The Bloody Axe
"Savage blood burned in his veins. Bone-breaking, flesh-rending fury was his to inflict on any foe in his path. With his axe raised high, he charged into that mad maelstrom of violence and destruction as if he himself could master the chaotic. Such strength and ferocity is rare in this world. Even rarer are those who live to tell of it, for death followed Bruni Bloodaxe like a hound, eagerly awaiting scraps of meat from its master." - Katr the Bard
Berserker
A tall keskan tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.
A half-ork snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the face of his drow 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 some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. 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 in the wilds of their homelands: the frozen tundra of Tundra, The jungles of Alfheim, or Midgardian grasslands where their tribes live and hunt.
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 member of the tribes 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.




The Berserker
| Level | Proficiency Bonus | Features | Rages | Rage Damage |
|---|---|---|---|---|
| 1st | +2 | Rage, Unarmored Defense | 2 | +2 |
| 2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
| 3rd | +2 | Primal Path | 3 | |
| 4th | +2 | Ability Score Improvement | 3 | +2 |
| 5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
| 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 | +3 |
| 10th | +4 | Path Feature | 4 | +3 |
| 11th | +4 | Relentless Rage | 4 | +3 |
| 12th | +4 | Ability Score Improvement | 5 | +3 |
| 13th | +5 | Brutal Critical (2 die) | 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 die) | 6 | +4 |
| 18th | +6 | Indomitable Might | 6 | +4 |
| 19th | +6 | Ability Score Improvement | 6 | +4 |
| 20th | +6 | Primal Champion | Unlimited | +4 |
Creating a Berserker
When creating a Berserker character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your Berserker. Did you come from a distant land, 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?
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What led you to take up the adventuring life? Were you lured to settled lands 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.
Quick Build
You can make a Berserker quickly by following these suggestions. First, put your highest ability score in Strength, follow by Constitution. Second, Choose the outlander background.
Class Features
As a Berserker, you gain the following class features
Hit Points
- Hit Dice: 1d12 per Berserker level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + you Constitution modifier per Berserker level after 1st
Proficiencies
- Armor: Light armor, Medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Madirson's Prayer
Do what is right for those younger, as they are the future. Look out for those who are weak, they may need it the most. May the Madirsons take those in need, and make them more." - Fjern Madirson
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer’s pack and four javelins
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 aren't wearing heavy armor:
-
You have advantage on Strength Checks and Strength Saving Throws.
-
When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
-
You have Resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast Spells, 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 or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.
Once you have raged the maximum number of times for your Berserker 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.
Unarmored Defense
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
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.
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 Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.
Primal Path
At 3rd Level, you choose a path that shapes the Nature of your rage, such as the Path of the Savage. 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 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.
Fast Movement
Starting at 5th Level, your speed increases by 10 feet while you aren't wearing Heavy Armor.
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 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
Beginning at 9th 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
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, 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
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Primal Paths
Rage burns in every Berserker's heart, a furnace that drives him or her towards greatness. Different Berserkers attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Other see it as a spiritual blessing, a gift of a totem animal.
Path of the Savage
For some Berserkers, rage is a means to an end, that end being violence. The Path of the Savage is a path of untrammeled fury, slick with blood. As you enter the Savage’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy
Starting when you choose this path at 3rd Level, you can go into a Frenzy when you 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. When your rage ends, you suffer one level of Exhaustion (as described in Conditions).
Mindless Rage
Beginning at 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
Beginning at 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 equal to 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. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
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 melee weapon Attack against that creature.

Path of the Spirit Warrior
The Path of the Spirit Warrior is a spiritual journey, as the Berserker accepts the symbol of his tribe. The different tribes of Olin represent themselves by animals used as guide, protector, and inspiration. They mark themselves head to toe with tattoos of their tribe. In battle, your tribal spirit fills you with supernatural might, adding magical fuel to your Berserker rage.
Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.
Tribal Spirit
At 3rd level, when you adopt this path, you choose a tribal spirit and gain its feature. You must have your tribal animal represented on your body by at least one tattoo. At your option, you also gain minor physical attributes that are reminiscent of your tribal spirit. For example, if you have the bear tribal spirit, you might be unusually hairy and thick-skinned, or if your tribal spirit is the eagle, your eyes turn bright yellow.
