Hit Points at 1st level: 18 + Constitution Score
Hit points per level: 6
Hit Dice amount: Prof + constitution modifier + (minimum 1) + 2
Hit Dice Size: 1d12
Saving Throws: Fortitude, Courage
Skill pts at 1st level: 4
Skill pts per level: 1, +1 à chaque niveau pair
Proficiencies: Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Starting at 1st level, you decide on how best to protect yourself on the battlefield — relying on barbaric might or encased in weighty armaments. Choose one of the following options.
Juggernaut
You gain proficiency with heavy armor. In addition, your speed is not reduced by wearing heavy armor, you can still benefit from raging while wearing heavy armor, and you can carry one bulky or large item without it taking inventory slots
Rugged Defense
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. In addition, your speed increases by 5 feet while you aren’t wearing heavy armor. At 5th level, your speed increases by an additional 5 feet
Whether in the ruins of an ancient civilization, the barren terrain of the hinterlands, or the back alleys of a prosperous city, berserkers are adept at surviving and interacting with their environments. At 1st level you gain a developed talent of your choice. Your developed talents are detailed at the end of the class description. The Talents Known column of the Berserker table shows when you learn more developed talents
In battle, through a trance, sheer anger, primal powers, strange concoctions, or other natural or supernatural means, you unlock a fury within. Starting at 1st level, on your turn you can use a bonus action to enter a rage. While raging, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Strength checks, and Anchor and Courage saving throws.
Every round that you remain in rage, at the start of your turn you gain a number of rage hit points that increases as you gain levels as a berserker, as shown in the Rage Hit Points column of the Berserker table. Whenever you take damage, you reduce your rage hit points first, then your regular hit points. Rage hit points stack each round until your rage ends, at which point they dissipate.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
You gain no benefit from temporary hit points.
While raging, you cannot choose to use the Fall Back reaction.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.
Whatever means you use to reach your rage state, it's left permanent changes on your body - for the better. You begin with 2 Skill points in both the Endurance and the Power skills
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Adamant Mountain, Mirror’s Glint, Rapid Current, Tempered Iron, Tooth and Claw. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Berserker table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Reflex saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Also at 2nd level you learn to maximize the effects of your mightiest blows, empowering your critical hits. Choose one Furious Critical. At 4th level and every even berserker level after, you learn an additional Furious Critical.
Simple damage isn’t all that a berserker can deal in combat. With just the right application of force, a berserker can inflict a number of conditions on their opponent. Unless otherwise noted, the DC to resist such effects is equal to 8 + your proficiency bonus + your Constitution modifier. The attack must be with a melee weapon.
Each Furious Critical can only be taken once and only one Furious Critical can be used per critical hit, unless otherwise stated.
Blinding Maneuver
Your attack flings debris into the target’s eyes, causes blood to run into their eyes, or otherwise impedes their vision. When you score a critical hit, the target is blinded for a number of rounds equal to your proficiency bonus.
Deafening Blow
The force of the blow leaves the target with a ringing sensation in their ears, muffling the world around them. When you score a critical hit, the target is deafened for a number of rounds equal to half your proficiency bonus. If the target attempts to cast a spell it must make a Concentration check in order to do so successfully. The DC equals 10 or half the damage the creature took from the attack that inflicted the condition, whichever number is higher.
Elemental Wrath
Your fury is so great that it incites the very elements to join you. When you score a critical hit, after dealing damage the weapon that dealt the blow is charged with acid, cold, fire, or lightning, chosen when you take this Furious Critical. The weapon now deals an additional 1d6 damage of the chosen type. This effect lasts for a number of rounds equal to your proficiency bonus and does not stack with successive critical hits. This Furious Critical can be taken multiple times as you gain berserker levels, increasing the damage each time; 2d6 at 10th level, 3d6 at 16th level, and 4d6 at 20th level. Whenever you gain a berserker level, you may change the damage type.
Inspiring Flair
Your sheer competence inspires your companions. When you score a critical hit, choose a creature that can see you. That creature gains an expertise die on its next attack roll. The effects of this Furious Critical can be combined with any other.
