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Berserker


Hit Points

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

Proficiencies

Armor:

Light armor, medium armor

Weapons:

 All vibroweapons, simple blasters

Tools:

None

Saving Throws: Strength, Constitution
Skills:

Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

Overview and Creation

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

PRIMAL INSTINCT

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don’t.

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

A LIFE OF DANGER

Not every person deemed “berserkers” by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don’t have to.

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common? What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to "civilized" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.

Source

https://sw5e.com/rules/phb/classes/Berserker

Starting Equipment Options

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

  • (a) a vibroweapon and a light or medium physical shield or (b) two vibroweapons
  • (a) two techaxes or (b) two vibrospears
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

VARIANT: STARTING WEALTH

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

ClassFunds

Berserker

5d4 x 100 cr

Spellcasting

Class Features

RAGE

Berserker: 1st level
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action if you aren’t wearing heavy armor.

While raging, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the berserker table.
  • You have resistance to kinetic and energy damage.

If you are able to cast powers, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven’t taken a hostile action or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

You can enter a rage a number of times as shown for your berserker level in the Rages column of the berserker table. You regain all expended uses when you complete a long rest.

UNARMORED DEFENSE

Berserker: 1st level
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

RECKLESS ATTACK

Berserker: 2nd level
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

BERSERKER INSTINCTS

Berserker: 2nd level
You’ve honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

DANGER SENSE

Berserker: 3rd level
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

BERSERKER APPROACH

Berserker: 3rd, 6th, 10th, and 14th level
You choose an approach that shapes the nature of your rage which is detailed at the end of the class description.

ABILITY SCORE IMPROVEMENT

Berserker: 4th, 8th, 12th, 16th, and 19th level
You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.

EXTRA ATTACK

Berserker: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

FERAL IMPULSE

Berserker: 7th level
Your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the start of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

BRUTAL CRITICAL

Berserker: 9th, 13th, and 17th level
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

RELENTLESS RAGE

Berserker: 11th level
Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

PERSISTENT RAGE

Berserker: 15th level
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

INDOMITABLE MIGHT

Berserker: 18th level
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

PRIMAL CHAMPION

Berserker: 20th level
You embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action on your turn.

BERSERKER INSTINCTS

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites. You can’t take an instinct more than once.

ACKLAY’S INSTINCT

While raging, you have advantage on Constitution saving throws.

BANTHA’S INSTINCT

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

BLURRG’S INSTINCT

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

BOGGDO’S INSTINCT

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

CHIRODACTYL’S INSTINCT

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

DEWBACK’S INSTINCT

Choose three damage types other than true damage. While raging, you have resistance to the chosen damage types.

FIGHTER’S INSTINCT

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6.

FYRNOCK’S INSTINCT

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.

HAWK’S INSTINCT

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

KATARN’S INSTINCT

You gain a climbing speed equal to your movement speed.

LOTH-CAT’S INSTINCT

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can take the Dash action as a bonus action on your turn.

PREDATOR’S INSTINCT

Your speed increases by 10 feet.

RANCOR’S INSTINCT

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

TACTICIAN’S INSTINCT

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

TRACKER’S INSTINCT

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

TERENTATEK’S INSTINCT

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

VARACTYL’S INSTINCT

Prerequisite: 13th level
While raging, you have advantage on Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.


Subclasses

Berserker Approaches

BALLISTIC APPROACH

For many, rushing an opponent with guns blazing is a last resort. For Berserkers of the Ballistic Approach, this isn’t a last resort; it’s the primary plan. Leading with a blaster and pure, unbridled rage, the berserker never lets an empty gun diminish their fury.

FIRESTORM

Ballistic Approach: 3rd level
You gain proficiency in martial blasters with the burst or rapid property. Additionally, you’ve learned to use ranged weapons with untold fury. While wielding a blaster with which you are proficient, you gain the following benefits:

  • You can use your choice of Strength or Dexterity modifier for the attack and damage rolls of blaster weapons against targets within 30 feet of you. You must use the same modifier for both rolls.
  • When you use a blaster as an improvised weapon, you are considered proficient with it.

