**Heart of Fury.** Starting when you choose this path at 3rd level, you build adrenaline when you are raging and can use it to empower your blows. When you enter a rage, hit with a melee attack, or are hit by an attack you gain an Adrenaline die, which is a d4. You can never have more Adrenaline dice than your Proficiency Bonus at a time. Your Adrenaline die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level. You lose all Adrenaline dice when you are no longer raging. Some of your Adrenaline features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: **Adrenaline save DC** = 8 + your proficiency bonus + your Strength modifier **Adrenaline Strike:** When you strike a creature with a melee attack, you can expend an Adrenaline die and add it's roll to the damage dealt by that attack. **Focused Anger.** Starting at 6th level, your confidence in your physical prowess allows you to push beyond normal boundaries. You can expend an Adrenaline die to take the Dash Action as a Bonus Action. Additionally, when you use your Adrenaline Strike feature, you can choose one of the following benefits: * It must succeed on a Dexterity saving throw or be knocked [prone](https://5e.tools/conditionsdiseases.html#prone_phb). * It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. * It can't take reactions until the end of your next turn. **Onslaught.** Starting at 10th level, the adrenaline rushing through your veins invigorates your and augments your fortitude. At the start of your turn if you have at least one Adrenaline die, you gain temporary hit points equal to the number of Adrenaline dice you have. Additionally, adrenaline heightens your reflexes letting you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage you can expend an Adrenaline die, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. **Eviscerate.** At 14th level you become a master of unleashing your built up adrenaline. Once per turn, when you use your Adrenaline Strike feature, you can expend two Adrenaline dice to increase the damage dealt.