Knockdown Strike
With the right angle, your attack knocks the target sprawling. When you score a critical hit, the target makes a Anchor saving throw or is knocked prone. This Furious Critical can be taken a second time to combine its effects with Overbearing Hit
Overbearing Hit
The sheer strength behind your blow sends the target staggering backwards. When you score a critical hit, the target is pushed 15 feet away from you in a straight line. This Furious Critical can be taken a second time to increase this distance to 30 feet
Relentless Attack
Your blows fall down mercilessly. When you score a critical hit, you may immediately make an additional melee weapon attack (no action or reaction required). If this subsequent attack is also a critical hit, this feature can be activated again for a number of times equal to half your proficiency bonus. No other Furious Critical can be activated for these additional attacks.
Dazzling Prowess
Prerequisite: 6th level
Your show of martial skill is so stunning that the target can only gape. When you score a critical hit, the target makes a Fortitude saving throw or is stunned until the end of your next turn
Disorienting Strike
The force of your attack leaves your target seeing double. When you score a critical hit, your target treats all creatures as though they have half cover (+2 to AC, Dexterity saving throws, and ability checks made to hide). This effect lasts for a number of rounds equal to your proficiency bonus and does not stack with subsequent critical hits.
Furious Momentum
Seizing on the fervor of a well-struck blow, you use your fury to fight all the harder. When you score a critical hit, the next melee weapon attack you make before the end of your next turn is a critical hit on a roll of 17–20. Once you have used this feature, you cannot do so again until you have finished a short rest. Alternatively, you can expend one use of Rage to use this feature. The effects of this Furious Critical can be combined with any other.
Jockeying Blow
When you score a critical hit, you can move up to 30 feet. This movement does not provoke opportunity attacks from the target of your attack. In addition, you gain advantage on any ability checks made to jump as part of this movement. The effects of this Furious Critical can be combined with any other.
Mighty Blow
Prerequisite: 6th level
You know how to hit so it hurts the most. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack. This Furious Critical can be taken again at 13th level and 17th level.
Pinning Strike
The profound force of your blow breaks the environment, crumbling the stone beneath your target’s feet or knocking shattered timber over their legs. When you score a critical hit, the target is grappled (escape DC equal to your Furious Critical DC)
Terrifying Force
You focus your rage, unleashing a fear-inspiring strike. When you score a critical hit, each creature you choose within 60 feet that can see you makes a Courage saving throw or is frightened of you for a number of rounds equal to half your proficiency bonus. The effects of this Furious Critical can be combined with any other
Vitalizing Force
The thrill of your attack drives you to greater feats. When you score a critical hit your base speed increases by 20 feet for 1 minute or until you use this Furious Critical again. The effects of this Furious Critical can be combined with any other
Beginning at 3rd level, whenever you learn a new developed talent, you can instead choose from fighter soldiering knacks.
For every berserker there is the spark of rage, ready to be fanned to inferno. The ways they use it however and how it came to be there can differ wildly. Some call upon their bloodline for inner strength, while others force it to a point of furious focus; many attribute it to the spirits that surround them. Still more gain their fury from a far more mundane source, such as betrayal or ill-treatment. At 3rd level, you choose an archetype (from in-print books or from the ones available here, recommended in-print archetypes: Ancestral Guardian, Totem Warrior, ) that defines the source of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
Also at 3rd level, the ways of combat that have come naturally to you bring new and unexpected lessons. Choose one of the following.
Agitate
Many battles have taught you how to spot aggressive body language like a pursed eyebrow, tensed temple, or protruding vein, and you’ve mastered using these cues to unsettle others outside of combat. Make an Intimidation check opposed by the Insight check of a creature you can see and hear within 20 feet. On a success, you subtly press the creature to act out. What exactly the creature does—back away quickly, blurt out something compromising, draw a weapon, look towards a concealed or disguised companion, protectively touch something it is carrying—is at the Narrator’s discretion. Once you have used this feature, you cannot do so again until you finish a long rest.
Fearsome Reputation
Word spreads of your prodigious strength or how terrifying you can be in battle. Whenever you are in a settlement, at least one commoner approaches you with a modest gift or bribe and beseeches you to help settle a feud, move a large obstacle, or otherwise make use of your impressive might. In addition to their offering, they are eager to tell you about their home and neighbors.
Imposing Prowess
When an ally you can see and hear makes a Deception or Persuasion check, you can use your reaction to support them with an intimidating display of strength or unsettling glower. Your ally rerolls the check, gaining an expertise die on the roll. Once you have used this feature, you cannot do so again until you finish a long rest
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
By 5th level your martial prowess is such that you are able to land attacks to best effect, dealing devastating amounts of damage. Your melee weapon attacks score a critical hit on a roll of 19 or 20.
At 12th level, your melee weapon attacks score a critical hit on a roll of 18–20.
