Berserker, Prestige (5e Class)

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Prestige Class: Berserker[edit]

A Berserker makes his place in any battle, taking hits and dealing them back. Civilizations refer to them as mercenaries, and often leave them alone. They are fierce nigh-unkillable soldiers of war, they are known for their unrelenting attacks even on the brink of death. They are warriors who hone their battle instincts and skill through vigorous training. Berserkers make for both fearsome enemies and loyal allies.

Design Note: This prestige class was created using Unearthed Arcana: Prestige Classes and Rune Magic as a guide.


To qualify for multiclassing into the berserker prestige class, you must meet these prerequisites:

  • Strength 15 and Constitution 15. Berserkers are hardy warriors.
  • Extra Attack feature. You can't just call yourself a berserker, you have to prove yourself through combat.

Class Features[edit]


As a Berserker you gain the following class features.

Hit Points

Hit Dice: 1d12 per Berserker level
Hit Points per Level: 1d12 (or 7) + Constitution modifier per Berserker level


Armor: Light and medium armor, shields
Weapons: Simple weapons, martial weapons

Level Proficiency
1st Improved Critical, Rage, Unarmored Defense
2nd Gamble, Improved Shove
3rd Rally Strength
4th Ability Score Improvement
5th Armsfaire
6th Improved Extra Attack
7th Wrath
8th Ability Score Improvement
9th Counter
10th Fearsome Might

Improved Critical[edit]

Your weapon attacks score a critical hit on a roll of 19 or 20.


You gain the barbarian class feature of the same name. You can use your Rage as if you were a barbarian of a level equal to your actual barbarian level (if any) + your berserker level.

Unarmored Defense[edit]

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.


Starting at 2nd level, when you make an attack with a weapon with which you are proficient, you can choose not to add your proficiency bonus to the attack roll. If you do so, and the attack hits, roll a d4. On a 4, if the attack was not a critical hit, you roll the attack's damage dice twice and add them together.

Improved Shove[edit]

Also starting at 2nd level, you have advantage on Strength (Athletics) checks made to shove a creature. Additionally, when you shove a willing creature to move it away from you, the shove attempt automatically succeeds, with no skill check required.

Rally Strength[edit]

Starting at 3rd level, you can inspire your allies to strike more zealously. As an action, you can grant any creatures of your choice within 30 feet of you a bonus to their damage rolls for attacks using Strength. This bonus equals your Strength modifier.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


At 5th level, you master the use of a particular type of weapon. Choose one of the following options:


You gain the following benefits when using an axe or hammer, such as a handaxe, battleaxe, greataxe, maul, or warhammer:

  • You gain a +1 bonus to attack rolls made with an axe or hammer.
  • When you have advantage on an attack roll made with an axe or hammer and hit, if the lower of the d20 rolls would also hit the target, you can choose to knock the target prone.
  • When you have disadvantage on an attack roll made with an axe or hammer and miss, if the higher of the d20 rolls would hit the target, the target takes bludgeoning damage equal to your Strength modifier.
  • When you use the Help action to aid an ally's melee attack while you are wielding an axe or hammer, the ally gains a +2 bonus to their attack roll if the target is using a shield, in addition to gaining advantage on the attack roll.

You gain the following benefits when using a bow:

  • You can use your Strength modifier instead of your Dexterity modifier when you make ranged attacks with a bow and you are not attacking at long range.
  • Attacking at long range doesn't impose disadvantage on your ranged attack rolls made with a bow.
  • Your ranged weapon attacks made with a bow ignore half cover and three-quarters cover.
  • Before you make a ranged attack roll with a bow, you can choose to take a -5 penalty to the attack roll. If the attack hits, you deal an extra 10 damage with that attack.

You gain the following benefits when using a javelin, spear, lance, or trident:

  • You gain a +1 bonus to attack rolls made with such weapons.
  • When you use a javelin, spear, or trident, its damage die changes from a d6 to a d8, and the damage die of a spear or trident changes from a d8 to a d10 when wielded with two hands. This benefit has no effect if another feature has already improved the weapon's damage die.
  • As a bonus action on your turn, you can choose a creature that you can see that is at least 20 feet away from you. If that creature enters your weapon's reach before the start of your next turn, it provokes an opportunity attack from you, and takes an extra 1d8 damage if you make the attack with a weapon wielded in one hand, or an extra 1d10 damage if you make the attack with a weapon wielded in two hands. This opportunity attack must be made with a javelin, spear, lance, or trident, and the creature does not provoke an opportunity attack if it used the Disengage action before moving.
  • As a bonus action on your turn, you can increase your reach with a spear or trident by 5 feet for the rest of your turn.

You gain the following benefits when using a sword, such as a greatsword, longsword, rapier, scimitar, or shortsword:

  • You gain a +1 bonus to attack rolls made with a sword.
  • On your turn, you can use your reaction to gain a +1 bonus to your AC if you are wielding a sword. This bonus lasts until the start of your next turn, or until you are no longer wielding a sword (for example, if you are disarmed).
  • When you make an opportunity attack with a sword, you have advantage on the attack roll.

Improved Extra Attack[edit]

Starting at 6th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.


Starting at 7th level, your weapon attacks score a critical hit on a roll of 16-20 if your current hit points are equal to or less than half your maximum hit points.


Starting at 9th level, when you are damaged by a melee attack, you can use your reaction to cause the attacker to take damage equal to the damage you took from the attack.

Fearsome Might[edit]

When you reach 10th level, your Strength and Constitution scores each increase by 2, to a maximum of 22.

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