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# Path of the Berserker # (Revised Features) ## Should this be used? A question most players and DM's might ask is whether or not this is necessary, or even just pointless. After all, if it ain't broke don't fix it. That may be true, but some peoples view and definition of "Broken" varies from person to person. If you believe that the berserker is perfect just the way it is then that is great that you can find joy in it without this! But if you are someone turned away by the exhaustion of Frenzy and the situational usage of Intimidating presence, I want to present alternatives that may draw more people to this subclass (and possibly away from yet another bear totem). ### Berserker Variant To start off with, I will be focusing only on what most people call out when they have any gripes with this subclass. This mostly boils down to the 3rd and 10th levels features Frenzy and Intimidating Presence. Any variants in this listing are designed to work with the other PHB features at 6th and 14th level (Mindless Rage and Retaliation). Additionally, I plan on presenting multiple possible variants so that if one is not quite up to snuff for play at your table, then perhaps the next one might just be what your looking for. Do note that I will be making these variants to be working in tandem with their counterpart (Frenzy Variant A is balanced with the intent that Intimidating Presence Variant A will also be used). This does not mean I intend to make these only as a set, you may mix and match as you wish, just do understand that some of these may become more or less useful under those circumstances. ### Frenzy Variant (A) Starting when you choose this path at 3rd level, your rage intensifies and push you further than before, your thirst for battle driving you to new heights as you enter a frenzy. While you are raging you can make one additional attack whenever you take the attack action, in addition to however many attacks you would normally be granted. ### Frenzy Variant (B) Starting when you choose this path at 3rd level, your rage intensifies and push you further than before, your thirst for battle driving you to new heights as you enter a frenzy. When you enter a rage you can decide to enter a Frenzy. While you are Frenzied you can make a single melee weapon attack as a bonus action on each of your turns. However, in your bloodlust enemies find it easier to strike vital targets, making all attack rolls against you score critical hits on a roll of 18-20. \columnbreak ### Intimidating Presence Variant (A) Beginning at 10th level, your natural talent for inflicting pain makes those around you fearful of your presence and reluctant to so much as approach you. As a bonus action, you can focus your gaze on a creature within 30 ft of you and force them to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your strength modifier) or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours ### Intimidating Presence Variant (B) Beginning at 10th level, the sheer power and speed behind your attacks rattles the very core of those you strike. Whenever you hit a creature with the attack granted by your Frenzy feature, you can force them to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your strength modifier) or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours. You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expanded uses when you finish a long rest.
\pagebreak ## Change Log and Updates ### Version 1.1 * Fixed the DC of Intimidating Presence (lacking the proficiency bonus) * Added a second set of Variants based off of early feedback * Frenzy Variant (B) added, making attacks against you more likely to be critical to keep the theme of risk reward going as it was in the original iteration. * Intimidating Presence Variant (B) added, restricting its usage to targets you hit with your Frenzy attack as well as a usage count per long rest. * Fixed minor grammar problems. ### Version 1.2 * More minor grammar changes * Replaced image due to actually losing the link to the artist, and didn't want to use their work without crediting them. ### References [Piofoks - Artist](https://www.deviantart.com/piofoks/art/Iron-Age-439919486) \columnbreak
### But what about (Y) instead of (X)? Hopefully the Variants I provided are of some worth to others, enough maybe that people might actually use this in their games. However, I know that there will always be more to improve upon, and that there may be better tweaks to these than I have suggested. So if there are any critiques or suggestions on the topic, I'd love to hear whatever you might have say on the subject. I might even come back and add on said suggestions as other alternative Variants.