At 17th level, your melee weapon attacks score a critical hit on a roll of 17–20
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
At 6th level your methodology to battle seeps further into the way you interact with others — and how they interact with you. Choose one of the following:
Forceful
People respond favorably to your vigor. You can choose to use Constitution when making Persuasion checks. In addition, in every settlement you visit you inspire a number of followers equal to your proficiency bonus. Your followers perform minor tasks to help you while you are there, feed you and your allies, carry your belongings to nearby destinations, share their mount animals, reveal some of their secrets to try and gain your favor, and ask you for help before turning to the authorities with a problem.
Mighty
You turn your toughness into a tool when imposing upon others. You can choose to use Constitution when making Intimidation checks. In addition, when you enter a tavern or other social gathering, you can make a DC 15 Intimidation check while loudly declaring that you are looking for something or someone. On a success, most of the people there look at and otherwise point out whoever they believe is the person you are looking for or the person most likely to know about what you are seeking.
Scary
It’s commonly thought that it’s best not to ask you for too much clarification or detail. You can choose to use Constitution when making Deception checks. In addition, when you fail a Deception check against a creature, it makes a Courage saving throw against a DC equal to your passive Deception score. On a failure, it thinks twice about your dishonesty and your Deception check becomes a success.
By 7th level you have doubled down on your battle defense style. Choose one of the following.
Enhanced Vitality
Choose a Saving Throw. You can replace of the the Attributes used to calculate you bonus with Constitution. For example, you could change your Courage Save to be calculated using your Strength and Constitution modifiers, instead of Strength and Charisma.
Preternatural Agility
You can evade danger to an unbelievable degree. When you make a Reflex saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure.
At 9th level, your experiences in combat teach you more about how to live in the world. Choose one of the following.
Provoking Attitude
You know how to piss people off. You can expend one use of Rage and choose a creature within 60 feet that can hear or see you. The creature makes a Sanity saving throw against your Furious Critical DC. On a failure, it makes or accepts a challenge. The nature of this challenge is at the Narrator’s discretion but is usually a duel or opposed check: archery with Dexterity, arm-wrestling with Strength, competing with a gaming set, distance running with Constitution, and so on.
Roaring Pause
When initiative is rolled you can expend one use of Rage to make an Intimidation check (DC 8 + number of creatures that rolled initiative) to briefly unveil the boundless fury within in a furious roar. On a success each creature stops what it is doing and can only make statements and a Deception, Intimidation, or Persuasion check on its turn. On a success by 5 or more initiative is rerolled, and you choose a number of creatures equal to your Constitution modifier to gain advantage on their initiative roll.
Takes One To Know One
You know another warrior when you see one. When you see a creature, you know if it is proficient with more than simple weapons or has access to combat maneuvers.
At 11th level your journeys have given you a wealth of practical experience and helpful bits of information. Choose one of the following.
Don’t Get Fooled Again
You’ve heard and seen (and perhaps told) enough lies that you spot them as easily as tells in battle. You can always choose to use Constitution for Insight checks and gain an expertise die when rolling to detect a falsehood. In addition, you are seen as an arbiter of truth by those who have heard of your reputation and you may be called in to mediate a trial or question a suspected wrong-doer, even in larger settlements.
Storyteller
You have an ear for interesting events, places, and people of the past. You can always use Constitution when making Tactics and Logistics checks and gain an expertise die when the subject has something to do with war, battle, or martial prowess. In addition, your reputation means that people assume that you want to know the history (or perhaps gossip) of the settlement you’re visiting. When you are at a tavern or social gathering they are likely to approach you with tales of the baroness’ last stand 50 years ago, or mention ‘history in the making’ in the form of the Duke’s child being rumored to be a werewolf. Mechanical bonuses are at the Narrator’s discretion but could include gaining an expertise die on Insight checks made against a particular NPC, or advantage on checks when seeking out a local tomb.
Trial and Error
Between learning from both your own mistakes and those of others, you’ve collected a considerable knowledge about the natural world. You can always choose to use Constitution when making Wildernness checks and gain an expertise die on checks made to identify a plant or beast. In addition, people see you as someone who loves a good survival story. When you are at a tavern or social gathering they are likely to approach you with information about local hazards or wildlife. This insight grants boon at the Narrator’s discretion, such as gaining an expertise die on Wilderness checks to track a creature, additional beneficial effects from using a medicinal, or advantage on checks made to know a beast or plant creature’s weakness.
