Base Class: Barbarian
A body ravaged by cuts, a scream of ecstasy in the middle of combat, blood pooling in a room. These are the signs left behind by a Barbarian following the Path of Frenzy. Where most barbarians overpower their enemies with the sheer strength in their blows, Path of Frenzy barbarians are able to overwhelm with the sheer number of attacks. Many have made the mistake of underestimating a screaming gnome running at them holding two daggers, but it is not a mistake made twice. Infused with an anger that attacks rapidly, Path of the Frenzy makes dangerous the lightest of weapons.
Frenzied Strikes
Your rage takes over, becoming something like madness as you attack your enemies. As long as you are only wielding melee weapons that are classified as light (daggers, clubs, light hammers, handaxes, shortswords or scimitars), or are using unarmed strikes, you may activate this feature. For every attack that you make with advantage, you may forgo the advantage and make an extra attack instead. Additionally, if you are wielding a light weapon that also has the thrown quality, you may throw this weapon, determining its success, damage and features as if it was a melee attack (make the attack with str, extra rage damage, reckless attack etc).
Overwhelming Hysteria
While raging, if you damage the same creature with three or more of your attacks on your turn they must pass a wisdom saving throw (DC=8+str mod+proficiency bonus). On a fail they are frightened of you, unable to move any closer to you and have disadvantage on any ability checks or attack roles they make while they can see you. An affected creature may reattempt this save at the end of their next turn only if you haven’t damaged them since their last turn.
Crazed Strikes
The more you slash, stab and beat an enemy, the easier it is to find where it hurts. Every attack that you successfully make on the same target in a round lowers the number you need to roll on a d20 to critically hit them. For example, if you’ve successfully hit the same target on your turn 3 times already, on the fourth hit you only have to roll a 17 on the d20 to critically hit them. This resets to 20 if you make an attack roll on another target or when the turn order returns to initiative 20.
Rapid Mania
If you successfully make a ranged attack with one of your light, thrown melee weapons, you may appear in an unoccupied space within 5ft of the target that you just hit, holding the weapon you just threw as if you stabbed the creature. This does not use your movement speed or provoke opportunity attacks and can only be used once a turn.
When you reach level 18 in barbarian you may do this twice a turn.
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