Berserker, Heroic spirit (5e Class)
Berserker
Berserker is one of the seven standard Servant classes summoned for the Holy Grail War. Servants placed in this class are heroic spirits who have lost their minds during battle at least once in their life. As well as strong and powerful warriors with brutal strength.
Creating a Berserker
What historical hero were you? Were you known for having a legendary strength? Maybe you make a heroic action using your brutal strength?. Your name was remembered by the historians and now you have been summoned by your new master to perform a difficult task.
- Quick Build
You can make a Berserker quickly by following these suggestions. First, Strength and Constitution should be your highest ability scores, focus on one or not depending on which Path you want to choose. Second, choose the Folk Hero background.
Class Features
As a Berserker you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Berserker level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Berserker level after 1st
- Proficiencies
Armor: none
Weapons: simple and martial melee weapons
Tools: none
Saving Throws: Choose one from: Strength, Inteligence, Charisma. Choose one from: Wisdom, Dexterity, Constitution.
Skills: choose 3 from all skills
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one martial melee weapon or (b) two simple melee weapons
- dungeoneer's pack
Level | Proficiency Bonus | Features | Noble Phantasm Points |
---|---|---|---|
1st | +2 | Unarmored Defense, Mad enchantment, Berserk affinity, Berserker Path | 0 |
2nd | +2 | Extra attack | 0 |
3rd | +2 | Berserker Path Feature, Noble Phantasm | 1+Constitution bonus |
4th | +2 | Ability Score Improvement | 1+Constitution bonus |
5th | +3 | Impulsive beast | 1+Constitution bonus |
6th | +3 | Brutal critical | 2+Constitution bonus |
7th | +3 | Berserker Path Feature | 2+Constitution bonus |
8th | +3 | Ability Score Improvement | 2+Constitution bonus |
9th | +4 | Brutal critical (2) | 3+Constitution bonus |
10th | +4 | Retaliation | 3+Constitution bonus |
11th | +4 | Berserker Path Feature | 3+Constitution bonus |
12th | +4 | Ability Score Improvement, Extra attack (2) | 3+Constitution bonus |
13th | +5 | Brutal critical (3) Brutal strenght | 4+Constitution bonus |
14th | +5 | Berserker Path Feature | 4+Constitution bonus |
15th | +5 | Buster potencial | 4+Constitution bonus |
16th | +5 | Ability Score Improvement | 4+Constitution bonus |
17th | +6 | Berserker Path Feature Brutal critical (4) | 5+Constitution bonus |
18th | +6 | Organic tank | 5+Constitution bonus |
19th | +6 | Ability Score Improvement | 5+Constitution bonus |
20th | +6 | Berserker Path Feature | 5+Constitution bonus |
Unarmored Defense
At 1st level, while you are not wearing any armor, your Armor Class is equal 10+your constitution modifier. You cannot use a shield and gain this benefit.
Berserk affinity
At 1st level, every attack you make, you have advantage, and all enemies have advantage on their attacks againt you too.
Mad enchantment
At 1st level, you gain your mad enchantment that defines you as a berserker. To determine your mad enchantment you roll a 1d100, depending on the roll you take a madness list above in the table
d100 | Madness |
---|---|
1-2 | You do not allow anyone to give you any order |
3-4 | You think you are more powerful than anyone, you despise any creature that has not previously proven to be stronger than you |
5-6 | You do not tolerate an enemy fleeing a fight, you will chase him until you find him or lose sight of him |
7-8 | You cannot stand the idea that someone harms or does something to your master, when someone does something against your master or does something that is not to your liking you will take a hostile attitude towards that person |
9-10 | You think that your body is a work of art that everyone should see, you go naked or with very little clothes |
11-12 | You are very aggressive, you do not show an iota of mercy with those who harm or belittle you, in fact, you would be able to spend a while destroying the corpse |
13-14 | You hate to be lied to, you would be able to kill if you discover a big lie or give a beating for a lie |
15-16 | You are incredibly antisocial you just grunt or roar to communicate |
17-18 | You move erratically, you will challenge anyone who does not take you seriously |
19-20 | When you miss skill, hit or save rolls, you feel that your teammates laugh at you secretly, before a blunder you hear their laughter |
21-22 | You love nature above all else, you will destroy anyone who even tried to harm it |
23-24 | Your character believes that the gods consider their life a spectacle, sometimes you have to "speak to the camera", or comment on what is happening as if you were a voice-over. |
25-26 | You can't stand the idea of someone hurting or doing something to your master, when someone does something against your master or does something that is not to your liking you will take a hostile attitude towards that person |
27-28 | You have blind faith in a god who is above other gods, who controls everything around you except you and your group, that god you will call "The Master" |
29-30 | You enjoy receiving pain, the more damage you receive, the better you should spend it, you are aware that a lot of fun kills you, so you do not want to spend |
31-32 | You think you are killed by a vampire, you so you think you are a vampire, you will avoid contact with sunlight in any way |
33-34 | You don't like water, you can't bear to be in contact with it, you will have to drink at some point, in that case do it with a grimace of displeasure and complain about it |
35-36 | In the past you had a special relationship with a person, when you see someone with similar characteristics such as the same hair and eye color, you will believe that it is that person, you decide what kind of relationship you had but it has to be important |