EXPLOSIVE

Ballistic Approach: 3rd and 9th level
While raging, you gain the following benefits:

  • When you roll a 1 or 2 on a damage die for an attack made with a blaster weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
  • You add your rage damage to damage rolls from ranged weapon attacks using Strength.
  • At 9th level, when a creature rolls a 1 on a saving throw against your burst or rapid property, you can add your Brutal Critical dice to the damage.

RAMPAGE

Ballistic Approach: 6th level
While raging, when you deal damage with a blaster with which you are proficient, and you added your Strength modifier to the damage roll, you can use a bonus action to move up to half your speed towards your target. You must end this movement closer to your target than you started. If you end this movement within 5 feet of your target, you can make one melee weapon attack with your blaster as a part of this bonus action.

DOWN, NOT OUT

Ballistic Approach: 10th level
When you are hit with an attack by a creature within 30 feet of you, you can use your reaction to make a single attack against that creature with a blaster with which you are proficient.

BRAWN

Ballistic Approach: 14th level
When you use the burst property of a blaster with which are you proficient, you can apply your rage damage bonus to every target that takes damage, instead of just one. Additionally, when a Large or smaller creature fails the saving throw against your burst or rapid property while within 30 feet of you, it is knocked prone.

MARAUDER APPROACH

Few things are more terrifying than being in the path of a Berserker who has learned the ways of the Force. Those who follow this path unlock something deep within them, a well of untamed power from the depths of their fury. When a marauder unleashes their rage, they channel their brute strength into primal might, and uses it to devastate his foes in a hail of fire, blades, and blood. Due to the uncontrolled nature of their powers, marauders have a dangerous predilection for the strength and raw power offered by the dark side, and many fall into it’s clutches. Even those who do not are always temped by the voices of fury barely contained within.

FORCECASTING

Marauder Approach: 3rd level
You have derived powers from your primal connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

FORCE POWERS KNOWN

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Marauder Approach Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

FORCE POINTS

You have a number of force points equal to your berserker level, as shown in the Force Points column of the Marauder Approach Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

MAX POWER LEVEL

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Marauder Approach Forcecasting table.

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

FORCECASTING ABILITY

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.


Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier


Force attack modifier = your proficiency bonus + your forcecasting ability modifier


FURIOUS FORCE

Marauder Approach: 3rd level
You can cast force powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor. While raging, you add your rage damage to damage rolls from force powers you cast that require a force attack or saving throw. If a force power damages more than one target, you may only apply your rage damage to one of them.

Casting force powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a force power that requires a force attack.

RECKLESS POWER

Marauder Approach: 6th level
Weapons and the force are equally an extension of your rage. While you are raging and you use your action to cast a force power, you can make a single melee weapon attack as a bonus action.

Marauder Approach Forcecasting

POWERFUL PRESENCE

Marauder Approach: 10th level
As a bonus action, you unleash a battle cry infused with force energy. Choose up to ten other creatures of within 60 feet of you that can hear you. Friendly creatures have advantage on attack rolls and saving throws until the start of your next turn, and hostile creatures have disadvantage on attack rolls and saving throws until the end of your next turn.

Once you’ve used this feature, you can’t use it again until you finish a long rest.

FORCE STORM

Marauder Approach: 14th level
You can expel the might of your rage all at once to unleash a devastating storm of force energy. As an action, you can end your rage early, forcing each creature within 15 feet of you to make a Dexterity saving throw against your universal force save DC. On a failed save, a creature takes 1d12 force damage for each round you’ve spent in rage, or half as much on a successful one.

LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th17143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th

PRECISION APPROACH

Some berserkers have learned to channel their rage into a method of increasing their focus and precision to supernatural levels. Those berserkers who choose the Precision Approach hone their rage to a fine point, becoming agile warriors who ruthlessly dispatch their foes.

