Saturday, 20 July 2024

Fallout 4 RPG Character - Berserker

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

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)

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)



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.
• 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.

Unarmoured Defence

While you are not wearing any armour, your Armour Class equals 10 + your Agility + your Endurance.

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.


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.

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.

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

At level 6. You gain one of the following features of your choice:
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

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.
Damage Reduction 2 (stacks with DR bonus from other sources)
+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)
 - 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.
 - Hitting a target with a grenade deals 1D6 + Str damage. This is before the initial explosion.

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