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 (FIFY)
3rd-level Path of the Berserker feature
You can go into a frenzy when you rage as part of the same bonus action, or while you are raging (no action required). While in a frenzy, you ignore the effects of Exhaustion, and can spend a bonus action on each of your turns to make a single melee weapon attack. When your rage ends, so does your frenzy.
Whenever you use this feature more than once between long rests, at the end of each use after the first you gain one level of Exhaustion.
Mindless Rage
6th-level Path of the Berserker feature
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.
Intimidating Presence
10th-level Path of the Berserker feature
You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your CharismaStrength modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Retaliation
14th-level Path of the Berserker feature
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
I love the fix and have only one recommendation: I played this subclass and the only thing I would add here is for Intimidating Presence. At the table I played at, we allowed for strength to be the modifier used rather than charisma and I would recommend that for a fix here. The reason being that charisma is almost always the dump stat for this subclass and it eats up your entire action to use it (and the subclass’ main use for BA too). When charisma is the modifier used for this feature, it is fairly frustrating to use given how easy that is to save against.
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DM mostly, Player occasionally | Session 0 form| Doctor/Published Scholar/Science and Healthcare Advocate/Critter/Trekkie/Gandalf with a Glock | He/Him/They/Them
Here is my planned fix for the Path of the Berserker, please take a look and lemme know what you think.
Path of the Berserker v.0.1.1
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 (FIFY)
3rd-level Path of the Berserker feature
You can go into a frenzy when you rage as part of the same bonus action, or while you are raging (no action required). While in a frenzy, you ignore the effects of Exhaustion, and can spend a bonus action on each of your turns to make a single melee weapon attack. When your rage ends, so does your frenzy.
Whenever you use this feature more than once between long rests, at the end of each use after the first you gain one level of Exhaustion.
Mindless Rage
6th-level Path of the Berserker feature
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.
Intimidating Presence
10th-level Path of the Berserker feature
You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your
CharismaStrength modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Retaliation
14th-level Path of the Berserker feature
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Thanks in advance!
For a list of all the current fixes, please check out the series thread: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/157618-fify-wotc-a-series).
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I love the fix and have only one recommendation: I played this subclass and the only thing I would add here is for Intimidating Presence. At the table I played at, we allowed for strength to be the modifier used rather than charisma and I would recommend that for a fix here. The reason being that charisma is almost always the dump stat for this subclass and it eats up your entire action to use it (and the subclass’ main use for BA too). When charisma is the modifier used for this feature, it is fairly frustrating to use given how easy that is to save against.
DM mostly, Player occasionally | Session 0 form | Doctor/Published Scholar/Science and Healthcare Advocate/Critter/Trekkie/Gandalf with a Glock | He/Him/They/Them
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Thanks!
That makes a lot of sense, I’ll make the change now.
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