Starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Strength modifier. You can use a shield and still gain this benefit.
Obstruction
After the outcome of the roll is determined, you can use your reaction to gain a +2 bonus to your Armor Class against that attack, potentially causing the attack to miss.
Strength from Pain
What doesn't kill you makes you stronger. This is the creed of all berserkers and you know it well. Starting at 2nd level, when a creature deals damage to you, you can use that pain to fuel your combat prowess. On your next turn, as a bonus action, you can deal additional damage on your next successful melee attack equal to half the total damage that creature dealt. For example, if an opponent rolls a 12 on their greatsword strike and adds 4 due to their Strength modifier, you can deal 8 additional damage with this feature, regardless of resistances.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.
Path of the Æsir:
Warpath:
By the time you have chosen this path at 3rd level, you've tapped into a deep well of strength and power. On your turn, you can enter a warpath as a bonus action. While on a Warpath, you gain the following benefits if you aren’t wearing heavy armor:
You gain temporary hit points equal to five times your Berserker level, adding your Constitution modifier to the total. At 10th level, this increases to ten times your Berserker level.
While you are not wearing any armor, your Armor Class equals 12 + your Constitution modifier + your Strength modifier. You can use a shield and still gain this benefit.
You have advantage on all Strength checks that involve grappling.
You can ignore the two-handed weapon property on weapons, allowing you to wield a shield and a two-handed weapons in one hand.
If you are able to cast spells, you can't cast them or concentrate on them while on a warpath. Your warpath lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then, ending this effect early causes a level of exhaustion. You cannot end your Warpath otherwise and once it ends you cannot re-enter a warpath for 1 minute. Once you have entered a warpath the number of times shown for your Berserker level in the Bloodrush/Warpath column of the Berserker table, you must finish a long rest before you can enter a warpath again.
Intervention:
Starting at 5th level, when a hostile creature you can see takes an Attack action against an ally, as a reaction you may move up to twice your movement towards the hostile creature, knocking them back 5 feet and interposing yourself between them and your ally. The attacking creature's initial attack then targets you, and it makes its attack roll, if any, with disadvantage. Your speed is then reduced to 0 until the end of your next turn, and you cannot benefit from any bonus to your speed. You have resistance to damage from any opportunity attacks made against you while using this feature. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) and regain all expanded uses when you complete a long rest.
resistance to cold damage as snow leopard race trate
no fall damage under 100ft, half damage over 100 ft
Features & Traits