Barbarian
Base Class: Barbarian

A path empowered by ones subconscious. This barbarian lets there conscious mind fall away to allow primal reflex, muscle memory, and survival instinct take over the fight. They have trained there mind to do this at will and when there trance/rage occurs its nearly impossible to break. These barbarians tend to lead a more care free and relaxed attitude and lifestyle

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 you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you DON'T suffer one level of exhaustion.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. 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 action to extend the duration of this effect on the frightened creature 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 the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Trance

At 3rd lvl Instead of sleep you may instead enter a trance that leaves you aware of surroundings and environment. You must only trance for half the amount of time needed for extended rest. You may also fall asleep instantly at any given moment.

Mindless rage

Beginning at 3rd lvl When raging you instead let your conscious mind slip away and allow your subconscious fight for you. During a rage you cannot express complex ideas or thoughts. However you become immune to any spells to induce sleep as well as advantage on any checks or saves to resist charms, fears, or other mental attacks 

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Exhausted wound

Beginning at lvl 6 when an enemy is hit by 2 of your attacks in a single turn. you may make them make a wisdom saving throw equal to 10+ barbarian lvl. On a fail the enemy moves up one stage of exhaustion. 

Join the dream

Beginning at lvl 10. Twice per short rest you may cast this on an enemy. Target must make a wisdom saving throw against 10+ half barbarian lvl. On a fail the target falls into a magically induced sleep and cant take actions during there turn. Targets get -1 on there check for each lvl of exhaustion they have. Targets may remake this save at the end of each of there turns to end this effect (during these saves the targets retain any levels of exhaustion and continue to retain them upon waking up)

Improved rage

Starting at lvl 14. At the end of a rage you gain the benefits of a short rest as if you just had one. This includes being able to us a action or bonus action to spend healing dice

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