Path of the Berserker Armor (5e Subclass)
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Path of the Berserker Armor[edit]
Barbarian Subclass
Barbarians who follow the path of the Berserker Armor know how to forge a supernatural bond with a suit of heavy armor, granting it sentience, which allows the armor to carries them into battle even when their bodies given up the fight. The berserker armor is imbued with a bestial spirit, that is fueled by the negative emotions of its wearer: hate, fear, pain, and empowered by it.
- Bound Armor
Starting at 3rd level, when you finish a long rest, you can bond yourself to a suit of heavy armor you touch. You are considered proficient with that armor, and ignore the disadvantage on Dexterity (Stealth) checks when wearing it.
The armor grants you darkvision of 60 feet, or additional 60 feet of darkvision if you already have this trait, and you ignore disadvantage for Wisdom (Perception) checks due to being in an area of dim light.
The armor repairs itself, regaining hit points equal to your proficiency bonus at the start of each turn.
- Berserker Rage
At 3rd level, when you enter in rage, you can induce a berserker rage. Doing so enables your sentient armor to take control over your body. Your helmet reshapes taken the form of a beast, which grants you the ability to use it as a natural weapon to make bite attacks.
As a bonus action in each of your turns, you can attack with the helmet's bite attack. A bite from the helmet is an unarmed strike, but you roll 1d6 for the damage roll with it, and causes piercing damage.
During a berserker rage, at the start of each turn, you must succeed on a DC 10 Wisdom saving throw. On a failure, you will move towards the nearest creature within your movement speed (hostile or friendly), and make an attack with the helmet against it.
You also have Disadvantage on Intelligence, Wisdom or Charisma saving throws during a berserker rage. You can end a berserker rage as a Bonus Action.
- Pain Suppression
At 6th level, during a berserker rage, your armor suppress the feeling of pain while you wear the armor. When you take damage during a berserker rage, you don't take damage, and, instead, record the damage taken. At the end of your berserker rage, you take damage equal to the total damage recorded.
Any healing you receive can either increase your current hit point total as normal or reduce the total damage recorded. When you receive healing, you choose whether it affects your recorded damage, your hit points, or both (you can split the amount of healing as you wish).
If the damage carries some effect associated with it, such as inflicting a harmful condition from the following: frightened, poisoned, stunned or incapacitated, you suppress the effects of that condition for the duration of the rage. You still suffer with its effects at the end of the rage, as if the condition had just taken place, for the purposes of tracking its duration. If you break or lose a limb in battle, the armor allows you to ignore the harm done to that limb, by suppressing the effects of the wound for the duration of the rage.
If you record damage equal to half your maximum number of hit points (rounded down) or more, you suffer 1 level of exhaustion when the rage ends. If you have more recorded damage than your maximum hit points at the end of your berserker rage, you die immediately.
- Reaping Bite
At 10th level, when you hit a creature with a bite attack from your armor, you can force the target Large or smaller to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or you either grapple the target or knock it prone.
While grappling a target with your bite, you can use a Bonus Action to automatically cause damage of your bite, rather than making an attack with it.
- Bestial Anger
At 14th level, while storing damage during a rage, you can convert all that pain, fear and anger into power. For each 10 points of damage recorded or each condition suppressed, your bonus rage damage increase in +1.
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