5e SRD >Classes >Monk >Monastic Traditions >

Path of the Dreadnought

The unstoppable soldiers of wartorn battlegrounds, it is the duty of the dreadnought to break enemy lines and raze entire cities. Each dreadnought wears an advanced helmet, a Berserker Helm, which, once donned, is never removed. Each helm is specially engineered to make the dreadnought fearless and to grant them complete control over their terrible rage. The helmet is the locus of their emotion, or lack thereof.

To a dreadnought, reality is simple: there are friends and foes, good and evil, law and chaos. The rule above all: never remove your helm.

Berserker Helm

Beginning when you select this path at 3rd level, you are fitted with a helmet which regulates your emotion and focuses your anger. Assisted by your helmet, you can summon up rage at will, and end it just as swiftly. You are unable to rage if your helmet is removed. Instead of raging normally, you can rage for a number of rounds equal to your half your barbarian level (rounded down) + double your Constitution modifier. These rounds need not be consecutive. You can begin and end your rage as a bonus action. Your rage only ends early only if you fall unconscious or if you choose to end it on your turn. After raging for this number of rounds, you must finish a short or long rest before raging again.

At 20th level, you can rage for any number of rounds.

Variant Resistances

Raging barbarians might find that their resistance to bludgeoning, piercing, and slashing damage while raging doesn’t count for much when many of the basic weapons deal energy damage. Optionally, the GM can rule that barbarians instead have resistance to force, necrotic, and radiant damage while raging.

Fearless

At 6th level, you have advantage on saving throws against being charmed or frightened. If you make this saving throw while you are raging, you can reroll one of the d20s once.

Unstoppable Charge

Beginning at 10th level, when you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you have advantage on this attack roll.

Focused Rage

At 14th level, you can focus your rage into an unstoppable fury against a single target. When you enter a rage, you can choose 1 creature that you can see within 60 feet. Your attacks deal twice the normal amount of rage damage to this target.

Section 15: Copyright Notice

Dark Matter Copyright 2019, Mage Hand Press, LLC; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair