Berserker — Branded Fury
In Inazria, Berserkers are warriors marked by a living brand that binds them to ancient powers and to their kin. The brand grants overwhelming strength at a cost, pushing the Berserker to the edge of sanity. Civilized folk call the brands the mark of demons — and for good reason. Berserkers struggle to master their fury, and tribes of the branded live far from settled Realms. Curiously, each tribe draws members of many races; the brand itself pulls the afflicted toward one another.
As with all classes in Inazria, your context supplies most of your identity and mechanics; the base class provides the core engine. A character may only ever choose one primal class and one Berserker context. Discuss your brand’s origin with the GM; typically you take this class at 1st level. You may multiclass into civil classes freely thereafter.
Hit Points
- Hit Dice: 1d12 per berserker level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer’s pack and four javelins
Class Rules
- Ongoing Features and Concentration. If a feature creates a lasting zone, form, or summoned ally, you concentrate on it as if concentrating on a spell, unless the feature says otherwise.
- Once on Each of Your Turns. When a feature could trigger multiple times in a round (such as an aura or additional effect), it can do so no more than once on each of your turns unless the feature says otherwise.
- Limited Uses. If a feature has a limited number of uses and doesn’t specify a recharge, you can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Multiclassing. You may take levels in as many civil classes and contexts as you wish, up to 20 total character levels. You may have only one primal class and one primal context, ever. Features from different classes stack unless they say otherwise, but overlapping resources do not replace one another: you must operate both systems independently.
Core Class Features
- The Brand of the Berserker (1st Level). You bear a supernatural mark placed by a malevolent power, linking your fate to your bloodline. The brand cannot be removed by normal means and manifests uniquely upon your body. Its appearance is shaped by your context, and it grows darker, larger, or more elaborate as you gain berserker levels.
- Berserk (1st Level). As a bonus action, you enter a berserk state that lasts for 1 minute. It ends early if either A. you are knocked unconscious, or B. if your turn ends and you haven’t attacked a hostile creature since your last turn, plus you haven’t taken damage since then (including damage from forced movement, auras, environmental hazards, and similar sources). While berserking:
- You have advantage on Strength checks and Strength saving throws.
- When you hit with a melee weapon attack using Strength, you add a bonus to the damage roll equal to half your proficiency bonus (rounded up). This bonus applies once on each of your turns.
- You have resistance to bludgeoning, piercing, and slashing damage.
- Brand Surge. Once on each of your turns when you hit with a melee attack, you can trigger a minor surge shaped by your context’s identity (detailed in each context). A target can be affected by your Brand Surge only once per turn, unless otherwise stated.
While berserking, you can’t concentrate on casting or preparing spells. When your berserk ends, you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, you lose consciousness and fall prone for 1 minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Kinship Bond (2nd Level). Your brand resonates with others who bear it, strengthening your pack in and out of battle.
- Branded Sense. You can sense the general direction and distance of your branded kin within 1 mile, and you can communicate telepathically with them within 100 feet.
- Shared Vigor. When a branded ally you can see within 30 feet takes damage, you can use your reaction to take half of that damage instead (rounded down). You can use this reaction a number of times equal to your proficiency bonus per long rest. Only one instance of Shared Vigor can be used each round by allied Berserkers.
- Context Resonance. When you and at least one branded ally of the same context both hit the same creature in a round, you invoke a resonance effect unique to that context (see each context for “Resonance” below). A given creature can be affected by your resonance only once per round.
- Rite of the Brand. During a short rest, you and up to five branded allies can perform a rite: you share memories and scars, learning one meaningful detail about a creature or place you all encountered within the last day (DM’s choice of insight). In addition, each participant gains advantage on one ability check of their choice before the next long rest. This rite can be performed once per long rest.
- Reckless Assault (2nd Level). When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during that turn, but attack rolls against you have advantage until your next turn.
- Ability Score Improvement (4th, 8th, 12th, 16th, 19th Levels). Increase one ability score by 2, or two ability scores by 1 (to a maximum of 20).
