Does your character like violence? If so then this feat is perfect for them!
After landing 5 consecutive melee attacks that successfully draw blood you start gaining frenzy points for every consecutive melee attack that draws blood, the effects of frenzy can only activate once per short rest.
Positives
Every frenzy point adds an additional +1 to all attack rolls, every third (frenzy point) adds an additional +1 to all damage rolls, every crit deals double the maximum damage normally possible.
At 15 (frenzy points) you gain resistance to all damage types except psychic, you also gain +2 to all damage rolls using strength based weapons.
At 20 (frenzy points) you gain the effects of the barbarian class feature "reckless attack" those being you gain advantage on every attack roll, but every attack roll against you has advantage, this effect lasts until you drop back bellow 20 (frenzy points).
Starting at 26 (frenzy points) you start gaining an additional action for every frenzy point gained beyond this point, this can give you up to 6 extra actions, these extra actions can do anything a main action can, with 1 caveat, anything done with these actions that is not an attack, is only half as effective, also, you have to get to what would be 31 (frenzy points) if it didn't cap-off at 30 (frenzy points), in order to gain all 6 extra actions.
At 30 (frenzy points) you become twice as resistant to all damage types except psychic, you also become half resistant to psychic meaning you only take ¼ of any non-psychic damage and even if it is psychic you only take ¾ the damage.
Negatives
Of course you gain the aforementioned drawbacks of the barbarian "reckless attack" class feature.
You cannot miss more then 2 attacks after frenzy activities, if you do, you lose 2 D10 frenzy points.
If you do not kill something at least every 5th turn after frenzy activities, you lose 2 D10 frenzy points.
At 27 (frenzy points) and up you have to make a wisdom(willpower) saving throw every turn, it starts at a DC of 10, the DC of the saving throw goes up by 1 for frenzy point gained from then on, after reaching 30(max)(frenzy points) the DC goes up by 1 every other round, caping-off at DC 18.
If at any point you fail the saving throw mentioned above, your character will rush the nearest creature it can see, and attack with the full power of frenzy, using every possible action to attack, every attack dealing your weapons damage dice, in addition, to your strength modifer and the full damage increase of frenzy, and will do so continuously, until 1 of 3 things happens, one: you succeed a saving throw with a DC 2 higher than the saving throw you failed to lose control, two: your character losses all frenzy points causing frenzy to end, three: your character losses half of (or more then half of) its current frenzy points.
After frenzy ends, you will become prone, and stunned for one round, you may choose to take an exhaustion point instead.
How to end frenzy
To end frenzy you must lose all frenzy points, this can be done in one of two ways, one: miss 3 attacks in a row or be unable to kill anything within 5 rounds and have the total of the 2 D10 exceed the number of frenzy points you have, two: reach maximum(30) frenzy points and at any point use every action possible to make an attack whilst applying the full buff from frenzy to all rolls.
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