Barbarian
Base Class: Barbarian

For some barbarians, rage is a means to an end— that end being violence. The Path of the True 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.

Frenzy

Starting when you choose this path at the 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make an extra attack action on each of your turns. Rage damage is also increased from a +2 to a +4.

Berserkergang

Starting when you choose this path at the 3rd level, once in a frenzy, a creature uses a bonus action to activate Besekergang. When in Beserkergang a creature can make an extra attack action on their turn (a total of 3 attack actions since it stacks off Frenzy). The creaturs Rage bonus has changed from a +4 to a +6. However, the creature going berserk can no longer distinguish friend from foe, As a result, the berserk creature must roll a Wisdom save (DC 12). On a pass, the creature plays its turn like normal. On failing the creature attack the closest creature indiscriminately. 

Besekgang last for an hour. If a creature wishes to end the trance early it must make a Wisdom save (DC 12). On the pass, The creature returns to normal. On Fail, the creature stays beserk.

After creature leaves their berserk state they must pass a Constitution save (DC 12) or suffer one level of exhaustion.  

Mindless Rage

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 removed.

Intimidating Presence

Beginning at the 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of the line of sight or more than 60 feet away from you.

If the creature succeeds in its saving throw, you can’t use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th 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.

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