Savage Melee is a Primary Power Set for Brutes, Scrappers, and Stalkers, and a Secondary Power Set for Tankers.
You tear at your foes with rending, feral attacks that can cause deep, long-lasting injury. You tap into the power of Blood Frenzy, making your attacks even more potent.
As a Savage Melee fighter, you often give yourself over to your bestial side. Whenever you are struck by a damage roll result that is at least equal to your Proficiency Modifier, or make such a damage roll using your Savage Strike feature, you may opt to immediately go into Blood Frenzy, or stay in that mode if you're already there. Doing so does not cost an action. While you are in Blood Frenzy, certain Savage Melee features are enhanced.
Starting at 1st level, your melee strikes become vicious. You grow claws, or don special gauntlets, or possess some other method of potentially shredding a foe. Your unarmed attack becomes slashing damage equal to 1d4 plus your Strength Modifier, plus any Endurance Dice you add as piercing damage. Merely activating this feature does not cost an action but you can only do it on your turn. If you use your Action to make a Savage Strike, you can make another Savage Strike using your Bonus Action. With the exception of Hemorrhage, your Savage Strike damage rolls have the potential to activate Blood Frenzy.
You can use Maiming Slash at 1st level, Vicious Slash at 2nd level if you are a Brute or a Scrapper and at 6th level if you're a Tanker, and Hemorrhage at 10th level if you are a Brute or a Scrapper and at 14th level if you're a Tanker.
At 1st level, you can use your Action to slash forward violently in a cone 7 feet long and 10 feet wide. Each creature in front of you must make a successful Dexterity Saving Throw or take 2d4 slashing damage, and all melee attack rolls made against that creature will have advantage until the end of its next turn. If you are in Blood Frenzy when using this feature, each creature has disadvantage on its Saving Throw, and if the roll fails the creature takes double damage and becomes vulnerable to slashing damage until the end of its next turn. This feature will take you out of Blood Frenzy. If a creature's Saving Throw is successful, it takes half damage but suffers no other effects.
You can use Rending Flurry at 3rd level if you are a Brute or Scrapper, and at 8th level if you are a Tanker, and Savage Leap at 12th level if you are a Brute, Scrapper, or Stalker, and at 15th level if you are a Tanker.
At 3rd level if you are a Stalker, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Savage Melee attack and damage roll you make until the end of your next turn. Using this feature does not cost an Action but you can only do it on your turn. This feature is not available to Brutes, Scrappers, or Tankers.
At 7th level, you can use the roiling fury inside yourself to fortify your stamina. If you are in Blood Frenzy, you can use your Action to take yourself out of that state. Roll a number of your own Hit Dice equal to your Proficiency Bonus plus your Constitution Modifier and apply the result to yourself as temporary hit points. As long as you still possess any of these temporary hit points, you resist both slashing and piercing damage. This feature does not interfere with or prevent you from going back into Blood Frenzy afterward.