Base Class: Barbarian
On the northernmost edge of the furthest most Northern Mountains exists a mountain tribe renowned for producing fearsome mercenaries. Wielding greataxes and known as warriors, these men and women learn to harness their inner-beasts and translate that power to unbridled savagery on the battlefield. In former times which saw war waged ceaselessly in the realm, the warriors featured prominently on the front lines of battle. With the arrival of peacetime, however, their art has descended into the shadows of obscurity, where it remains to this day.
Raw Intuition
Starting when you choose this path at 3rd level, when you enter your rage, instead of dealing the additional Rage damage, you can choose to restore Hit Points equal to your Rage Damage Bonus.
Thrill of Battle
Starting at 3rd level, as a bonus action you can increase your Maximum Hit Points until the end of your next turn, equal to 1d12 + your Constitution Modifier.
You can only use this feature once per Short Rest.
Techniques of the Beast
Starting at 6th level, you learn how to harness the power of your inner beast. Each time you hit a creature with a melee attack, you gain 1 stack of Inner Beast stacks. You can expend 5 stacks, to execute one of the following actions, which also use the following DC = 8 + Strength Modifier or Constitution Modifier + Proficiency Bonus:
- Inner Beast. As an action, you can swing your weapon with all of your might! A creature within the range of your melee weapon, must make a Strength Saving Throw against your Beast DC. On a failed save it takes 4d12 + your Strength Modifier + your Rage Damage Bonus (if you're raging) your weapon damage and it falls prone. On a success it only takes half the damage.
- Steel Cyclone. As an action, you can swing your weapon around you with all of your might! Every creature of your choice, within 5ft. of you must make a Dexterity Saving Throw against your Beast DC. On a failed save they take 3d12 + your Strength Modifier + your Rage Modifier Bonus (if you're raging) your weapon damage. On a success they only take half the damage.
Bloodwhetting
At 10th level, you have strenghtened your intuition, might and the spirit of your inner beast to even further heights. You can now restore Hit Points equal to double your Rage Damage bonus, and each time you hit a creature with an attack, you can gain Temporary Hit Points equal to your Rage Damage Bonus.
Beast Mastery
Finally at 14th level, the mastery over your inner beast has allowed you to upgrade the techniques you have learnt at level 6. Your features get upgraded to the following features.
- Fell Cleave. As an action, you can swing your weapon with all of your might! A creature within the range of your melee weapon, must make a Strength Saving Throw against your Beast DC. On a failed save it takes 6d12 + your Strength Modifier + your Rage Damage Bonus (if you're raging) your weapon damage, it falls prone and you restore Hit Points equal to your Rage Damage Bonus + your Constitution Modifier. On a success it only takes half the damage and you only recover half the Hit Points you would have normally recovered.
- Decimate. As an action, you can swing your weapon around you with all of your might! Every creature of your choice, within 10ft. of you must make a Dexterity Saving Throw against your Beast DC. On a failed save they take 4d12 + your Strength Modifier + your Rage Modifier Bonus (if you're raging) your weapon damage and the terrain 10ft. around you gets destroyed and becomes difficult terrain. You can walk normally on this terrain you create yourself. On a success they only take half the damage.
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