The Marauder
Some warriors choose to walk away from their inner beast, or try as they may, never make contact with this ferocious being within their hearts. Despite the abandonment or loss of their inner beast, a Marauder has trained extensively to compensate for these losses. Marauders fight with the same ferocity as those with their beasts intact, but only look to themselves as the source of power.
Features
Blood Bath
Beginning at the 3rd level, while you are under the effects of Berserk, when you land a successful melee weapon attack, you recover 1d4 hit points. You may only recover hit points once per round in this way. You recover 2d4 hit points starting at the 14th level.
Maim
Beginning at the 6th level, when you use the Reckless Attack ability under the effects of Berserk, you can declare that you are using Maim. Enemy attacks do not gain advantage against you on their attack rolls for this round. You may use Maim once during each use of Berserk.
Ruffian Diplomacy
Beginning at the 10th level, you gain proficiency in the persuasion skill. After interacting with a creature for 1 minute, you gain insight into how the creature will react to boasts of might or intimidation.
Your DM reveals if these tactics would be especially effective against the creature and you gain advantage on the appropriate Persuasion or Intimidation check if applicable.
Overpower
Beginning at the 14th level, you may cast the spell Destructive Wave at the 5th level, using your Berserk DC for the spell effect. Your Berserk state ends immediately after the spell resolves.