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. In the jaws of death, this rage explodes with white-hot fury that amplifies your agility and power.
Blood Surge
Starting when you choose this path at 3rd-level, you are able to push your body beyond its limits just to stay in the fight. When you are reduced to 0 hit points and not killed outright, you can instead retain a number of hit points equal to 1d12 + your Barbarian level at the cost of suffering a level of exhaustion.
Fight-or-Flight
At 3rd level, you gain a fight-or-flight threshold equal to 3 times your barbarian level while you are raging. While your current hit points fall below this threshold, you can either make a single melee weapon attack or Dash as a bonus action on each of your turns.
Reflexive Rage
Beginning at 6th level, the damage you take fuels your rage. You can enter your rage as a reaction after taking damage. When you take damage while raging, you can use a reaction to increase your fight-or-flight threshold by an amount equal to the damage you take. This increase lasts until the end of your next turn.
Menacing Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you for 1 minute, making additional saving throws at the end of each of its turns. If you have hit the target with an attack within one round of it making this saving throw, it rolls the saving throw with disadvantage. This effect ends if an affected creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Death’s Edge
Beginning at 14th level, your ferocity becomes unmatched when fighting on the brink of death. If you would drop to 0 hit points while you're raging and not die outright, you add 5ft to your movement speed and a +1 bonus to your attack and damage rolls made while raging as long as you begin your next turn with at least 1 hit point. This increase can stack up to 3 times and goes away whenever you end a turn not raging. Additionally, whenever you receive healing, you can choose to turn that healing into temporary hit points instead. These temporary hit points disappear at the end of your rage.
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