- Extra Attack (5th Level). You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Fast Movement (5th Level). Your speed increases by 10 feet while you aren’t wearing heavy armor.
- Berserker Mastery (13th Level). Your brand refines your brutality. While berserking:
- Brutal Follow‑Through. Once on each of your turns, when you hit with a melee attack, you can deal extra damage equal to one of the weapon’s damage dice.
- Sundering Mark. When you score a critical hit with a melee attack, the target has disadvantage on the next saving throw it makes before the end of your next turn.
- Avatar (20th Level). Your Strength and Constitution scores each increase by 4. Your maximum for those scores increases to 24. You can enter and end your berserk state freely without expending uses. When you end your berserk voluntarily, you do not make the Wisdom saving throw. Your berserk still ends if you are knocked unconscious, and that ending still requires the save.
Contexts
Damiir — Crimson Covenant
The Damiir are the outcast tribes of the Zavu: the cold southeastern flare of Azelliot, where the plains fall toward the undead frontier. They attribute their brand to an ancient covenant with the Lady of Blood, Damiira. To the rest of the Realms, however, Damiira is called a demon. It is said that she was there at the dawn of creation, where she first taught mortal men to slay one another by spilling their blood. Their brands resemble deep crimson lines that darken and branch with battle scars. Dalvas, Humans, Orcs, and other outcasts find themselves drawn together by the mark — because nowhere else will have them.
- Brand Surge — Laceration. The Damiir are empowered by the bloodshed of their foes, and have learned to make their strikes particularly deadly. When you trigger Brand Surge on a hit, the target gains one stack of Bleeding. You can inflict a number of Bleeding stacks equal to your proficiency bonus. While Bleeding, a creature takes 1d4 damage at the start of each of its turns per stack (slashing if the creature is neither undead nor a construct; necrotic if it is undead or a construct), and has disadvantage on the first attack roll it makes on each of its turns. Bleeding creatures are slowed, losing 5 feet of movement speed. Radiant damage dealt to a Bleeding creature removes all stacks of Bleeding from it. At the beginning of each creature’s turn, after it has taken the Bleeding effect, it removes 1 Bleeding stack.
- Resonance — Blood Price. If you and a Damiir ally both hit the same creature in a round, that creature must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or gain two stacks of Bleeding, up to the maximum stacks of the Damiir with the highest proficiency bonus.
- Calloused (1st Level). You have resistance to slashing damage. While berserking, the first time you take damage on each of your turns, you gain temporary hit points equal to your Constitution modifier. This ability refreshes if you hit a Bleeding creature with a melee weapon attack again this turn.
- Scar Trails (2nd Level). Your Branded Sense allows you to detect if there are Bleeding creatures within 120 feet. You gain proficiency in Medicine or Intimidation (your choice). While you are below half your hit points, your walking speed increases by 10 feet.
- Open the Vein (3rd Level). When you hit a creature with a melee weapon attack while berserking, you can force it to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, it gains one additional stack of Bleeding; if it was already Bleeding, it also has vulnerability until the end of your next turn to the damage type of its Bleeding (slashing, or necrotic if it is undead or a construct). You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest.
- Sanguine Bulwark (6th Level). While berserking, you have resistance to piercing damage in addition to the resistance from Berserk. When a Bleeding creature hits you with a melee attack, you can use your reaction to deal damage to it equal to half the damage you took (minimum 1); the damage type matches that creature’s Bleeding (slashing, or necrotic if it is undead or a construct). You can use this reaction once on each of your turns.
- Death’s Sight (7th Level). You can see normally in darkness, both magical and nonmagical, out to 60 feet. As an action, you can sense the presence and exact location of undead and of Bleeding creatures within 60 feet of you for 1 minute. Once you use this action, you can’t use it again until you finish a short rest.
- Aura of Crimson Death (9th Level). While berserking, Bleeding hostile creatures within 10 feet of you have a −1 penalty to AC per Bleeding stack, to a maximum penalty of −3. When a Bleeding hostile creature within this aura is reduced to 0 hit points, you regain hit points equal to your Constitution modifier.
