Barbarian
Base Class: Barbarian

Berserker's of this path use their rage to shake the foundations of their enemies and use their wavering stance against them, as well as allowing their allies to follow suit. 

Menacing Rage

When you choose this path at level 3, your rage can now shake your enemies to their core. When activating your rage, all enemies within 30 feet of you must make a contested Wisdom saving throw against your intimidation check. An enemy who fails this save gains 1 level of demoralization ( -1 AC, -1 to all saving throws ). An enemy loses one level of demoralization at the start of their turn. When you deal damage to a creature with a melee weapon attack that has levels of demoralization that you have given them, the target takes an additional 1d6 damage of that weapon's type.

In addition, while you are raging if you land a critical hit with a melee attack against an enemy they gain one level of demoralization.

Intimidating Glare

When you choose this path at level 3, while you are raging you can use a bonus action to unsettle your enemies with only a glare. Choose a creature within 30 feet of you and make an intimidation check against their contested Wisdom saving throw. If they fail the save they gain 1 level of demoralization ( -1 AC, -1 to all saving throws ). An enemy loses one level of demoralization at the start of their turn.

Demoralizing Presence

Starting at level 6, while you are raging you gain an aura 30 feet around yourself. Any enemy that starts its turn in this aura with a level of demoralization must make a Wisdom saving throw where the DC is equal to 10 + your charisma modifier. If they fail this saving throw, they do not lower their levels of demoralization by one this turn.

Frightening Battle Cry

Starting at level 10, when you roll initiative you may let out a terrifying yell and activate your rage as a free action. When activating rage in this way at the start of combat the range of your menacing rage is extended to 60 feet and any creature that fails the save against your intimidation gain two levels of demoralization instead of one.

In addition, when you land a critical hit on a target who has levels of demoralization with a melee weapon attack, the target must make a Wisdom saving throw where the DC is equal to 10 + your charisma modifier. If they fail this saving throw they are frightened of you for 1 minute. They may repeat this save at the end of their turns, ending the effect on themselves early with a successful save.

Empowering Menace

Starting at level 14, for every level of demoralization enemies that you are aware of currently have which you have given them, you gain a +1 bonus to your AC, +1 to your chance to hit with melee weapon attacks, and +1 to your damage with melee weapon attacks against targets who have those levels of demoralization. When landing a critical hit with a melee weapon attack while raging, the target now gains two levels of demoralization instead of one.

In addition, whenever a creature within your Demoralizing Presence would lose a level of demoralization that would set them to zero levels, you can use Intimidating Glare against them as a reaction before they lose it to prevent it from being lost. 

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