CAREFUL STEPS

Precision Approach: 3rd level
You gain skills that represent your precise movement. You gain proficiency in your choice of Acrobatics or Stealth. While raging, you have advantage on checks you make with the chosen skill.

FOCUSED RAGE

Precision Approach: 3rd level
You hone your rage to a razor sharp focus. While raging, when you make a melee weapon attack using Dexterity, you add your rage damage to the damage roll. Additionally, you can use your Reckless Attack feature to give you advantage on melee weapon attacks using Dexterity during your turn.

BATTLE ANTICIPATION

Precision Approach: 6th level
While raging, your critical hit range with melee weapon attacks using Dexterity increases by 1.

IMPROVED DANGER SENSE

Precision Approach: 10th level
While raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage against effects that you can see, such as traps and powers, you are treated as proficient in the save, and you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

CALM WITHIN THE STORM

Precision Approach: 14th level
The precision with which you act during your rage causes you to become a storm of reactive lethality. When you use your Reckless Attack feature, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and when a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack using Dexterity against that creature. You can only take one reaction per turn.

WARCHIEF APPROACH

For some berserkers, it is their duty or birthright to lead their tribe and kin to battle and victory. The Warchief Approach is one forged from alliances, bonds, and strategy. In combat, your rages are less mindless, and more focused. Ignoring the distractions of unimportant events, your attention hones in on the battlefield and how best to direct and control it. You guide your allies’ strikes, and your presence is enough to wash away their fatigue.

SAVAGE DIPLOMAT

Warchief Approach: 3rd level
Your path necessitates that you build relationships with others, for the betterment of your tribe or yourself. You gain proficiency in one of the following skills of your choice: Persuasion or Intimidation. You can choose to learn one language in place of the skill proficiency.

COMMANDING RAGE

Warchief Approach: 3rd level
You become more aware of your allies, and their intent when fighting at your side. While you are raging, when an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.

You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.

INSPIRING PRESENCE

Warchief Approach: 6th level
Your mere presence on the battlefield rallies your allies. When you rage, choose up to 3 allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your berserker level + your Charisma modifier (minimum of +1).

RAID PLANNING

Warchief Approach: 10th level
You learn to flare up your allies’ drive for combat, urging them to follow you into the fray. During a long rest, you tell sagas, sing battle songs, and give inspiring speeches. At the end of the long rest choose up to 5 creatures that can hear and understand you (which can include yourself) to add your Charisma modifier (minimum of +1) to their next initiative roll, and a 10 foot bonus to their speed on their first turn of combat.

WAR CHANT

Warchief Approach: 14th level
You have memorized the litanies, songs, and chants of your people and their dedication to war. When you enter a rage on your turn, you can enter a commanding rage for one minute. When you do so, during this turn and at the start of each of your turns, you have a number of special reactions equal to your proficiency bonus you can only use for your Commanding Rage feature. When you use Commanding Rage with these special reactions, they do not count against your uses of that feature. You can only use one reaction per turn. Additionally, during this rage, when an enemy within 10 feet of you makes an attack roll against an ally, you can use your reaction to reduce the attack by an amount equal to your Charisma modifier.

Once you’ve used this feature, you must complete a long rest before you can use it again.

ADDICTED APPROACH

For some, the consumption of substances is the entirety of their life. For berserkers of the Addicted Approach, substances cause their fury to burn stronger and deeper, granting significant benefits.

SLYTHMONGER SAVVY

Addicted Approach: 3rd level
You gain proficiency in your choice of brewer’s kit or spicer’s kit. Additionally, you have advantage on saving throws to avoid the low or addiction to substances. Lastly, you can consume substances as a bonus action, and when you do so, you can also enter a rage as a part of this same bonus action.

