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 at 3rd level, you can enter a Frenzy when you enter a Rage. As part of the same bonus action you use to begin raging, you can choose to enter your Frenzy. You may also choose to enter a Frenzy as a bonus action while raging if you did not choose Frenzy when you entered your Rage. On any turn that you are currently in a Frenzy, you may make a weapon attack with your bonus action.
Additionally, when you succeed an intimidation check or roll initiative you regain 1 use of rage.
and as a general rule, you regain 1 use of rage on a short rest, and all on a long rest.
Bloodthirst
when you slay your foes, a sick and twisted pleasure writhes within you. when you kill an opponent you gain temporary hit points equal to the damage dealt with the attack that killed them. if you already have temporary hit points you instead heal an amount equal to your barbarian level from this. You cannot gain more temporary hit points in this way until all have been depleted.
Additionally, if you kill an opponent with a critical hit, you may make an additional weapon attack as part of your attack action. This can only happen once per turn.
Imposing Presence
as a true barbarian, your very presence will at least make people uncomfortable to deal with you, giving you more leeway in conversations as well as increasing the power of your presence on the battlefield.
you gain 3 bonuses from this feature
- you gain advantage to intimidation rolls, and a +3 to persuasion and deception rolls.
- you gain a bonus to your initiative rolls based on your proficiency bonus
- you gain a +1 to armor class, as enemies are so terrified of you that their attacks are almost half assed
Mindless Rage
Beginning at 6th level, you can’t be charmed, or frightened, and you gain resistance to psychic damage while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
War Terror
Beginning at 10th level, your devastating blows terrorize your enemies. When you land a critical hit with a melee weapon attack against an enemy while you are in a Frenzied Rage, the target of that attack becomes Frightened of you. At the end of the creature’s turns, if the creature can see or hear you, it can make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a successful save, the creature ends the Frightened effect from Intimidating Presence. The Frightened effect also ends if the creature ends its turn out of the line of sight or more than 90 feet away from you.
If a critical hit would cause a creature to be frightened by your Intimidating Presence, but that critical hit kills the target, you may choose a creature you can see within thirty feet of you to be affected by your Intimidating Presence.
When you succeed on an Intimidation skill check, you may choose one creature you’ve successfully intimidated and expend one use of Rage to Frighten that creature with your Intimidating Presence.
Retaliation
Starting at 14th level, when you take damage from a creature that is within your melee weapon's range, you can use your reaction to make a melee weapon attack against that creature.
this attack has advantage and you add your proficiency modifier and constitution modifier to the damage dealt, as well as roll an additional damage die of the weapon's type. If you slay an enemy using this attack, you regain a rage charge.
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