View Full Version : D&D 5e/Next [Class] The Berserker -- The Barbarian With Divine Purpose

2017-09-30, 12:45 AM
The dragonborn picks up his maul and cries out with a loud and booming war cry shattering the will of his enemies before he brings it down. The cry of the Berserker the last thing they hear for the world is no more.

The tall human wearing the fur of a bear wades through the rushes of a river, holding his great axe in one hand and his halfling companion in the other. He laughs at those traveling with him as they marvel at his strength and hardiness.

"It wasn't natural I tell you! The beast just kept coming at us and coming at us! It was outnumbered eight to one! It ripped Merricks arm off and then beat him to death with it! Once it got out the giant hammer he started smashing skulls like they were rotten pumpkins! Arrows and swords didn't even faze it! How in the hell do you beat a monster like that!? HOW?"
- A Rare Survivor

Purposeful Warriors

Berserkers take their place in a fight by taking unfathomable amounts of wounds only to walk out alive with their enemies slain. To bring an end to a Berserker is a feat that many have only heard of in legend and those who have seen one seldom live to tell the tale. Armed with their favorite weapons Berserkers use them to bring the end to those who stand in the way of fulfilling their destinies. Born into unnaturally large forms for their race and living a significantly longer life than one normally would, Berserkers are considered blessed by the Triune. Berserkers are not the priests or clerics that try to comfort those who are suffering in the world, they are the fist that brings retribution or justice to those who bring the suffering into the world.

Harnessing rage and fury through their blood is how a Berserker provokes both dismay to his enemies and awe to their allies. This ability isnít taught or studied in a temple but is intrinsically bound to their soul when they are born to the world and is unlocked by a traumatic event in their life. The binding of a soul with this power is only for those who are destined to destroy all things evil and vile in the eyes of the Triune. Once they enter this state they become resilient and devastating on the battlefield while charging headlong into the fray with little care for their own life. They can only draw on this power a few times with each rest as the toll it takes on their body is extreme.

Wandering the Wilds
Berserkers are not comfortable in situations where they are closed in by walls and view civilization as the cause for most the of the suffering in the world. They thrive in the wilds of their homeland and often hunt these lands to create tokens that they adorn themselves with. Yet in wandering from place to place they sometimes do miss their families and will revisit them for a short time to see if there is any deed that needs done. However, their longing to complete their path and the call of glorious battle wills them back to the wilds.

Courage in the face of insurmountable odds make Berserkers a great companion for adventure in the wilds of the world. They are slow to trust but often after a battle they will celebrate with the victorious dead and will never overlook the bonds forged in battle with their fellow travelers. If a Berserker falls it is customary to light a pyre with their body so that they can return to the Triune to complete their path.

| Level | Proficiency Bonus | Features | Berserk Damage
| 1st | +2 | Berserk, Unarmored Defense | +2 |
| 2nd | +2 | Strength from Pain | +2 |
| 3rd | +2 | Berserker Path, Path Feature | +2 |
| 4th | +2 | Ability Score Improvement | +2 |
| 5th | +3 | Extra Attack | +2 |
| 6th | +3 | Rip and Tear | +3 |
| 7th | +3 | Path Feature | +3 |
| 8th | +3 | Ability Score Improvement, Battle Hardened Endurance| +3 |
| 9th | +4 | Consult the Spirits | +3 |
| 10th | +4 | Breathe of Battle | +3 |
| 11th | +4 | Path Feature | +4 |
| 12th | +4 | Ability Score Improvement | +4 |
| 13th | +5 | Mocking Bellow | +4 |
| 14th | +5 | Unyielding Body | +4 |
| 15th | +5 | Ability Score Improvement | +4 |
| 16th | +5 | Path Feature| +5 |
| 17th | +6 | The Bulwark | +5 |
| 18th | +6 | Feral Senses| +5 |
| 19th | +6 | Ability Score Improvement| +5 |
| 20th | +6 | Path Feature | +5 |

Creating a Berserker

A Berserker can from many different walks of life. They can be sailors, in a mercenary company, hired hands, hunters, even slavery. Work with your DM about your event that triggers your Berserkers first rage. Was it a noble burning your homestead? Your love being murdered by a hated rival? Or perhaps you simple stubbed your toe and ripped off the leg of the bed and reduced it to splinters. Also discuss that your origins will be appropriate for the campaign, since Berserkers are blessed by the Triune and are supposed to be very rare in this world.

