Your feral nature and need for survival kicks in, turning you into a raving beast out for blood. Once per short rest, as a Bonus Action, you have the ability to enter a Feral Rage.
When in a Feral Rage, you gain advantage to all melee attacks as well as resistance to bludgeoning, piercing, and slashing attacks.
You gain advantage to Athletics, Acrobatics, or Strength skill checks.
When attacking, your Feral Rage additionally grants you another [roll]1d6[/roll] (d6) in damage on top of your normal rage bonus.
However, if there are no more enemies to fight, you must make a DC 15 Intelligence saving throw to contain yourself. If you fail, you are forced to attack any creature that you can see, hear, or smell, including your allies. At the end of your turn, you can try to save again, but you must attack until a) your rage ends, b) you make the save, or c) you are knocked into unconsciousness.
You gain this ability once at 3rd level, then gain another Feral Rage at 6th, 9th, 12th, and 15th level, before it jumps to a total of 9 Feral Rages per Short Rest at 18th level
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