Barbarian
Base Class: Barbarian

3rd Level: Feral Rage. When you go into a rage you can choose to enter a feral rage. You become beast-like during your rage, you gain claws causing your unarmed attacks to deal 1d10 + strength modifier as damage. Your claws are considered magical for the purposes of calculating resistance. Your horizontal leap distance is doubled, if you leap adjacent to a target who is size medium or smaller you gain advantage on the attack and the target must succeed on a Strength saving throw equal to 8 + your strength modifier + your proficiency or be knocked prone. You also gain a climbing speed equal to half your speed.

6th level: Feystep. using your link to the Feywild you can step out of the shadows to avoid attacks and strike back with vengeance. Once per short rest you may use your reaction to fade into the Feywild, avoiding the attack or spell. You can use a bonus action on your turn to step back into the material plane within a distance your movement would normally allow. Your next attack against a target is done so with advantage as you strike from seemingly nowhere.

10th level: Beastial Howl. When you enter your rage each creature you consider an enemy within 30ft of you that can hear you must succeed on a Charisma save of 8 + your strength modifier + your proficiency or become frightened. A creature can repeat this effect at the end of each of its turns, ending the condition on a success. You gain advantage on attacking creatures that are frightened of you.

14th level: Strike the Vitals. When you attack a target with advantage you can inflict a bleeding wound on the target as long as its not an undead, elemental, or construct. The bleeding damage is force damage equal to your barbarian level. This damage occurs at the beginning of the creature's next turn unless it receives healing before the damage is done. When you kill a target you gain temporary hitpoints equal to your barbarian level.

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