FREEDOM THROUGH SLAVERY

Addicted Approach: 3rd level
While you are raging or experiencing the high of a substance, you have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature. If you are both raging and experiencing the high of a substance, you are instead immune to effects that would force you to act against your will or would prevent you from attacking a creature.

RELEASE THE BEAST

Addicted Approach: 6th level
While you are raging or experiencing the high of a substance, when you hit a creature with a melee weapon attack, you can expend a Hit Die to deal additional damage to the target. Roll the Hit Die, adding the result of the die to the damage roll. If you are both raging and experiencing the high of a substance, you also add your Constitution modifier to the damage roll.

SEEING SOUND

Addicted Approach: 10th level
While you are raging or experiencing the high of a substance, you have blindsight with a range of 10 feet. If you are both raging and experiencing the high of a substance, you instead have blindsight with a range of 30 feet. If you would already have blindsight, it instead increases by 5 feet or 15 feet, respectively.

FUEL THE RAMPAGE

Addicted Approach: 14th level
While you are both raging and experiencing the high of a substance, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

ARMORED APPROACH

Many berserkers forgo armor and rely on their own fortitude. Berserkers of the Armored Approach, however, embrace the use of armor. Each one customizes their own suit of armor to be used both defensively and offensively, so that the suit becomes an extension of the berserker’s own might and fury.

SPIKED ARMOR

Armored Approach: 3rd level
You gain proficiency in armormech’s implements. Over the course of a long rest, you can customize a suit of light or medium armor into spiked armor. You must have the armor and armormech’s implements in order to perform this modification. You can only have one suit of spiked armor at a time.

This armor gains the barbed (1d4) property. If the armor already has the barbed property, the barbed damage increases by one step (from d4 to d6, or from d6 to d8). Additionally, while raging, you add your rage damage bonus to your barbed damage when you successfully initiate or maintain a grapple.

While wearing your spiked armor, you can use your Constitution modifier instead of your Dexterity modifier when determining your AC.

Additionally, while wearing your spiked armor, you can use your spiked armor as an improvised weapon. When you do so, you are considered proficient with it, and if your armor’s barbed damage would be higher than your damage with improvised weapons, you use the barbed damage instead. If you take the Attack action on your turn and make at least one attack with your spiked armor, you can use your bonus action to make an additional attack with your spiked armor against the same target.

ENVIRONMENTAL SHIELDING

Armored Approach: 6th level
You customize your spiked armor to better protect you. Choose one of the following damage types: acid, cold, fire, lightning, or sonic. While wearing your spiked armor, you have resistance to damage of the chosen type. Over the course of a long rest, you can select a different damage type, provided you have the armor and armormech’s implements with you.

Additionally, while wearing your spiked armor, you have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat or cold.

CUSTOMIZED ARMOR

Armored Approach: 10th level
You learn new ways to customize your spiked armor. Choose one of the following options. While wearing your spiked armor, you gain the effects of the chosen option. Over the course of a long rest, you can select a different option, provided you have the armor and armormech’s implements with you.

DEFENSIVE FIELD

On your turn, you can use a bonus action to gain temporary hit points equal to 1d12 + your berserker level. Once you use this feature, you must finish a short or long rest before you can use it again.

DEFLECTIVE LAYER

Your armor class increases by 1.

GRAPPLING LINE

You can use a bonus action to launch a grappling line at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you. If it ends this movement within 5 feet of you, it takes kinetic damage from your armor spikes equal to your Strength modifier.

INTEGRATED SONAR

You can use an action to give yourself the benefits of the true sight force power for 1 hour. Once you use this feature, you must finish a short or long rest before you can use it again.

NEURAL INTERFACE

You are immune to all effects that would cause you to be charmed or frightened.

SPIKED RETRIBUTION

Armored Approach: 14th level
When a creature within 5 feet of you hits you with a melee attack, the attacker takes kinetic damage equal to your Strength modifier, as long as you are wearing your spiked armor and you aren’t incapacitated.

If you are raging, you add your rage damage bonus to this damage.

