Berserker class features and progression.
Wrath and Ruin. The Berserker is destruction. He knows not fatigue nor caution—both surely driven away from him in a relentless fury. Those of barbaric nature are said to eat only the dust of war and drink naught but the blood of those felled by their own hand.
Death is no stranger, for it is said that even death fears to take a Berserker before his battle Rage is satiated. Once a Berserker has begun to fight, he only grows stronger, fueled by battle-lust and an unending Rage. The deadliest among them is not the well- rested, but those who are pushed to the brink through combat. It matters not what a Berserker takes up, be it axe or sword; flesh will be hewn from bone and heads from shoulders. Many have caved under the Berserker’s primal might—sword and spell are but straw in the wake of unbridled Rage. As a Berserker, you can:
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Become a raging, damage-dealing machine. Greet death as an old friend and keep on fighting!
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Increase your damage to unbelievable levels. The longer a fight goes on, the more your Rage intensifies, allowing you to deal out incredible amounts of brutality.
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Use your Savage Arsenal. Choose abilities to crush your foes and laugh in the face of death!
- Key Stats
- STR, DEX
- Hit Die
- d12
- Starting HP
- 20
- Saves
- STR+, INT−
- Armor
- None
- Weapons
- All STR weapons
- Starting Gear
- Battleaxe, Rations (meat), Rope (50 ft.)
Class features
Level 1
(1/turn) Action: Roll a Fury Die (1d4) and set it aside. Add it to every STR attack you make. You can have a max of KEY Fury Dice; they are lost when your Rage ends.
When you are attacked, you may expend 1 or more Fury Dice to reduce the damage taken by STR+DEX for each die spent.
Level 2
(1/Safe Rest) When faced with a decision about which direction or course of action to take, you can call upon your ancestors to guide you toward the most dangerous or challenging path.
Level 5
Whenever you Rage, gain 2 Fury Dice instead.
+1 INT or WIL.
Level 6
Choose a 2nd Savage Arsenal ability.
Your Fury Dice are now d6s.
Level 7
Gain your Berserker subclass feature.
Level 8
Choose a 3rd Savage Arsenal ability.
+1 STR or DEX.
Level 9
Your Fury Dice are now d8s.
+1 INT or WIL.
Level 10
Choose a 4th Savage Arsenal ability.
Level 11
Gain your Berserker subclass feature.
Level 12
Choose a 5th Savage Arsenal ability.
+1 STR or DEX.
Level 13
Your Fury Dice are now d10s.
+1 INT or WIL.
Level 14
Choose a 6th Savage Arsenal ability.
Level 15
Gain your Berserker subclass feature.
Level 16
Choose a 7th Savage Arsenal ability.
+1 STR or DEX.
Level 17
Your Fury Dice are now d12s.
+1 INT or WIL.
Level 18
Dropping to 0 HP does not cause your Rage to end.
Level 19
Choose an Epic Boon.
Level 20
+1 to any 2 of your stats. Anytime you roll less than 6 on a Fury Die, change it to 6 instead.
Savage Arsenal
Choose Savage Arsenal abilities as you level up.
- Death Blow.
After you deal damage from a crit, you may expend any number of Fury Dice. Sum the dice and deal double that amount of damage.
- Mighty Endurance.
You can now survive an additional 4 Wounds before death.
- MORE BLOOD!
Whenever an enemy crits you, gain 1 Fury Die.
- Swift Fury.
Whenever you gain one or more Fury Dice, move up to DEX spaces for free, ignoring difficult terrain.
- Thunderous Steps.
After moving at least 4 spaces while Raging, you may deal STR Bludgeoning damage to all adjacent creatures where you stop.
- Whirlwind.
2 actions: Attack ALL targets within your melee weapon’s reach.
- You're Next!
Action: While Raging, you can make a Might skill check to demoralize an enemy within Reach 12 (DC: their current HP). On a success, they immediately flee the battle.
Subclasses
Mountainheart
Red Mist
Level 3
(1/turn) While Raging, whenever you crit or kill an enemy, change 1 Fury Die to the maximum.
Advantage on Perception checks to notice or track down blood. Blindsight 2 while Raging: you ignore the Blinded condition and can see through darkness and Invisibility within that Range.
Level 11
While Raging, you can make opportunity attacks without disadvantage, and you may make them whenever an enemy enters your melee weapon’s reach.