| Upgrade # | Category | Effect |
|---|
| 1 | Ferocity | +1 Damage |
| 2 | Momentum | +5 ft movement when charging |
| 3 | Saving Throw | +1 to any Save |
| 4 | Ferocity | Gain advantage on melee attack rolls once per encounter |
| 5 | Momentum | If moving 15 ft before attacking, deal +1d4 damage |
| 6 | Saving Throw | +1 to any Save |
| 7 | Ferocity | +2 Damage |
| 8 | Momentum | On charge, push target back 5 ft |
| 9 | Saving Throw | +1 to any Save |
| 10 | Ferocity | Critical range expands by 1 (ex: 20 -> 19–20) |
| 11 | Momentum | +10 ft movement when charging |
| 12 | Saving Throw | +1 to any Save |
| 13 | Ferocity | +3 Damage |
| 14 | Momentum | On successful charge, knock target prone |
| 15 | Saving Throw | +1 to any Save |
| 16 | Ferocity | +1 Attack per round (if STR 15+) |
| 17 | Momentum | On charge, deal double damage |
| 18 | Saving Throw | +1 to any Save |
| 19 | Ferocity | +4 Damage |
| 20 | Momentum | Unique: Rampage – once per session, take a full extra turn after dropping an enemy to 0 HP |
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