BEASTMASTER APPROACH

Many berserkers feel a primal attunement to nature. For berserkers of the Beastmaster Approach, that attunement manifests itself in bestial marks and manifestations that grant the berserker newfound abilities.

BESTIAL FURY

Beastmaster Approach: 3rd level
While raging, you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks.

Additionally, once on each of your turns while raging, you can mark a creature you can see as your prey for the duration of your rage (no action required). When you do so, once per turn when you deal damage to the creature with a weapon attack, you deal an additional 1d4 damage of the same type. Once per turn when the creature deals damage to you with a weapon attack, you take an additional 1d4 damage of the same type. This die increases to d6 at 5th level, d8 at 9th level, d10 at 13th level, and d12 at 17th level. You can only have one creature marked in this way at a time.

PACK TACTICS

Beastmaster Approach: 3rd level
When you have advantage on an attack roll against a creature, another enemy of the creature is within 5 feet of it, that enemy isn’t incapacitated, you can reroll one of the dice once.

ANIMALISTIC MOMENTUM

Beastmaster Approach: 6th level
You gain a your choice of a climbing or swimming speed equal to your walking speed. Additionally, you gain an effect while raging based on your choice of speed:

  • If you chose a climbing speed, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • If you chose a swimming speed, you can use your bonus action to Dash or Disengage while in water.

LICK WOUNDS

Beastmaster Approach: 10th level
Whenever you reduce a creature to 0 hit points while raging, you gain a number of temporary hit points equal to your berserker level, which last for the duration of your rage.

HUNTER’S CALL

Beastmaster Approach: 14th and 17th level
When you enter your rage, you can choose up to 5 allies that you can see within 30 feet of you. You gain 5 temporary hit points for each creature. For the duration of your rage, once on each of their turns, an affected ally can add your rage damage bonus to a weapon attack’s damage roll.

You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you finish a long rest.


BEASTMASTER APPROACH (COMPANION)

Many berserkers feel a primal attunement to nature. For berserkers of the Beastmaster Approach, that attunement manifests itself in a bond with a beast companion that accompanies a berserker on his journey.

BONUS PROFICIENCIES

Beastmaster Approach: 3rd level
You gain proficiency in Animal Handling.

BEAST COMPANION

Beastmaster Approach: 3rd, 11th, and 17th level
You learn to capitalize on a primal attunement to nature to forge a powerful bond with your own beast companion.

Create your beast companion as detailed in the Companions section of the Customization Options document for Expanded Content.

In addition to its traits and features, your beast companion gains additional benefits while it is bonded to you:

  • Your beast gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each beast trait in excess of your proficiency bonus, your number of available Hit Dice that can be spend to restore hit points is reduced by 1.

Lastly, while bonded and within 10 feet of you, your beast companion gains the benefits of one of your chosen instincts. If that instinct relies on raging, your beast companion gains the benefits of that instinct while you are raging.

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

PACK TACTICS

Beastmaster Approach: 3rd level
When you have advantage on an attack roll against a creature your companion has dealt damage since the start of your last turn, you can reroll one of the dice once. When your companion has advantage on an attack roll against a creature you’ve dealt damage since the start of your last turn, it can reroll one of the dice once.

ANIMALISTIC MOMENTUM

Beastmaster Approach: 6th, 11th, and 17th level
Your bond with your beast companion strengthens, granting the following benefits while your beast companion is within 10 feet of you:

  • If you or your beast have a climbing or swimming speed and the other doesn’t, the other gains it with the same speed. If you both have the a climbing or swimming speed, you both use the larger speed of the two, which then increases by 5 feet.
  • Whenever your beast deals damage to a hostile creature you can see on your turn, it counts as you taking a hostile action for the purposes of maintaining your rage.

This radius increases to 30 feet at 11th level 60 feet at 17th level.

