Legends of the hunter’s plane of Resvree travel far, and there are berserkers who try to walk the same path—and succeed, their bloodiest victories serving to literally make them stronger.
When you select this archetype at 3rd level, you learn how to gruesomely take the power from a slain foe to become all the mightier. When you slay a living creature of a CR equal to ½ your level or higher, if it has died within the last minute you can use an action to strike into its body, rip out the heart, and take a massive bite. For a number of hours equal to half your berserker level you gain an expertise die on ability checks.
This feature improves when you gain more berserker levels. At 6th level you also gain an exper tise die when dealing damage with a weapon, at 10th level you also gain an expertise die on saving throws, and at 14th level you also gain an expertise die on attack rolls.
Whether or not you are able to consume the heart of a creature is determined by the Narrator, and finding the heart of some creatures requires an Investigation or Medicine check (DC 10 + 1/2 the creature’s CR).
At 6th level, you can tap into your fury to control the sanguine flow of a bloody combat. While you are raging, after you use a weapon to deal damage to a bloodied living creature you can use a bonus action to do one of the following:
Bloodtrack. For the next hour you know the direction and distance to the creature as long as you are both on the same plane of existence.
Crimson Deflect. You capture the creature’s blood in mid-air, forming a floating shield around you. Until the start of your next turn your Armor Class increases by an amount equal to half your proficiency bonus. Once you have used this feature a number of times equal to half your proficiency bonus, you can’t do so again until you finish a long rest.
Starting at 10th level, you twist a strike at just the right moment to make it into a devastating blow. When you hit with a melee weapon attack against a living creature, you can use your reaction to turn the attack into a critical hit. Once you have used this feature, you can’t do so again until you finish a short or long rest. Alternatively, when you use your Heart Hunter feature instead of gaining an expertise die you can choose to regain the use of this feature.
At 14th level, you grow far beyond the blood that flows through your veins. While you are raging and reduced to 0 hit points, you can use your reaction to activate this feature, remaining conscious for up to 1 minute so long as you are not dead. You continue to make death saves each round you are reduced below 0 hit points. You do not automatically fail or make death saves from taking damage while at or below 0 hit points, but you immediately die when you have taken a total amount of damage equal to half your hit point maximum. Once you have used this feature, you can’t do so again until you finish a long rest.
If you die during the duration your body fades away, 1d4 hours later you reappear bloodied in the last place you took a long rest, and you can’t use this feature again for a week.