Base Class: Barbarian
The Berserker. A fierce and relentless fighter. The Epitome of rage itself. These warriors throw caution to the wind and embrace danger.
The essence of a berserker can only be defined as fury, unchained and boundless. A berserker needs no strategy, just a target, and they will stop at nothing until their targets are eliminated.
Berserkers get stronger as their fury grows, allowing them to accomplish incredible displays of power, usually involving the evisceration of their foes. This strength comes at a price, however, and berserkers tend to be even more reckless than others of their trade.
This class is for players who wish to let loose and not worry about what that mage over there is doing, if you go down, your healers will help you out, you know you're the biggest weapon in your group's arsenal.
Please feel free to comment and tell me what you think!
Gamble
Starting at 3rd level when you choose this archetype, your weapon attacks score a critical hit on a roll of 18-20 while raging. All attacks against you during your rage score a critical on a roll of 19-20. In addition, when a critical hit is scored against you during your rage, damage from that attack is rolled three times, rather than twice (resistances apply).
Zeal
Starting at 6th level, whenever you score a critical hit on an enemy you gain temporary hit points equal to half the weapon damage roll (does not include additional dice from abilities or bonuses to the roll). These temporary hit points last until you take a short or long rest and stack with themselves, but not with hit points gained from other sources.
Terrifying Display
Beginning at 10th level, whenever you lower a creature to 0 hit points or less with a critical hit, all creatures within 30 feet (including allies) that can see you and the slain creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you until you miss an attack or an attack is successful against you. If one of the previous conditions is met, the frightened condition ends for all affected creatures.
Wrath
At 14th level, whenever you are below half your maximum hit points (current hit points includes temporary hit points for the purposes of this ability) you add your rage damage bonus to each damage die rolled on a critical hit (includes extra damage dice from abilities but excludes additional dice from a weapon I.E. a greatsword will add the damage for only one of the two d6’s).
Previous Versions
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3/17/2021 2:52:15 PM
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