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## Gladitorial Approach Some berserkers test their strength in the arena, a pit or even a cage, but true warriors use the open world as as their arena. These berserkers are obsessed with testing their mettle against the strongest of opponents. Their blood boils hot when opponents ignore them, and they attempt to make combat revolve them. ### Test My Strength When you first choose this approach at level 3 you seek to demonstrate your dominance over all foes. While you are raging if you see an opponent ignore you to attack an ally your blood boils. While raging, whenever an enemy deals damage to an ally within 30ft of you, your rage damage bonus increases by 1, to a maximum of double your rage damage bonus. This bonus is lost when the rage ends. ### Signature Fighting Style Also at 3rd level, you develop one of the following signature style that strikes fear into your foes. #### Batter and Bruise Your unarmed strikes deal 1d4 kinetic damage. When you reach higher levels in this class your unarmed strike damage increases. Increasing to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. In addition, while making a reckless attack, you may make an additional unarmed strike as a bonus action. On a hit, the target must succeed a Strength saving throw or is knocked prone (DC = 8 + your proficiency bonus + your Strength modifier). You must not be wielding a weapon or shield to gain these benefits. #### Vicious Riptose While wielding two weapons when an enemy within 5ft of you hits you due to your reckless attack but the lower of the d20s rolled would have missed, you may expend your reaction to make one weapon attack against them. #### Crushing Blow Once per turn while wielding a two-handed weapon, when using reckless attack and both rolls hit, you may add your proficiency bonus as damage. Also the enemy is shaken until the beginning of your next turn, having disadvantage on their next attack. ### Center of the storm Beginning at 6th level, your foes are constantly aware of your reckless power. While you are raging you may add your rage damage bonus to any *Intimidation* check. Also, on your turn you may also use a bonus action to single out an opponent. Roll a contested Intimidation check versus their choice of *Insight* or *Persuasion*. If you succeed the enemy if fixated and suffers disadvantage on attack rolls against all other targets until the end of your next turn. Once a creature fails its check against this feature, it may not be effected by it again. ### Disdain for Trickery Beginning at 10th level you develop a sixth sense for detecting hidden enemies who seek to trick you. Even when you are not in combat you inflict a penalty (equal to your bonus rage damage) to any attack roll made against you by an enemy who is invisible or heavily obscured. \\columnbreak ### Master Strike Starting at 14th level, your signature move is spoken of in hushed tones. Enemies, and bystanders, who have seen you fight spread stories of your rage and skill. #### Batter and Bruise When an enemy within 5ft of you attempts to stand from being prone, you may use your reaction to make one unarmed strike against them. If the attack hits they must succeed a Strength saving throw or are knocked prone, having their speed reduced to 0 until the start of your next turn (DC = 8 + your proficiency bonus + your Strength modifier). Additionally however if the enemy fails the saving throw you suffer a penalty to your AC equal to your current rage damage bonus the next time an enemy makes an attack roll against you before the beginning of your next turn. #### Vicious Riptose When you use your reaction to attack an enemy while wielding two weapons, you can make one additional weapon attack against the target or another creature within 5ft of you. On a hit, you suffer a penalty to your AC equal to your current rage damage bonus the next time an enemy makes an attack roll against you before the beginning of your next turn. #### Crushing Blow While wielding a two-handed weapon, whenever you score a critical hit against an enemy you have shaken, the enemy must succeed a Constitution saving throw or is *blinded* until the beginning of your next turn due to the immense pain (DC = 8 + your proficiency bonus + your Strength modifier). Additionally, if the enemy fails the saving throw you suffer a penalty to your AC equal to your current rage damage bonus the next time an enemy makes an attack roll against you before the beginning of your next turn.