37-38 | You have an unhealthy obsession with combat, you will talk to all strangers and friends about your fights in general and you will take "trophies" from them to prove it |
39-40 | You have powerful eyes that you stole from a magician, you don't know what they do but they are a magician's therefore better, from time to time you will have hallucinations that you will believe are real things |
41-42 | You feel a powerful obsession that changelin want to dominate the world by impersonating people little by little, when someone you know acts suspicious for anything you will suspect that he is a changelin |
43-44 | You are passionate about "unique objects" If you see an object that you are sure that there are no more and you have not made it, you have the need to get hold of it, if you cannot, you will talk about it whenever you see the opportunity. |
45-46 | You like to comment that you come from a very ancient time where science was more advanced than now, it is evident that the universe revolves around the earth, which is flat and whoever denies it deserves an inquisitive punishment |
47-48 | You treat your group as members of your family (father, mother, children etc ...) |
49-50 | You feel a strong desire to touch shiny things, regardless of who they are, even if you don't need to stay because you get bored of things right away |
51-52 | You are obsessed with your master, you would marry and have children with him, you will do everything possible to make your master fall in love and show him your love regardless of what he says, his sex, his sexuality, you will never give up |
53-54 | When you meet a new person who treats you in a friendly way, you begin to continually talk about random parts of your past, including how you just met, until you see that that person "knows you well." |
55-56 | You think you are allergic to magic, so you will avoid all contact with it |
57-58 | When you see a non-hostile animal, you have the need to feed it with what you have more at hand and you see more appropriate. |
59-60 | In your past life, before being a heroic spirit, you had many cavities, now the grail has taken them away, but you still have the feeling of having them, you will avoid eating hard or sweet things, and you will always prefer liquid foods |
61-62 | You have 4 personalities in total, which change randomly in the control of the body, all are the same in everything except that their names vary by one letter |
63-64 | Your character laughs uncontrollably when there is an embarrassing situation in any context |
65-66 | You hear many voices in your head, whenever you do an action that requires some concentration it will cost you double time. |
67-68 | You think your weapon can communicate with you and you hear it say things and you talk to it, you give it a name and everything, if you don't have a weapon, choose a member of the group, if there isn't, choose an item of clothing |
69-70 | If you are not focused on avoiding it, you will say everything you think |
71-72 | Whenever you see someone attractive to you, you will try to conquer her heart, be it good or bad time for it |
73-74 | When you see fire, throw a save of wisdom (4) if you fail you start to think that you are on fire, roll on the ground until you "put it out" To the cry of "bad fire" |
75-76 | The grail has been confused and has revived you in the body of another Servant who is also a berserk with all his characteristics and abilities instead of yours, you will believe to be another class, and whenever they ask you you will say what you are the original |
77-78 | Out of combat when someone plays music, you have the need to be the vocalist, if there is already one, you will say things similar to "it is not so good", "I would do better" |
79-80 | You are not sure if you have really revived, so you will always expose yourself to dangerous situations to check it |
81-82 | You are the best writer in history and nobody knows it, during a break write everything you have done until today in a book (or similar) protect the book with your life, since he is your life itself |
83-84 | You think you are of the opposite gender than you have, if you do not have choose one |
85-86 | Your honor and manners are impeccable you should always speak as if you were in the Golden Age, and laugh at whoever does not speak like you |
87-88 | Every time you hear someone say "Who is it?" "Who goes?", "Who dares?" And similar things, you must quickly answer "Your mother!" |
89-90 | You think death is a comic event, when you see a creature die, laugh out loud, when they mention that someone died laugh a little, laugh at the undead |
91-92 | You never have an opinion of your own when making group decisions, you follow the majority |
93-94 | You dream every night that you are going to die in a certain way (the DM decides and it must be something that can happen the day he wakes up) and when he experiences a situation similar to the dream you go into a panic |
95-96 | You speak in the third person through some object you choose and call by a name, put a different voice for the object in question. |
97-98 | You are a fake and the true legend must have been your cousin from whom you stole the merit, consequently you have been invoked, although you are strong you are not made for battles you will complain and even cry whenever you receive damage, and you will be quite a coward usually |
99-100 | Your fury could make the world explode, you avoid getting angry at all costs, if you do you know "the consequences for the world" |
Berserker Path
At 1st level, you must choose a Berserker Path. You may choose between the Rebelion, Half-God, or Hate paths, all listed at the end of this class.
