Reckless. At the start of its turn, the Bandit (Berserker) can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Danger Sense. The Bandit (Berserker) has advantage on Dexterity saving throws against effects that they can see while not blinded, deafened, or incapacitated.
Brutal Critical. The Bandit (Berserker) can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This one extra die roll does not double with critical damage.
Combat Tactics. The Bandit (Berserker) has +3 on attack rolls against a creature if at least one of the its allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The Bandit (Berserker) can make two attacks of melee and/or non-crossbow ranged attacks
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Handaxe. Ranged Weapon Attack: +5 to hit, range 20ft., one target. Hit: 6 (1d4 + 4) slashing damage
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Flourishing Blade (Recharge 5-6). The Bandit (Berserker) makes one great axe attack against every creature within 5 feet of it.
Rage. As a bonus action, Bandit (Berserker) enters a rage for up to 1 minute (10 rounds) to gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage.
This rage ends early if the Bandit (Berserker) is knocked unconscious or if its turn ends and it hasn't attacked a hostile creature since its last turn or taken damage since then. The rage can also ended as a bonus action.
Aggressive. As a reaction, the Bandit (Berserker) can move up to its speed toward a hostile creature that it can see.
Frenzied Attack. While raging, the Bandit (Berserker) can use it's reaction to make one melee attack against one target that attacks it with a melee attack.
Unyielding. When Bandit (Berserker) is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
Description
Bandit (Berserker) rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. A Bandit (Berserker) is a humanoid who lives for battle, willing to fight until the end. They excel at chopping down opponents with deadly swings of their great axe.