Barbarian
Base Class: Barbarian

Founded centuries ago first as a fighting tradition among the Dwarves, the berserker philosophy is simple; embrace the rage, internalize the terror, and wreak horror upon the field of battle.  When a berserker rages, finesse, precision, and honor cower in the face of pure violence and blades flash in a haze of red mist.  While this makes berserkers unpredictable on the field, it also makes them terrifying to behold and many have been known to cower and flee in the face of a squad of raging berserkers.  However, berserkers have to be in peak physical condition and able to hold their rage when they are not on the battlefield.  While berserkers make up a significant part of Dwarven warriors, the tradition was long ago taught to the other races of Faerûn and has spread to all corners of the world.

Bears Strength

Starting when you choose this path at 3rd level, the stench of blood and death drives the berserker into a willing fury, channeling the strength of a bear.  For the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one and all attacks deal +1d4 of extra damage.

Boars Resilience

Beginning at 6th level, the berserker gains the resilience similar to a boar, gaining +1d8 temporary hit points every time Rage is activated.  Additionally, you gain the charge ability: if the berserker moves at least 20 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra +1d6 weapon damage.  If the target is no more than one size larger than the berserker, it must succeed on a DC 10+ your Strength modifier saving throw or be knocked prone.

Wolves Agility

Beginning at 10th level, the berserker gains the ability to move similar to wolves.  Your base movement speed is increased by 10 feet and you gain a +2 increase to your Dexterity score.

Final Blows

Starting at 14th level, all the berserker's stamina goes into a single series of attacks taking one level of exhaustion at the end of your turn.  Any attacks hit during this turn are considered critical hits and deal an additional 1d6 of damage.  Until the end of your next turn you may only make a simple melee attack.

Previous Versions

Name Date Modified Views Adds Version Actions
10/11/2021 10:41:03 PM
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10/28/2022 4:02:27 AM
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