Difference between revisions of "Berserkergang (3.5e Feat)"

From Dungeons and Dragons Wiki
Jump to: navigation, search
 
(2 intermediate revisions by one other user not shown)
Line 3: Line 3:
 
|contributors=
 
|contributors=
 
|date_created=16th December 2017
 
|date_created=16th December 2017
|status=Finished
+
|status=Complete
|balance=High
+
|balance=Rogue}}
}}
 
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
Line 13: Line 12:
 
|prereqs=Must be able to Rage
 
|prereqs=Must be able to Rage
 
|fluff=<!-- Any non-mechanical flavor you want to show -->
 
|fluff=<!-- Any non-mechanical flavor you want to show -->
|benefit=When raging you may spend another daily rage use to fly into a terrible berserker rage. In this state you are unable to stop raging normally and once done you are left [[SRD:Exhausted|Exhausted]] instead of [[SRD:Fatigued|Fatigued]]. At the start of each your turn while berserking this way, you roll a d10 and add 1/3rd of your rage-granting class level to the roll (rounded down, to a maximum of +6). You gain the benefit associated with the final roll in the table below.  
+
|benefit=When raging you may spend another daily rage use to fly into a terrible berserker rage. In this state you are unable to stop raging normally and once done you are left [[SRD:Exhausted|Exhausted]] instead of [[SRD:Fatigued|Fatigued]]. At the start of each of your turns while berserking this way, you roll a d10 and add 1/3rd of your rage-granting class level to the roll (rounded down, to a maximum of +6). You gain the benefit associated with the final roll in the table below.  
 
|example=<!-- If your feat has a complicated mechanic, give an example of how it works. -->
 
|example=<!-- If your feat has a complicated mechanic, give an example of how it works. -->
 
|normal=
 
|normal=
|special=If you play Pathfinder, activating Berserkergang cost 2 additional rounds of rage on activation. You are able to stop yourself with a DC 18 [[Will]] save, leaving you exhausted for 3 rounds for each round of uses.
+
|special=If you play Pathfinder, activating Berserkergang costs 2 additional rounds of rage on activation. You are able to stop yourself with a DC 18 [[Will]] save. After you stop raging, you are left  [[SRD:Exhausted|Exhausted]] for 3 rounds for each round of uses.
}}</onlyinclude>
+
}}
 
 
 
{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
 
{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
 
|+ Table: Berserkergang  
 
|+ Table: Berserkergang  
 
! Roll || Name || Effect
 
! Roll || Name || Effect
 
|-
 
|-
| 1 || Mouth Foam || You gain a +1 Competence Bonus to Attack Roll until the end of your turn. Cannot Speak until end of rage.
+
| 1 || Mouth Foam || You gain a +1 Competence Bonus to Attack Roll until the end of your turn. Cannot Speak until the end of rage.
 
|-
 
|-
| 2 || Sudden Recovery || You heal half your class level in hit point.
+
| 2 || Sudden Recovery || You heal half your class level in hit points.
 
|-
 
|-
 
| 3 || Savage Bravery || Immunity to [Fear]-effect until the end of your rage.
 
| 3 || Savage Bravery || Immunity to [Fear]-effect until the end of your rage.
 
|-
 
|-
| 4 || Fleet of Feet  || Movement Speed increase by 10 feet.
+
| 4 || Fleet of Feet  || Movement Speed increases by 10 feet.
 
|-
 
|-
 
| 5 || Desire to Kill || Automatically confirm critical threats.
 
| 5 || Desire to Kill || Automatically confirm critical threats.
Line 37: Line 35:
 
| 7 || Potent Berserkergang || You roll twice on the chart, ignoring any further roll of 7.  
 
| 7 || Potent Berserkergang || You roll twice on the chart, ignoring any further roll of 7.  
 
|-
 
|-
| 8 ||Celerity  || You gain an extra move action during your turn.
+
| 8 || Celerity  || You gain an extra move action during your turn.
 
|-
 
|-
 
| 9 || Miraculous Recovery || You heal 1d8 + your class level in hit point and one points of [[SRD:Ability Damage|Ability Damage]] from each ability score.
 
| 9 || Miraculous Recovery || You heal 1d8 + your class level in hit point and one points of [[SRD:Ability Damage|Ability Damage]] from each ability score.
Line 43: Line 41:
 
| 10 || Deathless || You do not die or become disabled when at 0 hit point or below and  you become immune to [death]-effect, last until the end of your rage.
 
