Berserker, 3rd Variant (5e Subclass)

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Path of the Berserker, 3rd Variant[edit]

Barbarian Subclass

Few Barbarians who walk the Path of the Berserker live long to tell tales or pass down their techniques; as such, it may be rare to come upon one in the flesh. Their rage is rivaled by none. With steaming blood coursing through them and tossing all safety and sense aside, these Barbarians thrive on bloodshed--both their own and their enemies'. The works of these Berserkers are all but pandemonium, and their tales nothing short of legend. Foolish? Witless? Perhaps... But be warned: the frenzied rage of such a warrior spells the deaths of their enemies.
Frenzy

Starting at 3rd level, your Berserker tendencies allow you to begin a Frenzy when you enter a Rage. As part of the same Bonus Action you use to begin Raging, you may enter your Frenzied Rage. You may also enter a Frenzied Rage as a Bonus Action while Raging if you did not initially. When your Frenzied Rage ends, you suffer one level of Exhaustion.

While you are in the state of Frenzied Rage, you gain the following benefits, in addition to those granted by rage:

  • You can make one Melee Attack as a Bonus Action on each of your turns, including the same Bonus Action used to enter the Frenzied Rage.
  • You are immune to the effects of Exhaustion.
  • Should you use your Bonus Action as the Frenzied Rage Attack listed above, you can choose to expend and roll one of your Hit Dice. Add your Constitution modifier to the Attack roll and damage roll of this additional attack.

In addition, your fury propels you past the limits of your body. You reduce your Exhaustion level by two instead of one when you complete a long rest.

Mindless Rage

At 6th level, your mind is fortified against many influences. You cannot be Charmed or Frightened and gain resistance to psychic damage while Raging. If you are actively Charmed or Frightened prior to Raging, said effects are temporarily negated during the full Rage duration. If those effects’ duration have not elapsed when your Rage ends, they resume their effects and remaining time as normal.

Intimidating Presence

Beginning at 10th level, your harrowing aura terrorizes your enemies. When you land a critical hit with a Melee Attack during a Frenzied Rage, the target of that attack becomes Frightened by you, until the end of your next turn.

If a critical hit would cause a creature to be Frightened by your Intimidating Presence, but said critical hit kills the target, you may choose another creature you can see within 30 feet of you to be affected by the Frightened effect. It must be able to see or hear you in order for the effect to take place.

In addition, you may also replace one of your attacks made as part of the Attack action to attempt to frighten a single creature within 30 feet of you. If the creature can see or hear you, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature is Frightened by you, until the end of your next turn. If the creature ends the effect by succeeding on its saving throw, it cannot be affected by this feature again for 24 hours.

Finally, you can add your Strength modifier to Charisma (Intimidation) checks.

Retaliation

Starting at 14th level, when you take any damage from a creature within range of the melee weapon you are wielding, you may use your Reaction to use said melee weapon you are wielding to make a single Attack against that creature. When you Attack this way, you may expend and roll one of your Hit Dice and add the number rolled + your Constitution modifier to your attack and damage rolls.

If you kill the target with this Attack, and you are in a Frenzied Rage, you may make another normal Attack on a creature within range of your Melee Attack as part of the same reaction. This additional attack can benefit from a new Hit Dice expenditure roll.

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