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Berserker Epic Archetype Features


Battle: Raging Headbutt

At 25th level, you realize you can do more damage by using your head. When a creature enters your reach or attacks you, you can use your reaction to move up to 10 feet towards it to make an attack with your armor. On a hit, you deal bludgeoning damage equal to 2d4 + your Strength modifier. In addition, the target must make a successful Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. On a failure by 5 or more, you can make a second attack against it using your armor and the same reaction.


Battle: Furious Charge

At 30th level, when you move at least 10 feet straight toward a creature and then hit it with an attack using your armor on the same turn, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure the target is knocked prone and you can use your reaction to make a Raging Headbutt.


Beast: Greater Beast Form

At 25th level, the potency and expanse of your animalism increases dramatically. Natural weapons you gain from your beast archetype increase by one damage step (from d6 to d8, d8 to d10, and d12 to 2d8) and while you are raging, you gain a second natural weapon of your choice.


Beast: Feral Power

At 30th level, while you are raging you gain all the natural weapons made available by your beast archetype, you gain a +2 bonus on attack rolls made with natural weapons, and creatures have disadvantage on saving throws made to resist your beast archetype features.


Berserker: Focused Frenzy

At 25th level, your mind becomes further protected when your fury is unleashed. When you go into a frenzy, you gain resistance to psychic damage. 

  In addition, friendly creatures within 30 feet of you can’t be charmed or frightened while you are raging. If a creature is charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.


Berserker: Raging Terror

At 30th level, while you are raging you can use Intimidating Presence as a bonus action. While in a frenzy and raging, you can make a single weapon attack and use Intimidating Presence against the same target using the same bonus action.


Spirit Protector: Spirit Strikes

At 25th level, the spirits you call upon while raging learn to embody your weapons. After successfully hitting with a weapon attack, you can use your reaction to change the damage you deal to force damage.


Spirit Protector: Spiritual Interference

At 30th level, while you are raging creatures have disadvantage on spell attacks made against you.


Tempest Harbinger: Tempest Dweller

At 25th level, you become fully acclimated to your chosen storm. Instead of gaining resistance to a damage type from your archetype features, you gain immunity to that damage type. 

  In addition, you gain resistance to a type of damage determined by your immunity: fire immunity—cold resistance, lightning immunity—thunder resistance, cold immunity—fire resistance.


Tempest Harbinger: Potent Aura

At 30th level, creatures have disadvantage on saving throws made to resist your tempest harbinger archetype features.


Totemic: Double Totem

At 25th level, your totemic powers expand to include more powers. For each totem archetype feature you have that allows you to choose a totem, you gain a second totem of your choice.


Totemic: Triple Totem

At 30th level, for each totem archetype feature you have that allows you to choose a totem, you gain an third totem of your choice.


Wild: Critical Surges

At 25th level, your natural magics can change with a potent strike. When you score a critical with a weapon attack, in addition to dealing damage you can use your surge archetype feature.


Wild: Better Bolstering

At 30th level, when you would roll a d3 for a wild archetype feature, you roll a d6 instead.


Zealot: Defy Heretic

At 25th level, when you see a creature within 30 feet make a spell attack against you, you can use your reaction to defy it. The creature makes a spellcasting ability check against a DC equal to your barbarian level or automatically misses with its spell attack.


Zealot: Sense Supernatural

At 30th level, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. 

  In addition, while you are on the Material Plane and take the Attack action, your first attack each turn  can affect a creature on the Ethereal Plane.

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