Barbarian
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. Revisions by DapperSnapper Gaming. This is unoffical Fan Content permitted under Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage when you take the Attack action on your turn to make a weapon attack, you may make one additional attack with the same weapon or same type of weapon. You may only use this feature once per turn. When your rage ends, you suffer one level of exhaustion.

Superior Athlete

You gain proficiency in Athletics. If you already have proficiency, you may choose to gain proficiency in one of the following skills in which you aren't already proficient: Acrobatics, Sleight of Hand or Stealth. Furthermore, you ignore the effects of exhaustion while raging.

Sound Sleep

Your body has become accustomed to the toll that battle takes. Immediately following a long rest, you may spend a number of hit die less than or equal to your Constitution Modifier and recover from that many levels of exhaustion in addition to the one recovered normally by taking a long rest.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is ended.

Intimidating Presence

Beginning at 10th level, you can use your bonus action to frighten enemies with your menacing presence. When you do so, choose a number of creatures equal to your proficiency bonus that you can see within 30 feet of you. If the creatures can see or hear you, they must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength 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 frightened creatures until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

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

Retaliation

Starting at 14th level, when you take damage from a creature that is within your reach, you can use your reaction to make a melee weapon attack against that creature.

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