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 untrammelled 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.
(This is a buffed/reworked/updated version of the Path of the Berserker subclass)
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, as well as any melee attacks are considered critical hits at a 19 or 20. Once your frenzy ends, you gain short-term madness and roll on the Short-Term Madness table for effect and duration. If this feature is used twice before taking a long rest you gain long- term madness and roll on the Long-Term Madness table for effects and duration.
Fear of Fury
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. As a bonus action, you can cause all non-friendly creatures that can see you within 60ft roll a DC 8 + your proficiency bonus + your strength modifier wisdom saving throw. Any creature that fails the save are frightened by your mere presence. They have disadvantage on attacks against you and their movement speed is 0 until the end of your next turn. Can only use this feature twice per short rest and it increases by one at 11th and 16th level.
Roaring Retaliation
Starting at 10th level, twice per long rest, whenever a creature with a size of large or smaller is about to make a melee attack against you, you can use your reaction to embrace the attack, automatically allowing the creature to hit you with a critical hit. The amount of damage you take is halved and the creature's movement speed is reduced to 0 as their weapons is stuck in your bulking muscles.
Once it is your turn, all attacks against the creature you do land successfully. You can choose one attack to automatically become a critical hit.
You gain additional uses once you hit 15th and 18th level.
Cleaving Chain
Starting at 14th level, when you make the attack action after moving 20ft toward a target on the same turn, you can perform a running slash as an attack. If the attack lands, you deal extra damage equal to half of your barbarian level. After the attack, you are moved 5ft in any direction from the target without the expense of movement. This feature grants you half your movement speed once you successfully land the attack.
If the target is reduced to 0 hitpoints from this feature, you regain all of your movement and one additional attack, enabling you to perform this feature again.
Previous Versions
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Coming Soon
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