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.
Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws.
Stubborn as Stone. Halberd has advantage on ability checks and saving throws made to resist being pushed, pulled, knocked prone, or otherwise forcibly moved.
While Halberd is Bloodied, he automatically succeeds on such checks and saving throws unless the effect is magical.
Multiattack. The berserker makes two attacks, using Greataxe or Javelin in any combination.
Greataxe. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Slashing damage, plus 10 (1d6) Thunder damage to the target or another creature within 5 feet of the target.
Javelin. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 30/120 ft. Hit: 18 (1d6 + 4) Piercing damage, and the target’s Speed decreases by 5 feet until the start of the berserker’s next turn.
Ironwall Charge (Recharge 5–6). Halberd lowers his shoulder and charges up to 30 feet in a straight line without provoking opportunity attacks.
The first Large or smaller creature Halberd encounters during this movement must make a DC 15 Strength saving throw.
On a failed save, Halberd catches the creature and carries it with him for the remainder of the charge. If Halberd reaches a wall, pillar, large object, or other solid obstruction while carrying the creature, the creature takes 22 (4d8 + 4) bludgeoning damage and is knocked prone. Halberd's movement then ends.
If Halberd doesn't collide with a solid obstruction, he throws the creature to the ground at the end of the charge. The creature takes 18 (3d8 + 4) bludgeoning damage and is knocked prone.
If Halberd collides with another Medium or smaller creature, that creature must make a DC 15 Dexterity save or take 13 (2d8+4) bludgeoning damage is knocked prone.
On a successful save, the initial creature or any creature in his way after the first fail takes 7 (1d6 + 4) bludgeoning damage, is pushed 5 feet to either side of Halberd's path, and Halberd continues moving.
Halberd can voluntarily end the charge at any point.
Frenzied Rush (2/Day). Each ally within 30 feet of the berserker can take a Reaction to move up to half the ally’s Speed without provoking Opportunity Attacks. The berserker can also move up to half its Speed without provoking Opportunity Attacks.
Come On, Then! (3/Day). Halberd bellows a challenge at one creature he can see within 30 feet that can hear him. Until the start of Halberd's next turn, the target has disadvantage on attack rolls against creatures other than Halberd.
If the target willingly moves farther away from Halberd during this time, Halberd can immediately move up to 10 feet toward it without provoking opportunity attacks.
You're Not Going Anywhere (Recharge 6). When a creature Halberd can see within 5 feet of him moves willingly, Halberd can make one Greataxe attack against that creature.
If the attack hits, the creature's speed becomes 0 for the remainder of the turn.
Halberd can use this reaction even if the creature takes the Disengage action.
Previous Versions
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11/10/2026 4:51:58 PM
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Coming Soon
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