Oath of the Demigod Berserker (5e Subclass)

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Oath of the Berserker

Oath of the Berserker

"Certainty of death, small chance of success... What are we waiting for?"
- Gimli son of Glóin, The Lord of the Rings: The Return of the King

The Oath of the Berserker is a sacred commitment to be at the forefront of every battle, and never run from a fight. These paladins make barbarians look like wimps. This oath is available to paladins of any alignment, but is especially popular among dwarves and followers of chaotic gods of battle.

Tenets of the Berserker

The tenets of the Oath of the Berserker vary widely, but share these basic elements in common.

Boldness. Always be the first into the breach. Never hide behind others. Never let another take greater risk (and greater glory) than you.

Resolve. Always continue on in the face of adversity. Persevere when others fall short.

Buoyancy. Never let circumstances get you down. The greater the risk, the higher your spirits.

Transparency. Your word is your bond. Never deceive the innocent, and rarely the guilty. Choose a fair fight over subterfuge.

Oath Feats

You gain Oath feats at the Paladin Levels listed:

Paladin LevelFeats
3rdshield, false life
5thenlarge/reduce, enhance ability
9thprotection from energy, haste
13thstoneskin, guardian of faith
17thsteel wind strike, flame strike

Channel Divinity

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Divine Challenge. As a bonus action, you make a Charisma (Intimidation) check. Any enemy within 30 feet of you that can see and hear you must make an opposed Wisdom save. A creature that fails the save must either focus its attacks on you or flee as if frightened. An affected creature has disadvantage on ability checks and attack rolls for attacks that do not include you as a target for 1 minute, or until you are no longer conscious or in line of sight.

Divine Rage. As a bonus action, you enter a berserk rage. You gain advantage and a damage bonus equal to your Charisma modifier on all Strength-based melee attacks, and gain advantage on Strength checks and saving throws. Divine rage lasts for 1 minute, or until you end it prematurely as a bonus action, or are knocked unconscious.

Divine Fortitude

Starting at 7th level, the divine magic flowing through allows you to shrug off blows that would cripple a greater being. While wearing armor, you gain +2 to AC.

In addition, you can ignore the two-handed property of weapons.

Relentless Rage

Starting at 15th level, your divine rage can keep you fighting despite grievous wounds. While raging you gain resistance to all nonmagical damage and if you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Demigod Rage

At 20th level, divine rage becomes your normal state of being. Once active, divine rage lasts until you rest, fall unconscious, or choose to end it as a bonus action. While your rage is active, allies within a 30 feet radius gain a bonus to hit based on your Charisma modifier (minimum of 1) this however does not effect yourself.

You can channel your divine rage outward causing any enemy within 10 feet of you to make a Wisdom saving throw against your spell save DC, all creatures that fail gain disadvantage on all attacks for until the start of your next turn. Once you use this, you can't use it again util you complete a short or a long rest.

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