At 13th level your name has spread far and wide, gaining you the respect of even important figures you’ve yet to meet. Choose one of the following.
Armed Assistance
Mercenary groups make a point of making your acquaintance, especially in larger towns. As part of their hospitality they feed you and your companions, and provide a safe place to sleep, as well as offer to trade information and word of any jobs your group may be interested in. When these meetings go particularly well they might offer more tangible help in the form of scouting the area around a monster’s den or distracting a group of bandits to give you an edge.
Noble Curiosity
Your reputation and ferocity have sparked the fascination of the nobility. A liveried servant is likely to approach you when you enter the holdings of such a noble and invite you to take part in their employer’s hospitality. This includes lavish feasting, introductions to the rich and powerful, and offers of assistance such as mounts, the repair of your armor and weapons, and miscellaneous items worth less than 5 gold.
Token of Gratitude
Word of your deeds is not just advantageous to you: many merchants are eager to capitalize on having done business with someone of your reputation. Upon recognizing you, they offer up to 15% off of the listed price of a particular item in exchange for some sign of your presence such as a small token or autograph.
Starting at 15th level, your reactions are so honed that you react even to magic trying to affect your mind. When you make a saving throw to resist being charmed, you can use your reaction to deal an amount of psychic damage equal to your proficiency bonus to the creature attempting to charm you. This backlash does not reveal the creature that tried to charm you. In addition, you gain proficiency with Sanity saving throws.
At 17th level, if your total for a Strength or Constitution check is less than the corresponding score, you can use that score in place of the total.
At 20th level, you have reached the peak of brawn and stamina. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
In addition, while raging you gain the following benefits:
Your size increases by one category (from Small to Medium, or Medium to Large), to a maximum size of Large. Your size doubles in all dimensions and your weight increases eightfold.
You gain twice as many rage hit points as normal.
Creatures have disadvantage on saving throws made to resist your basic combat maneuvers.
You deal double damage to objects.
Your horizontal jump distance increases by 40 feet and your vertical jump distance increases by 20 feet.
You gain a 1d8 expertise die on Strength and Constitution ability checks, and Anchor, Fortitude and Courage saving throws.
When you gain access to a new developed talent, choose one of the following.
You are adept at traversing obstacles while running, able to efficiently and rapidly climb and leap between trees, vines, rooftops, and ropes. You gain an expertise die on Climb and Acrobatics checks made to climb, run, and swing.
You are adept at reading the flow of creatures grouped together and can effortlessly sync into a herd or crowd. You gain an expertise die on Disguise checks made to hide amongst or blend in with a group of 5 or more creatures.
Prerequisite: 5th level
Your unfaltering actions inspire your teammates to greater efforts. You gain an expertise die on Climb or Swim checks. When your party makes a group Climb or Swim check, you may apply the results of your roll to yourself and one ally. You can choose which ally to apply your result to after everyone has rolled, but must do so before the Narrator says whether you succeed or fail.
You have traveled far and seen much, and those around you can tell. You gain an expertise die on Intimidation checks. In addition, you may choose to use Strength when rolling an Intimidation or Persuasion check.
After making a connection with another creature, however tenuous, you make a connection that gives you an edge when pursuing it. After you spend at least 1 minute observing a creature, you gain an expertise die on checks made to track that specific creature.
Instead of fighting the sharp winds you have learned from them. You gain a +10 foot increase to your speed when calculating your Travel Pace. Additionally, you can choose to ignore difficult terrain outside of combat.
Prerequisite: 5th level
The rains have taught you the ways of the overflowing rivers. You gain a swim speed equal to your Speed and can hold your breath for a number of minutes equal to 1 + twice your Constitution modifier. In addition, while swimming you can use an action and spend one use of Rage to double your swim speed for 10 minutes.
The lessons of the snows have put you beyond mere cold and hunger. You gain advantage on saving throws made to resist the effects of cold weather as though you were wearing cold weather gear, but without the disadvantages in hot weather. Additionally, you can go without Supply for a number of days equal to 2 + your Constitution modifier (minimum 1) before suffering a level of fatigue.
By emulating the beasts of the desert you are above the concerns of heat and thirst. You gain advantage on saving throws made to resist the effects of hot weather as though you were wearing hot weather gear, but without the disadvantages in cold weather. You also gain advantage on saving throws made to resist the effects of thirst.
Your time spent drawing on your rage has brought the world into sharp, relentless focus. You gain an expertise die on Awareness checks.