- Hemorrhage (10th Level). Your ability to inflict deadly wounds has improved. Bleeding damage at the start of a creature’s turn increases to 1d6. When you use Open the Vein against a creature that already has 3 or more stacks of Bleeding, if that creature fails the saving throw, it also gains one level of exhaustion. A creature can suffer this exhaustion from you only once per long rest.
- Bloodcaller’s Blast (11th Level). As an action, you release a 15‑foot‑radius blast of crimson mist centered on yourself. Each hostile creature in the area must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature gains two stacks of Bleeding and is blinded until the end of its next turn. On a successful save, it gains one stack of Bleeding and isn’t blinded. Once you use this feature, you can’t use it again until you finish a short or long rest.
- Scarred Hide (14th Level). While berserking, when you take weapon damage, you can reduce that damage by an amount equal to the number of Bleeding hostile creatures within 10 feet of you.
- Champion of the Crimson Covenant (15th Level). While berserking, your Aura of Crimson Death radius increases to 15 feet, and melee hits you make against Bleeding creatures apply Laceration without using Brand Surge.
- Field of Scarlet Rot (17th Level). As an action while berserking, you claim a 60‑foot‑radius field for 1 minute (this feature does not require concentration). The area is difficult terrain for hostile creatures. Whenever a hostile creature starts its turn Bleeding in the area, you gain temporary hit points equal to your Constitution modifier (minimum 1). Once you use this feature, you can’t use it again until you finish a long rest.
- Living Sacrifice (18th Level). Once per long rest while berserking, you can embrace the Crimson Covenant for 1 minute (or until your berserk ends). During this time, you can’t be reduced below 1 hit point by weapon damage. When you would take weapon damage, you can redirect half of that damage (rounded down) to one Bleeding creature within 30 feet of you. When your berserk ends, this effect ends.
Bashani — Tides of the Deep
Masters of cold darkness and crushing pressure, the Bashani train along the Bashan coast on the sheer western rampart of Avarazhan, where Veldt giants overhang the Violet Sea and falling rivers fade into mist. Their flooded caverns and fall-side cliffs forge warriors who own the space around them. A handful of tribes cling to those ridges — outcast Shava, Veldtwin, Humans, Kaduran, and Yorokai among them — and one sizable tribe of Barithani revels in the brand rather than hiding it. They are generally hostile to outsiders, including other Bashani, and especially to the sky-dwelling Asurani, bitter enemies for Generations. Their brands pulse dark navy and purple.
- Brand Surge — Undertow. When you trigger Brand Surge on a hit, you can pull the target up to 5 feet toward you and reduce its speed by 5 feet until the start of your next turn.
- Resonance — Riptide Lock. If you and a Bashani ally both hit the same creature in a round, that creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be knocked prone until the end of your next turn. If the creature is already grappled by you or another Bashani, you can choose to keep it grappled by you instead of knocking it prone.
- Deep Current (1st Level). You have a swimming speed equal to your walking speed, can breathe water and air equally, can hold your breath for minutes equal to 15 + your Constitution modifier, and have resistance to cold damage. While berserking, an area within 5 feet of you counts as difficult terrain for hostile creatures, and your melee attacks deal an extra 1 cold damage.
- Tidal Instincts (2nd Level). You have advantage on initiative rolls and can’t be surprised while conscious. You gain proficiency in Athletics (or expertise if already proficient). Your walking speed increases by 5 feet.
- Crushing Grasp (3rd Level). Once per turn while berserking, when you hit with a melee attack, you can attempt to grapple the target as a bonus action. A creature grappled by you takes 1d4 bludgeoning damage at the start of its turn from crushing pressure. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
- Pressure Adaptation (6th Level). You have resistance to bludgeoning damage. While berserking, you can’t be knocked prone by effects of your level or lower, and forced movement against you is reduced by 10 feet (minimum 0).
