Barbarian
Base Class: Barbarian

Path of the Mindless Berserker

Frenzy

Starting at 3rd level, you can enter a Frenzy when you enter a Rage. As part of the same bonus action, you use to begin raging, you can choose to enter your Frenzy. You may also choose to enter a Frenzy as a bonus action while raging if you did not choose Frenzy when you entered your Rage. On any turn that you enter your Frenzy with your bonus action, you can make a single melee attack as part of that same bonus action. When your Frenzied Rage ends, you gain one level of exhaustion.

While you are in a state of Frenzy Rage, you gain the following benefits:

  • You can make one melee weapon attack as a bonus action on each of your turns.
  • You are immune to the effects of exhaustion.
  • Once per turn, when you kill a creature with a weapon attack, you can expend and roll one of your Hit Dice to gain temporary hit points. Add the roll + your Constitution modifier.

Your fury propels you past the limits of your body. You can reduce your exhaustion level by two instead of one when you complete a long rest.

Mindless Rage

At the 6th level, your mind is fortified against many influences and psionics while you Rage. You cannot be Charmed or Frightened while Raging and you gain resistance to psychic damage. Effects that are Charming or Frightening you are temporarily negated while you Rage. If those effects’ durations have not elapsed when your Rage ends, they resume their effects as normal.

Intimidating Presence

Beginning at 10th level, your devastating blows terrorize your enemies. When you land a critical hit with a melee weapon attack against an enemy while you are in a Frenzied Rage, the target of that attack becomes Frightened of you. At the end of the creature’s turns, if the creature can see or hear you, it can make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a successful save, the creature ends the Frightened effect from Intimidating Presence. The Frightened effect also ends if the creature ends its turn out of the line of sight or more than 90 feet away from you. If the creature ends the effect by succeeding on its saving throw, it cannot be affected by this feature again for 24 hours.

If a critical hit would cause a creature to be frightened by your Intimidating Presence, but that critical hit kills the target, you may choose a creature you can see within thirty feet of you to be affected by your Intimidating Presence.

You can add your Strength modifier to Intimidation skill checks. When you succeed on an Intimidation skill check, you may choose one creature you’ve successfully intimidated and expend one use of Rage to Frighten that creature with your Intimidating Presence.

Retaliation

Starting at 14th level, when you take damage from a creature within range of a melee weapon you are wielding, you may use your reaction to use the in-range melee weapon you are wielding to make a single attack against that creature. When you attack this way, you may expend and roll one of your Hit Dice and add the number rolled + your Constitution modifier to your temporary hit points.

If you kill the target with this attack, and you are in a Frenzy Rage, you may use the Frenzy ability to make another attack as normal on a creature within range of your melee attack as part of the same reaction. This additional attack can benefit from the Hit Dice roll abilities of both Retaliation and Frenzy.

Previous Versions

Name Date Modified Views Adds Version Actions
2/9/2023 11:52:09 PM
15
3
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes