Path of the Divine Berserker (5e Subclass)
Path of the Divine Berserker[edit]
Barbarian Subclass
The Path of the Divine Berserker is a path one chooses to follow if one has the gift to do so. Barbarians that follow this path pledge themselves to the Gods of the Giants and in return get to use the power of their runes.
Gods of the Giants
Also at 3rd Level you learn to speak read and write Giant and gain proficency in the Religion skill if you don't already have it.
You choose a Divine Domain for the God you serve from death, forge, frost, life, light, tempest, trickery and war.
Depending on the chosen divine Domain you get different abilites at Levels 6 and 14.
Divine Runes
Starting at 3rd Level you get to choose 2 runes from the Divine Runes list. You get to choose one additional rune at 6th, 10th and 14th Level.
These Runes are tattooed onto you and grant a passiv ability each, you need a priest of these gods that is able to tattoo them every time you get to choose new runes and you can only exchange the runes of you complete a quest given by the god you pledged yourself to.
Some of the Runes require a target ot make a saving throw.
Rune save DC (Strength Modifier + Rage damage + 8)
Blessing of the Gods
The Divine Runes are powerful and letting their power flow through mortal bodies brings irreversable chages with it. These Changes manifest as the Divine Blessings and in changes in your appearance. How these cosmetic changes happen is your choice but they should be somewhat in line with the Divine Domain you chose at 3rd Level, a Frost Domain Berserker for example might get white hair over time and ice blue eyes or the skin might become pale and appear light blue.
At 6th Level you gain a blessing from your god depending on your domain.
-Death: While Raging your strikes leave behind a mark of death. creaturey you have wounded cannot regain hit points until the end of your next turn
-Forge: You can easily see the weak points of your enemies armor, when you score a critical hit while Raging against an enemy that is wearing metal armor their armor is destroyed. You also gain resistance to fire damage.
-Frost: You have Superior Resistance to cold damage.
-Life: While Raging you have Superior Resistance to necrotic damage and any time you gain healing you can add your constitution modifier to that.
-Light: While Raging you have an aura of bright light to up to 30ft and im light up to another 30ft., while in the bright light you and all allies have resistance to necrotic damage and have advantage on savgin throws against being frightened.
-Tempest: While Raging you have Suprerior Resistance to ligthning and thunder damage.
-Trickery: While raging your weapon carries an afterimage of itself. the first attack on your turn has advantage.
-War: While Raging you ignore the effects of exhaustion and are immune to being charmed or frightened.
(Superior Resitance is a 5e Variant Rule if you do not use this rule use resistance instead)
Empowered Runes
Starting at 10th Level you learn to evoke your runes to draw out greater power out of them.
You can evoke a rune once per long rest as a bonus and after evoking it the passive effect is deactivated until you complete a long rest.
At 14th Level you can evoke up to 3 runes at the same time as part of the same bonus action.
When you evoke a Rune that can be evoked using the same bonus action you use to enter your rage, this bonus action can only be used to evoke one rune.
The greater power you draw out of the runes also protects you from the icy cold of the mountains. You gain superior resistance to cold damage and are immune to the effects of extreme cold.
Divine Warrior
Starting at 14th Level the Divine power your god grants you is growing stronger and your blessing becomes stronger.
-Death: While raging you now also deal an additional d4 necrotic damage.
-Forge: Your keen eye can see the weakpoints in your enemies weapons. When you score a critical hit while raging you can choose to instead detry their weapon or shield provided they are made out of metal. Your resistance to fire damage becomes Superior Resistance.
-Frost: While Raging you can force an enemy you hit to make a constitution saving throw or take an additional 1d8 cold damage and have their speed reduced by half for until the end of your next turn. You can do this a number of times equal to your proficency modifier.
-Life: When you get healed you can choose another creature within 30ft. ofyou to recieve the smae amount of healing.
-Light: fiends and undead have disadvantage when within the bright light of your aura. A fiend or undead that doesn't relly on sight to see you isn't affected, a fiend or undead that relies on blindsight to see counts as blinded while within the light.
-Tempest: While raging you gain a flying speed equal to your current walking speed. This flying speed only works in short burts and you fall if you don't end your movement on the ground.
-Trickery: When you enter your rage the mirror image Spell is cast on you.
-War: While Raging you get an additional attack when you take the attack action.
Divine Runes[edit]
Rune of Communication
Passive: You learn to read write and speak celestial and 2 other languages of your choice one of which can be an exotic language.
Evoked: For one minute you can understand anything as if you spoke all languages and were under the effect of the speak with plants and speak with animals spells.
Rune of Decpetion
prerequisite: Trickery Domain
Passive: you gain proficency in deception and thith a disguise kit. if you are already proficent in any of them you can add twice your proficency bonus.