- Abyssal Sight (7th Level). Your darkvision increases to 120 feet, and you can see normally in magical darkness and under water within 60 feet. You can sense the location of any creature within 30 feet that is touching the same body of water as you.
- Tidal Surge (9th Level). As an action, you unleash a crushing wave in a 20‑foot cone. Each creature in the area must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature is knocked prone and takes 2d6 bludgeoning damage; on a successful save, it takes half damage and isn’t knocked prone. The area becomes difficult terrain for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.
- Deep Current Strike (10th Level). When you hit with a melee attack while berserking, you can push the target up to 15 feet. If it collides with a solid obstacle, it takes an extra 1d6 bludgeoning damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
- Leviathan’s Resilience (11th Level). You have immunity to cold damage. While berserking, when you take damage, you can use your reaction to create a shockwave that targets one creature within 15 feet; that creature must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be stunned until the end of its next turn. Once you use this reaction, you can’t use it again until you finish a short or long rest.
- Oceanic Domain (14th Level). As an action, you create a 20‑foot‑radius zone of crushing pressure centered on yourself for 1 minute. Hostile creatures in the area have their speed halved and take 1d6 bludgeoning damage at the start of their turns. The zone moves with you. Once you use this feature, you can’t use it again until you finish a long rest.
- Champion of the Deep (15th Level). While berserking, your reach increases by 5 feet, and your melee attacks deal an extra 1d4 cold damage.
- Master of Depths (17th Level). Once per long rest, you can channel abyssal power for 1 minute. You move through water as if it were air and have a swim speed of 60 feet. As an action during this minute, you can unleash a pressurized water blast in a 40‑foot line, 5 feet wide (Dexterity save for half), dealing 3d8 bludgeoning damage on a failed save.
- Improved Oceanic Domain (18th Level). As an action, you create an improved oceanic domain: a 40‑foot‑radius zone of crushing pressure centered on yourself for 1 minute. The zone moves with you. The area is heavily obscured for enemies; their speed is halved; they take 1d6 cold + 1d6 bludgeoning damage at the start of their turns; and fire damage dealt in the area is halved. If a creature is knocked prone or pushed outside your domain, it must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be stunned until the end of its next turn. Once you use this feature, you can’t use it again until you finish a long rest.
Asurani — Sky’s Wrath
The Asurani make their homes high above the Veldt’s southwest corridors and across the chaotic Asuran Isles west of the Bashan coast. They are drawn to elevation and light; up among the canopy, temperatures skyrocket under harsh sunlight reflected off the trees’ massive leaves. Tribes under Asurani influence commonly include Veldtwin, Sarukhwin, Humans, Kaikone, and Shava. They hate the Bashani under-dwellers, who desire only to bind them to land and sea - they’ve been bitter enemies for Generations. Their brands burn a bright orange and yellow.
- Brand Surge — Sunlance. When you trigger Brand Surge on a hit, the target takes an extra 1d4 fire or radiant damage (your choice when you surge) and sheds dim light in a 5‑foot radius until the start of your next turn; it can’t benefit from being invisible during that time.
- Resonance — Zenith Strike. If you and an Asurani ally both hit the same creature in a round, you can force it to make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Constitution modifier). On a failed save, its speed becomes 0 until the start of your next turn as solar winds pin it in place.
- Skybound Heritage (1st Level). You have a climbing speed equal to your walking speed and resistance to fire damage. You take no damage from falls of 20 feet or less and reduce any fall damage you take by an amount equal to five times your berserker level. While berserking, your weapons shed bright light in a 10‑foot radius (dim light 10 feet), and your melee attacks deal an extra 1 fire damage.
- Aerial Grace (2nd Level). You gain proficiency in Acrobatics (or expertise if already proficient). You have advantage on saving throws against being knocked prone, and your long jump distance is tripled while your high jump distance is doubled.
- Blazing Assault (3rd Level). While berserking, when you score a critical hit with a melee attack, you can set the target ablaze (no action required). The target takes 1d6 fire damage at the start of each of its turns until it, or another creature within 5 feet of it, uses an action to extinguish the flames. You can use this feature a number of times equal to your proficiency bonus per long rest.
