Berserker
Stat
Modifier
+1 Strength, +1 Endurance, -1 Charisma, -1 Intelligence, -1
Agility
Hit Points
Hit
Dice:
1d12 level
Hit Points at 1st Level: 12 + your Endurance
Hit Points at Higher Levels: 1d12 (or 7) + your Endurance per Mutant level after 1st
Hit Points at 1st Level: 12 + your Endurance
Hit Points at Higher Levels: 1d12 (or 7) + your Endurance per Mutant level after 1st
Starting
Proficiencies
You are proficient with the
following items, in addition to any proficiency provided by your race or
background.
Weapons: You may choose any 4 melee weapons OR 3 any melee and any 1 ranged weapon.
Tools: None
Skills: Choose two skills from Animal Handling (Charisma), Athletics (Strength), Intimidation (depending on situation), Nature (Intelligence), Religion (Intelligence), Survival (Perception), Swim (Strength)
Weapons: You may choose any 4 melee weapons OR 3 any melee and any 1 ranged weapon.
Tools: None
Skills: Choose two skills from Animal Handling (Charisma), Athletics (Strength), Intimidation (depending on situation), Nature (Intelligence), Religion (Intelligence), Survival (Perception), Swim (Strength)
Saving
Throw:
Strength, Endurance and one more of your choice.
Starting
Equipment
You
start with the following items, plus anything provided by your background.
• (a) any TWO Melee Waepons or (b) one non-heavy range weapon
• (a) any non-heavy weapon
• Any Raider Armour (Large size)
• (a) any TWO Melee Waepons or (b) one non-heavy range weapon
• (a) any non-heavy weapon
• Any Raider Armour (Large size)
Level
|
Proficiency Bonus
|
Features
|
Rages
|
Rage Damage
|
|
1st
|
+2
|
Rage,
Unarmored Defense
|
2
|
+1
|
|
2nd
|
+2
|
Reckless
Attack, Danger Sense
|
2
|
+1
|
|
3rd
|
+2
|
Primal
Path
|
3
|
+1
|
|
4th
|
+2
|
Ability
Score Improvement
|
3
|
+1
|
|
5th
|
+3
|
Extra
Attack,
Fast Movement
|
3
|
+1
|
|
6th
|
+3
|
Path
feature
|
4
|
+2
|
|
7th
|
+3
|
Feral
Instinct
|
4
|
+2
|
|
8th
|
+3
|
Ability
Score Improvement
|
4
|
+2
|
|
9th
|
+4
|
Brutal
Critical (1 die)
|
4
|
+2
|
|
10th
|
+4
|
Path
feature
|
4
|
+2
|
|
11th
|
+4
|
Relentless
|
4
|
+3
|
|
12th
|
+4
|
Ability
Score Improvement
|
5
|
+3
|
|
13th
|
+5
|
Brutal
Critical (2 dice)
|
5
|
+3
|
|
14th
|
+5
|
Path
feature
|
5
|
+3
|
|
15th
|
+5
|
Persistent
Rage
|
5
|
+3
|
|
16th
|
+5
|
Ability
Score Improvement
|
5
|
+4
|
|
17th
|
+6
|
Brutal
Critical (3 dice)
|
6
|
+4
|
|
18th
|
+6
|
Indomitable
Might
|
6
|
+4
|
|
19th
|
+6
|
Ability
Score Improvement
|
6
|
+4
|
|
20th
|
+6
|
Primal
Champion
|
Unlimited
|
+4
|
|
Abilities
Rage
In battle, you fight with primal
ferocity. On Your Turn,
you can enter a rage as a Bonus Action.
While raging, you gain the following benefits if you are not using anything heavier than light armour:
• You have advantage on Strength Checks and Strength saving throws.
• When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. This bonus increases as you level.
While raging, you gain the following benefits if you are not using anything heavier than light armour:
• You have advantage on Strength Checks and Strength saving throws.
• When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. This bonus increases as you level.
• You gain one extra attack
during rage only.
• You have Resistance to bludgeoning, piercing, and slashing damage.
Your rage lasts for 1 minute (10 rounds). It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. Attacking yourself does not count. You can also end your rage on Your Turn as a Bonus Action.
Once you have raged the maximum number of times for your barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
• You have Resistance to bludgeoning, piercing, and slashing damage.
Your rage lasts for 1 minute (10 rounds). It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. Attacking yourself does not count. You can also end your rage on Your Turn as a Bonus Action.
Once you have raged the maximum number of times for your barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Unarmoured
Defence
Danger
Sense
At 2nd 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 Agility
saving throws against effects that you could see, such as traps if you noticed it, or an attacker with
an automatic weapon or about to throw a grenade. This ability is not considered
evasion. To gain this benefit, you can't be Stunned, Blinded,
Deafened,
Grappled or Incapacitated.
Reckless Attack
Starting at 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.
Primal
Path
At 3rd level, you choose a path
that shapes the nature of your rage, such as the Path of the Berserker.
Your choice grants you features at 3rd level and again at 6th, 10th, and 14th
levels.
Ability
Score Improvement
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 the max of your race 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.
