Barbarian

Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor: If you are able to cast spells, you can't cast them or concentrate on them while raging.
 * You have advantage on Strength checks and Strength saving throws.
 * When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
 * You have resistance to bludgeoning, piercing, and slashing damage.
 * You gain access to Rage actions as described below.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Decapitation
prerequisite: heavy, two-handed weapon

Once per rage usage you may attempt to behead your target, the requirements are for the target to be less then 50% hp and to have a head. If the beheading succeeds the creature dies if it requires a head to live. Otherwise roll 3 times the amount of weapon dices and triple the damage made by the modifiers as well as applying weapon dices amount of bleeding damage. As a full round action you can perform an attack on the creature and if you over hit the AC of the creature by 10 the Decapitation was successful.

Sewer Limb
prerequisite: heavy weapon

Once per turn you may attempt to sewer a limb from your enemy - to do so you need your action and bonus action to not have been used that round. You call which limb you are targeting (e.g left arm, right leg) and attempt to over hit the AC by 6. If you do so then you sewer the limb from the body, the creature drops whatever it is holding in that limb and if the limb is a leg it has d100 (2/number of legs)*100% (so if the creature has 8 legs 2/8*100 = 25% so the creature has a 25% to fall) to fall. As well as taking twice as many weapon dices and twice as much damage from all modifiers to its hp also causing the enemy to take bleed damage of the highest hit die from your weapon.

Breakthrough
As a bonus actions you can perform the shove action.

Raging Marksman
You can use a bonus action to enter a stance which benefits your throwing power. Until the start of your next turn you get advantage on your weapon throw if you normally would have thrown it without adv or disadv due to the range and you don't gain disadvantage if you normally would due to the range. However you have disadvantage on any melee attack you decide to take and each thrown attack provides attack of opportunity.

Throw of Rage
You can use a bonus action to give any weapon a thrown property of 20 feet and double the thrown property of any weapon that already has a thrown property for that round.

Calming Stance
You can use a bonus action to dodge but if you do so you will exit rage at the start of your next turn