Reckless Powers (9)

Explore a collection of Reckless Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

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Bloodied Rage

Traits

Bloodied Rage. When the berserker's current hit points are below 40, then it may make an extra attack as part of its Multiattack.


Charger

Bonus Actions

Charge (1/day). The berserker uses Dash and moves towards a hostile creature. Up to one creature that is within 5 ft of the path must make a DC 13 Strength saving throw or be knocked Prone.


Overrun

Bonus Actions

Overrun (1/day). Immediately after the berserker hits an enemy with an attack, it may move up to half its movement without triggering opportunity attacks. If it ends its movement next to another creature, it may make an attack against that creature.


Reckless Flurry

Actions

Reckless Flurry (Recharge 6). The berserker makes a reckless flurry of 3 Greataxe attacks. It may not hit the same target more than twice with this flurry. Attacks against the berserker have advantage until the end of the berserker's next turn.


Reckless

Traits

Reckless. At the start of their turn, the berserker can gain advantage on all melee weapon attack rolls made during this turn, but attack rolls against them have advantage until the start of their next turn.


Relentless Endurance

Reactions

Relentless Endurance. When the berserker is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.


Strangle

Attacks

Strangle. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning damage. On a hit, the target is Grappled (escape DC 11) and is pulled 5 feet toward the berserker. Until this grapple ends, the berserker automatically hits with its Strangle attack and the target can't breathe. If the target attempts to cast a spell with a verbal component, it must succeed on a DC 11 Constitution saving throw or the spell fails.


Toss

Actions

Toss. The berserker attempts to toss a medium or smaller creature within 5 feet. The creature must make a DC 13 Strength saving throw. On a failure, it takes 10 (3d6) bludgeoning damage and is thrown up to 10 feet and falls Prone. If the thrown creature collides with another creature, then that other creature must make a DC 13 Dexterity saving throw. On a failure, the other creature takes half the damage.


Wild Cleave

Actions

Wild Cleave (Recharge 5-6). The berserker makes an attack against every creature within 10 ft. On a hit, the creature is pushed up to 20 feet away.