Base Class: Paladin
The Oath of the Berseker have a blood tied vow towards combat and battle. Their ferocity as warriors beacons them towards the very god's that created the foundation of contested bloodshed. Only the most elite paladin's are capable of braving the path of this oath, with their fighting technique and battle prowess considered unrivaled amongst their peers. For a paladin to master this oath, there must be no question that their very presence will instill fear within all creatures who step foot upon their battlefield.
Oath of the Berserker Features
| Paladin Level | Feature |
|---|---|
| 3rd | Oath Spells, Channel Divinity |
| 7th | Aura of Ferocity (10 ft.), Channel Divinity |
| 15th | Violent Fervor |
| 18th | Aura of Ferocity (30 ft.) |
| 20th | Honor of Invulnerability |
Channel Divinity: Wake of Combative Tension
Wake of Combative Tension: You use your Channel Divinity to challenge those around you as you physically exude combative pressure. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature feels the full force of your presence and loses all sense of their sense of combat for 1 minute. With a pit of anxiety forming in their stomach, an affected creature uses either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. An affected target's speed is also halved; it takes a −1 penalty to AC and Dexterity saving throws, and it can't use reactions. At the end of the creature's turn, it can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success
Aura of Ferocity
Starting at 7th level, you constantly emanate an aura of frenzied fury, filled with rage and fearlessness, while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
Any ally that starts their turn within your aura feels imbued by your battle spirit, granting them immunity to being frightened. Your aura also allows for all attacks made within range to add an additional 1d6 psychic damage, as you instill boundless fear within the creatures you and your allies battle.
When you reach 18th level in this class, the range of the aura increases to 30ft.
Channel of Divinity: Anchored Foe
Anchored Foe. Your thirst for conquest over your enemies, specifically one, drives you to the point of a frenzied, hysterical state. Once per day, you can forgo your Aura of Ferocity and concentrate it on one specific creature. While you lose the benefits of your Aura, you gain heightened animalistic focus for this one creature. The creature must succeed on a Charisma Saving Throw. On a failure, they become your anchored foe. A creature automatically fails if you have tasted its blood within the last minute. While anchored, you deal an additional 2d4 damage with every attack dealt to your foe.
If you fail to kill the creature within the next minute of combat, your frenzy takes over, and you must succeed on a DC 14 Wisdom Saving Throw. On a failure, the creature slips from your fury and is no longer considered an Anchored Foe. If you succeed, alongside understanding their weaknesses, for the next 24 hours, your diety also grants you knowledge of their whereabouts anywhere within the cosmos.
Anchored Foe; Vessel of Rampage. Being a creature of the berserk, you may allow for your diety to temporarily use you as a vessel. Your body becomes a furiously violent weapon. Doing this strips you of your Intelligence, dropping the score to 8, strips your Wisdom, dropping the score to 8, but bolsters your combative abilities. You gain a plus 15ft to your movement, a plus 4 to your Strength and Dexterity Score, alongside a plus 2 in your Consitution Score. For the next 24 hours, there is nothing that is going to stop you from taking the life of the creature you have chosen as your Anchored Foe. No persuading, no reasoning, nothing will get between you and this victory.
Violent Fervor
Starting at 15th level, your unyielding rage fuels your divine power, allowing you to channel your wrath into devastating strikes. When you take damage from an enemy, you can use your reaction to gain a surge of violent energy, granting you advantage on all melee weapon attacks until the end of your next turn. Additionally, when you hit with a melee weapon attack while under this effect, you can add your Charisma modifier to the damage dealt (minimum of 1 extra damage).
If you reduce a creature to 0 hit points while under the effect of Violent Fervor, you can immediately move up to half your speed and make one additional melee weapon attack as part of the same reaction. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Honor of Invulnerability
At 20th level, you have reached the pinnacle of martial prowess and divine rage, becoming an unstoppable force on the battlefield. As an action, you can transform into an avatar of indomitable power, embodying the very essence of invulnerability for 1 minute. When you use this feature, you gain the following benefits:
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Invulnerable Defense: You gain resistance to all damage types, and you are immune to being charmed, frightened, paralyzed, poisoned, and stunned.
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Unstoppable Assault: Your attacks are fueled by unyielding fury. All of your melee weapon attacks score a critical hit on a roll of 19 or 20, and your weapon attacks deal an additional 2d8 damage of the weapon's type.
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Ferocious Retaliation: When you are hit by an attack, you can use your reaction to make a melee weapon attack against the attacker. If the attack hits, it deals an additional 4d8 psychic damage as the sheer force of your will crushes the enemy's spirit.
Once you use this feature, you can't use it again until you finish a long rest.
This feature represents the ultimate manifestation of your Oath of the Berserker, turning you into a near-unstoppable juggernaut on the battlefield, feared by all who dare to face you.
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