Barbarian
Base Class: Barbarian

Barbarians of this path live within unique tribes of unique lands. They're protectors. Guardians some may call them. They live within places like petrified forests, or underground "grave yards". They protect ancient remains of titanic prehistoric animals. They seem to protect these fossils, to some relative extremes. Such as, making extremely powerful armor and weapons from this ancient material.

Quaking Rage

Starting when you choose this path at 3rd level, you can go into a quaking rage when you rage. If you do so, for the duration of your rage you can make three melee weapon attacks as a bonus action on each of your turns after this one. When you are in a quaking rage, you're able to cast spells without leaving your rage, and rage damage will me added to spell damage.

Intimidating Rage

Beginning at 6th level, once you enter a quaking rage, all enemies within a 45 foot radius have to make a DC 17 Wisdom saving throw, or be frightened for the entire duration of your rage. And you'd get advantage on saving throws against being charmed and frightened.

Quaking Intimidation

Beginning at 10th level, you can use your action to frighten someone without raging. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 9 + your proficiency bonus + your Wisdom modifier) or be frightened of you for an entire sixty minutes.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again until you take a long rest.

Explosive Rage

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, that creature immediately take 3d8 psychic damage from being within five feet of you.

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