- Flame Wings (6th Level). While berserking, ethereal wings of fire manifest. You gain a fly speed of 25 feet, but you must end your turn on solid ground or begin falling. If you attack a creature while flying above it, you deal an extra 1d4 fire damage on the hit.
- Solar Sight (7th Level). Bright light doesn’t impose disadvantage on your Wisdom (Perception) checks, and you can see clearly up to twice the normal range in bright light. You can perceive invisible creatures within 30 feet as solar silhouettes: attacks you make against such a creature don’t suffer disadvantage from its invisibility, and attacks it makes against you don’t gain advantage from its invisibility. The creature remains invisible to others as normal.
- Diving Strike (9th Level). When you move at least 20 feet straight toward a target and hit it with a melee attack, you deal an extra 1d8 damage, and the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If you were flying, the extra damage increases to 2d8. You can use this feature a number of times equal to your proficiency bonus per short or long rest.
- Flame Mastery (10th Level). You have immunity to fire damage. Your Blazing Assault damage increases to 1d8, and you can cast burning hands at 3rd level once per short rest (Constitution is your spellcasting ability).
- Solar Flare (11th Level). As an action, you release blinding radiance in a 20‑foot radius centered on yourself. Each hostile creature in the area must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be blinded until the end of its next turn and take 2d6 radiant damage (half damage and not blinded on a success). Once you use this feature, you can’t use it again until you finish a short or long rest.
- Meteor (14th Level). As an action, you launch yourself up to 80 feet to a point you can see. Each creature within 15 feet of your landing point must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier), taking 5d8 fire damage on a failed save, or half as much on a success. The area becomes difficult terrain for 1 minute due to smoldering embers. Once you use this feature, you can’t use it again until you finish a long rest.
- Champion of the Sky (15th Level). While berserking, you have a fly speed of 40 feet. You can hover, but only if you spend a bonus action on your turn to maintain altitude; if you do not, or if you do not make an attack that turn, you must end your turn on solid ground or begin falling.
- Lord of the Burning Sky (17th Level). Your fly speed increases to 60 feet, and you can carry one willing creature of your size or smaller while flying at full speed. Once per short or long rest while berserking, as an action you can unleash an improved Solar Flare: 30‑foot radius, 4d6 radiant + 2d6 fire damage, and blinded until the end of the target’s next turn on a failed Constitution saving throw.
- Celestial Ascension (18th Level). Once per long rest, you enter an angelic state for 1 minute. You shed bright light in a 30‑foot radius (dim light 30 feet), have resistance to bludgeoning, piercing, slashing, fire, and radiant damage, and can use a bonus action to teleport up to 60 feet, dealing 1d8 fire damage to all creatures within 5 feet of both your departure and arrival points. Your weapon attacks deal an extra 1d6 radiant damage while this state lasts.
Orashkans
Nomads of the Bisengal badlands — home of the frostbitten Targai steppe and the burning Oztagh fringe — the Orashkans wear corruption like armor. When the brand flares, they become like animalian monstrosities of their carnivorous pack, scouting ahead and holding the line for kin rather than roaring alone into the fray. Orashka, the namesake of the Orashkans, is called the Titan of the Hunt by the tribe. It is said that he first taught mortal men how to hunt and dominate the wilderness.
- Brand Surge — Predator’s Tear. When you trigger Brand Surge on a hit, you deal an extra 1d4 slashing, piercing, or bludgeoning damage, and can move 5 feet without provoking opportunity attacks.
- Resonance — Pack Break. If you and an Orashkan ally both hit the same creature in a round, that creature must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be frightened of you until the start of your next turn.
- Predator’s Instincts (1st Level). You have advantage on Wisdom (Perception) checks that rely on hearing or smell, and you can track creatures by scent if you move at half speed. You gain proficiency in Survival, or expertise if already proficient. Your walking speed increases by 5 feet.
