Path of Focus
While many let their emotions overtake them becoming like monsters in battle, you have learned to harness your rage and focus it into a weapon.
Unlike other barbarians you keep your head in the fight using your rage to heighten your focus in battle allowing you to preform formidable combat maneuvers, shake off mental effects, and aid allies in battle.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Combat Superioirity
At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn an additional maneuver of your choice at 6th, 10th, and 14th level. Each time you learn new a maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength modifier
Focused Mind
At 6th level, you've hardened your mind through intense focus, gain resistance to psychic damage, and have advantage on saving throws against being charmed or frightened.
Empower Allies
At 10th level, you've learned ho to use your focus to help your allies attack and defend themselves. When an ally you can see within 30 feet of you makes an attack roll or a saving throw you can use your reaction to roll your superiority dice and add the total to your allies roll.
You can choose to use this feature after your ally makes its roll, but before the DM determines whether the attack roll or saving throw succeeds or fails.
Perfect Focus
At 14th level, you've learned to use your emotions to enter a state of mind that makes you all but unstopable. While you are raging you do cannot suffer from disadvantage and your ability checks, attack rolls, and saving throws cannot be reduced by a spell or other effect.
In addition, your superiority dice turn into d10s.
Maneuvers
Brutal Regeneration. When you hit a creature with a weapon attack, you can expend one superiority die to cause the weapon to deal extra damage to the target you hit. You add the superiority die to the attack's damage roll, then you gain temporary hit points equal to half the total damage (rounded down) you deal the creature from that attack.
Defensive Strike. When you hit a creature with a weapon attack, you can expend one superiority die to cause the weapon to deal extra damage to the target you hit. You add the superiority die to the attack's damage roll, you also add the number rolled to your AC until the start of your next turn.
Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Knee Breaker. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to prevent it from moving. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, its speed is reduced to 0.
Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Reflexive Dodge. When you are forced to make a saving throw, you can expend one superiority die to bolster your defenses. You add your superiority die to your saving throw. You may choose to do this after rolling, but before knowing the outcome.
Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.