Barbarian
Base Class: Barbarian

Battle is a terrifying experience, in which many do not pass through unscathed, but some become so engrossed with battle and blood shed they follow the Path of the Bloody Reaver. Pain, blood, fear and violence are the currencies in which Bloody Reavers trade. They move through the battlefield from opponent to opponent decimating any who stand in their way in the most gruesome fashion. Reveling in the bloodshed, Embracing them onto more destruction.

Thrill of the Kill

At level 3 Striking an enemy down fuels your rage and lust for more bloodshed. Upon reducing an opponent to 0 HP you may bath in the anguish of their death, driving you on and boosting your own vitality. You gain temporary Hit Points equal to 1d6 + your Barbarian Level. This cannot be used on constructs or undead. You can use this feature a number of times up to your strength modifier and you regain the uses at the end of a Long Rest. Temporary Hit Points do not stack, you instead take the higher number. The dice for this feature changes as you go up in level to 1d8 at 6th level, 1d10 at 9th level, and 1d12 at 12th level

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Frenzied Rebuttal

At 6th level, you can channel extreme bloodlust whilst raging. When you hit a hostile creature with a melee weapon attack while you are raging, you can mark the creature. The target must make a Wisdom saving throw with a DC equal to 8 + your Proficiency Bonus + your Strength Modifier. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. You can use this feature a number of times equal to your strength modifier, reset on short rest. A creature ignores this effect if the creature can’t be frightened.

Additionally, you are no stranger to pain yourself, drawing on it to fuel your bloody frenzies. Any time you deal damage to a hostile creature while you are raging, you may double your Rage Damage bonus against that creature if they have damaged you since the end of your last turn.

 

Menacing Devastation

Beginning at 10th level, your experience in battle has inured you to fear. You are immune to the frightened condition.

Additionally, when you score a critical hit with a melee weapon, all hostile creatures within 20 feet of you must make succeed on a Wisdom saving throw with a DC equal to 8 + your Proficiency Bonus + your Charisma Modifier or be frightened of you until the end of your next turn. Any creature that passes the saving throw is immune to this ability for 24 hours.

 

Relentless Fury

When you reach level 14 the time spent surviving multiple battles, and your skill in violence, you can predict when a battle is about to begin and be ready to strike. You gain a bonus to your initiative rolls equal to your Strength modifier.



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