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Table of Contents
Class Features
As a berserker, you gain the following class features.
Hit Points
- Hit Dice: 1d12 per berserker level - Hit Points at 1st Level: 12 + your Constitution modifier - Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields - Weapons: Simple weapons, martial weapons - Tools: None - Saving Throws: Strength, Constitution - Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer’s pack and four javelins
Battle Trance
Every berserker has their own way of accessing their power. Choose one of the options below. This is how you access your power as a berserker.
Once you have entered your trance the maximum times for your berserker level, you must finish a long rest before you can enter your trance again.
Enraged
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While in your trance, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level, as shown in the Trance Damage column of the Berserker table.
- 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.
When you enter your trance, you gain 10 Fury. While entranced, you lose 1 Fury if you attacked a hostile creature within 30 feet of you; or were attacked by a hostile creature. If neither occured, you lose 3 Fury instead. Your trance ends when you have no Fury remaining, you fall unconscious, or as a bonus action on your turn.
Fractured
Your mind shatters, inflicted with both possibility and substance, as you analyze those around you. On your turn, you can slip into a state where time slows around you as a bonus action, searching for weaknesses.
While in your trance, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Intelligence checks and Intelligence saving throws.
- You may use Intelligence for any Strength based melee weapon attacks.
- As a reaction, you can roll 1d6. Add that total to your armor class until the beginning of your next turn. On your next melee weapon attack roll, if you roll this number, you hit as a critical.
- If you are able to cast spells, you can’t cast them or concentrate on them while raging.
When you enter your trance, you gain 10 Fury. While entranced, you lose 1 Fury every turn. In addition, once per round if you lose hit points, you lose 2 Fury. Your trance ends when you have no Fury remaining, you fall unconscious, or as a bonus action on your turn.
Fortified
In battle, you fight with your defenses up. On your turn, you can enter a fortified trance as a bonus action, becoming an unbreakable wall
While in your trance, you gain the following benefits:
- You have advantage on Constitution checks and Constitution saving throws.
- If wearing heavy armor, you can add your proficiency bonus to your armor class.
- You have resistance to bludgeoning, piercing, and slashing damage. Upon taking this trance, you may choose one other damage type. between Poison, Acid, Fire, Cold, Radiant, Necrotic, Lightning, Thunder, Force, and Psychic. Gain resistence to it.
- If you are able to cast spells, you can’t cast them or concentrate on them while raging.
When you enter your trance, you gain 10 Fury. While entranced, you lose 1 Fury if you attacked a hostile creature within 30 feet of you; or were attacked by a hostile creature. If neither occured, you lose 3 Fury instead. Your trance ends when you have no Fury remaining, you fall unconscious, or as a bonus action on your turn.
Intimidating
Your rage boils over into a disquieting silence. Fear enwraps those who view your step.
While in your trance, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Charisma checks and Charisma saving throws.
- When a creature makes a saving throw against your Trance DC, they lose a -2 penalty to their roll. This bonus increases as you level, as shown in the Trance Damage column as you level, as shown in the Trance Damage column of the Berserker table.
- You have proficiency in intimidation. If you already have proficiency, double it.
- If you are able to cast spells, you can’t cast them or concentrate on them while raging.
When you enter your trance, you gain 10 Fury. While entranced, you lose 1 Fury if you attacked a hostile creature within 30 feet of you; or were attacked by a hostile creature. If neither occured, you lose 3 Fury instead. Your trance ends when you have no Fury remaining, you fall unconscious, or as a bonus action on your turn.
Instinct
You give in to your intuition, ducking and weaving through the battlefield as you chase your prey. On your turn, you can become one with your instincts as a bonus action.
While in your trance, you gain the following benefits if you aren’t wearing medium or heavy armor:
- You have advantage on Dexterity checks and Dexterity saving throws.
- You may use the two weapon fighting style with any weapon that does not have the two-handed property.
- If you are able to cast spells, you can’t cast them or concentrate on them while raging.
