Berserker, Variant (5e Subclass)

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Path of the Berserker, Variant[edit]

Frenzy[edit]

Starting when you choose this path at 3rd level, you can go into a frenzy when you Rage. If you do so, for the duration of your Rage when you take the Attack action on your turn, you can make one additional attack as part of that action. When your rage Rage while in a frenzy, excluding the first time you entered a frenzy since your last long rest, you must succeed on a DC 12 Contistution saving throw or suffer one level of Exhaustion.

Each time you use frenzy after the first use since your last long rest, the DC increases by 2. The DC resets to 12 whenever you finish a long rest.

Intimidating Posture[edit]

When you reach 3rd level, your physical stature aids you when intimidating others. Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength modifier (minimum of +1). You also gain proficiency in the Intimidation skill. If you’re already proficient in Intimidation, you add double your proficiency bonus to checks you make with it.

Mindless Rage[edit]

Beginning at 6th level, you can’t be charmed, frightened, or possessed while raging. If you are charmed or frightened when you enter your Rage, the effect is suspended for the duration of the Rage. Additionally, whenever you finish a short rest while hydrated and fed, your exhaustion level, if any, is decreased by 1.

Break and Shatter[edit]

Beginning at 10th level, While in frenzy, you can spend a hit die to gain an additional 1d12 damage on an attack that hits. You may only spend a maximum number of hit die equal to your proficiency bonus when using this feature.

Intimidating Presence[edit]

By 10th level, your mere presence can strike fear in your opponents. When you enter a rage, you can choose up to a number of creatures equal to your proficiency bonus within 30 feet of you to frighten. If a chosen creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength or Charisma modifier) or be frightened of you for 1 minute or until your rage ends, which ever happens first.

A frightened creature can repeat the saving throw as an action, ending the effect on itself on a success. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 1 hour or until you expend another use of rage.

Berserker's Mind[edit]

By 14th level, your mind has become hardened against the effect of outside influence. You gain proficiency in Wisdom saving throws as well as Intelligence or Charisma saving throws (your choice). If you already have proficiency in Wisdom saving throws, you instead gain proficiency in both Intelligence and Charisma saving throws.

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