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I am not the author of this class - this is merely a transcribed copy of my favorite revision of the berserker class. Please respect the rules of userpages and do not edit this page. Quincy (talk) 15:14, 14 January 2018 (MST)
- 1 Berserker
- 2 Creating a Berserker
- 3 Class Features
- 4 Berserker's Features and Abilities
- 4.1 Battle Focus
- 4.2 Titan's Grip
- 4.3 Unarmored Defense
- 4.4 Strength in Pain
- 4.5 Exploit the Armour
- 4.6 Warrior's path
- 4.7 Great Weapon Fighting
- 4.8 Ability Score Improvement
- 4.9 Extra Attack
- 4.10 Berserker’s Endurance
- 4.11 Fade Weapon
- 4.12 Combat Is Life
- 4.13 Unyielding
- 4.14 Unbreakable Will
- 4.15 Valhalla's Might
- 5 Warrior Path: Path of Fenrir
- 6 Warrior Path: Path of Atlas
- 7 Multiclassing
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 are fierce enemies but can be loyal allies, you don't want to be against this type of foe.
Creating a Berserker
A Berserker can live multiple types of life. They can make their place in society and civilization as mercenaries or hired hands, they can live a life in the wild as hunters or nomads. They usually live a life of vigorous training and constant states of battle.
- Quick Build
You can make a Berserker quickly by following these suggestions. First, depending on what you want to be Atlas (Tank), Constitution should be your highest ability score followed by strength or dexterity. For Fenrir (Damage), Strength should be your highest ability score, followed by Dexterity or Constitution. Choose Soldier as your background.
As a Berserker you gain the following class features.
- Hit Points
Armor: Light armor, Medium armor,Shields
Weapons: all Simple and Martial weapons
Saving Throws: Strength, Constitution
Skills: Choose 2: Athletics, Acrobatics, Intimidation, or Perception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two Martial Weapons or (b) a greatsword or (c) A maul
- (a) Studded Leather armor and a light Shield or (b) Scale mail
- (a) an explorer's pack or (b) a dungeoneer's pack
- a trophy from a hunt
|1st||+2||Battle Focus, Unarmoured Defence,||0|
|2nd||+2||Strength in Pain, Exploit the Armour||0|
|3rd||+2||Warrior’s Path Feature, Great Weapon Fighting||3|
|4th||+2||Ability Score Improvement||3|
|5th||+3||Extra Attack, Warriors' path feature||3|
|7th||+3||Fade Weapon, Warrior’s Path Feature||4|
|8th||+3||Ability Score Improvement||4|
|9th||+4||Warriors' path feature||4|
|10th||+4||Combat Is Life||4|
|11th||+4||Warriors' path feature||6|
|12th||+4||Ability Score Improvement||6|
|13th||+5||Extra Attack (2)||6|
|14th||+5||Warriors' path feature||6|
|16th||+5||Ability Score Improvement||8|
|18th||+6||Warrior’s Path Feature||8|
|19th||+6||Ability Score Improvement||12|
Berserker's Features and Abilities
While you are not wearing heavy armor, you take 5 less damage from nonmagical piercing, slashing, and bludgeoning damage. The damage you may ignore increases to 10 when you reach 6th level and to 15 when you reach 11th level. Additionally, you also have advantage on saving throws against being charmed, frightened or paralyzed starting at 6th level.
You can wield a two-handed weapon like a one handed weapon, and the heavy property is negated for you.
Strength in Pain
The creed of all berserkers is "What doesn't kill you makes you stronger". Starting at 2nd level, Whenever you are damaged by a hostile creature, you may make a DC 13 Constitution check. On a success, you deal additional damage with melee weapon attacks using Strength equal to twice your Constitution modifier, with a minimum of 2. This feature lasts for 1 minute.