When you enter your trance, you gain 10 Fury. You're constantly in motion within this trance. While entranced, you lose 1 Fury if you moved at least 15 feet in any direction this turn. If this did not occur, you lose 3 Fury instead. Your trance ends when you have no Fury remaining, you fall unconscious, or as a bonus action on your turn.
Wrathful
In battle, you give yourself in to your nature, overcharging your magic. On your turn, you can become one with your primal wrath as a bonus action.
While in your trance, you gain the following benefits if you aren’t wearing medium or heavy armor:
- You have advantage on Wisdom checks and Wisdom saving throws.
- When you make an attack using Wisdom, you gain a +2 bonus to the damage roll. This bonus increases as you level, as shown in the Trance Damage column of the Berserker table.
When you enter your trance, you gain 10 Fury. While entranced, you lose 1 Fury if you attacked a hostile creature within 30 feet of you; or were attacked by a hostile creature. If neither occured, you lose 4 Fury instead. Your trance ends when you have no Fury remaining, you fall unconscious, or as a bonus action on your turn.
Primal Magics
Upon taking Wrath as your trance, you learn 2 cantrips from the primal spell list. Wisdom is your spell casting modifier for those spells. You can replace one of those cantrips with another cantrip from the primal spell list when you gain a level in this class.
Unarmored 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.
Survivalist
At 2nd level, you gain one of the following features of your choice.
Danger Sense
You have advantage on Dexterity 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.
Herbal Remedy
You have the knowledge of medicinal plants and how to use them. Gain Medicine Prof, 1 minute time regain hp equal to medicine modifier, cured of one (natural?) disease or poison, use per prof mod. long rest.
Survival Instincts
You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Fury Actions
When you reach 2nd level, you learn new abilities called Fury Actions. These actions are fueled by the powerful emotional outbursts, willpower, and primal energy of your trance. You may choose a fury action to learn from the fury actions list, at the level you are gaining.
You gain an additional at levels 5, 8, 11, 14, and 17.
Fury actions cost trance uses or fury points to use. You cannot use a fury action if you do not have enough trances or Fury points to satisfy the cost. When using a Fury Action that costs fury points, you do not lose additional fury points that turn. You may only use 1 Fury Action per turn, unless specified.
Some fury actions refer to your Fury DC. This DC is equal to 8 + your Strength modifier + your proficiency bonus.
Reckless Attack
At 5th level, you gain one of the following features of your choice.
Danger Sense
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Whirlwind
You can throw aside all concern for defense to attack in all directions. When you make your first attack on your turn, you can decide to rotate violently, extending your weapons. Doing so lets you attack all creatures within 5 feet of you for your melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Personal Journey
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1, and take a feat of your choice. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
At 6th level, you gain one of the following features of your choice.
Fleet-Footed.
Your speed increases by 10 feet while you aren’t wearing heavy armor.
Furious Blades
When enaging in two weapon fighting, when you take the attack action on your turn, you can make your bonus action attack as part of your action instead.
Instinctive Pounce
When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn’t provoke opportunity attacks.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your trance before doing anything else on that turn.
Brutal Wounds
At 9th level, you gain one of the following features of your choice.
Brutal Blow
When your attack roll exceeds the target’s armor class by 5 or more, you may add your proficiency bonus to the damage roll of that hit.
Brutal Critical
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Brutal Momentum
Every time you miss a weapon attack against a hostile creature you gain a stack of momentum, up to your proficiency bonus. The next time you deal damage with a weapon attack, you deal additional damage equal to your stacks of momentum (or twice your momentum for a two-handed weapon), expending all stacks.
Relentlessness
At 11th level, you gain one of the following features of your choice.
Relentless Speed
When you use your action to take the Dash action while raging, you can also make one weapon attack, or a grapple or shove attempt as part of the same action.
Relentless Fury
Your fury can keep you fighting despite grievous wounds. If you drop to 0 hit points while entranced and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
13th Level
At 13th level, we do a thing here.
Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4, as does your maximum for those scores.