Quick Build
You can make a Berserker quickly with these suggestions. First, put your highest ability score into Strength, followed by Constitution then Wisdom. Secondly, pick the Solider or Outlander background.

Class Features

As a Berserker, you gain the following features:
Hit Points
Hit Dice: 1d12 per Berserker level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 8) + Constitution <p>modifier per Berserker level after 1st

Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, <p>Intimidation, Nature, Persuasion and Survival


You start with the following equipment, in addition to the <p>equipment granted by your background:
(a) two simple weapons or (b) one martial weapon
(a) four javelins or (b) one martial weapon
(a) an explorer's pack or (b) a dungeoneers pack
one trophy from a slain beast

In battle, when it is your turn as a bonus action you can Berserk. While you are Berserking you gain the following benefits if you are not wearing any armor:

You have advantage on all Strength checks and Strength saving throws.
When using a weapon for an attack and roll a 1 with any damage die you can reroll that die but *must* use the new roll even if it is a 1. You must be proficient in this weapon for this benefit to be effective.
After a damage roll, add your bonus Berserk Damage as shown on the class table.
Resistant to bludgeoning, piercing, and slashing damage.
Can only be used three times per long rest

If you have the ability to cast spells you canít cast them or concentrate on them while you are Berserking.

Berserking lasts for 5 minutes, but will end early if you are knocked unconscious or did not deal any damage during your turn. You can end your Berserk as a bonus action or reaction.

Unnatural Physique
At 1st level you add an addition die to your height and weight for your races on PHB 121.

Unarmored Defense
Starting at 1st level, while you are not wearing any armor or using a shield, your Armor Class equals 10 + Wisdom modifier + proficiency bonus.

Strength from Pain
At 2nd level, as a bonus action, you can deal additional damage equal to half the damage you last took on your next successful melee attack, rounded down. This damage can only be dealt against the same creature that dealt the damage to you. This damage must be from a hostile creature and must have been dealt to you either on this round or the round before, whichever was the most recent. If you don't manage to successfully attack a target by the time your turn ends this bonus damage becomes zero but doesn't consume a usage. You can use this feature three times and you regain all expanded uses once you finish a long rest.

Berserker Path
At 3rd level you choose your War Cry by either choosing the Cry of Retribution or Cry of Absolution. Both are detailed at the end of the class description and your choice grants boons at the 3rd, 7th, 11th, 16th and 20th level.

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 canít 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. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.

Rip and Tear
Starting at 6th level, all defenses feel the effect of your onslaught. Whenever two of your attacks successfully strike a creature twice, immediately after one another, on the same turn, the target receives a -1 penalty to their Armor Class. This only applies if the target possesses a form of armor whether it be natural or otherwise. The maximum you can increase this penalty to is equal to your proficiency bonus.

Battle Hardened Endurance
Starting at 8th level, you gain advantage on Constitution saving throws.

Consult the Ancients
At 9th level you gain the ability to consult with your ancestral spirits. Before you make an Intelligence or Wisdom check you can give yourself advantage on this check. You can only use this feature once per long rest.

Breath of Battle
Starting at level 10, you gain a +2 on all your initiative rolls. If your initiative roll is a natural 1 you can reroll but at disadvantage and must use the lower of the disadvantage.

Mocking Bellow
At level 13, as an action you can taunt all creatures in a 20ft cone. All creatures must make a Wisdom saving throw against this DC (8 + Charisma modifier + proficiency bonus). On a failed save, those creatures must move as far as their speed allows towards you, then must attack you. They have disadvantage on all attacks. This effect lasts one minute. At the beginning of the creatures turns they must make another Wisdom saving throw. You can use this feature the number of times equal to your Charisma modifier (minimum 1) and regain all uses after you take a long rest.

Unyielding Body
Beginning at level 15, if your Strength score, your Constitution score, or hit point maximum is to be reduced take the amount of the reduction, halve it, then round down.

