Path of the Berserker
For some barbarians, rage is a means to an end-—that
end being violence. The Path o f the Berserker is a path
of untrammeled fury, slick with blood. As you enter
the berserker’s rage, you thrill in the chaos o f battle,
heedless of your own health or well-being.
Starting when you choose this path at 3rd level, you
can go into a frenzy when you rage. If you do so, for
the duration o f your rage you can make a single melee
weapon attack as a bonus action on each o f your turns
after this one. When your rage ends, you suffer one level
o f exhaustion (as described in appendix A).
Beginning at 6th level, you can’t be charmed or
frightened while raging. If you are charmed or
frightened when you enter your rage, the effect is
suspended for the duration o f the rage.
Beginning at 10th level, you can use your action to
frighten someone with your menacing presence.
When you do so, choose one creature that you can see
within 30 feet o f you. If the creature can see or hear
you, it must succeed on a W isdom saving throw (DC
equal to 8 + your proficiency bonus + your Charisma
modifier) or be frightened o f you until the end o f your
next turn. On subsequent turns, you can use your action
to extend the duration o f this effect on the frightened creature until the end of your next turn. This effect ends
if the creature ends its turn out o f line o f sight or more
than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t
use this feature on that creature again for 24 hours.
Starting at 14th level, when you take damage from
a creature that is within 5 feet o f you. you can use
your reaction to make a melee weapon attack against