THE SAVAGE

Snarling and screaming incoherent curses into the air, the only senses to be processed are the sounds of metal slamming against bone and sinew. Such is the lust of those who walk down this path, of those who become so embroiled in the heat of battle that they give their very soul to the moment. This is the path of The Savage.

GOING FERAL

When you choose this archetype at 3rd level, you gain the ability to give in to bloodlust. As a bonus action on your turn, you can begin to go Feral. Roll 1d4, and take the number rolled away from your choice of your Wisdom, Intelligence, or Charisma score. For one minute after you go Feral, you can add 1d4 to the damage rolls of your weapon attacks.

You gain additional features according to the stat chosen when you go Feral. These benefits are listed in the A Mind for Madness section below. The decrease in your chosen stat lasts until you take a Short Rest. Your Feral die also increases according to your level in this class.

FERAL DIE

Class Level Feral Die 3rd 1d4 5th 1d6 9th 1d8 13th 1d10 17th 1d12

A MIND FOR MADNESS

You gain additional features while Feral depending on the stat you chose to sacrifice. These features are listed below.

INTELLIGENCE - You no longer care for the ramifications of your recklessness in battle. On your turn, you can use your bonus action to make a weapon attack, regardless of the type of weapon you are wielding. If you do make this attack, the first attack roll against you that is made before the start of your next turn has advantage on the roll.

CHARISMA - Your lack of emotion causes you to feel even less than you have before in the midst of battle. While you are Feral, you gain resistance to Bludgeoning, Slashing, and Piercing damage. Any healing you receive regardless of its source is halved.

WISDOM - Your lack of instinct rids you of your sense of fear, and of danger. When an enemy that was 5 feet adjacent from you moves, you can use your reaction to move toward them with your movement speed. You are also immune to being frightened. Your carelessness allows attacks of opportunity against you to be made at advantage.

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WAR CRY

Your presence on the field of battle is a sight that causes your enemies to tremble. Starting at level 7, the first time you go feral during combat you can attempt to frighten your enemies. Any target you can see within 30 feet of you must make a Wisdom Saving Throw DC (con mod + prof + 8) or be frightened of you for up to one minute. The targets can reroll this saving throw once they are out of sight of you.

In addition, you can use you Strength modifier in place of your Charisma modifier when you make Intimidation checks.

BRUTAL SAVAGERY

Starting at 10th level, whenever you score a critical hit on a creature, you can add one additional Feral die to the damage roll.

AWE INSPIRING VIOLENCE

Your ferocity in battle is enough to send even the most courageous foes into a paralyzed state of fear. Starting at 15th level, hen you take the attack action on your turn, you can forgo one of your attacks and choose one target within 30 feet of you. That target must make a Wisdom Saving Throw vs (CON + PROF + 8) or be stunned until the end of your next turn. You can use this feature once per short rest.

BLOOD FOR BLOOD

Starting at 18th level, you gain a special reaction that you can take during any turn in combat. If a hostile creature hits you with an attack, you can immediately use your reaction to make a weapon attack against that creature. You can take this reaction a number of times equal to your Constituion Modifier, after which you must take a short rest to replenish the use of this ability. You can take this special reaction only once per turn.