| 10 || Deathless || You do not die or become disabled when at 0 hit point or below and  you become immune to [death]-effect, last until the end of your rage.
 
|-
 
|-
| 11 || Battle Clarity || Immunity to [Fear] and [Mind-Affecting] effect until the end of your rage.
+
| 11 || Battle Clarity || Immunity to [Mind-Affecting] effect until the end of your rage.
 
|-
 
|-
 
| 12 || Faster than the Eye Can See || Become [[SRD:Haste|hasted]] until the start of your next turn.
 
| 12 || Faster than the Eye Can See || Become [[SRD:Haste|hasted]] until the start of your next turn.
 
|-
 
|-
| 13 || Evil Eye || Automatically confirm critical threats, increase critical threat by 1 after any other effect which affect critical threat.
+
| 13 || Evil Eye || Automatically confirm critical threats, increase critical threat by 1 after any other effect which affects critical threat.
 
|-
 
|-
 
| 14 || Untapped Potential || Increase the bonuses granted by Rage to ability score by +4 until the start of your next turn.
 
| 14 || Untapped Potential || Increase the bonuses granted by Rage to ability score by +4 until the start of your next turn.
Line 53: Line 51:
 
| 15 || Great Celerity || You gain an extra standard action during your turn.
 
| 15 || Great Celerity || You gain an extra standard action during your turn.
 
|-
 
|-
| 16 ||Favor of the Ancestors || Choose any benefit on the table except 7, you gain that benefit.
+
| 16 || Favor of the Ancestors || Choose any benefit on the table except 7, you gain that benefit.
 
|}
 
|}
  

Latest revision as of 03:43, 30 July 2021

Homebrew.png
Author: Leziad (talk)
Date Created: 16th December 2017
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
Rate this article
Discuss this article


Berserkergang [Fury] Prerequisites: Must be able to RageBenefit: When raging you may spend another daily rage use to fly into a terrible berserker rage. In this state you are unable to stop raging normally and once done you are left Exhausted instead of Fatigued. At the start of each of your turns while berserking this way, you roll a d10 and add 1/3rd of your rage-granting class level to the roll (rounded down, to a maximum of +6). You gain the benefit associated with the final roll in the table below. Special: If you play Pathfinder, activating Berserkergang costs 2 additional rounds of rage on activation. You are able to stop yourself with a DC 18 Will save. After you stop raging, you are left Exhausted for 3 rounds for each round of uses.

Table: Berserkergang
Roll Name Effect
1 Mouth Foam You gain a +1 Competence Bonus to Attack Roll until the end of your turn. Cannot Speak until the end of rage.
2 Sudden Recovery You heal half your class level in hit points.
3 Savage Bravery Immunity to [Fear]-effect until the end of your rage.
4 Fleet of Feet Movement Speed increases by 10 feet.
5 Desire to Kill Automatically confirm critical threats.
6 Inner Strength Increase the bonuses granted by Rage to ability score by +2 until the start of your next turn.
7 Potent Berserkergang You roll twice on the chart, ignoring any further roll of 7.
8 Celerity You gain an extra move action during your turn.
9 Miraculous Recovery You heal 1d8 + your class level in hit point and one points of Ability Damage from each ability score.
10 Deathless You do not die or become disabled when at 0 hit point or below and you become immune to [death]-effect, last until the end of your rage.
11 Battle Clarity Immunity to [Mind-Affecting] effect until the end of your rage.
12 Faster than the Eye Can See Become hasted until the start of your next turn.
13 Evil Eye Automatically confirm critical threats, increase critical threat by 1 after any other effect which affects critical threat.
14 Untapped Potential Increase the bonuses granted by Rage to ability score by +4 until the start of your next turn.
15 Great Celerity You gain an extra standard action during your turn.
16 Favor of the Ancestors Choose any benefit on the table except 7, you gain that benefit.



Back to Main Page3.5e HomebrewCharacter OptionsFeats

Leziad's Homebrew (4438 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
Identifier3.5e Feat +
PrerequisiteMust be able to Rage +
RatingUndiscussed +
SummaryYou may enter a particularly savage frenzy with random results. +
TitleBerserkergang +
TypeFury +