Prerequisites: Must be able to RageBenefit: When raging you may spend another daily rage use to fly into a terrible berserker rage. In this state you are unable to stop raging normally and once done you are left Exhausted instead of Fatigued. At the start of each your turn while berserking this way, you roll a d10 and add 1/3rd of your rage-granting class level to the roll (rounded down, to a maximum of +6). You gain the benefit associated with the final roll in the table below.
Special: If you play Pathfinder, activating Berserkergang cost 2 additional rounds of rage on activation. You are able to stop yourself with a DC 18 Will save, leaving you exhausted for 3 rounds for each round of uses.
|| Mouth Foam
|| You gain a +1 Competence Bonus to Attack Roll until the end of your turn. Cannot Speak until end of rage.
|| Sudden Recovery
|| You heal half your class level in hit point.
|| Savage Bravery
|| Immunity to [Fear]-effect until the end of your rage.
|| Fleet of Feet
|| Movement Speed increase by 10 feet.
|| Desire to Kill
|| Automatically confirm critical threats.
|| Inner Strength
|| Increase the bonuses granted by Rage to ability score by +2 until the start of your next turn.
|| Potent Berserkergang
|| You roll twice on the chart, ignoring any further roll of 7.
|| You gain an extra move action during your turn.
|| Miraculous Recovery
|| You heal 1d8 + your class level in hit point and one points of Ability Damage from each ability score.
|| You do not die or become disabled when at 0 hit point or below and you become immune to [death]-effect, last until the end of your rage.
|| Battle Clarity
|| Immunity to [Fear] and [Mind-Affecting] effect until the end of your rage.
|| Faster than the Eye Can See
|| Become hasted until the start of your next turn.
|| Evil Eye
|| Automatically confirm critical threats, increase critical threat by 1 after any other effect which affect critical threat.
|| Untapped Potential
|| Increase the bonuses granted by Rage to ability score by +4 until the start of your next turn.
|| Great Celerity
|| You gain an extra standard action during your turn.
||Favor of the Ancestors
|| Choose any benefit on the table except 7, you gain that benefit.
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