled when using a sickle. |
 | Improved Critical: Handaxe | Critical hit chance is doubled when using a handaxe. |
 | Simple Weapon Proficiency | You do not suffer an attack penalty for simple weapons. |
 | Proficiency: Dagger | You do not suffer a -4 penalty on attack rolls when using a dagger. |
 | Proficiency: Dart | You do not suffer a -4 penalty on attack rolls when using a dart. |
 | Martial Weapon Proficiency | You do not suffer an attack penalty for martial weapons. |
 | Proficiency: Short Sword | You do not suffer a -4 penalty on attack rolls when using a short sword. |
 | Proficiency: Longsword | You do not suffer a -4 penalty on attack rolls when using a longsword. |
 | Proficiency: Greatsword | You do not suffer a -4 penalty on attack rolls when using a greatsword. |
 | Proficiency: Throwing Hammer | You do not suffer a -4 penalty on attack rolls when using a throwing hammer. |
 | Warforged Immunities | Warforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease, and paralysis effects except those which physically hold them in place. |
 | Hireling Trap Reflexes | Grants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way. |