LICK WOUNDS

Beastmaster Approach: 10th level
Whenever your companion reduces a creature to 0 hit points while you are raging, it gains a number of temporary hit points equal to your berserker level, which last for the duration of your rage.

HUNTER’S CALL

Beastmaster Approach: 14th and 17th level
When you enter your rage, you can choose up to 5 allies that you can see within 30 feet of you. You gain 5 temporary hit points for each creature. For the duration of your rage, once on each of their turns, an affected ally can add your rage damage bonus to a weapon attack’s damage roll.

You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you finish a long rest.

BLOODSTORM APPROACH

The Bloodstorm Approach is said to have originated from the ancient wookiee Hroufrasnooohn clan (which loosely translates to Bloodstorm in Galactic Basic), whose warriors performed gravity-defying feats with their flying vibroaxes through a combination of unorthodox techniques and a mystical belief in their own abilities. A berserker who follows this approach can hurl their devastating weapons at enemies with such power and skill that it completely blurs the line between melee and ranged combat.

FURIOUS THROW

Bloodstorm Approach: 3rd level
Your throwing techniques have become a perfect extension of your melee prowess. When you throw a weapon with which you are proficient, you can benefit from your class features that only apply to melee weapon attacks, such as Rage or Reckless Attack.

RETURNING ATTACKS

Bloodstorm Approach: 3rd level
Any weapon you throw can ricochet back to you at your command. When you make a thrown weapon attack, you may have the weapon fly back to your hand immediately after the attack.

THROW ANYTHING

Bloodstorm Approach: 6th level
Your strength and mastery of throwing techniques has allowed you to throw vibroaxes as easily as others hurl vibrodaggers. When you are wielding a light- or vibro-weapon with which you are proficient, it gains the thrown property (range 20/60).

FLING PEOPLE

Bloodstorm Approach: 10th level
You learn to throw creatures as easily as you throw your weapons. When you successfully grapple a creature, you may immediately throw the creature.

THROW FRIEND

If the creature is a willing ally and volunteers to be grappled, you throw the target into any unoccupied space within 60 feet. That creature may immediately use its reaction to make one melee weapon attack, adding your Strength modifier to the attack’s damage roll.

THROW FOE

If the creature is an opponent, you throw the target into any unoccupied space within 30 feet, where it takes damage equal to your Strength modifier and falls prone.

RAGING WHIRLWIND

Bloodstorm Approach: 14th level
You can send your weapon spinning into a gravity-defying whirlwind of pain. Once per rage as an action, you may throw a weapon with the thrown property to a point you choose within 60 feet. The weapon fills the air as a cyclone in a 10 foot radius sphere centered on that point. A creature takes damage equal to the thrown weapon’s damage + your Strength modifier + your Rage Damage when it enter’s the whirlwind’s area for the first time on a turn or starts its turn there. This effect ends when you command the weapon to return to you (no action required) or your rage ends.

BRAWLING APPROACH

Most berserkers require weapons. For berserkers of the Brawling Approach, however, everything is their weapon.

FISTS OF FURY

Brawling Approach: 3rd level
You’ve learned to hone your rage through your fists. Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

RECKLESS STRIKES

Brawling Approach: 3rd level
While you are raging, not wearing heavy armor, and not wielding a shield, when you hit a creature with an unarmed strike or improvised weapon, you can choose to forgo your rage damage to make the attack a reckless strike.

Some of your reckless strikes require your target to make a saving throw to resist the reckless strike’s effects. The saving throw DC is calculated as follows:


Reckless Strike save DC = 8 + your proficiency bonus + your Strength modifier


You can use these features a combined number of times equal to your proficiency bonus, as shown in the berserker table. You regain all expended uses when you complete a short or long rest.

BRACING STRIKE

You gain temporary hit points equal to your rage damage bonus. If the target is grappled by you, you instead gain temporary hit points equal to twice your rage damage bonus.

PUNISHING STRIKE

Your target must make a Constitution saving throw. On a failed save, the creature is deafened until the start of its next turn. If the target is grappled by you, it is instead incapacitated until the start of its next turn.