The Bulwark
Beginning at level 17, as a reaction you can grant an ally a +2 bonus to their AC and Dexterity saving throws provided they are within 20ft of you. This feature can only be used once per short rest.

Feral Senses
Starting at level 18, you gain supernatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, if you aren't blinded, deafened or stunned.

War Cry Paths

Cry of Retribution
For some Berserkers, there is only one path. One to annihilate all evil by sending those who have done wrong to the hells they belong to. Those who choose this path have no mercy for those who stand in their way. As you enter your Berserkers rage you feel the fires of hell consume every life that you end.

Unbridled Fury
You can choose this path at the 3rd level. If you are Berserking, as a bonus action you can choose to release your Unbridled Fury and you gain an extra attack. If your attack die roll is a critical, you gain one additional damage dice for that attack. If any attack die roll is below a 6 you lose Unbridled Fury. At the end of your Berserk, you suffer one point of exhaustion. You have one use per long rest.6

Blinding Wrath
Beginning at the 7th level, you cannot be charmed or frightened when Berserking. If you are charmed or frightened when you enter your Berserk, the effect is suppressed for the duration of the Berserk.

Bellowing War Cry
Beginning at the 11th level, you can use an action to frighten any creature within 20ft of you. If the creatures see and hear you they must succeed on a Wisdom saving throw (DC equals 8 + Wisdom modifier + proficiency bonus) or they will be frightened of you until the end of your next turn. You can use this action on every turn to extend the duration of this effect. The effect ends when the creature loses line of sight or is 60ft away from you. You can only use this feature once every long rest.

Beginning at the 16th level, when you take damage from a creature that is within 5 feet of you, you can take a reaction to make a melee weapon attack, with advantage, against that creature. If you attack roll is a natural 20 than you roll an extra attack dice.

Undying Regeneration
Beginning at the 20th level, at the start of your turn, you regain 3d6 hit points + your Constitution modifier if you have at least 1 hit point. In addition, when not Berserking, a severed body member such an arm, leg, ear, finger, foot, toe, etc. can be restored to your body if you hold the severed member to your body at the cost of one point of exhaustion. You cannot reattach your head because you would have died.

Cry of Absolution
Some Berserkers know that Gods have blessed them and will do anything for them. These are warriors that will convert their wrath into commanding displays of divine power. The Triune inspire their Berserkers to follow this path if they feel the world needs more of their presence with displays of their undying love for the world.

Divine Zeal
When you choose this path at the 3rd level, you can choose channel your Divine Zeal when you Berserk. If you do so, you become wreathed in in an aura of radiant energy until your Berserk ends. At the end of your turn any hostile creature with 5ft of you takes 1d6 of radiant damage. You can only use this feature once every long rest.

Cleansing Smite
Beginning at the 7th level, you are so infused with virtuous might that all your melee weapon strikes carry divine power. Whenever you hit a creature with a one-handed melee weapon, the creature takes an additional 1d4 radiant damage. If you use this feature with a two-handed melee weapon you roll an additional 1d8 radiant damage. You can only use this feature three times per long rest.

Fervent War Cry
Beginning at the 11th level, you learned to channel divine power to inspire zealotry into others. As an action, you howl in joy and unleash your War Cry infused with Divine Energy. Every ally within 60ft of you gains advantage on attack rolls for 1 minute. Once you use this feature you canít use it again until after a long rest.

Devotion Beyond Death
Beginning at the 16th level, the divine power that fuels you allows you to shrug off any fatal blows. While Berserking and having 0 hit points does not knock you unconscious. You must still make death saving throws and normal damage is still taken while at 0 hit points but with no automatic failures, unless it is a critical hit then it is two automatic failures. However, by either failing all saving death throws or taking a third of your total hit points while below 0, you instantly die.

Divine Intervention
Beginning at the 20th level, using your action you can summon an archangel of the Triune to aid you for 1 minute. The archangel is a level 20 divine creature with a flaming great sword that deals 6d8 + your Wisdom modifer of radiant damage. It emanates an aura of radiant energy that gives you and all allies advantage on all attack rolls and any saving throw. Once you use this feature it is unavailable until you have completed three long rests.