Fast Movement
Starting at 5th level, your speed
increases by 5 feet if you are not wearing any armour heavier than light. This ability increases to +10
feet at level 10 and to a maximum of +15 feet at level 15.
Feral Instinct
By 7th level, your instincts are
so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of Combat, aren't incapacitated, and your initiative turn is before your opponent, you can act normally on your first turn if you use your bonus action to enter Rage.
Additionally, if you are surprised at the beginning of Combat, aren't incapacitated, and your initiative turn is before your opponent, you can act normally on your first turn if you use your bonus action to enter Rage.
Brutal
Critical
Beginning at 9th level, you can
roll one additional weapon damage die when determining the extra damage for a
critical hit with a melee or Heavy Ranged Weapon Attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Relentless
Rage
Starting at 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.
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
Beginning at 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
Beginning at 18th level, when you
make a Strength check, you may add 1.5x rounded up your Strength before rolling.
Primal Champion
At
20th level, you embody the power of the death and destruction. Your Strength
and Endurance
scores increase by 2. Your maximum for Strength and Endurance may exceed the
normal maximum value.
Paths of
the Berserker
Rager
For some Berserkers, rage is a means to an end—
that end being violence. The Path of the Rager
is a path 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.
Powerful Blow
Starting when you choose this
path at 3rd level, you can deal a single powerful attack on your enemy. By
choosing to make only a single attack, you gain the following bonuses. Double
critical range, double strength damage and one additional die damage. The die
damage increases to 2 dice at level 9 and up to 3 dice total at level 15.
Relentless Rage
Fearless: You cannot be
frightened while raging. If you were frightened before going into a rage, the
effects end immediately. Any teammates within 30 feet of you that can hear or
see you may make Perception check DC 14. If they succeed, they too shake off
frightened status if they are affected as well.
Chaser: After incapacitating
a target, you may move a maximum 10 feet to engage another target if one is
available. You may make one free attack after this. This ability counts as a
reaction and may only be done once per turn.
It Doesn’t Hurt: When raging, you gain
DR 1 against non-energy based damage. This is increased to DR 2 at Level 10, DR
3 at Level 14 and DR 4 at level 18. This ability does NOT stack with armour.
Hurt them More.
At level 10. You gain one of the
following features of your choice:
Strength in Pain: When a mutant is
damaged by a hostile creature, you make a DC 14 Endurance check. On a success,
you deal additional damage equal to your Endurance (minimum 1) on your next
attack.
Pummel them: Whenever you strike
an opponent with a two-handed weapon, you deal an additional 1d8 damage. This
extra damage is not doubled if dealt critical damage.
Bleed them: When using a piercing
or slashing weapon, any successful attack that causes wounding damage to a
target deals an additional +1d4 bleed towards that target.
Retaliation
Starting
at 14th level, when you take damage from a creature that is within 5 feet of
you, you can use your reaction to make a single melee weapon Attack
against that creature. May be combined with Powerful Blow.
Gunzerker
Death to Enemies At level 3, the Mutant’s hunger for death by lead
begins to show. Whenever you kill an opponent during rage with any ranged
weapon, you get these bonuses for the rest of the round. (Only once)
+1 to hit with any range weapon.
+1 to damage with any range weapon
+10 feet movement when wielding any range weapon.
My Precious
At level 6, you begin to form an attachment with a
particular gun. Choose ONE specific range weapon. Whenever you use this weapon
while raging, you gain these bonuses. These bonuses stack with any other bonus
you have already received.
+1 to hit with specific weapon.
+1 extra damage die with specific weapon.
+1 Extra Attack with specific weapon
+1 extra damage die with specific weapon.
+1 Extra Attack with specific weapon
Horny Tyrannosaurus
You will get hurt on the battlefield. The Mutant has
learned to revel in the pain he receives as much as the pain he inflicts on to
others.
At level 10, when you are brought down to less than 50% of your health while you are raging, you gain these abilities. These bonuses end once you have risen above 50% health. There is no limit on how often this will activate so long as you are still raging.
At level 10, when you are brought down to less than 50% of your health while you are raging, you gain these abilities. These bonuses end once you have risen above 50% health. There is no limit on how often this will activate so long as you are still raging.
Damage Reduction 2 (stacks with DR bonus from other
sources)
+1 damage die
+1 Extra Attack
+10 feet movement speed
Fast Healing 5
+1 damage die
+1 Extra Attack
+10 feet movement speed
Fast Healing 5
Explosive Personality
“There is beauty in explosions. The flare, the
colours, the blooming of fire and death.” A popular line from a Mutant poem
written by an insane Mutant pyromaniac. However, many believe in his words.
At level 14, the Mutant learns beauty… in explosions. You gain the following bonuses regarding explosives while raging. (Grenades and similar types only)
- Hitting a target with a grenade deals 1D6 + Str
damage. This is before the initial explosion.At level 14, the Mutant learns beauty… in explosions. You gain the following bonuses regarding explosives while raging. (Grenades and similar types only)
- Throwing distance for grenades and similar explosives
is now 40 feet and up to 80 feet with disadvantage.
- Agility save against explosions is now +2.
- Agility save against explosions is now +2.
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