STAGGERING STRIKE

Your target must make a Strength or Dexterity saving throw (the target chooses the ability score to use). On a failed save, your target is pushed back 5 feet. If the target is grappled by you, it is instead knocked prone.

SHATTERING STRIKES

Brawling Approach: 6th level
Your rage causes your strikes to overcome the hardest of materials. While raging, you gain the following benefits:

  • Your unarmed strikes and improved weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
  • Your unarmed strikes deal double damage against structures.

STOP HITTING EACH OTHER

Brawling Approach: 10th level
You can grapple creatures two sizes larger than you, instead of one.

Additionally, you can use creatures you have grappled that are at least one size smaller than you as improvised weapons. When you do so, when you hit with an attack using a creature as a weapon, it takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons.

ENFORCER

Brawling Approach: 14th level
When you would make an unarmed strike or attack with an improvised weapon with advantage, you can choose to forgo the advantage. If you do so, your critical hit range increases by 1 for that attack, and on a hit, you deal maximum damage instead of rolling.

CYCLONE APPROACH

The Cyclone Approach empowers the berserker’s ability to fight with weapons in each hand. Followers of this approach learn to move quickly to avoid attacks and can become a whirlwind of fury and steel, cleaving through hordes of enemies.

DUAL WIELDER

Cyclone Approach: 3rd level
When you engage in Two-Weapon Fighting, you can add your Strength or Dexterity modifier (your choice) to the damage of your Two-Weapon Fighting attack as long as it doesn’t already include that modifier.

DOUBLE SWING

Cyclone Approach: 3rd level
Once on each of your turns when you miss with an attack while raging, you can immediately make a melee attack with the weapon in your other hand.

TWISTING WINDS

Cyclone Approach: 6th level
Your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength or Dexterity modifier (your choice) as long as it doesn’t already include that modifier.

MIGHTY LEAP

Cyclone Approach: 10th level
The distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature’s reach while jumping.

TORNADO

Cyclone Approach: 14th level
You can become a tornado of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers.

You can use this feature a number of times equal to your proficiency bonus, as shown in the berserker table. You regain all expended uses when you finish a short or long rest.


FRENZIED APPROACH

For some berserkers, rage is a means to an end, that end being violence. The Frenzied Approach is that of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

FRENZY

Frenzied Approach: 3rd level
You can go into a frenzy when you enter your rage. If you do so, 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.

The first time you use this feature, you suffer no ill effect. If you use this feature again before you finish a long rest, you suffer one level of exhaustion when your rage ends each time you use it.

When you finish a long rest, you reduce your exhaustion level by 2, instead of 1. Additionally, any effect that removes exhaustion reduces your exhaustion by 1 additional level.

MANIACAL RAGE

Frenzied Approach: 3rd level
While raging, you have advantage on Charisma (Intimidation) checks.

MINDLESS RAGE

Frenzied Approach: 6th level
You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

INTIMIDATING PRESENCE

Frenzied Approach: 10th level
You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. While raging, you add double your proficiency bonus to the save DC, instead of your normal proficiency bonus.

If the creature succeeds on its saving throw, it becomes immune to this feature for 24 hours.

RETALIATION

Frenzied Approach: 14th 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.

INDUSTRIAL APPROACH

While some berserkers are content to surrender to their rage, others prefer a more tactful approach. Berserkers of the Industrial Approach augment their rage with the versatility of technology, adding elemental explosions to their already fearsome arsenal.

TECHCASTING

Industrial Approach: 3rd level
You have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

TECH POWERS KNOWN

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Industrial Approach Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

TECH POINTS

You have a number of tech points equal to half of your berserker level, as shown in the Tech Points column of the Industrial Approach Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

MAX POWER LEVEL

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Industrial Approach Techcasting table.

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

TECHCASTING ABILITY

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.