Extra attack
When you reach 2th level, and again at 12th, you can make an additional attack when you take the attack action.
Noble Phantasm
At 3rd level, you gain use of a Noble Phantasm. Your Noble Phantasm is unique to your Berserker Path, and you can do it only if you have 1 noble phantasm point or less.You have noble phantasm points equal to the points listed in the noble phantasm column. You regain all Noble Phantasm points at the end of a long rest.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Impulsive beast
At 5th level, you gain adventage on initiative rolls. Later, on the 9th level, this features upgrades to give you a +2 to you initiative rolls.
Brutal critical
At the 6th level, you can roll one aditional weapon damage die when determining the extra damage for a critical hit with a melee attack. You gain an adittional critical dice at 9th, at 13th and a 17th levels.
Retaliation
When you reach 10th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature
Brutal strenght
At 13th level, whenever you attack an opponent you can do an extra die of damage
Buster potencial
At 15th level, whenever you attack an opponent you can do an extra +2 to the damage, adittionaly, all your weapon attacks become magical.
Organic tank
At 18th level, your hit point maximum increases by an amount equal to twice your level when you gain this feature. Whenever you gain a level in this class, your hit point maximum increases by additional 2 hit points.
Berserker Paths
Path of the Rebelion
description
- Mad enchantment Ex
Your mad enchantment is specially focused on stay in battle, giving you a +3 to your constitution, your maximum for this score is now 26, you also are afected by the madness you roll in the mad enchantment.
- Crying Warmonger(noble phantasm)
Unlike the rest of the paths, your Noble Phantasm points start at 0, and will return to 0 after a long rest. Each time you take damage, you gain one Noble Phantasm point, up to a maximum of points listed on the table of noble phantasm points.
As an action, you shoote pure magical energy in a line 50 feet long and 25 feet wide, each creature in the area takes 1d12 force damage. -You can spend 1 or more Noble Phantasm points to do 1d12 additional damage per point you spend -You can spend 1 or more Noble Phantasm points to regain 1d12 hit points per point you spend. -You can spend 1 point for the Noble Phantasm to ignore the target's resistance
- Regeneracion
At the beginning of each of your turns, you regain hit points equal to your constitution modifier.
- Honor of suffering
At the beginning of your turn, you can expend 1 hit dice to regain hit points equal to the result dice + your constitution modifier, you can use this feature a number of times equal to you profiency bonus before doing a long rest to regain all uses.
- Unshakable will
When you are reduced to 0 hit points, you can drop 1 hit point instead if you succeded on a constitution saving thow (16). when you succeed on the thow you gain 2 noble phantasm points, you cant use this feature again until you finsh a long rest.
- Endurant body
You gain resistance to piercing, slashing and psychic damage
- Triumphant Return of the Sword
All your attacks now inflict a a extra damage equal to your constitution modifier. Aditionaly you can expend half of your hit dices to recover you cant use this feature again until you finsh a long rest.
Path of the Half-God
description
- Mad enchantment B
Your mad enchantment is specially focused on destroy your oponents, giving you a +2 to your constitution and strenght, your maximum for those scores is now 24, you also are afected by the madness you roll in the mad enchantment.
- The 12 labors(noble phantasm)
When you fall to 0 hit points or die, you can spend a Noble Phantasm point to drop alive, unhurt and your limbs lost grow back, you drop with hit points equal to 1 + 1d12 per Noble Phantasm point you have after activation
- Nine lives (noble phantasm)
You can only use this ability if you have 9 points of Noble Phantasm or more. You can spend your action and 9 noble pantasm points to perform 9 melee attacks against a single creature within 5 feet of you. If the creature falls to 0 hit points or dies, keep hitting until all attacks are made
- Mind's Eye (Fake)
From now on remove the advantage enemies have against you due to your Berserk affinity
- Battle continuation
Once per long rest, when you fall to 0 hit points you can drop with a number of hit points equal to 1 + 1d12 Increases by 1d12 each time you gain a characteristic of this subclass
- Battle roar
As a bonus action, make an intimidation roll using strength or charisma (your choice). Each enemy creature within 15 feet of you makes a wisdom saving throw against your previous intimidation roll, if the creature is within 5 feet of you. It will have a disadvantage on the roll. If they do not succeed the roll, they will be frightened until the start of your next turn.
