Rampaging Warrior (5e Feat)
From D&D Wiki
Prerequisites: Strength and Constitution or Dexterity and Constitution Ability Scores of 15 or higher
Throughout countless battles, you honed your fighting skills and learned to use your body to its full potential. You were born to fight, but your obsession with combat became a detriment to your mental and social abilities.
- Upon picking this feat, permanently lower your intelligence, wisdom and charisma scores by 1
- You score a critical hit on a roll of 19-20. If your critical range is already 19-20 or higher the range increases by 1.You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
- At the start of your turn, before doing anything else, you can decide to enter rampage and gain following benefits:
Your movement speed is doubled.
You gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), dash, disengage, hide, or Use an Object action.
You score a critical hit on a roll of 18-20. If your critical range is already 18-20 or higher the range increases by 1.
At the end of each turn you spent rampaging, you take 5 piercing damage. This damage cannot be mitigated by resistances or immunities.
All the healing you receive during rampage does not apply right away. Instead, all of it applies at the start of your next turn, after you end rampage.
You can end rampage prematurely at the start of your turn. You retain all unused turns of rampage if you end it prematurely, and can enter it again at the start of your next turn. Rampage also ends if you are knocked unconscious.
Every time rampage ends, you must skip this turn and all attacks against you have advantage until your next turn.
Total amount of turns you can spend in rampage is equal to your overall level. You regain all uses of rampage after a long rest.