| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +8 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 8 | −1 | −1 |
| CHA | 12 | +1 | +1 |
Special Equipment. The berserker has a magical greataxe +(1), (included in it's statistics).
Danger Sens. The berserker has Advantage on Dexterity saving throws against effects that it can see, such as traps and spells, provided it doesn't have the Blinded, Deafened, or Incapacitated conditions.
Reckless. At the start of its turn, the berserker can gain Advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have Advantage until the start of its next turn.
Feral Instinct. The berserker has Advantage on initiative rolls. Additionally, if it is surprised at the beginning of combat and isn't Incapacitated, it can enter a rage and can act normally on it's first turn.
Unarmored Defense. While the berserker is wearing no armor and wielding no shield, its AC includes its Constitution modifier (included in it's statistics).
Brutal Critical. When the berserker scores a critical hit, it deals an additional die of damage.
Multiattack. The berserker makes two attacks, using Greataxe or Javelin in any combination.
Greataxe (+1). Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (1d12 + 6) Slashing damage, or 15 (1d12 + 9) Slashing damage if raging.
Javelin. Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft or range 30/120 ft., 1 target. Hit : 8 (1d6 + 5) Piercing damage, or 11 (1d6 + 8) Piercing damage if raging in melee.
Intimidating Presence. Wisdom Saving Throw, DC 12, one creature within 30 feet that can see or hear the berserker, Failure : The creature has the Frightened condition until the end of the berserker's next turn, or until it ends its turn out of line of sight or more than 60 feet away from the berserker. On subsequent turns, the berserker can use it's action to extend the duration of this effect until the end of it's next turn. Success : That creature is Immune to the berserker's Intimidating Presence for 24 hours.
Rage (4/Long Rest). The berserker enters a rage, or ends it. While raging, the berserker gains the following benefits if it isn't wearing heavy armor:
- It has advantage on all Strength checks and Strength saving throws.
- When it makes a melee weapon attack using Strength, it gains a (+3) bonus to the damage roll (included in the attack)
- It gains resistance to Bludgeoning, Piercing, and Slashing damage.
-
It can't have the Charmed or Frightened conditions while raging. If it is Charmed or Frightened when it enters a rage, the effect is suspended for the duration of the rage.
The rage lasts for 1 minute, until the berserker has the Unconscious condition, or ends it's turn without having attacked an hostile creature or taken damage.
When entering a rage, the berserker can choose to enter a Frenzied Rage instead. When it does so, it can make a weapon attack as a bonus action on the following turn, but takes a point of exhaustion when it ends.
Frenzied Attack (Requires to be in a Frenzied Rage). The berserker makes a weapon attack.
Description
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 thoses who follow this path enter the berserker's rage, they thrill in the chaos of battle, heedless of their own health or well-being.
CR 7 : DCR 6 - OCR 7 while in a Frenzied rage (CR 7: DCR 5 - OCR 9 if using Reckless)
Round 1 : Rage (Frenzy) > Multiattack x2 with reckless attack + Reaction Attack
Round 2 & 3 : Multiattack x2 with reckless attack + Bonus action Attack + Reaction Attack
A statblock for a 10th level Berserker Barbarian using the 2024 rules but the 2024 cleaner presentation. Can be used as enemies, NPC rivals, or pre-made characters for one shots !
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