Base Class: Barbarian
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Battle Frenzy
Starting when you choose this path at 3rd level, you can enter a Battle Frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one.
Also, While in your Battle Frenzy, if you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or you become Frenzied and must move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.
If you are under any mind controlling or confusing effect (like the confusion spell) you automatically fail the saving throw to resist becoming Frenzied.
Savage Soul
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Frenzied Retaliation & Regeneration
Starting at 10th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. In addition, your Battle Frenzy gains the Frenzied Regeneration feature.
Frenzied Regeneration. While under the effects of your Battle Frenzy, at the start of each of your turns before you roll for the Frenzied condition, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left.
Absolute Anger, Manifest
Beginning at 14th level, as an action, you can unleash a rage-fueled, blood-curdling, shout. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, their speed is also reduced to 0 while frightened in this way, as they freeze up and tremble in fear. A creature that succeeds on this saving throw is immune to this action for the next 24 hours.
You can choose any number of creatures you can see to be unaffected by the shout.
In addition, you now have advantage on your wisdom saving throw to resist becoming Frenzied while under the effects of your Blood Frenzy.
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