Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Outcast. The barbarian has disadvantage on Charisma checks to impress and communicate nicely to more civilized folk.
Ancestral Beastpower. The barbarian has advantage on saving throws against being afflicted with a condition and has resistance to poison and cold damage as long as it is in forest or arctic terrain.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
Beastial Transformation (1/Day). The barbarian magically polymorphs into an unaligned beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the barbarian's choice).
In a new form, the barbarian retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features of that form.
Description
Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it. Berserker-beast outcasts are much like normal berserkers except they not only travel solo, but they also gain the power of an ancient bestial spirit from spending a lifetime in the harsh wilderness, allowing them to transform into multiple terrifying beast forms.
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