Barbarian
Base Class: Barbarian

A berserker charges recklessly into battle not for glory or honor, but because it is their purpose. Be it blade or talon, they shrug off the blows and wildly strike back with their own weapons. Either they leave a path of blood and bodies behind them or they lay in a pool of their own blood; there is no other option while battle still rages. These fearless warriors charge headfirst into battle, powered by an uncontrollable rage induced by a broken psyche, a chemical or natural concoction, or even a meditative state. Whatever the source of this heightened rage, it leaves them to be more of a monster on the field of battle than a trained warrior, something that can be feared by both enemies and allies alike.

- Modifications to the 'Berserker' subclass that may technically border on a whole new subclass. Expanding it to hopefully be more fulfilling to the berserker fantasy than just a barbarian who gets tired after every fight. Inspiration from other seen 'fixes' to the subclass as well as certain tropes in media.

Enhanced Rage

When you choose this path at 3rd level, you enter into an uncontrollable rage. As part of the bonus action used to rage and as a bonus action while raging, you may make a single melee attack against a target.

Choose the method by which you enter this uncontrollable rage; once chosen, this method cannot be changed. Herbal, Insanity, or Meditation.

Herbal

Your rage is induced by a chemical concoction of your own design, simply the use of rare natural ingredients, or another alchemical means of your choice. You gain proficiency with the Herbalism Kit to display this. When entering your rage your muscle mass may increase, your stare may become blank, veins may become more pronounced, or you may even froth at the mouth. While raging, you gain 1d4 hit points at the end of your turn and you are considered resistant to both poison damage and the poisoned condition.

When you reach certain levels in this class, you gain addition hit points at the end of your turn: 2d4 at 5th level, 3d4 at 10th level, and 4d4 at 14th level.

Insanity

Your rage is caused by a past trauma, a broken psyche, an alter ego, or another cause of your choice. While raging your mannerisms and movements are wild if not unsettling. Any creature within 10 ft. of you while raging  will suffer a penalty to their attack and damage rolls when not targeting you or another ally using this feature. This penalty is equal to your proficiency bonus plus your charisma modifier (minimum 0). When you enter your rage you can designate any number of creatures to be immune to this effect. Additionally creatures immune to the charmed condition are also immune to this effect.

Meditation

Your rage is not induced by emotions and may not even be described as a rage at all. Your rage is started by clearing the mind, separating body and soul, even going into a sleep like state, or another method of choice. You can shrug off blows with will alone while also shaping it into a deadly blow. While you are in your meditative rage, you add your Wisdom Modifier to all skill checks and saving throws (Minimum 1). Your bonus rage damage is now dealt as psychic damage and your unarmed strikes also deal rage damage. Lastly, should your rage end early, you may take one point of exhaustion instead to keep your rage going. When you do so, that rage can not end early unless you willingly end it.

Thoughtless Fury

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are placed under the effects of charmed or frightened, you may use your reaction to enter your rage. For the purposes of other features, this rage counts as being activated by a bonus action. 

You gain additional benefits depending on how your rage is induced. If this benefit would provide an additional condition immunity, then you may activate your rage as a reaction if you are inflicted with it just as you can with the charmed and frightened condition.

Chemical Fury

While raging you are immune to both the poisoned condition and poison damage. Should a poison have additional effects other than just the poisoned condition, those effects are negated while raging, but return once your rage ends. 

Insane Fury

You are immune to the charmed and frightened conditions at all times, not just when raging. If you are subjected to either effect, you are still able to use your reaction to enter into your rage. If a creature attempts to either charm or frighten only you while you are raging, you can use your reaction to cause them to become frightened of you instead. They remain frightened for the duration of your rage.

Meditative Fury

While raging you ignore the effects of exhaustion, even if your exhaustion reaches 6th level, at the end of your rage you are once against under the effects of exhaustion. When you finish a short rest, reduce your level of exhaustion by 1, once you've reduced your exhaustion in this way, you can not do so again until finishing a long rest.

Blood for Blood

Starting at 10th level, when you take damage from a creature, you can use your reaction to lash out against the creature with a melee attack. This attack is considered an opportunity attack. While raging, attacks of opportunity are made at advantage.

You gain additional benefits depending on how your rage is induced.

Herbal - Blood Fury

You can focus on a single target, each time you hit the target with an attack you gain a stacking +1 bonus to both your attack and damage rolls against that target. The maximum of this stacking bonus is equal to your proficiency bonus. All stacks are lost should you attack another target.

Insanity - Bloodlust

You can retaliate against creatures that attack you, be it from range or up close. When you are attacked, hit or miss, you can use your reaction to move up to half your movement speed in a straight line towards the attacking creature. You may then make a melee attack against the creature if they are within range, this attack is considered an attack of opportunity. This movement can provoke attack of opportunities towards you. When you are raging, all attacks of opportunity against you are made at disadvantage.

Meditation - Tempered Blood

You can harness short bursts of clarity to garner the benefits of your rage. As a bonus action you can gain the benefits of rage until the start of your next turn without consuming a use of rage. You gain a level of exhaustion though if you have either used this feature or raged in the previous hour. Additionally you can use a reaction to add your proficiency plus wisdom modifier(minimum 0) to a skill check.

Rage Beyond Limits

When you are raging, your melee attacks count as magical for the purposes of non-magical resistance/immunity. If you land a critical strike against a creature, double the amount of bonus rage damage dealt. Additionally gain another benefit depending on how your rage is induced.

Herbal - Battlefield Monster

Entering your rage is a fearful sight, creatures within 30 ft. of you when you rage must make a Wisdom saving throw or become frightened of you for the duration of your rage. The DC for the check is 10 plus either your strength or constitution modifier. At the start of each of your turns while you are raging, you can deal force damage to creatures within 5ft of you equal to your temporary health. You can do so equal to your proficiency modifier per short or long rest. If you have stacks from the Blood Fury feature, you can consume 5 of these stacks after hitting the target to cause the hit to be counted as a critical strike.

Insanity - Death and Dance

When an opponent opens themselves to an attack of opportunity while you are raging and you deal damage to them, you regain your reaction. You can regain your reaction like this up to your proficiency bonus per rage. When your current hit points is lower than half your maximum (rounded down) you gain double movement speed and double your rage damage. If your current hit points is less than one fourth of your maximum also double your Proficiency bonus. Lastly, should you reduce a target to 0 hitpoints, reduce Relentless Rage's DC by 5.

Meditation - Deathly Calm

Exhaustion can only impact the mortal body and mind, your rage shows the soul knows no exhaustion and can even overcome it. While you are raging, you can a +1 bonus to your attack rolls, AC, and saving throws for each level of exhaustion you currently have. If you gain 6 levels of exhaustion, you do not die, your maximum health is reduced to your player level plus your constitution modifier (Minimum 0) and your wisdom modifier (Minimum 0). Your exhaustion level can exceed 6, each level above 6 causes a -1 penalty to all skill checks and saving throws. When you take 8 hours to long rest, you can spend two free hours to meditate. Doing so sets your exhaustion level to 0 on a successful long rest.

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