Barbarian
Base Class: Barbarian

During a very bloody war, one kingdom breeded barbarians and turn them into bloodthirsty killing machines. Although the practice of such a method is banned and punished severely in today's era, there are still those who undergo this path, mostly in illegal gladiator rings. However, besides the veterans, not many wanted to go down this path but were forced into doing so by threats and blackmail by criminal organizations.

Bloodthirsty Frenzy

When you choose this path at the 3rd level, when you rage, your melee attacks also have the siege property and deal double damage to all construct types. Any creature targeted by your attack must make a Strength saving throw against a DC of 8+your strength modifier+proficiency or be pushed back 5 feet away. If there is a wall behind them, the targeted creature will basically break through the wall as well (provided that the wall can still be destroyed and is not made of very strong materials like adamantium or reinforced with powerful magic). Every creature you kill gives you hit points equal to 1 + your Constitution modifier (minimum of 1). However, when you rage, you cannot end your rage voluntarily and will attack the closest creature in your vicinity (even your allies).

Bloodlust

At the 6th level, your bloodlust is so strong that any creature near you can feel its strength. You use your bonus action to frighten any creature within 30 feet of you. If they can see or hear you, they must roll a Wisdom saving throw against a DC of 8 + your charisma modifier + proficiency or be frightened of you until the end of its next turn. Once the creature succeeds, the creature becomes immune to this feature for 24 hours.

Turning the Tides

At the 10th level, you gain the ability to stack Rage Points. Every one enemy you kill during your rage will increase your rage points by one. When your Rage Points reach 5, you must roll a d4 on your next turn to determine your effect if you chose to use this feature during your turn. After you choose an effect, all those rage points will be expended. If you choose not to use it at your next turn, you will still lose all the rage points that you gathered.

1

Tremor: You jump a range of 20 feet towards an area and make an AoE attack of a circular range of 60 ft which deals 8d6 force damage to anyone within 30 ft of the center and turns the area into difficult terrain. Any creature in this area will also have to roll a Dexterity Saving Throw against a DC of 8 + your Strength modifier + proficiency or be knocked prone until the end of their next turn. If you hit anyone in the middle of the AoE attack, the creature will take damage from the weapon you’re wielding as well and automatically fails the Dexterity Saving Throw.

2

Blaze: Your attacks now deal additional fire damage equal to 1d6 + your Constitution modifier in addition to your weapon damage roll. You can also now use your bonus action to attack an enemy.

3

Typhoon: You can use your action to blow your enemies away in a 20ft cone and knock them prone. Creatures must roll a Strength Saving throw against your DC of 10 + your Constitution modifier or be knocked away by 10 feet and be knocked prone.

4

Flood: You charge in a straight line about 60 feet and any enemy in that range will roll a Strength saving throw or take full damage from your charge and knock prone. You deal 6d6 bludgeoning damage to anyone in this range.



Born For War

At the 14th level, you become an unstoppable war machine during your rage. You cannot be knocked prone, become immune to being charmed, frightened, and paralyzed. You also gain resistance to all damage types. You also add proficiency to your damage rolls. After your rage ends, you must roll a Constitution saving throw against a DC of 10 + your Constitution modifier or gain 1 exhaustion level.

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