Aggressive. As a bonus action, the berserker can move up to its speed toward a hostile creature that it can see.
Brutal Critical. If the berserker lands a critical hit with a melee weapon attack, they can roll an additional damage die of the weapon's type.
Reckless. At the start of its turn, the 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.
Mighty. The berserker deals an extra 2 damage when attacking with strength-based weapons (included in the attack).
Ruthless. If the berserker hits with a melee attack, they can make another melee attack against the same target as a bonus action.
Unarmored Defense. While the berserker is wearing no armor and wielding no shield, its AC includes its constitution modifier.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage.
Flourishing Blade. The berserker makes a greataxe attack against every creature within 5 feet of it.
Description
Bandits 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. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. A 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.
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