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- 1 Berserk warrior
- 1.1 Master of War
- 1.2 Creating a Berserk warrior
- 1.3 Class Features
- 2 Warrior Path
A light to medium armored strength based warrior with impressive offensive power and the ability to shrug off blows from the mightiest creatures with nary a scratch.
Master of War
An armored figure strides into the middle of an encroaching army, laughing maniacally as the strongest blows seem to do nothing to him. Swinging his massive blade, he chews through countless soldiers, littering the battlefield with corpses and viscera, all the while seeming to take none of the punishment that the army deals out.
Creating a Berserk warrior
What led to your character becoming a berserk warrior? Were they traumatized in their past, and reacted with rage to most everything? Did they belong to a band of warriors who harnessed their rage as a weapon? Did they expose themselves to mind-altering substances to induce rage, and the effects lingered within them?
- Quick Build
You can make a Berserk warrior quickly by following these suggestions. First, the constitution should be your highest ability score, followed by strength. Second, choose the mercenary(solider) background.
As a Berserk Warrior you gain the following class features.
- Hit Points
Armor: light, medium, shields
Weapons: simple, martial weapons
Saving Throws: Strength, Constitution
Skills: pick two from athletics, animal handling, acrobatics, intimidation, survival, perception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) great-sword or (b) great axe
- (a) 2 hand axes or (b) short bow with 20 arrows
- (a) leather armor or (b) scale mail or (c) shield
- (a) An explorer's pack or (b) A dungeoneer's pack
- If you are using starting wealth, you have 5d4 x10 in funds.
|Features||Resilience Damage Reduction|
|1st||+2||Resilience, Heavy Cut||1|
|4th||+2||Ability Score Improvement||1|
|6th||+3||Blood Empowered Weapon||1|
|7th||+3||Warrior Path Feature||1|
|8th||+3||Ability Score Improvement||1|
|9th||+4||Unarmored, Resilience Improvement||2|
|10th||+4||Warrior Path Feature, Heavy Cut Improvement||2|
|12th||+4||Ability Score Improvement||2|
|14th||+5||Warrior Path Feature||2|
|16th||+5||Ability Score Improvement||2|
|19th||+6||Ability Score Improvement, Heavy Cut Improvement||3|
|20th||+6||Warrior's Strength, Extra Attack||3|
When you start, you have an incredible threshold for pain. You are able to choose one type of damage from bludgeoning, piercing and slashing to gain +1 to your AC against. At 9th level, you are able to choose one more type of damage to raise your AC by +1 from bludgeoning, piercing and slashing. At 18th level, you may choose to raise your AC +1 against one type of magical damage from acid, cold, fire and lightning. You are unable to pick the same type of damage to become resistant more than once, even if you allowed to choose again later.
When you start, you are able to add 1d4 to your attack damage as a bonus action. At 10th level, this increases to 1d8 damage. At 19th level, this increases to 1d12 damage. You are able to do this a number of times equal to your strength modifier (minimum of 1), and regain expended uses upon finishing a short or a long rest.
Starting at 2nd level, your rage empowers your will to fight. When a creature within 5 feet of you attacks you, you are able to use your reaction to attack them back and add proficiency bonus to your damage as well. You are able to use this feature a number of times equal to your constitution modifier, and regain expended uses upon finishing a short or a long rest.
Starting at 3rd level, you begin to hone your skills as a warrior. You are able to choose one Path archetype from Razor Wind Warrior and Juggernaut, and gain features depending on your choice at 3rd, 7th, 10th and 14th level. The features of each archetype are described at the end of this page
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th 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.
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 and four at level 20 level in this class.
Blood Empowered Weapon
Beginning at 6th level, you have spilled so much blood, the spirits of those you have slain remain in your weapon. Your attacks now count as magical for the sake of overcoming resistance and immunities.
Starting at 9th level, you find you have little use for protection. If you are not wearing armor, you are able to make a Dexterity saving throw when you are subjected to an area of effect attack, such a red dragon's fiery breath. When you make this save, you take no damage if you succeed, and only half damage if you fail.
Beginning at level 11 while awake you cannot be surprised, or become frightened.
Beginning at 15th level, your experience on countless battlefields has made you as wise as you are strong. You now have proficiency in Wisdom saving throws.
Starting at level 20, your battlefield experience has hardened your body and will. Your base speed increases by 10 feet, and your constitution increases by 4, allowing for a maximum of 24 for this ability.
Razor Wind Warrior
Focus on as many attacks as you can. The faster you swing your sword, the quicker they fall.
- Wind Shear
Starting at 3rd level, whenever you land a critical hit, the razor-sharp winds that empower and speed up your strikes shears the armor of your foes. As a bonus action, you are able to ignore a creature's Armor Class and deal full damage. You are able to use this feature 3 times, and regain expended uses upon finishing a short or long rest.
- Damage Over Defense
Starting at 7th level, as an action, you may take -2 from your AC to add +2 to your attack bonus for 1 turn. You may use this feature a number of times equal to your strength modifier (minimum of 1), and regain expended uses upon finishing a long rest.
- Speed of the Wind
Starting at 10th level, your base speed increases by 10. Additionally, if you move 20 feet or less, your armor class increases by 1 on your turn.
- Wind Speed
Starting at 14th level, you now have full mastery over wind. You may now attack after you use the dash action, provided you have not used all of your attack actions at once.
Known for their sturdiness, Juggernauts do not falter in the face of danger.
- Grand Resistance
Starting at 3rd level, you start to temper yourself against otherworldly forces. You may choose one type of damage to raise your AC by +1 against from necrotic or radiant damage.
- Construct Mind
Starting at 7th level, you can't be charmed or magically put to sleep.
- Hardier Resilience
Starting at 10th level, as a reaction you can add your constitution modifier to Strength Saving throws. You are able to use this feature 3 times, and regain expended uses upon finishing a long rest.
- Heavier Armor
Starting at 14th level, your AC increases by +1 when you wear heavy armor. You do not gain any benefits from this feature if you are wearing light or medium armor, or are holding a shield.
Prerequisites. To qualify for multiclassing into the Berserk warrior class, you must meet these prerequisites: 13 str, 13 con
Proficiencies. When you multiclass into the Berserk warrior class, you gain the following proficiencies: martial weapons