Base Class: Barbarian
When you choose this path at 3rd level, you begin the journey to becoming a living weapon of destruction. By spending Ferocity die, you are able to combine elements of gracefulness and brutality to strike down the toughest opponents.
Tactical Ferocity
Starting when you choose this path at 3rd level, you learn how to conquer any battlefield by using Ferocity die to power your Battle Tactics, tipping the scales of war in your favor.
Battle Tactics. You learn three battle tactics of your choice, which are detailed under "Battle Tactics" below. Many battle tactics can enhance your own abilities, penalize your opponent's abilities, or provide some other effect. Most battle tactics do not require you to be Raging, but there are some exceptions. You can only use one battle tactic per action. You learn two additional battle tactics of your choice at 7th, 10th and 15th level. Each time you learn new battle tactics, you can also replace one battle tactic you know with a different one.
Ferocity Die. You have four Ferocity die, which are d6s, that you can use to power your battle tactics. A Ferocity die is spent when you use it, and you regain all expended die when you finish a short or long rest.
Your Ferocity dice turn into d8s at 9th level, and d10s at 15th level. You also get one additional Ferocity die at the 6th, 12th, and 18th levels.
Saving Throws. Some of your battle tactics may require your target to make a saving throw to resist the battle tactics effects. The saving throw DC is calculated as follows:
Battle Tactics save DC = 8 + your proficiency bonus + your Strength modifier.
Allied Assault
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one ferocity die. That creature can immediately use its reaction to make one weapon attack, adding the ferocity die to the attack’s damage roll.
Clip the Wings
When you attack a creature with a flying speed, you can spend a ferocity die to ground them. If you hit, add the ferocity die to the damage roll, and the creature can no longer benefit from it's flying speed unless a healing spell is cast on it.
If the creature was flying when you hit it with this attack, it falls to the ground prone
Close the Gap
When you make a melee attack on your turn, you can spend a Ferocity die to increase your range for the attack by 5 feet. If you hit, add the bonus to the damage roll.
Crippling Strike
When you hit a creature with an attack, you can spend a ferocity die to cripple that creature. The target must make a Strength saving throw. If they fail, their speed is reduce by 10 feet until the start of your next turn.
If the creature succeeds the saving throw, and it wasn't critical, the die isn't spent.
Disarming Assault
When you hit a creature with a weapon attack, you can expend one ferocity die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the ferocity die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Discombobulate
When you hit with a weapon attack, you can spend a Ferocity die to disorient the target, adding the die to the damage roll. The target then has disadvantage on their next attack.
Fear Monger
When you hit a creature with a weapon attack, you can expend one ferocity die to attempt to frighten the target. You add the ferocity die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Fend
When another creature damages you with a melee attack, you can use your reaction and expend one ferocity die to reduce the damage by the number you roll on your ferocity die + your Dexterity modifier.
Field Medic
You can target yourself, or an ally who is in melee range with missing hit points. By spending a bonus action, you can spend a Ferocity die. The target then regains hit points equal to the number rolled + you barbarian level. You can not use this tactic while your rage is active, unless it is on yourself.
Grappling Assault
Immediately after you hit a creature with a melee attack on your turn, you can expend one ferocity die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the ferocity die to your Strength (Athletics) check.
Hail Mary
When you have disadvantage on any d20 roll, you can spend a ferocity die and add it to the roll. If you still fail the roll, the die is not spent unless it is critical.
Intercept
When an ally within 5 feet of you is subjected to an attack, you can use your reaction to force the attacker to target you instead. Roll the ferocity die and reduce the damage by the number rolled + your Proficiency Bonus.
Longshot
When you make a ranged attack on a target that is outside your range, you can spend a superiority die to double the range of your attack. If you hit, add the ferocity die to the damage roll.
Mind Games
When a creature you can see makes a saving throw, you can use your reaction and spend a Ferocity die to reduce their score by the number rolled, potentially causing them fail.
Propulsive Strike
When you hit a creature with a weapon attack, you can expend one ferocity die to attempt to drive the target back. You add the ferocity die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Soldier's Charm
When you make any Charisma skill check, you can spend a Ferocity dice and add it to the roll.
Taunt
When you attack a creature, you can spend a ferocity die to goad the creature into attacking you. If you hit, add the ferocity die to the damage roll, and the target must make a Wisdom save. Upon failure, they have disadvantage on attack rolls against creatures other than you until the start of your next turn.
Topple
When you hit a creature with a weapon attack, you can expend one ferocity die to attempt to knock the target down. You add the ferocity die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Walk it Off
While raging, when you're hit with a damage type that you're not resistant to, you can spend your reaction to roll a ferocity die and reduce the damage by the number rolled.
Weaken Defenses
When you score a critical hit on a creature, you can spend a Ferocity die and decrease that creature's AC by the number rolled until the start of your next turn.
Bonus Proficiencies
When you choose this subclass at the 3rd level, you gain proficiency in Heavy armor, improvised weapons, and land and water vehicles.
Unbreakable
At the 6th level, choose two damage types. You gain resistance to these damage types while raging. You gain resistance to two more damage types of your choice at the 10th and 15th levels.
You can replace these choices with different ones at each level up.
Acid
You gain resistance to Acid damage while raging.
Cold
You gain resistance to Cold damage while raging.
Fire
You gain resistance to Fire damage while raging.
Force
You gain resistance to Fire damage while raging.
Lighting
You gain resistance to Lightning damage while raging.
Necrotic
You gain resistance to Necrotic damage while raging.
Poison
You gain resistance to Poison damage while raging.
Psychic
You gain resistance to Psychic damage while raging.
Radiant
You gain resistance to Radiant damage while raging.
Thunder
You gain resistance to Thunder damage while raging.
Bloodthirst
Starting at the 10th level, when you reduce a creature to zero hit points while Enraged, you gain 3 additional turns of rage. You can then take an additional action on this turn. These bonuses can not be applied more than once per turn.
Also at 10th level, you gain advantage on attack rolls when surrounded by two or more enemies.
Unbridled Carnage
At the 14th level, when you roll for initiative, and you have no Ferocity dice remaining, you regain one die.
Additionally, you can add your proficiency bonus to the damage on critical hits.
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