Your tribal animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Raven. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the Raven makes you into a predator who can weave through the fray with ease.
Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Raven. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, 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.
Elk. 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. The elk spirit helps you roam far and fast.
Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
Tribal Attunement
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Bear. 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.
Raven. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
Tiger. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
Path of the Furyborn
For some berserkers, rage is a means to an end—that end being violence. The Path of the Furyborn is a path of untrammeled rampage, 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
Starting when you choose this path at 3rd level, you can go into a frenzy when you 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. When your rage ends, you suffer one level of exhaustion.
Mindless Rage
Beginning at 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
Beginning at 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 equal to 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.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
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 melee weapon attack against that creature.
Path of the Ancestral Guardian
Some Berserkers hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a Berserker who follows this path rages, the Berserker contacts the spirit world and calls on these guardian spirits for aid.
Berserkers who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, Berserkers who follow this path have a relic of their ancestors. They tell tales of battles won to obtain such a item and strive to collect their own relics to pass down.
Ancestral Protectors
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks.
Spirit Shield
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
Consult the Spirits
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
Vengeful Ancestors
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.
Path of the Storm Herald
Typical Berserkers harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Berserkers who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a Berserker of this path taps into nature to create powerful, magical effects.
Storm Aura
When you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Storm Soul
At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.
Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
Shielding Storm
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.
Raging Storm
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Berserker level.
Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.
Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
Path of the Zealot
Bersekers that pitch themselves into a ferocious battle fury. These Berserkers are zealots – warriors who channel their rage into powerful displays of divine power.
Divine Fury
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Berserker level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
Warrior of the Gods
At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
Fanatical Focus
Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
Zealous Presence
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Rage Beyond Death
Beginning at 14th level, while you're raging, 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.
Path of the Battlerager
Battleragers specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.
Battlerager Armor
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.
While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.
Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
Battlerager Charge
Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.
Philosphy of War
"I've lived my whole life fighting some kind of battle. Some think I've grown to love it. They are wrong. In truth no general should ever love war, but must always be prepared for it. Not all who engage in warfare have a choice. If your back is up against the wall, with a horde of ravenous Sneeple ready to devour you and your loved ones, there is but one path. Strike fast and efficiently. Make your enemies losses so devastating that even their ancestors will tremble at the brutality wrought against them." - General Brandt Dodsgangeren
Path of the Wild Soul
The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A berserker exposed to this realm feels emotions powerfully and magic saturates their body.
Lingering Magic
At 3rd level, your body can react to the presence of magic. You can cast the detect magic spell without using a spell slot or any spellcasting components.
Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
Wild Surge
Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.
If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Duration. Some surge effects are persistent; they are active for as long as you are raging, and end once your rage ends. You can only have one persistent effect active at a time; if you trigger another wild surge and roll a new persistent effect, the new effect replaces the old one.
Unstable Rage. Whenever you take damage, roll a d20. You trigger a wild surge if the result of the roll is equal to or less than half the damage you took. Once you trigger a wild surge in this way, you cannot trigger another one until the start of your next turn.
Directed Chaos. When you roll on the Wild Surge table, you can change the result of the d20 roll by 1 in either direction (to a minimum of 1 and a maximum of 20), changing which effect is produced. Once you do, you can't do so again until you finish a short or long rest.
Magic Reserves
At 6th level, you can channel the magic surging inside you into other creatures. You have a pool of magical energy that replenishes when you take a long rest. The amount of energy in the pool is equal to half your barbarian level (rounded up).
As an action, you can touch a creature and expend energy from the pool to restore one of the creature's expended spell slots, expending an amount of energy equal to the slot level. You cannot restore a spell slot of 6th level or higher, and a creature can only have a single spell slot restored to it once per long rest.
Alternatively, when you use this feature and expend energy, the creature instead gains temporary hit points equal to five times the amount of energy expended, up to a maximum of 25 temporary hit points.
Arcane Rebuke
At 10th level, the magic crackling within your soul lashes out in times of danger. When a creature within 60 feet of you forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.