Evoked: you cast the alter self spell but can only choose the Change Appearance option. The spell last for one hour without requiring concentration. The spell ends early should you enter your rage.
Rune of Farsight
Passive: You can see things up to 1 mile away as if they were within 100 feet of you and your vision isn't impeded by both nonmagical and magical weather conditions.
Evoked: You cast the clairvoyance Spell without requiering material components as an action but you can only choose to see.
Rune of Guidance
prerequisite: Light Domain
Passive: When you enter your rage you can choose one ally within 30ft. of you, that ally can, once per turn, roll a d4 and add that to any attack roll or saving throw they make. This effect ends if you end your rage, they leave the bright light cast by you or they get knocked unconcious.
Evoked: For the duration of your rage every ally within the bright light you cast can, once per turn, roll a d4 and add that to any one attack roll or saving throw they make. They have to this before knowing if the attack hits or they pass the saving throw but after the roll.
(this rune does not follow the standard evokation pattern and can only be evoked when entering your rage as part of the same bonus action)
Rune of Protection
Passive: While raging your amrmor class increases by your rage damage.
Evoked: Until the Beginning of your next turn any hit that isn't a critical hit misses you automatically.
(you can only evoke this rune if you are below a quarter of your hitpoints)
Rune of the Blacksmith
prerequisite: Forge Domain
this rune cannot be evoked
You gain Expertise with Smith's Tools and you need half the time and gold to craft an object using Smith's Tools. During downtime the amount of gold you can make by working as a blacksmith is doubled.
Rune of the Commander
prerequisite: War Domain
Passive: While raging you can forgo one of your weapon attacks to command a creature to attack once, the commanded creature must use their reaction to make the attack. You can do so no more than once per turn.
Evoked: You command a creature to take the attack action. The creature must use it's reaction to take the attack action, benefits such as extra attack apply for this.
Rune of the Tundra
prerequisite: Frost Domain
This rune cannot be evoked
You gain the Rangers Natural Explorer feature but only for artic terrain. You also count as proficent in perception, investigation and survival while in arctic terrain.
Rune of the Witches Eyes
prerequisite: Trickery Domain
Passive: You can see the true form of any shapechanger and you can cast detect magic as anction anumber of times equal to twice your rage damage per long rest.
Evoked: for one minute you can see the properties of any magic item you look at as if you had casted identify on it. If an item tries to conceal it's properties you have advantage on the roll to see through those deceptions.
Rune of Thunder
prerequisite: Tempest Domain
Passive: You can forgo one of your attacks when you take the attack action to cast Thunderclap.
Evoked: You cast thunderous smite on the weapon you're currently holding without requireing concentration.
(if you cast thunderous smite on your bonded weapon the damage increases by 2d6)
Rune of Siege
prerequisite: Level 6, War Domain
Passive: Your attacks gain the Siege property.
Evoked: Your next hit against an object or structure is an automatic critical hit and you deal maximum damage instead of rolling.
Rune of Stronger Strikes
prerequisite: Level 6
Passive: the damage die of your weapon increases by 1 step (d4 to d6 to d8 to d10 to d12).
Evoked: your next strike deals double damage, if you this hit is a crit the effect of your citical strike is also doubled.
Rune of Superior Criticals
prerequisite: Level 6, War Domain
Passive: your critical range increases by one.
Evoked: your next attack is a guaranteed critical hit.
Rune of the Bonded Wepaon
prerequisite: Level 6
this rune cannot be evoked
You have a bonded weapon granted by your god that you can summon to your hand or dismiss as a bonus action. The Weapon can be any weapon but will always appear as a weapon made of the element associated with your Divine Domain as written below and has runes writen on both hilt and blade (when you deal the normal weapon damage the weaponis made out of normal weapon steel). You can only change it through dismissing and summoning it again, it uses the normal die type of the weapon it is at the moment and the damage always counts as magical but the damage type is dependant on your domain:
Death: necrotic
Forge: fire or the normal damage type of the weapon (your choice every time you call it)
Frost: cold
Life: radiant or the normal damage type of the weapon (your choice every time you call it)
Light: radiant
Tempest: lightning or thunder (your choice every time you call it)
Trickery: poison or psychic (your choice every time you call it)
War: the normal damage type of the weapon but bypassing resistance
Rune of the Dead
prerequisite: Level 6, Death Domain
Passive: A creature you kill cannot be revived by any mean short of a wish Spell.
Evoked: You can call the soul of a creature you have killed within the last hour and ask 3 questions which they must answer truthfully. The creature appears a an intangible transparent spirit projection of their former self, they only know what they knew in life and can only communicate in way they would have been able to while alive. after these questions were asked their soul lies to rest and they disappear.
Rune of the Depths
prerequisite: Level 6
this rune cannot be evoked
You gain the ability to breathe water and a swimming speed equal to your walking speed. You no are no longer affected by the drawbacks of being submerged in water when it comes to combat and you can talk normally.
Rune of the Fearsome Warrior
prerequisite: Level 6
Passive: While raging you can spend your bonus action to cast wrathful smite without requiring concentration and it last for the full duration. you can do this a number of times equal to your rage damage.
Evoked: You cast staggering smite on the weapon you are holding without requireing concetration and it lasts for the full duration.
Rune of Chaos
prerequisite: Level 10, Trickery Domain
Passive: When you hit a creature while ragin you can force them to make a charisma saving throw, on a failed save you roll 1d6 for every damage type. the number on the d6 randomizes if they have resistance to a damage type, immunity, vulnerability or no special modifier. On a 1 they gain vulnerability to that damage type, nothing on a 2 and 3, resistance on a 4 and 5 and immunity on a 6. If the creature had a resistance, vulnerability or immunity before, you add -1 to the roll if they had vulnerability, +1 if they had resistance and +2 if they had immunity. Should they naturally have Absobtion they are not affected by this. You can use this feature a number of times equal to your rage damage per long rest.
Evoked: You cast the Chaotic Smite (5e Spell) Spell at 3rd Level on the weapon you're holding and it last for the full duration without requiring concentration. If you cast it on your bonded weapon you cast it at 4th Level.
Rune of Cleansing
prerequisite: Level 10, Light Domain
Passive: You can, as an action, cast the lesser restoration spell. You can do this a number of times equal to your rage damage.
Evoked: You cast the Blazing Smite (5e Spell) Spell at 3rd Level on the weapon you're holding and it last for the full duration without requiring concentration. If you cast it on your bonded weapon you deal and extra 2d6 radiant damage on the initial attack and 1d6 extra radiant damage with on the burning creature each round.
Rune of Force
prerequisite: Level 10
Passive: While raging you can, once per turn, when you hit with a weapon attack, try to push a creature back. they must succeed on a Strength Saving throw or be pushed back 10ft.
Evoked: You cast Pulse Wave at 3rd Level.
Rune of Frostbite
prerequisite: Level 10, Frost Domain
Passive: You force a creature hit while raging to make a constitution saving throw, on a fail, for one minute, all hit points they regain are halved. When the creature takes fire damage they can repeat this contitution saving throw with a bonus equal to the fire damage taken.
Evoked: You cast the Frigid Smite (5e Spell) Spell at 3rd Level on the weapon you're holding and it last for the full duration without requiring concentration. If you cast it on your bonded weapon you cast it at 4th Level.
Rune of Life
prerequisite: Level 10, Life Domain
Passive: While raging and below half hitpoints you regain your consittution modifier + your rage damage hit points up to half your hit point maximum.
Evoked: You cast the heal spell on yourself.
Rune of Lightning
prerequisite: Level 10, Tempest Domain
Passive: While raging you can forgo one of your weapon attacks to cast Lightning Lure.
Evoked: you cast call lightning at 4th Level.
Rune of the Furious
prerequisite: Level 10
Passive: While raging you can make one additional attack if you take the attack action.
Evoked: Immediately after you evoke this rune you can take the attack action without using the action on your turn.
Rune of the Leader
prerequisite: Level 10, War Domain
Passive: When you enter your rage you can choose a number of creatures within 30ft. of you equal to half your proficency modifier, rounded down, while you are raging these creatures get a bonus to their damage rolls equal to half your rage dammage, rounded up.
Evoked: You choose a number of creatures within 30ft. of you equal to your proficency modifier. These creatures benefit from your rage damage and gain resistance to nonmagical bludgeoning, slashing and piercing damage for the duration of your rage.
(this rune does not follow the standard evokation pattern and can only be evoked when entering your rage as part of the same bonus action)
Rune of the Lightning Strike
prerequisite: Level 10, Tempest Domain
Passive: While raging you can, once per turn, force a target to make a constitution saving throw or be paralyzed until the end of your next turn. You can do so a number of times equal to your rage damage.
Evoked: You cast the Energizing Smite (5e Spell) Spell at 3rd Level on the weapon you're holding and it last for the full duration without requiring concentration. If you cast it on your bonded weapon you cast it at 4th Level.
Rune of Death
prerequisite: Level 14, Death Domain
Passive: When you've left a Mark of Death on a creature every atempt to heal them deals 2d6 necrotic damage to both the target and the caster. Should the caster be the target with the mark of them they take the damage for both the caster and the target.
Evoked: You cast the Agonizing Smite (5e Spell) Spell at 4th Level on the weapon you're holding and it last for the full duration without requiring concentration. If you cast it on your bonded weapon you cast it at 5th Level.
