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.
Danger Sense. Big has advantage on all dexterity saving throws against things he can see.
Practiced Defense. If a creature misses Big with an a melee attack, the target must rolls 2 higher than his armor class to hit him again until the start of his next turn
Unarmed Movement. the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.
Ki. Big has 7 Ki points
Flurry of Blows. Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.
Patient Defense. You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.
Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.
Multiattack. on his turn, Big makes two unarmed strikes.
Unarmed Strike. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 5) bludgeoning damage.
Projectile Denial. As a reaction, big can reduce the damage of a projectile aimed at him by 1d10 + 5.
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