Chaotic Fury
At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can trigger a wild surge and roll on the Wild Surge table.
Wild Surges
| d20 | effect |
|---|---|
| 1 | You unleash an explosion in a 20-foot radius centered on yourself. Creatures in the area, including you, must make a Dexterity saving throw, and you roll a number of d10s equal to your Rage Damage. A creature takes fire damage equal to the total on a failed save, or half as much damage on a successful one. |
| 2 | (Persistent) You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action. |
| 3 | Energy floods into your body. You can immediately take one additional action, which can only be used to take the Attack or Dash action. |
| 4 | (Persistent) Plant life temporarily grows around you: the ground within 10 feet of you is difficult terrain, and you do not suffer penalties to your movement to move through it. |
| 5 | Healing energy radiates from you. Roll a number of d12s equal to your Rage Damage. You restore up to the total as hit points, divided as you choose among any number of creatures that you can see within 30 feet of you. |
| 6 | (Persistent) You are borne aloft. You gain a flying speed equal to your walking speed. |
| 7 | You conjure 1d4 intangible spirits in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode. Roll a number of d8s equal to your Rage Damage. Each creature within 5 feet of one or more of the spirits must succeed on a Dexterity saving throw or take force damage equal to the total. |
| 8 | (Persistent) Light bends around you. You and anything you are wearing or carrying becomes invisible for 1 minute, persisting even if your rage ends. This effect ends early when you attack or if you trigger another wild magic surge. |
| 9 | A beam of brilliant light lances from your chest in a line 5-feet-wide and 60-feet-long. Roll a number of d8s equal to your Rage Damage. Each creature in the line must succeed on a Constitution saving throw or take radiant damage equal to the total and be blinded until the start of your next turn. |
| 10 | (Persistent) Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. You can add your Rage Damage to ranged attacks made with this weapon. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn. |
| d20 | effect |
|---|---|
| 11 | Necrotic energy bursts from you. Roll a number of d6s equal to your Rage Damage. Each other creature within 30 feet of you takes necrotic damage equal to the total, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. |
| 12 | (Persistent) Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to two times your Rage Damage. |
| 13 | Strong winds blast out from you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed away from you a number of feet equal to five times your Rage Damage, and then fall prone. |
| 14 | (Persistent) Your body becomes wreathed in flames. You shed bright light in a 30-foot radius and dim light for an additional 30 feet, and your melee attacks deal an additional amount of fire damage equal to your Rage Damage. If another creature touches you or hits you with a melee attack while within 5 feet of you, roll a number of d4s equal to your Rage Damage. That creature takes fire damage equal to the total. |
| 15 | Your visage becomes terrifying. Creatures within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. |
| 16 | (Persistent) Your eyes can pierce through illusions. You gain truesight to a range of 60 feet. |
| 17 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw, or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn. |
| 18 | (Persistent) Your body can move much faster than usual. Your movement speed increases by 10 feet, and your movement doesn't provoke opportunity attacks. |
| 19 | You disrupt magic around you. Creatures within 30 feet of you that are concentrating on a spell must succeed on a Constitution saving throw or lose concentration on the spell. The DC is equal to 10 + the spell's level. |
| 20 | (Persistent) Your become the center of a storm. Once per turn, when you successfully hit a creature with a melee attack, lightning leaps from your weapon to another creature of your choice within 30 feet. Roll a number of d6s equal to your Rage Damage. The target creature must succeed on a Dexterity saving throw or suffer lightning damage equal to the total. |
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Path of the Beast
Berserkers who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the berserker.
Such a berserker might be inhabited by a primal spirit or be descended from shape-shifters.
Form of the Beast
At 3rd level when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the weapon’s form each time you rage:
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Bestial Soul
Starting at 6th level the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:
Climbing. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Jumping. When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
Swimming. You gain a swimming speed equal to your walking speed, and you can breathe underwater.
Infectious Fury
Beginning at 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
The target must use its reaction to make a melee attack against another creature of your choice that you can see. The target takes 2d12 psychic damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Call the Hunt
At 14th level the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
