Base Class: Barbarian
While most barbarians earn their ferocity from their time in the frigid wilds, far from the gentle touch of civilization, a rageblade's fury is forged on another path. Raised on the high seas, these swordsmen have been raiding merchant vessels and battling local navies ever since they could pick up a cutlass. Reared by pirates, rageblades only know two things — blood and fury. And they exact each in mighty portions through their expert swordsmanship, an invaluable skill for a bilge rat that knows no quarter.
Hack and Slash
Starting when you choose this path at 3rd level, your battle-hardened lifestyle grants you unique combat abilities while you rage.
Two-Weapon Fighting. When you engage in two-weapon fighting while raging, you can add your ability modifier to the damage of the second attack.
Vital Weak Points: When you are raging, engaging in two-weapon fighting and not wearing armor, your weapon attacks score a critical hit on a roll of 19 or 20. Starting at 6th level, your weapon attacks score a critical hit on a roll of 18-20.
Reckless Fury
Beginning at 6th level, you learn how to be even more deadly when attacking recklessly.
Power Over Pain: When you engage in two-weapon fighting and reckless attack while raging, your character is considered as meeting the level 17 requirement for your class's Brutal Critical feature. At level 17, this feature grants you the ability to roll a fourth additional weapon damage die on critical hits.
Goading Roar: After engaging in reckless attack, you may let out a mighty roar as a bonus action. Each creature of your choice within a 20-foot-radius sphere centered on you must make a Wisdom saving throw. On a failed save, the creatures have disadvantage on all attack rolls against targets other than you for 1d4 rounds. For every creature affected by Goading Roar and within 5 ft. of you, increase your AC by one.
You may use this ability a number of times equal to your Strength or Charisma bonus, whichever one his higher. You regain all uses of your Goading Roar on a long rest.
Raider's Resolve
Beginning at 10th level, you learn to shrug off most magical effects.
Veteran's Rage: 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.
Titanic Will: You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Cutthroat Confidence: Whenever you make a saving throw in which you are not proficient, gain 10 temporary hit points. Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.
Three Weapon Style
Starting at 14th level, your fighting ability is unparalleled — evolved to facilitate your own unique style of combat. You craft a special helmet known as the Hangman's Anchor. Wearable only by you, the Great Helm resembles the silhouette of an executioner's hood — featuring a dozen thumb-sized holes across the face in place of eye slits and protruding steel studs across the cranium. While wearing the Hangman's Anchor, you may make a special extra attack when engaging in two-weapon fighting while raging.
The Hangman's Anchor is a martial weapon for which you are proficient. It has a range of 5 ft and deals 1d12 bludgeoning damage. When you successfully hit a target with the Hangman's Anchor, the target must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma or Strength modifier) or be stunned for 1d4 rounds. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.