Exploit the Armour
Starting at 2nd level, you learn to exploit the weakness in a creature's armor. Whenever you hit a creature wearing armor or with a natural armor AC and deal damage, the creature loses 1 point of AC for each hit, to a maximum of 3. A creature regains lost natural armor whenever it finishes a long rest. A creature can repair worn armor using a set of smith's tools.
At third level, berserkers choose whether they will hone their damage-dealing capabilities by following the Path of Fenrir, or become a nigh-unkillable, team supporting tank by following the Path of Atlas.
Great Weapon Fighting
At 3rd level when you roll a 1 or 2 on a damage die for an attack, you can re roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the 'two-handed' or 'versatile' property for you to gain this benefit.
Ability Score Improvement
When you reach 4th level, and again at 8th, 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 level.
Starting at 6th level, you can reroll a Strength or Constitution saving throw that you fail. If you do so, you must use the new roll. You can use this feature twice before you must finish a long rest.
Beginning at 7th level, As a bonus action, you can cloak one weapon you are proficient in with the energy from the veil. This weapon deals normal damage as well as additional force damage equal to their original damage die (1d4, 1d6, 1d8, 1d10, 1d12, 2d6, etc). The bonus force damage doubles at level 11 and triples at level 18. The weapon lose the energy of the veil after 10 minutes of non-use. You can only use this feature on one weapon at a time.
Combat Is Life
You live for and thrive in combat. Starting at level 10 you can add your Strength modifier to your initiative rolls.
Your years of battle have given you the ability to ignore some of the most detrimental conditions of battle. Beginning at level 17, you are immune to being blinded, stunned or poisoned. Furthermore, you are so driven that no attack roll you make is ever made at disadvantage.
Warrior Path: Path of Fenrir
Upon choosing the Path of Fenrir, you become an unstoppable Berserker of great rage and strength.
At third level, you gain the following ability: A Berserker gains the ability to enter and end frenzy as a bonus action. While in a frenzy, you gain the following benefits if you aren’t wearing heavy armor: you may dash or make a trip attack (you can attempt to knock a large or smaller creature prone) as a bonus action each turn. Make a melee attack against the target. On a hit, the target takes 1d6 bludgeoning damage in addition to your normal weapon damage (the damage die increases to 1d8 at level 8, 1d10 at level 12 and 2d6 at level 16) The target must also succeed a Strength saving throw with a DC of 8 + your Strength modifier + your proficiency bonus. Upon a failed save the target is knocked prone. You can remain in frenzy as long as you deal or receive damage each round but ends early if you fall unconscious. If you are able to cast spells, you can’t cast them or concentrate on them while in frenzy. You deal additional weapon damage equal to the number on the Berserker table.
While in a frenzy, your speed increases by 30 ft and you have advantage on your dexterity saving throws.
Starting at level 5, you deal an extra 2d4 damage whenever you hit a creature with a melee attack while in a frenzy. The extra damage increases to 2d6 at 7th level, to 2d8 at 9th level, and to 2d10 at 11th level.
Starting from level 7, while in frenzy you can issue a howl to bolster and inspire your fellow hunters (allies) as a bonus action. The Howl grants 1/4th of your hit point maximum as temporary hit points and an extra 10ft of movement speed to all allies within 30ft. This effect lasts for 10 minutes or until the temporary hit points are depleted. This effect increases to 1/2 of the berserker's hit point maximum and the movement speed increases to 20ft at level 14. A creature cannot gain hit points from this feature again until it finishes a short or long rest. You may use this feature once before you must finish a long rest.
Go for the Throat
Starting at 9th level, whenever you hit a prone creature with a melee attack while in frenzy you deal an extra 2d6 of damage. The extra damage increases to 3d6 at level 12, 4d6 at level 15, and 5d6 at level 18.
