Base Class: Barbarian
Unlike most Barbarians, your path requires the use of chemical enhancement to activate your rage. As they surge through your body, you gain an enhanced level of healing and physical prowess. You gain the Ability when you choose this subclass to use the Feat: Surprising Speed. After you fall out of rage you take a point of exhaustion.
Rapid Healing
Starting when you choose this path at 3rd level, your chemicals begin to harmonize with your body, creating a faster rebuilding immune system and heals wounds at an accelerated rate. During a short rest you can roll an additional d10 for every hit die you expend. The character develops a dependency on the chemicals within their body not in an addictive way, but in the way where they will die without it.
Surprising Speed
As your chemicals make their way through your body, your movement speed is doubled on your first round after raging. Any creature you run towards must make a Charisma Saving throw (DC 8 + proficiency Bonus + Dex Mod). On a failed save, the target is surprised: If you are surprised, you cannot move or take an action on your first turn of the combat, and you cannot take a reaction until that turn ends. A member of a group can be surprised even if the other members are not. Any creature who succeeds on their save cannot be affected by this affect for the remainder of combat. Additionally, you can use your bonus action in place of the "dash" action to gain t he same affect. When your rage ends, you suffer one level of exhaustion.
Enhanced Maneuvers
Beginning at 6th level, your nimble mind allows you to better place your attacks for maximum devastation. When you make a weapon attack with a weapon you are proficient with, you can add your Intelligence modifier to your damage roll (minimum 0)
Retaliation
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.
Chemical Frenzy
As chemicals surge through your body, you make attacks at a blinding speed, allowing you to add more blows in battle. This allows you to take the "attack" action as a bonus action.
Fatal Blow
Starting at 14th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
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