Barbarian
Base Class: Barbarian

There are many that are branded as barbarians to the more passive folk of the world, but few embrace the lifestyle of violent adventure like you do.  While others belong to tribes that worship the animal spirits or ancestors that have come before them, you remain a more constant reminder of the true nature of survival:  Hurt more than you can be hurt, unleash everything you have in the moment, kill before you are killed.  Some may consider you too dangerous to keep around, a constantly agitated soul whose only focus is the next battle, but you know better than they that the aggressive and restless nature that never leaves you is an unrelenting focus on survival.  There could be many reasons why you are this way, perhaps you were lost in a hostile environment with no one you could depend on, maybe you made your way as a warrior for roving raiders or merciless bandits, or maybe you were just born into war and know nothing else.  No matter what the origin of your violent tendencies, those that criticize your behaviors quickly run out of complaints when the fighting starts, either relieved that you're on their side, or too busy dying in the wake of your unyielding brutality.

The Path of Ferocity Barbarian is one who focuses solely on one thing, getting to the target as expediently as possible and making every blow count for as much pain, injury, and death as can be achieved.  Though they may be a part of tribe, company, or party, they are not beheld to its beliefs or philosophies beyond continued survival.  Many would wrongly mistake them for insane berzerkers, but these ferocious warriors do not fall into mindless rage but instead simply embrace focus in violence to deal out brutal damage when face to face with enemies.  It is not living on a path of violence without reason, but simply the understanding that mastery of violence is the reason one keeps living.  Pushing past any obstacle, unleashing carnage when raging, and striking relentlessly at every weakness are the definitive traits of the Path of Ferocity Barbarian.

When life is peaceful you may be considered a nuisance, liability, or threat... but peace never lasts long, and you know that it is through overwhelming ferocity that you endure the chaos that comes when it breaks.

Brutal Attacks

Starting when you choose this path at 3rd level, you strike with merciless brutality while you are raging, doing even more damage to those who suffer from your attacks.  You gain brutality dice, which are added to the damage of each attack and increase in size as you increase in level.  At 3rd level you can add 1D4 to the damage of any attack while you are raging, and this dice is affected by critical hits and Brutal Critical, increasing in number the same way as your primary damage dice.  Your brutality dice increase in size to 1D6 at 6th level, 1D8 at 10th level, 1D10 at 14th level, and 1D12 at 18th level.

Critical Fury

Starting when you choose this path at 3rd level, rage drives you to strike at foes with unmatched fury, seeking to do the most harm possible in your onslaught.  For the purposes of determining whether attacks are critical hits, you may add your rage bonus damage to the the dice roll while you are raging.  So attacks would be considered critical hits on attack rolls of 18-20 starting at 3rd level, then 17-20 starting at 9th level, and so on.

Zealous Leap

Starting when you choose this path at 3rd level, you can unleash your strength into shockingly aggressive leaps.  When you jump, you can extend your jump by a number of feet equal to your Strength (Athletics) skill bonus. You can make this special check only once per turn, and on a standing jump this value is added to your total before it is halved.

Note: When you jump, every foot you clear on the jump costs a foot of your movement on the current turn. When a class feature, a spell, or another effect extends your jump, the bonus feet also cost movement.

Violent Defense

Beginning at 6th level, you become so volatile and ferocious that enemies have difficulty striking you, showing that the best defense is a good offense.  You gain a +1 bonus to your unarmored defense.

Sustained Adrenaline

Beginning at 6th level, you've driven yourself to a state of maximum athletic performance and hyper awareness that might not always be healthy, granting you expertise in Strength (Athletics) and Wisdom (Perception) checks.

Fiercely Violent Defense

Beginning at 10th level, you become so volatile and ferocious that enemies have difficulty striking you, showing that the best defense is a good offense.  Your bonus to your unarmored defense increases to 2.

Unyielding Mobility

Beginning at 10th level, you've become accustomed to throwing your body wholeheartedly into your next objective, forcing your way past almost anything that could get in your way.  Your speed increases by 10 feet, and 10 feet of your movement speed ignores the effects of difficult terrain, including that caused by climbing swimming crawling.  You may use this unhindered speed at any point during your movement, but must use it all consecutively once per turn.

Ferociously Violent Defense

Beginning at 14th level, you become so volatile and ferocious that enemies have difficulty striking you, showing that the best defense is a good offense.  Your bonus to your unarmored defense increases to 3.

Endless Rampage

Beginning at 14th level, your volatility becomes unmatched, allowing you to unleash a torrent of fury in combat that may leave none standing.  Your weapon attacks score critical hits on rolls of 15 or higher, and whenever you reduce a creature to 0 hit points with a melee attack, you can move up to half your speed and make another melee attack, continuing until you fail to reduce a creature to 0 hit points or choose to stop.  If you were not raging when you reduced the first creature to 0 hit points you may do so before moving to attack the next creature, even if you have none left.

Path Of Ferocity Image

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