Path of the True Berserker

True berserkers are ferocious warriors who are overcome with fits of screaming fury. Once they go berserk, they have difficulty stopping. They are terrifying enemies and dangerous allies. There are three types of true berserkers, each dedicated to a different beast and deity. Those clad a bear pelt are sacred to Thor. Those who wear a wolf pelt are sacred to Odin. Those who don boar skins are sacred to Frey.

Frenzy

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.

It is difficult to end your rage. If your turn ends and you haven’t attacked a hostile creature or taken damage since your last turn, you can make a DC 10 Wisdom saving throw to end your rage as a bonus action. If the save fails, you attack the nearest creature. Your rage otherwise continues for 1 minute or until you fall unconscious. When your rage ends, you suffer one level of exhaustion.

Essence of the Beast

Beginning at 6th level, you gain bestial qualities when enraged. The qualities depend on the animal and deity you selected.

Bear. You gain 2 temporary hit points per barbarian level and you have advantage on Wisdom (Perception) checks involving smell.

Boar. You gain 2 temporary hit points per barbarian level. If you take 10 damage or less that would reduce you to 0 hit points, you are reduced to 1 hit point instead. After using this ability, you cannot use it again until you complete a short or long rest.

Wolf. You gain 1 temporary hit point per barbarian level and you have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Menacing Presence

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 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.

Startling Metamorphosis

Beginning at 14th level, you transform into a hybrid beast when you rage. Your size increases one category, from Small to Medium or Medium to Large. If you are already Large, your size does not change. Your nonmagical clothing, armor, and equipment do not change and may be destroyed as you grow. If there isn’t enough room for you to fully enlarge, you attain the maximum size possible in the available space. As a result of this change, your carrying capacity doubles and you have advantage on Strength checks made to push, pull, lift, or break objects. Depending on the path you chose, you gain the following benefits, which last until your rage ends:

Bear

  • Your melee attacks that rely on Strength inflict an extra 1d4 damage.
  • You gain claws and fangs which you can use as simple melee weapons.
  • Bite. Your bite inflicts 1d10 + your Strength modifier in piercing damage.
  • Claws. Your claws inflict 1d8 + your Strength modifier in slashing damage.
  • You gain resistance to lightning damage

Boar

  • Your melee attacks that rely on Strength deal an extra 1d2 damage.
  • You gain tusks which you can use as simple weapons.
  • Tusks. Your tusks inflict 1d8 + your Strength modifier in slashing damage.
  • If you move at least 15 feet straight toward a target and 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.
  • You gain resistance to cold damage

Wolf

  • Your melee attacks that rely on Strength deal an extra 1d2 damage.
  • You gain claws and fangs which you can use as simple melee weapons.
  • Bite. Your bite inflicts 1d8 + your Strength modifier in piercing damage.
  • Claws. Your claws inflict 1d6 + your Strength modifier in slashing damage.
  • If you hit a creature with you bite attack, you can use your bonus action to force that creature to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
  • You gain resistance to fire damage
Section 15: Copyright Notice

Amazons vs Valkyries: Barbarian Paths, Copyright 2021, Bloodstone Press

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