Base Class: Barbarian
By following the Path of Fury, you are instantly the most feared combatant on the battlefield. Through training and sparring, you have become a master of carnage, often wielding big, heavy weapons to maximize your destruction. Even without the protection of a shield, you leave little opportunity for an opponent to strike without suffering grievous wounds in return.
Rampage
At 3rd level, you learn to fight with overwhelming ferocity in battle and can harness that fury into your attacks.
Rampages. You learn two rampages of your choice, which are detailed under "Rampages" below. Many rampages enhance an attack in some way. You can only use one rampage per attack and only while you are raging.
You learn one additional rampage of your choice at 6th, 10th, and 14th level. Each time you learn a new rampage, you can also replace one rampage you know with a different one.
Limited Use. You can only use your known rampages a combined total equal to your Strength modifier. You regain all of your expended uses when you enter a new rage.
Saving Throws. Some of your rampages require your target to make a saving throw to resist the rampage's effect. The saving throw DC is calculated as follows:
Rampage save DC = 8 + your proficiency bonus + your Strength modifier
Rampages
The rampages are presented in alphabetical order.
Charge
When you hit a creature after moving at least 10 feet directly toward them, they must succeed on a Strength saving throw or fall prone.
Deep Wounds
When you hit a creature with a melee attack, you can cause the creature to make a Constitution saving throw or have their hit point maximum reduced by 1d4. Creatures affected by this regain their lost hit points after finishing a long rest.
Furious Attack
When you make an attack roll against a target with a melee weapon, you can use your bonus action to make an additional attack against the same target.
Hamstring
When you hit a creature with a melee attack, it must succeed on a Strength saving throw or have their movement speed halved and be unable to make opportunity attacks until the end of their next turn.
Raging Blow
When you hit a target with a melee attack, you can make the attack deal an additional 1d6 damage.
Siegebreaker
When you hit a creature with a melee attack, they must succeed on a Constitution saving throw or have their AC reduced by 2 until the start of your next turn.
War Machine
Your movement speed is increased by 10 feet and opportunity attacks made against you are made at disadvantage until the start of your next turn.
Whirlwind
When you attack a creature within 5 feet of you with a melee weapon, all other creatures within 5 feet of you must succeed on a Dexterity saving throw or take damage equal to your Strength modifier. The damage type is the same as the weapon you are holding.
Titan's Grip
At 6th level, you ignore the two-handed property on melee weapons, but gain no benefit to your AC by using a shield if you are holding a two-handed melee weapon with one hand. By holding a two-handed melee weapon with one hand, you have disadvantage on attack rolls with the weapon if your Strength score is lower than 15 and you cannot gain benefits from advantage unless by magical means.
Bloodthirst
At 10th level, you gain a craving for blood when you enter your rage. When you hit a creature with a rampage, you regain hit points equal to half the damage you deal.
Recklessness
At 14th level, you can use all of your energy in a single hit to not only make sure the attack hits, but also to protect yourself from harm's way. When you use your Reckless Attack feature, you can choose to gain advantage on your Strength attack rolls without having other creatures gain advantage on attack rolls against you. At the start of your next turn after using this feature, you suffer one level of exhaustion.
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