Path of the Psychedelic Rager (5e Subclass)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Class Design Guide#Subclasses if you need help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Path of the Psychedelic Rager[edit]

Barbarian Subclass

Berserkergang[edit]

When you choose this path at 3rd level, you become familiar with psychedelic mushrooms and herbs that can enhance your rage. When you rage, as part of the same bonus action, you can choose to ingest a shroom and enter a berserkergang. Berserkergang lasts as long as your rage. While in berserkergang, you gain the following traits:

You gain resistance to fire damage.

The AC bonus granted by shields does not apply to a creature you attack.

Once per turn when you take damage, you immediately make a melee attack with disadvantage against the closest hostile creature to you, if one is within your reach. This attack does not take your reaction.


In addition, you find 1d4 shrooms every time you forage.

If ingested outside of raging, you have disadvantage on all Intelligence, Wisdom, and Charisma checks and saves for an hour with no other effects. If a creature other than a Psychedelic Rager ingests a shroom, they become Poisoned for a number of hours equal to 12 - their Constitution modifier with no other effects.

Strong Stomach[edit]

Also at 3rd level, eating hallucinogenic mushrooms has improved your immune system. You have resistance to poison damage and advantage on Constitution saves to avoid being poisoned.

Damaged Nerves[edit]

Beginning at 6th level, the shrooms damage your nerves to the extent that you hardly feel any pain. When you take damage, you make a DC 10 Con save to avoid immediately taking damage. The DC increases by 1 for every successful attack that deals damage to you. If you fail one of these saves, you take the amount of damage that you had held off (resistances still apply) and the DC resets. You also take this damage when the berserkergang ends.

Ferocity[edit]

Beginning at 10th level, your anger grants you astonishing speed in battle. Once per turn when you make a successful melee attack, you can make another attack against the same creature with disadvantage without using your bonus action.-->

Improved Berserkergang[edit]

Beginning at 14th level, the effects of the shrooms last beyond your rage. Berserkergang lasts for a full minute, regardless of whether your rage ends early or not. In addition, both your Ferocity attacks and berserkergang attacks after taking damage no longer have disadvantage.

5.00
(one vote)

Back to Main Page5e HomebrewCharacter OptionsSubclasses [[Category:]]

Home of user-generated,
homebrew pages!


Advertisements: