Path of the Berserkergang

Fighting like crazed beasts, berserkergangr are foulmouthed, ferocious, insane warriors who can throw themselves into screaming fits at will. Once they go berserk, berserkergangr have difficulty stopping. They are terrifying enemies and dangerous allies.

There are three distinct types of berserkergangr, each dedicated to a different beast and deity. The bearsarker, who wears a bear pelt into battle, is sacred to Thor. The ulfhethnar, who wears a wolf pelt, is sacred to Odin. And the svinfylking, who wear boar pelts and lead charges, are sacred to Frey.

Hamask

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one.

When your rage ends, you suffer one level of exhaustion.

Fireborn

Beginning at 6th level, you are resistant to fire damage when you rage. You become immune to fire damage at 14th level.

Egeslic

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Hamingja

Starting at 14th level, you partially transform into a beast when you rage. Depending on the deity you worship and the pelt you wear, you magically gain the following benefits, which last for the duration of your rage:

Bearsarker

When you transform you gain the following:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
  • You have advantage on Strength checks and Strength saving throws.
  • You gain a bite attack that inflicts 1d8 piercing damage and a claw attack that inflicts 1d6 slashing damage.
  • Your weapon attacks deal an extra 1d6 damage.
  • You have advantage on Wisdom (Perception) checks involving smell.
Ulfhethnar

When you transform you gain the following:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered
  • You gain a bite attack that inflicts 1d8 piercing damage and a claw attack that inflicts 1d6 slashing damage.
  • You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
  • You can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.
Svinfylking

When you transform you gain the following:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered
  • You gain a tusk attack that inflicts 1d8 slashing damage.
  • If you move at least 15 feet straight toward a target and then hit it with your tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone.
  • If you take 14 damage or less that would reduce you to 0 hit points, you are reduced to 1 hit point instead. This ability recharges after a short or long rest.
Section 15: Copyright Notice

5E RPG: Viking Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.