Berserker Path: Path of Fenrir in Grezaghar - The Realm of Adventure | World Anvil

Berserker Path: Path of Fenrir

https://www.dandwiki.com/wiki/Berserker_(5e_Class)#Berserker_Path:_Path_of_Fenrir
Upon choosing this path, you become a Berserker of great strength, through the embodiment of the savage and as insatiable nature of the ever-growing Fenrir.   Bloodrush Starting when you choose this path at 3rd level, you've learned of an uncontrollable thirst that bubbles beneath the surface. On your turn, you can enter what is called a blood rush, as a bonus action. While in a bloodrush, you gain the following benefits if you aren’t wearing heavy armor:   You can ignore the two-handed weapon property on weapons, allowing you to wield two-handed weapons in one hand. In addition, when using two weapon fighting you no longer limited to light weapons. Your Strength score must be at least 17 and you must be proficient in both weapons, else, you cannot gain these benefits.   Like the wolf, you strike best when your target is prone. When you make a successful melee attack against a prone creature you can treat the attack as if it was a critical hit.   When your hit points are reduced, half the damage you take as normal(rounded down) and the other half(rounded up) goes into what is called a Blood Pool. When your bloodrush ends, your hit points are reduced by an amount equal to the value of your Blood Pool. However, if your bloodrush ends and your Blood Pool is less then your hit point maximum, the damage you take from your Blood Pool cannot reduce your hit points below 1. When you are healed using magic or otherwise and the value of your Blood Pool doesn't equal zero you instead decrease the value of your Blood Pool equal to the number of hit points recovered until it reaches zero at which point you can begin recovering hit points normally. Any excess points of healing are transferred over to your current hit points. If the irreducible damage taken from your Blood Pool would outright kill you, you make a single death saving throw, on a success, you are stabilized at 0 hit points, however, if you fail, you die as normal.   When you use your Strength from Pain feature, the bonus damage you deal with it reduces the value of your Blood Pool by an equivalent amount to a minimum of 0.   If you are able to cast spells, you can't cast them or concentrate on them while in a bloodrush. Your bloodrush 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 a bloodrush on your turn as a bonus action. Once you have entered a bloodrush a number of times shown for your Berserker level in the Bloodrush/Warpath column of the Berserker table, you must finish a long rest before you can enter a bloodrush again.   Teachings of Fenrir   Starting at 5th level, you become far more attuned to your senses of smell and hearing. You gain the following abilities while in a bloodrush:   You have advantage on Wisdom(Perception) checks that rely on hearing or smell. You have advantage on Wisdom (Survival) checks to track any creature with blood that is not at their hit point maximum.   On your turn, you have advantage on your first attack roll against creatures, if at least one of your allies are within 5 feet of the creature and that ally isn't incapacitated.   Wolf's Agility   Beginning at 7th level, while in a bloodrush, you are a continuous blur of motion in battle as you cleave through your opposition. Your speed increases by 10 feet while in a bloodrush. This bonus increases to 20 feet at 11th level and increases again to 30 feet at 18th level. In addition, you have advantage on Dexterity saving throws while in a bloodrush, provided you are not blinded, deafened, or incapacitated.   Go for the Throat   At 9th level, your primal savagery and unrelenting assaults break through even the strongest of bulwarks. While in a bloodrush, your melee weapon attacks score a critical hit on a roll of 19 or 20.   Primal Fear   Starting from 11th level, if you reduce a creature to 0 hit points while in a bloodrush, you can unleash a bone-chilling howl as a reaction. All hostile creatures within 30 feet of you must make a Wisdom saving throw equal to your Berserker save DC. On a failed save, hostile creatures, flinch and are paralyzed with fear until the end of your next turn or until they take damage. If your bloodrush ends while a creature is paralyzed they can remake their save. Once used you must complete a short or long rest before you can use this feature again.   Infinite Duress   Starting at 14th level, while in a bloodrush, you can momentarily lose yourself, pushing yourself beyond your normal limits. When you take the attack action on your turn, you can take one additional Attack action as if you had an additional action on top of your regular action. Allowing you to take twice as many attacks as you normally would, not including bonus actions. The moment you use this feature you become almost feral in your style of fighting drooling, howling as you beat your opponent down with the sole focus on killing them. This state of mind lasts until your bloodlust ends, you slay a living creature or you fall unconscious. You must finish a long rest before you can use this feature again.   Pack Leader's Call   Starting at level 18, while in a bloodrush, as an action you can let out a long, deep howl that can be heard from 300 feet away that lasts until the beginning of your next turn. If you are damaged during this time, you must maintain your concentration as if concentrating on a spell. Once this howl ends, a number of winter wolves equal to 1 + your Charisma modifier (minimum of 1) materialize in unoccupied spaces within 60 feet of you. These winter wolves are friendly to you and your companions. Roll initiative for the summoned winter wolves as a group, which have their own turn. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise, take no actions. These winter wolves gain a bonus to their damage rolls equal to twice your proficiency bonus.   These winter wolves disappear when they drop to 0 hit points or after 1 hour has passed. Once you use this feature you can't use it again until after you complete a long rest.

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