- Pack Signals (2nd Level). As a bonus action, you can grant one ally within 30 feet advantage on the next Dexterity (Stealth) or Wisdom (Survival) check that ally makes before the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Bestial Transformation (3rd Level). While berserking, you undergo a partial transformation into a monstrous creature resembling a beast from the Bisengal badlands (such as wolf, bear, or boar). You grow natural weapons that deal 1d4 + your Strength modifier slashing, piercing, or bludgeoning damage (your choice on each hit). These count as magical weapons. When you take the Attack action, you can replace any number of those attacks with natural weapon attacks.
- Adaptive Mutation (3rd Level). When you take acid, cold, fire, lightning, or thunder damage, you gain resistance to that damage type until you finish a long rest. During a long rest, you can adapt further, choosing one: resistance to extreme heat or cold for 24 hours; the ability to breathe underwater for 24 hours; advantage on Constitution saving throws against disease and poison for 24 hours; or advantage on Dexterity (Stealth) checks in natural terrain for 24 hours.
- Alpha Predator (6th Level). When an ally within 30 feet of you is hit by an attack, you can use your reaction to impose half cover on that ally until the start of your next turn. You can use this reaction a number of times equal to your proficiency bonus per long rest. In addition, you can cast animal friendship once per long rest without expending a spell slot, but only targeting beasts.
- Apex Senses (7th Level). You have advantage on saving throws against being frightened or charmed. Your natural weapons deal an extra 1 damage, and you gain darkvision out to 60 feet (or increase existing darkvision by 30 feet).
- Hunting Grounds (9th Level). As an action, you mark an 80‑foot‑radius area as your hunting ground for 10 minutes. Within the area, you and your allies gain 10 feet of movement speed and advantage on Wisdom (Perception) checks. Hostile creatures can’t surprise you or otherwise benefit from being hidden from you at the start of combat. Once you use this feature, you can’t use it again until you finish a short or long rest. Top of the Food Chain (18th level) can be used while this hunting ground is active; it does not expend or replace this feature.
- Coordinated Kill (10th Level). When you hit a creature with a melee attack while berserking, one ally of your choice within 30 feet can use its reaction to move up to 10 feet without provoking opportunity attacks.
- Rapid Regeneration (11th Level). At the start of your turn, if you have fewer than half your hit points and haven’t taken radiant damage since your last turn, you regain hit points equal to your Constitution modifier (minimum 1).
- Scout Pack (14th Level). As an action, you can call 2 Tiny Orashkite scout beasts. They have no combat statistics and do not use the Summons and Companions combat rules. They remain with you for 1 hour or until dismissed. While they persist, you and allies within 30 feet of an Orashkite gain darkvision out to 60 feet, advantage on Wisdom (Survival) checks made to track, and advantage on Dexterity (Stealth) checks, and you can use a bonus action to have a scout take the Help action. Once you use this feature, you can’t use it again until you finish a long rest.
- Champion of Monstrosity (15th Level). While berserking, you become an apex horror:
- Once per long rest, as a bonus action, your size increases by one category for 1 minute (worn equipment grows with you as normal for enlarge).
- Pack Mantle. Allies within 10 feet of you gain a +1 bonus to AC while you are berserking.
- Orashka’s Madness (17th Level). Once per long rest, you embrace primal corruption for 1 minute. During this time:
- Your melee weapon and natural weapon attacks have advantage.
- Your natural weapon attacks deal maximum damage.
- Compulsion: You must use your action each turn to attack the nearest hostile creature within 30 feet if any exist. You choose which attacks to make and can use your abilities.
- You can end this effect early as a bonus action; when you do, or when the duration ends, you gain one level of exhaustion.
- Top of the Food Chain (18th Level). Once per long rest, when you hit a creature while you and that creature are in your Hunting Grounds, all allies of your choice within the Hunting Grounds can each make one weapon attack as a reaction. Once you use this feature, you can’t use it again until you finish a long rest. This feature requires an active Hunting Grounds from your 9th-level feature; it does not create a new hunting ground or expend that feature’s use.