Tech save DC = 8 + your proficiency bonus + your Intelligence modifier


Tech attack modifier = your proficiency bonus + your Intelligence modifier


TECHCASTING FOCUS

You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

INDUSTRIOUS TECH

Industrial Approach: 3rd level
You can cast tech powers while raging as long as the power’s casting time is no more than 1 action and the power does not require concentration. While raging, you add your rage damage to damage rolls from tech powers you cast that require a tech attack or saving throw. If a tech power damages more than one target, you may only apply your rage damage to one of them.

Casting tech powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a tech power that requires a tech attack.

EXPLOSIVE RESILIENCE

Industrial Approach: 6th level
Once per round, when you deal damage that includes your rage damage, you can cause a localized explosion around the recipient of that damage. Each creature within 5 feet of the damaged creature other than you takes acid, cold, fire, ion, or lightning damage (your choice) equal to your rage damage bonus, and you gain resistance to the chosen damage type until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, as shown in the berserker table. You regain all expended uses when you complete a short or long rest.

PAINKILLER

Industrial Approach: 10th level
Whenever you cast a tech power of 1st-level or higher, or deal damage using your Explosive Resilience feature, you can cause a friendly creature you can see within 30 feet to gain temporary hit points equal to half your berserker level + your Intelligence modifier. Additionally, while they have these temporary hit points, they have advantage on saving throws against effects that would cause them to be frightened.

FINAL COUNTDOWN

Industrial Approach: 14th level
When you are reduced to 0 hit points but not killed outright, and you have at least one tech point remaining, you can expend all your remaining tech points and instead to drop to one hit point (no action required). If you do so, each creature within 30 feet of you must make a Dexterity saving throw against your tech save DC. On a failed save, they take 1d12 acid, cold, fire, ion, or lightning damage (your choice) damage for each tech point spent in this way, or half as much on a successful one.

Industrial Approach Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th

JUGGERNAUT APPROACH

Certain berserkers find that the strongest offense is a good defense. Berserkers of the Juggernaut Approach wear the heaviest of armor not because they fear injury, but to strike fear in their hapless attackers.

ARMORED BRUTE

Juggernaut Approach: 3rd level
You’ve learned to fight in the heaviest of armors, using your weight to your advantage. You gain proficiency in heavy armor, you can enter a rage while wearing heavy armor, and you can gain the benefits of your Rage feature while wearing heavy armor.

UNSTOPPABLE FORCE

Juggernaut Approach: 3rd level
Your momentum makes you nigh unstoppable. While raging, you can move through a hostile creature’s space regardless of that creature’s size. When you do so, you must make a Strength (Athletics) check contested by the target’s Strength (Athletics) check. If you move at least 10 feet before moving through a hostile creature’s space, and that creature is your size or smaller, they have disadvantage on the check. If you succeed, you don’t treat the movement as difficult terrain, the creature is pushed 5 feet in a direction of your choice, and you don’t provoke opportunity attacks from that creature until the end of your turn.

RAGING BULWARK

Juggernaut Approach: 6th level
Your imposing form acts as a shield for your allies. When a friendly creature you can see is the target of a ranged attack, or forced to make a Dexterity saving throw, and you can see the source of the effect, you can use your reaction to move up to half your speed towards the friendly creature. You must end this move closer to the ally than you started. If you end this movement between your ally and the source of the effect, you provide cover for the attack.

Additionally, you provide three-quarters cover, instead of half-cover, to creatures your size, and you provide full cover to creatures smaller than you.

OVERWHELMING CLEAVE

Juggernaut Approach: 10th level
When you successfully push a creature into a surface or another creature while raging, the pushed creature takes kinetic damage equal to your Rage Damage. Additionally, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

RELENTLESS ASSAULT

Juggernaut Approach: 14th level
You’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

Once you’ve used this feature, you must complete a short or long rest before you can use it again.


Created by

sjkohaku.

System

Star Wars 5e

Statblock Type

Class Sheet

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