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.
Frenzy
When you enter a rage, or as a bonus action while you are raging, you can choose to frenzy. Until the rage ends, you gain an additional action on each of your turns including this one. That action can be used only to take the Attack (one weapon attack only) or Dash action. When the rage ends, you can must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
One hand fighting
Thanks to your prodigious strength and fearsome training, you can wield two hand weapons in one hand without sacrificing technique or power. When you gain this feature at 3rd level, you can wield two handed weapons with one hand.
Thanks to your prodigious strength and fearsome training, you can now touch multiple enemy in front of you in a cone the size of your sword plus 0,5 meters.
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 suspended for the duration of the rage.
Relentless Assault
6th-level Path of the Berserker feature
When you use your Reckless Attack feature, and you miss with a melee weapon attack, you can make a single melee weapon attack as a bonus action.
Intimidating Presence
10th-level Path of the Berserker feature
When you make a Charisma (Intimidation) check, you can add a bonus to the roll equal to your Strength modifier.
Additionally, your fury instills fear into the hearts of your enemies. As a bonus action, you can choose up to 10 other creatures within 60 feet of you that can see or hear you. Each creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be frightened of you until the end of your next turn.
You can use this ability as part of the same bonus action you use to enter a rage. Once you use this feature, you can’t use it again until you finish a long rest.
Unbridled Savagery
Beginning at 10th level, you can throw caution to the wind to deliver devastating blows. Once per turn, when you choose to attack recklessly and successfully hit a creature, you can make your attack into a critical hit. If you do so, the next attack against you that succeeds before your next turn is a critical hit. You can use this feature a number of times equal to your Constitution modifier. You regain all expended uses of this feature upon finishing a long rest.
Additionally, whenever you land a critical hit or reduce a creature to 0 hit points while you're in a frenzy, each creature within 30 feet of you 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. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If a creature can't see or hear you, it can't be frightened with this feature. Once a creature succeeds on its saving throw, it can't be affected by this feature again for 24 hours.
Primal Endurance
At 10th level, you're accustomed to overexerting your body and pushing through the pain. As a result, when you finish a long rest you reduce your exhaustion level by 2.Additionnaly whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Bloodbath
Starting at 14th level, when you take damage from a creature, you can use your reaction to make a melee weapon attack against the closest enemy, moving up to half your speed to reach them if necessary. If you're in a frenzy, you instead move up to your full speed to reach them if necessary.
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