You unleash the fury buried deep within your soul, becoming a vessel of pure destructive rage. Your body ignites with crimson energy, your strikes explode with devastating force, and your presence becomes a storm of wrathful violence. While under this effect, you are nearly unstoppable—but barely in control.
While Wrath is active, you gain the following benefits:
Your melee weapon attacks deal an additional 2d6 fire or force damage (your choice).
You gain advantage on Strength checks, Strength saving throws, and melee attack rolls.
When you drop a creature to 0 HP, you can immediately move up to half your speed and make another melee attack as a bonus action.
You are immune to the charmed and frightened conditions.
If you are reduced to 0 HP, you can make a DC 15 Constitution saving throw. On success, you stay at 1 HP instead (once per casting).
However, Wrath always exacts a price:
Berserker's Recoil: When the spell ends, you must succeed on a DC 16 Wisdom saving throw or enter a berserk state for 1 minute. While berserk:
You lose the ability to distinguish friend from foe.
You must attack the nearest creature each turn (including allies), using your most damaging melee option.
You cannot cast spells or concentrate on spells during this time.
Rage Drain: Regardless of the saving throw, you gain 1 level of exhaustion when the spell ends due to the strain on your body and mind.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus damage increases by 1d6 for each slot level above 5th.
Previous Versions
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