Daily Punch 6-3-16 Thor’s Tribe berserker primal path for DnD 5e

DnD is launching a new season where the players will fight giants.  I think it’s time for every class to get something dedicated to fighting the giants.  Let’s start with berserker!


Path of the Thor’s Tribe

Long ago a man, maybe a god, fought the giants.  The giants are now on the outskirts of society, but the man’s people are still here.  Those who follow this hard path know the ways to make the tall bend their knees!

Swing Up

Starting when you choose this path at 3rd level, you gain the ability to make the tall fall hard.  When raging, double your rage damage bonus against creatures that are at least one size category larger then you.

The Hammers of Thor

Beginning at 6th level, you’ve begun to learn the true traditions of your forefather.  When you wield a weapon that does bludgeoning damage, it can be used as a thrown weapon with a range of 60/120, does electric damage with used both as a range weapon or a melee weapon, and at the end of a range attack returns back to to the wielder’s hand.

Charge of the Ram

Beginning at 10th level, you uncover the secrets of the leader’s pack animals.  As an action, you can move up to your speed, make an attack, and on a hit do four times your normal strength or dexterity modifier damage on a successful hit.

Armor of the Allfather

Starting at 14th level, you gain the armor of your forefather’s father.  You gain resistance to all weapon damage from creatures that are sized larger than you.

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