Base Class: Barbarian
The Path of the Marauder is a path of violence, plain and simple, you care not for silly ideals such as diplomacy or peace. Everything can be solved with a beautiful whirlwind of violence, and if your the one at the center of said whirlwind then that's even better. So, Marauder, head forth and slash and stab until it is done.
Marauders Dual Wielding
At 3rd level, you gain the ability to dual wield any weapon that doesn't have the two handed or heavy properties as well as granting you the two-weapon fighting style. Additionally, once per turn while raging your attack can be followed by an attack with your offhand weapon without utilizing a bonus action.
Unstoppable Force
Starting at 6th level, while raging, your movement is unimpeded by difficult terrain, additionally you have advantage on checks and saves to resist being paralyzed, stunned, restrained or knocked prone.
Marauders Enhanced Violence
At 10th level, you choose your path to further enhance your violence.
Heavy Dual Wielding Mastery
You may now dual wield heavy and two handed weapons so long as they do not have the reach property.
Marauders Onslaught
Once per turn while raging, when you kill a creature you are granted an additional action and half your base movement speed.
Marauders Whirlwinds of Violence
At 14th level, once per short rest or by spending an additional rage point while already raging you can spend a bonus action to use Marauders Whirlwind or Marauders vortex.
Marauders Whirlwind: Push every enemy within 15ft. of you, 10ft. away from you causing them to take slashing damage equal to 1d4 + your strength modifier. They must then make a dexterity saving throw with a DC equal to 10 + your strength modifier or be knocked prone.
Marauders Vortex: Pull every enemy within 15ft. of you 10ft. towards yourself, you may then make a single main hand weapon attack on every enemy that is pulled within 5ft. of you.
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