Is this homebrew Dex-based barbarian subclass (Path of the Striker) viable and/or balanced?
It is based off the Berserker, with a focus on incorporating Dexterity into its features rather than Strength. It also replaces base class features with similar ones.
Path of the Striker
For some barbarians, rage is not about brute strength, but rather superior agility. The Path of the Striker is a path of speed, decimating opponents before they even realize they’ve been beset upon. As you enter the striker’s rage, you deliver precise blows in rapid succession.
Starting when you choose this path at 3rd level, your rage is more focused. Instead of the standard benefits of rage, you gain the following instead:
While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Dexterity checks and Dexterity saving throws.
- When you make a melee weapon attack using a finesse weapon, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
In addition, your Reckless Attack feature is replaced with the “Desperate Attack” feature.
When you reach 18th level, your "Indomitable Might" feature is replaced with the “Predator's Pursuit” feature. When you reach 20th level, your "primal champion" feature is replaced with the “Speed Demon” feature.
When you make your first attack on your turn, you can decide to attack desperately. Doing so increases your attack range on melee weapon attack rolls using finesse weapons by 5 feet during this turn, but you provoke opportunity attacks after your attack as if you had moved closer to attack and returned to your original position. This effect lasts until your next turn.
Fleet of Foot
Beginning at 6th level, you can ignore the effects of non-magical difficult terrain while raging. In addition, your speed is increased by an additional 10 feet while raging, and you can maintain your rage by taking the dash action and moving at least 10 feet beyond your base walking speed.
Beginning at 10th level, You can use the dash action as a bonus action. Once per turn, after moving at least 5 feet towards a creature and making a successful melee attack, your damage is increased by 1d4 damage for every 5 feet you have moved towards the creature.
Starting at 14th level, when you move past a creature, it must succeed on a strength saving throw or be knocked prone. The DC for this save is 8 + proficiency + your dexterity modifier. This effect happens before opportunity attacks.
Beginning at 18th level, if an opponent takes the disengage action and moves away from you, you can use your reaction to follow them up to a distance equal to twice your dexterity score.
At 20th level, you embody speed. Your Dexterity and Constitution scores increase by 4. Your maximum for those scores is now 24.