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.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (3d12 + 3) slashing damage.
Multiattack. The warden can attack twice.
Shoulder-Bash. After the Warden has made two successful attacks against an enemy he can make a shove attack against it, either pushing the creature 10 ft. away or knocking it prone.
War Cry. The Warden shouts a war cry that boosts morale increasing they and their allies damage within 30ft. with an extra d6 for 3 rounds.
A Flash and a Cry. The Warden throws a flash grenade that blinds targets in a 15ft. radius. DC 13 Dex save to resist. Failed saves cause blindness until the next turn, imposing disadvantage on attacks and sight based checks.
Banner of Amber Moon. The Warden pulls out a magical banner that has a healing affect, healing the Warden and all allies in a 10 foot radius 1d6 for 5 rounds.
Description
Unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
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