Base Class: Barbarian
You crave the intense thrills of the world, may it be the thrill of combat, death-defying feats, or ballistic speed. The pursuit of these thrills has empowered your barbarian abilities, enhancing your bodily capabilities far beyond that of the ordinary, making you a blistering menace on the battlefield.
Adrenaline Rush
Starting when you choose this path at 3rd level, you can enter an adrenaline high when you rage. If you do so, for the duration of your rage your movement increases by 10 feet and opportunity attacks made against you have disadvantage. At the end of your turn, if you have not moved at least half your movement since the start of your turn, your rage ends.
Additionally, while in an adrenaline rush you can make up to two melee weapon attacks as a bonus action. You can only do so if you've used all of your movement that turn (ex. Moving 40 feet if you have a walking speed of 40 feet). Using half your movement to get up from being prone does not count towards this.
When your adrenaline rush ends, you are incapacitated until the end of your next turn due to a state of lethargy.
When you reach 6th level in this class, your movement speed bonus is increased by an extra 10 feet. This bonus is improved in the same way at both 10th and 14th level in this class.
Agile Fortitude
Beginning at 6th level, the adrenaline in your veins causes you to become more agile and durable. While raging, you gain temporary hit points equal to twice your barbarian level, and your AC increases by 1.
Additionally, If you make are required to make Strength or Dexterity saving throw, you can use your reaction to give yourself a bonus to the roll. You can only take this action if you had leftover movement at the end of your last turn. The bonus you add to the roll is equal to the amount of feet of movement you had leftover at the end of you last turn divided by 5. (ex. If you had 25 feet of movement remaining at the end of your last turn, you gain a +5 bonus to the saving throw)
Your movement speed bonus is increased by an extra 10 feet. This bonus is improved again both at 10th and 14th level in this class.
High Velocity Impact
Beginning at 10th level, your weapons strike with incredible velocity due to your immense speed. While in an adrenaline rush, if you have used all of your movement during your turn, your attacks deal an extra 1d6 damage of the weapon's type until the end of your turn.
Additionally, if you use at least half of your movement to move towards a creature during your turn then attack them, you can use the force of your movement to empower the attack. You may use this feature to add an extra 2d6 of the weapon's type to the damage of the attack, and the creature must make a Strength saving throw. The DC of this saving throw is equal to 8 + your Strength modifier + your proficiency bonus. On a failed save, you may knock the creature back up to 15 feet away from you, and they fall prone. This feature may be used a number of times equal to your proficiency bonus.
All uses of this feature are recovered after a long rest.
Your movement speed bonus is increased by an extra 10 feet. This bonus is improved again 14th level in this class.
Ballistic Energy
Starting at 14th level, While in an adrenaline rush, you may make a single melee weapon attack whenever you take the dash action during your turn. Also you can give the bonus from your Agile Fortitude feature to an ally you can see within 10 feet of you.
Additionally, whenever you a creature with an attack, you may use your reaction to force them to make a Constitution saving throw. On a failed save, the creature is pushed back 5 feet and knocked prone until the end of their next turn. You can only use this feature if you've used at least half your movement this turn.
Your movement speed increases by an extra 10 feet.
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