< User:Quincy

User:Quincy/Berserk Warrior

Berserk warrior

A light to medium armored strength based warrior with impressive offensive power and the ability to shrug off blows from the mightiest creatures with nary a scratch.

Master of War

An armored figure strides into the middle of an encroaching army, laughing maniacally as the strongest blows seem to do nothing to him. Swinging his massive blade, he chews through countless soldiers, littering the battlefield with corpses and viscera, all the while seeming to take none of the punishment that the army deals out.

Creating a Berserk warrior

What led to your character becoming a berserk warrior? Were they traumatized in their past, and reacted with rage to most everything? Did they belong to a band of warriors who harnessed their rage as a weapon? Did they expose themselves to mind-altering substances to induce rage, and the effects lingered within them?

Quick Build

You can make a Berserk warrior quickly by following these suggestions. First, the constitution should be your highest ability score, followed by strength. Second, choose the mercenary(solider) background.

Class Features

As a Berserk Warrior you gain the following class features.

Hit Points

Hit Dice: 1d12 per Berserk Warrior level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Berserk Warrior level after 1st

Proficiencies

Armor: light, medium, shields
Weapons: simple, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: pick two from athletics, animal handling, acrobatics, intimidation, survival, perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) great-sword or (b) great axe
  • (a) 2 hand axes or (b) short bow with 20 arrows
  • (a) leather armor or (b) scale mail or (c) shield
  • (a) An explorer's pack or (b) A dungeoneer's pack
  • If you are using starting wealth, you have 5d4 x10 in funds.

Table: The Berserk Warrior

LevelProficiency
Bonus
FeaturesResilience Damage Reduction
1st+2Resilience, Heavy Cut1
2nd+2Retaliation1
3rd+2Warrior Path1
4th+2Ability Score Improvement1
5th+3Extra Attack1
6th+3Blood Empowered Weapon1
7th+3Warrior Path Feature1
8th+3Ability Score Improvement1
9th+4Unarmored, Resilience Improvement2
10th+4Warrior Path Feature, Heavy Cut Improvement2
11th+4Feral Sense2
12th+4Ability Score Improvement2
13th+5Extra Attack2
14th+5Warrior Path Feature2
15th+5Unbreakable Will2
16th+5Ability Score Improvement2
17th+6Unyielding Body2
18th+6Resilience Improvement3
19th+6Ability Score Improvement, Heavy Cut Improvement3
20th+6Warrior's Strength, Extra Attack3

Resilience

When you start, you have an incredible threshold for pain. You are able to choose one type of damage from bludgeoning, piercing and slashing to gain +1 to your AC against. At 9th level, you are able to choose one more type of damage to raise your AC by +1 from bludgeoning, piercing and slashing. At 18th level, you may choose to raise your AC +1 against one type of magical damage from acid, cold, fire and lightning. You are unable to pick the same type of damage to become resistant more than once, even if you allowed to choose again later.

Heavy Cut

When you start, you are able to add 1d4 to your attack damage as a bonus action. At 10th level, this increases to 1d8 damage. At 19th level, this increases to 1d12 damage. You are able to do this a number of times equal to your strength modifier (minimum of 1), and regain expended uses upon finishing a short or a long rest.

Retaliation

Starting at 2nd level, your rage empowers your will to fight. When a creature within 5 feet of you attacks you, you are able to use your reaction to attack them back and add proficiency bonus to your damage as well. You are able to use this feature a number of times equal to your constitution modifier, and regain expended uses upon finishing a short or a long rest.

Warrior Path

Starting at 3rd level, you begin to hone your skills as a warrior. You are able to choose one Path archetype from Razor Wind Warrior and Juggernaut, and gain features depending on your choice at 3rd, 7th, 10th and 14th level. The features of each archetype are described at the end of this page

Ability Score Increase

When you reach 4th level, and again at 8th, 10th, 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th and four at level 20 level in this class.

Blood Empowered Weapon

Beginning at 6th level, you have spilled so much blood, the spirits of those you have slain remain in your weapon. Your attacks now count as magical for the sake of overcoming resistance and immunities.

Unarmored

Starting at 9th level, you find you have little use for protection. If you are not wearing armor, you are able to make a Dexterity saving throw when you are subjected to an area of effect attack, such a red dragon's fiery breath. When you make this save, you take no damage if you succeed, and only half damage if you fail.

Feral Sense

Beginning at level 11 while awake you cannot be surprised, or become frightened.

Unbreakable Will

Beginning at 15th level, your experience on countless battlefields has made you as wise as you are strong. You now have proficiency in Wisdom saving throws.

Unyielding Body

Beginning at level 17, your Strength score, your Constitution score, and your HP maximum cannot be reduced.

Warrior's Strength

Starting at level 20, your battlefield experience has hardened your body and will. Your base speed increases by 10 feet, and your constitution increases by 4, allowing for a maximum of 24 for this ability.

Warrior Path

Razor Wind Warrior

Focus on as many attacks as you can. The faster you swing your sword, the quicker they fall.

Wind Shear

Starting at 3rd level, whenever you land a critical hit, the razor-sharp winds that empower and speed up your strikes shears the armor of your foes. As a bonus action, you are able to ignore a creature's Armor Class and deal full damage. You are able to use this feature 3 times, and regain expended uses upon finishing a short or long rest.

Damage Over Defense

Starting at 7th level, as an action, you may take -2 from your AC to add +2 to your attack bonus for 1 turn. You may use this feature a number of times equal to your strength modifier (minimum of 1), and regain expended uses upon finishing a long rest.

Speed of the Wind

Starting at 10th level, your base speed increases by 10. Additionally, if you move 20 feet or less, your armor class increases by 1 on your turn.

Wind Speed

Starting at 14th level, you now have full mastery over wind. You may now attack after you use the dash action, provided you have not used all of your attack actions at once.

Juggernaut

Known for their sturdiness, Juggernauts do not falter in the face of danger.

Grand Resistance

Starting at 3rd level, you start to temper yourself against otherworldly forces. You may choose one type of damage to raise your AC by +1 against from necrotic or radiant damage.

Construct Mind

Starting at 7th level, you can't be charmed or magically put to sleep.

Hardier Resilience

Starting at 10th level, as a reaction you can add your constitution modifier to Strength Saving throws. You are able to use this feature 3 times, and regain expended uses upon finishing a long rest.

Heavier Armor

Starting at 14th level, your AC increases by +1 when you wear heavy armor. You do not gain any benefits from this feature if you are wearing light or medium armor, or are holding a shield.

Multiclassing

Prerequisites. To qualify for multiclassing into the Berserk warrior class, you must meet these prerequisites: 13 str, 13 con

Proficiencies. When you multiclass into the Berserk warrior class, you gain the following proficiencies: martial weapons



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