Pack Leader's Howl
Starting from level 11, while in frenzy whenever you reduce a creature to 0 hit points, you can unleash a bone-chilling howl. All enemies within 30ft of the beserker must make a wisdom saving throw with a DC of 8 + your Strength modifier + your proficiency bonus. On a failed save, enemies are frightened for 1 minute. The frightened targets are paralyzed. The frightened enemies can remake the saving throw at the end of each of their turns. You may use this feature twice before you must finish a long rest.
Starting at 14th level, while in frenzy, as an action you can dash up to double your movement speed towards a hostile creature. The creature must make a Strength saving throw with a DC of 8 + your Strength modifier + your proficiency bonus). On a failed save the target is knocked prone and paralyzed until the end of your next turn. Whether the target creature fails its save or not, you may make up to 3 melee attacks against it. You must finish a long rest before you can use this feature again. Once you reach 20th level, you may use this feature twice before you must finish a long rest.
Pack leader's Call
Starting at level 18, while in frenzy, as an action you can let out a long, deep howl. In an unoccupied space you can see within range (60feet) up to 6 spectral winter wolves appear. They use the same statistics as the winter wolf in the MM, Pg. 341. Creatures summoned this way add your proficiency bonus to their damage rolls. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turn. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Creatures summoned this way last 2 hours or until reduced to 0 hit points at which time they disappear. You may use this feature once before you must finish a long rest.
Warrior Path: Path of Atlas
Upon choosing the Path of Atlas, you have become a unstoppable war tank of destruction
At third level, you gain the following ability: a Berserker gains the ability to Bloodlust. A berserker can choose to enter a bloodlust as a bonus action. Bloodlust allows a Berserker to easily shrug off pain. You gain the following benefits if you aren’t wearing heavy armor: When you enter bloodlust, you gain temporary hit points equal to 5 + your berserker level + your Constitution modifier. While in bloodlust, you have resistance to Bludgeoning, Piercing, and Slashing damage. Bloodlust ends early if you are knocked unconscious. You can also end your bloodlust on your turn as a bonus action.
While in Bloodlust, when you are hit by an attack from a hostile creature, you can use your reaction to make a melee weapon attack against the attacker if they are within range of you.
Starting at level 5, when an ally is brought to below half their hit point maximum, as a reaction you may dash double your movement speed towards the enemy that attacked your ally and make a melee attack against them. This movement does not provoke opportunity attacks. Upon hit, the target takes an extra 1d6 of damage. This feature may only be used twice before you must finish a long rest.The number of uses and damage increase at levels 8 (3 uses, 2d6), level 11 (4 uses, 3d6) and level 14 (5 uses, 5d6).
Starting at level 7, while in Bloodlust, as an action you can taunt all hostile creatures within a 30ft radius. All hostile creatures must make a wisdom saving throw versus your DC (8 + con + your proficiency bonus). On a failed save, as a reaction all creatures who failed their save must move as far as their speed will allow towards you and cannot attack anything but you. Creatures who have failed their save have disadvantage to attack anyone other then you. This effect lasts 1 minute.
Starting at level 9, while in Bloodlust, you can use your action and bonus action to get into a position where you become immune to any and all damage/effects for 3 rounds and when in this state you cannot attack or move for those 3 rounds. At the end of the 3 rounds this ability stops. When you enter this state you automatically use Dark Command and all hostile creatures cannot succeed the Wisdom saving throw,
Beginning at 11th Level, while in bloodlust as a bonus action you can tap into extra reserves of stamina. When you do so you gain 25 temporary hitpoints. These hit points last for 1 hour or until depleted. You must finish a short rest before you can use this feature again.
Starting at level 14, while in bloodlust if you are reduced to 0 hit points but not killed outright, you instead regain 25% of your maximum hitpoints after damage is applied. You may only use this feature once before you must finish a long rest.
Starting at level 18, while in bloodlust at the start of each of your turns you regain hit points equal to twice your Constitution modifier.
Proficiencies. When you multiclass into the berserker class, you gain the following proficiencies: Light armor, Medium armor, Simple weapons, Martial weapons.