Savage
For some, there is only rage. In the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Barbarians, hired muscle, masters of brutal martial techniques, they are not professional warriors or soldiers — they are the battle possessed, creatures of slaughter and spirits of war. Known as savages, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. These brutal warriors may rise from all walks of life. They excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. Fueled by rage, with the absolute determination that can rival a mountain’s resolve, very few can stand up to them. Within savages storms the primal spirit of battle, and woe to those who face their rage. With it, savages charge furiously into battle and ruin all who would stand in their way.
The savage is the embodiment of a close-range combatant. Serving both as a tank and a damage dealer, he will obliterate anything standing in his path, and then some. His abilities let him survive far more than any other class, and only keeping at range can save you.
Passive
Your HP maximum increases by your Class level times three.
Class level 1
1. – Rage (5 FP, restricted – charges)
You enter a frenzy of emotion (most of the time anger), granting you the ability to dish out more pain and feel less pain.
Activating rage takes a bonus action. While active, you:
Gain +2 times your Strength damage for all melee attacks.
You cannot cast or concentrate on any spells, nor use any spell-like abilities. Any ongoing spell-like abilities end their effect when you start raging (provided you were the one that activated them).
You have resistance to normal damage.
A rage lasts 1 minute. It can end early if you choose to end it early as a bonus action, you fall unconscious or if you end your turn and you have not attacked or taken damage since your last turn.
You have 2 uses of rage at base. You gain one more rage when you reach CL 2, CL 5, and CL 9. You regain all uses when you finish a long rest.
Class level 2
2. – Reckless (10 FP, unrestricted)
You can now opt to throw away all concern for defense and focus only on offense.
While raging, when you take your first attack for the turn, you can decide to attack recklessly. A reckless attack has advantage on melee attacks, but all attack rolls against you also gain advantage until your next turn.
Class level 3
3. – Extra Attack (10 FP, unrestricted)
You can make two attacks on your turn when you take the Attack action. They can, but do not have to target the same person, however both must be in range of your weapon. You can also use one of these attacks to attack with an off hand weapon, following the rules for Dual Wielding.
Class level 5
4. – Beast Instinct (5 FP, unrestricted)
By this point your instincts are so sharp that you gain advantage on all initiative rolls.
5. – Brutal (10 FP, unrestricted)
Whenever you roll a critical, you can add an extra damage die to the weapon damage roll. The brutal damage die is the exact same as the normal weapon damage die. The number of dice increases to two when you reach CL 7 and to three when you reach CL 9.
Class level 7
6. – Strike Back (10 FP, unrestricted)
You are so full of rage that anyone who does hit you must feel your wrath back.
Whenever you take damage from a creature within close range, you can use your reaction to make a melee attack against that creature.
Class level 9
7. – Relentless (10 FP, unrestricted)
You rage can now carry you over wounds that would kill most beings.
While raging, if your HP is reduced to 0, you can make a DC 10 Endurance check. On a success, you only drop to 1 HP instead.
You may do this repeatedly, but each use increases the DC by 5. The DC resets to 10 upon finishing a long rest.