- Valor
from now on you apply double your strength bonus to hit and the damage. You gain advantage in rolls against being frightened.
- Indomitable
Gain advantage on death saving throws. You cannot fall unconscious. They can't magically put you to sleep. If you are at 0 hit points, you can make your turn normally.
Path of the hate
description
- Mad enchantment C
You gain expertise in all weapons your critical range increases in two(20-18), you gain 1 point in Constituition, Stregnth and Dextrity and can reach 22, you also are afected by the madness you roll in the mad enchantment.
- The one who doesn't deserve to be remembered
At level 1 you get the following beneficts: -You gain proficiency with heavy armors -You start with a heavy armor of your choice and a helmet that prevents everybody to know your true name, your armor and helmet stays united with you until it brokes. -The curses of the armors and weapons doesn't have any effect on you . -Your body have 4 tassels in your back, they act like aditional arms once you activate them, they can grap weapons, shields and vehicles that belong to you and use it, you can use your arm and your tassels to attack, any weapon, shield or vehicle that your tassels wears it will disintegrate 1 hour later
- Knight of owner(noble phantasm)
You can use this noble phantasm when you like, always you have noble phantasm point, when you have a weapon or improvised weapons you can:
Use Noble phantasm points to improve one weapon you are holding: -If the weapon have the reach property you can use 1 point to make double the reach for each point you use -If the weapon have ammunation property you can use 2 points to have infinite ammo -If the weapon have the finesse property you can use 1 point to add strength and dexterity to the attack roll. -If the weapon have the heavy property you can use 1 point to add your stregnth again to the attack and damage roll. -If the weapon have the light property you can use 1 point to make an extra attack with that weapon. -If the weapon have the loading property you can use 1 point to nullify the reload. -If the weapon have the range property you can use 1 point to duplicate the range. -If the weapon have the thrown property you can use 1 point to make the weapon return to you on every attack with that weapon. -If the weapon have the 2 handed property you can use 1 point to use it with 1 hand only. - You can use 1 point to add 1d6 extra damage to the weapon.
- Appropriation
At level 7 as bonus action you can use one of your tassels to try to steal a weapon that a enemy holds, you make a Athletics roll against a enemy strength roll if you pass his roll you can grap his weapon or item and use it like if it belongs to you.
- Magic resistance
At level 11 you have advantage on saving throws against spells and other magical effects
- Protection of the spirits
At level 14 you gain points of bless equal to half of your level (rounded down) you recover all the points at the end of a long rest, you can use 1 bless point in grant advantage in a roll you want, you only can use this in battle.
- Mana reversal
Once for short or long rest, you can gain 1 Noble phantasm point destroying one weapon you are holding(3 if its a improved weapon by Knigth of owner)
- Full of hate
If you don't roll 1 in the attack roll you always hit, also you can assume the form of a different person you see.
Player Familiars
Servants are the greatest form that magical familiars can take and, as such, can not survive in the material plane without a master. When creating a Heroic Spirit, a player must choose a separate humanoid creature, typically a spell caster, to be their “Master”. If either the player or their “Master” is considered dead, they die instantly and can not be resurrected by any means, including the Wish spell, until a time set by the DM.
The "Master" also will also get 3 command stamps, they are like a tattoo that can be seen on his hand the master can use this command to make different effects to the servant. You can use it to regenerate health equal to all the servant's hit dice. You can use it to recover all Noble Phantasm uses and Noble Phantasm points, and you can use it to make the servant make any possible action you want, he can't refuse that order but he will be aware while he do it.
All this uses cost 1 command spells, when you expend all of it the servant will cease to be yours and he will disappear in 8 H unless he signs a contract with another spellcaster to be his Servant, in that case that new Master will gain 3 command spells, a master who has lost his Servant by spending all the command spells will not be able to re-sign a contract to be his Master again.
If you play a campaign with the theme of the war of the holy grail, the judge or the servant ruler can give commando seals as rewards to missions that they send to the master, but the number of commando seals a master can have will never be greater than 3
Multiclassing
You cannot Multiclass into the Heroic Spirit class.
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