Berserker Rage: As a BA, Immeral enters a rage. For the next minute or until rage ends, Immeral does an extra dice of damage with melee attacks, has resistance to non-magical bludgeoning, piercing, and slashing damage, has advantage with strength and constitution checks and saves.
Enlarge. Immeral can use a BA to increase his size to large. All melee attacks gain a +1 to hit and damage and his rage increases by 5ft.
Double Power: Better dual-wielding of non-heavy weapons.
Regeneration: Immeral can use a BA to heal back 1D8+4 HP, assuming he hasn't been previously dealt poison or psychic damage during the round (resets at the end of his turn).
Raging Strikes: Immeral gains Extra Attack, but must attack a different enemy if another target is in range.
Mad Enhancement: +2 to a physical score while having a -2 to a mental score.
Dual Wielder: +1 AC while dual-wielding.
[NP] Smiting Storm: Upon activation, Immeral enters berserker rage. For the next minute, all melee attacks that Immeral lands deals 2D8 worth of smiting radiant damage. As an action or at the end of the minute, Immeral's body suddenly releases a blinding burst of radiant energy. All creatures within 20ft of him must make a DC-15 constitution save or take 6D8 radiant damage and be blinded for a round (1/2 damage and no blindness on a success).
Actions
Multi-attack: Immeral makes 3 sword attacks, one of which is with a bonus action. This is 2 attacks if he's not raging.
+1 Bastard Sword: +8 to hit. 2D4+5 slashing damage.