Base Class: Barbarian
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy
3rd-level Path of the Berserker (Revised) feature
Starting when you choose this path at 3rd level, you go into a frenzy when you rage. For the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns.
Additionally, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Beserkergang
3rd-level Path of the Berserker (Revised) feature
You have a number of Berserk die (d12) equal to twice the number of Rages in the Rages column of the Barbarian table. When you enter your rage, spend one Berserk die and roll on the Beserk table to determine the effect produced. These effects last until this rage ends. If you are already benefiting from one of these effects, you may redo your roll.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Berserk
| d12 | Effect |
|---|---|
| 1 | You must use your action each round to attack the nearest creature. |
| 2 | When you make a melee attack, you take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. |
| 3 | When you hit with an attack, add 1d6 to the attack's damage. |
| 4 | As a bonus action, you can move up to your speed toward a hostile creature that you can see. |
| 5 | You gain a number of temporary Hit Points equal to twice your Character level. |
| 6 | As a bonus action, you may end the Charmed or Frightened effect one one creature within 5ft. |
| 7 | You have advantage on attack rolls if you have already targetted the creature with an attack this turn. |
| 8 | You gain a bonus +2 AC. |
| 9 | As a bonus action, you let out a mighty roar. All creatures that you choose within 30ft must make a Wisdom Saving Throw or become Frightened of you until the end of your next turn. |
| 10 | When you hit a creature with an attack, they must make a Strength saving throw or be knocked Prone. Creatures of a larger size than you gain advantage on this save. |
| 11 | When you hit a creature with an attack, they must make a Constitution saving throw or be Stunned until the end of your next turn. Creatures of a larger size than you gain advantage on this save. |
| 12 | Your weapon attacks score a critical hit on a roll of 19 or 20. |
Relentless Madness
6th-level Path of the Berserker (Revised) feature
Your exposure to madness has left your mind impenetrable to mental attack. You gain immunity to Psychic damage.
Additionally, when you Rage, you may spend a Berserk die to roll on the Relentless Madness table and gain resistance to the rolled damage type until the end of your next long rest. If you are already benefiting from one of these effects, you may redo your roll.
Relentless Madness
| D12 | Resistance |
|---|---|
| 1 | Acid |
| 2 | Bludgeoning |
| 3 | Cold |
| 4 | Fire |
| 5 | Force |
| 6 | Lightning |
| 7 | Necrotic |
| 8 | Piercing |
| 9 | Poison |
| 10 | Radiant |
| 11 | Slashing |
| 12 | Thunder |
Berserk Retaliation
10th-level Path of the Berserker (Revised) feature
Immediately after you take damage you may spend one Berserk die to make a melee weapon attack, adding the roll to the attack and damage rolls.
Master of Rage
14th-level Path of the Berserker (Revised) feature
Whenever you spend a Beserk die, you may roll it twice and gain both effects.
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