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.
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage, you gain a +1 bonus to AC, immunity to charmed and frightened condition, and gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. During frenzy, you can use your Strength or Constitution Saving Throw against any effect that required a saving throw. When your rage ends, you need to roll a Constitution Saving Throw of DC 10 + frenzy rounds or take a 4d4 damage. Hit points lost to this damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Instinct Rage
Beginning at 6th level, your extremely developed rage granted you keen scent ability that allows you to have blindsight to a range of 10 feet when raging. Within that range, you are aware of hidden or invisible creatures, even if you’re blinded, deafened or in darkness.
When you reached level 12, you can hit an invisible creature normally in melee provided you pinpoint its location.
Raging Presence
Beginning at 10th level, you can use your bonus action to frighten a number of creatures with your menacing presence during a frenzy. When you do so, choose a number of creatures 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 attack action to extend the duration of this effect until the end of your next turn on a single frightened creature that you hit and damage. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Raging Reflexes
Starting at 14th level, a berserker's initiative roll is automatically a natural 20.
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