Feats (Berserk Supplement)

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Feats

The following is a list of all available feats in this setting in addition to any non-racial, magic-unrelated feats from official materials.


Half-Merrow

Prerequisites: Personal history justification, Human race, not Half-Jötunn or Half-Harpy
You partially descend from a race of elegant, fish-like people. As an action, you gain the racial features of the merrow, and your movement speeds are replaced with the race's. This lasts for 1 minute or until you end it as an action, and you may do this once, regaining use at the end of a long rest.

Half-Harpy

Prerequisites: Personal history justification, Human race, not Half-Jötunn or Half-Merrow
You partially descend from a race of ravenous, bird-like people. As an action, you gain the racial features of the harpy, and your movement speeds are replaced with the race's. This lasts for 1 minute or until you end it as an action, and you may do this once, regaining use at the end of a long rest.

Half-Jötunn

Prerequisites: Personal history justification, Human race, not Half-Merrow or Half-Harpy
You partially descend from a race of large, knotty-like people. As an action, you gain the racial features of the jötunn, and your movement speeds are replaced with the race's. This lasts for 1 minute or until you end it as an action, and you may do this once, regaining use at the end of a long rest.

Rage

Prerequisites: 13 Charisma
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:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack, you gain a bonus to the damage roll equal to your Strength modifier if you made the attack using your Dexterity, or your Dexterity modifier if you made the attack using your Strength.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

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 number of times equal to your Charisma modifier, you must finish a long rest before you can rage again.

Fast Movement

Prerequisites: 14 Dexterity
Your movement speed increases by +10 ft. while you are not wearing heavy armor.

Danger Sense

Prerequisites: 14 Wisdom
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Feral Instinct

Prerequisites: 14 Constitution, Rage
Your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Relentless Rage

Prerequisites: 15 Charisma, Rage
If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Brutal Critical

Prerequisites: 16 Strength
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. You may gain this feat up to 3 times.

Persistent Rage

Prerequisites: 16 Charisma, Rage
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might

Prerequisites: 16 Wisdom
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Hero

Prerequisites: A score of 20 in any ability score
One ability score that you have a score of 20 in increases to 24.

Jack of All Trades

Prerequisites: 17 Wisdom
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Favored Enemy

Prerequisites: 16 Wisdom, Intelligence, or Charisma
Choose a type of favored enemy: humanoids, undead, aberrations, fey, beasts, fiends, monstrosities. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You may take this feat up to 3 times.

Land's Stride

Prerequisites: 16 Dexterity
Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Hide in Plain Sight

Prerequisites: 17 Wisdom, proficiency in Nature
You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Uncanny Dodge

Prerequisites: 17 Dexterity
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Attuned Weapon

Prerequisites: 18 Strength or Dexterity
During a long rest, you may attune to one magical or nonmagical weapon of your choice. While you are wielding this weapon, you may ignore the loading property if it has it, you can not be disarmed of it unless you are grappled or restrained, and you gain a +1 bonus to its attack and damage rolls.

Double Weapon Master

Fencing Expert

Dagger Expert

Anatomy Expert

Poison Expert

Simple Weapons Expert


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