Rune of Guiding Light
prerequisite: Level 14, Light Domain
Passive: While raging you have advantage on any attack roll against fiend or undead affected by your aura of light.
Evoked: You force any fiend or undead within the bright light you shine to make a Wisdom Saving Throw, on a failed save they take 1d8+your rage damage radiant damage and all attacks against them have advantage until the end of your next turn.
Rune of Mental Pressure
prerequisite: Level 14, War Domain
Passive: While raging you carry an aura around you that instills a mental pressure on those around you. A hostile creature that starts their turn within 10ft. of you must make an Intelligence Saving throw or suffer disatvantage on all attack roles against you or your allies. a Caster concentrating on a spell within that range must make an INtelligence Saving throw to maintain concentration, they have disatvantage on this saving throw.
Evoked: All hostile creatures whithin 30ft. of you must make an Intelligence Saving throw or take 4d8 psychic damage and are frightened of you for one minute.
Rune of the Chaotic Body
prerequisite: Level 14, Trickery Domain
this rune cannot be evoked
Your rage no longer grants you resistance to bludgeoning piercing or slashing damage. Instead you roll 1d6 for every damage type. the number on the d6 randomizes if you have resistance to a damage type, immunity or no special modifier. On a 1, 2 and 3 you have no modifier, resistance on a 4 and 5 and immunity on a 6. If you had a resistance or immunity before, you add +1 if you had resistance and +2 if you had immunity. You always gain a +1 to bludgeoning, slashing and piercing damage.
Rune of the Forged Body
prerequisite: Level 14, Forge Domain
Passive: While Raging your Skin becomes as hard as steel. You Unarmored Defense is now (12 + Str + Con) and you make a contituion saving throw in place of any dexterity saving throw you would have to make.
Evoked: Your Skin becomes as hard as adamantine. For the Duration of your rage your Unarmored Defense is (14 + Str + Con) and you make a contituion saving throw at advantage in place of any dexterity saving throw you would have to make. In adiition any critical hit against you becomes a normal hit.
(this rune does not follow the standard evokation pattern and can only be evoked when entering your rage as part of the same bonus action)
Rune of the Giant
prerequisite: Level 14
Passive: While Raging you grow to large size.
Evoked: For the Duration of your Rage you grow to huge size.
(this rune does not follow the standard evokation pattern and can only be evoked when entering your rage as part of the same bonus action)
Rune of the Invincible
prerequisite: Level 14, War Domain
Passive: While Raging you have immunity to nonmagical bludgeoning, slashing and piercing damage.
Evoked: Until the End of your next turn you are immune to all damage and gain a 5ft. aura that works as an antimagic field.
Rune of the Invulnerable
prerequisite: Level 16
this rune cannot be evoked
Passive: While raging you gain Absorbtion to one damage type depending on your divine domain:
-Death: necrotic
-Forge: fire
-Frost: cold
-Life: any (your choice when you enter your rage)
-Light: radiant
-Tempest: lightning or thunder (your choice every time you enter your rage)
-Trickery: poison or psychic (your choice every time you enter your rage)
-War: bludgeoning, pirecing or slashing (your choice every time you enter your rage)
Rune of Divine Eyes
prerequisite: Level 18
this rune cannot be evoked
Your eyes become golden in colour and you gain truesight with a range of 120ft.
Rune of Resurection
prerequisite: Level 18, Life Domain
Passive: You can cast the revivify spell as an action. You can do so a number of times equal to your rage damage.
Evoked: You cast the resurrection spell.
Rune of the Storm
prerequisite: Level 18, Tempest Domain
Passive: When you enter your rage control weather is cast on the area around you and reaches the desierd weather conditions at the end of the first round of your rage. For the conditions you can only choose options 4 or 5 for precipitation, options 4, 5 or 6 for Temperature and Wind is always at condition 5.
Evoked: You cast storm of vengeance without requireing concentration centered above you as part of the same bonus action you enter your rage, the first phase of acid rain does not take place as such this has no effect in the first two rounds, the rest takes place as normal. This spell does not require concentration but ends early if you end your rage.
Rune of the Allfather
prerequisite: Level 20
Passive: You can cast find familiar as ritual but you can only choose a raven that is always a celestial. Instead of the standard raven stattblock it uses the Celestial Raven stattblock.
Additionally your familiar benefits from all the passive effects of your runes as long as you have not evoked them yet but it cannot cast spells on it's own and can't attack unless you use your action to cammand it to attack.
Evoked: You cast Wish.
(This Rune is a special reward that can be given if you complete a quest for your god at 20th Level and does not count against your runes known. once this rune is evoked it can never be evoked again)
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