Barbarian
Base Class: Barbarian

A deathless killing machine on the battlefield.

Frenzy

Starting when you choose this path at 3rd level, you go into a frenzy rather than a rage. For the duration of your frenzy you can make a single extra melee weapon attack on each of your turns whenever you take the attack action. If you already have Extra Attack from another class feature this attack is in addition to the extra attack granted by that class feature. You may move between attacks. When your frenzy ends, you suffer one level of exhaustion. 

In battle, you fight with primal ferocity. On Your Turn, you can enter a Frenzy as a Bonus Action.

While frenzying, you gain the following benefits and disadvantages if you aren't wearing armor:

• You have advantage on Strength Checks and Strength Saving Throws.

• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

• You have Resistance to bludgeoning, piercing, and slashing damage.

•  If you are able to cast Spells, you can't cast them or concentrate on them while raging.

•  You may not use any skills other than Intimidation and Athletics.

•  If you have the option, you use the Reckless Attack ability each round.

Your frenzy lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a creature since your last turn or taken damage since then.  If there are no more hostile creatures and you are still in frenzy you attack the closest creature to you as if they are an enemy. You may make a Wisdom saving throw on each of your turns to end the Frenzy. The DC is equal to the damage you have taken that round. 

Intimidating Rage

Beginning at 6th level, you can use your bonus action to frighten someone while in a frenzy. 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 Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your bonus action to extend the duration of this effect on the creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight of you, more than 60 feet away from you, or your frenzy ends. Creatures at half HP or less have disadvantage on the saving throw.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Deathless Frenzy

Starting at 11th level while in a Frenzy you become nearly impossible to kill. If you are in a Frenzy and you are reduced to 0 HP you may immediately spend a Hit Die and recover HP equal to 1d12 + Constitution Modifier. You may use this ability as long as you still have Hit Dice to spend. This ability does not prevent death from massive damage or from spell effects such as disintegrate. At the end of your Frenzy you gain one additional level of exhaustion for each Hit Dice spent this way.

Cleaving Frenzy

Starting at 14th level, when you reduce a creature to 0 hp with a melee strength attack you may choose to deal damage to an adjacent creature equal to your Strength modifier + your Frenzy bonus damage. 

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