Berserker Maneuvers

Updated: December 04, 2021, at 01:09 PM

Unpredictable, Natural, Bestial

There is a fundamental need to survive that all creatures tap into during a fight, an urge to endure can be captured and focused to tremendous effect. Berserkers are animalistic in their attacks, moving around in combat and pouncing upon an opponent’s every weakness.

Classes: Barbarian, Bloodhunter, Fighter

1st Degree Maneuvers

Bounding Strike (Cost: 1 focus)
1st degree Berserker action
Move half your speed in a straight line. If a creature is within your reach at the end of this movement, make a Strength (Athletics) or Dexterity (Acrobatics) check. Make a melee weapon attack against the creature, using the result of your Athletics or Acrobatics check instead of the attack roll.
Latch On (Cost: 2 focus)
1st degree Berserker reaction
When a creature at least one size category larger than you attacks you with a natural weapon, you can use your reaction to grapple the enemy, making your Strength (Athletics) check with advantage.
Raking Strikes (Cost: 2 focus)
1st degree Berserker action (attack)
Take the Attack action. When you hit with an attack, if the attack roll result exceeds the AC of a creature within 5 feet of your target, you deal half of the attack’s damage to that creature as well.
Springing Stance (Cost: 1 focus)
1st degree Berserker bonus action (stance)
While you maintain this stance, you increase the distance of your horizontal jumps by a number of feet equal to your proficiency bonus, and the distance of your vertical jumps by a number of feet equal to half your proficiency bonus.

2nd Degree Maneuvers

Evasive Movement (Cost: 2 focus)
2nd degree Berserker bonus action
As long as you move at least half of your speed on your turn, your AC increases by an amount equal to your proficiency bonus until the start of your next turn.
Pounce (Cost: 2 focus)
2nd degree Berserker action (attack)
You must move at least 20 feet straight towards a creature to activate this maneuver. When you do, you take the Attack action. If you hit with a melee weapon attack, the target makes a Strength saving throw, and on a failure it is knocked prone.
Primal Retribution (Cost: 3 focus)
2nd degree Berserker reaction
When a creature makes a melee weapon attack or attempts to grapple you, you can use your reaction to make a melee weapon attack against it.

3rd Degree Maneuvers

Overwhelm (Cost: 3 focus)
3rd degree Berserker reaction
When you hit a creature with a weapon attack, you can use your reaction to give the target one level of fatigue. On a critical hit, the target gains two levels of fatigue instead. This maneuver cannot bring a creature above 2 levels of fatigue.
Rend (Cost: 2 focus)
3rd degree Berserker action (attack)
Take the Attack action. Each attack that hits the same target after the first deals an additional 1d8 damage of the weapon’s type.
Wild Capering (Cost: 1 focus)
3rd degree Berserker bonus action
You take the Dash action, gain a climbing speed equal to your speed, and your jump distance is doubled until the end of your turn.

4th Degree Maneuvers

Blind Instinct (Cost: 3 focus)
4th degree Berserker bonus action
You gain blindsight out to a range of 30 feet until the end of your next turn. If a creature leaves the range of your blindsight, you can use your reaction to mark it as your prey and move up to your Speed. The next melee weapon attack you make against that creature before the end of your next turn deals an additional weapon damage die.
Bloody Roar (Cost: 3 focus)
4th degree Berserker action (attack)
Take the Attack action, replacing one of your attacks with a mighty roar that shakes the very earth. Each hostile creature within 30 feet of you makes a Wisdom saving throw. On a failure, a creature takes thunder damage equal to your proficiency bonus plus your Constitution modifier, or half as much on a successful save. A creature that fails this saving throw becomes frightened until the end of its next turn. If the target successfully saves against the effect, the target is immune to this maneuver for the next 24 hours.
Pack Stance (Cost: 1 focus)
4th degree Berserker bonus action (stance)
While you maintain this stance, you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated

5th Degree Maneuvers

Furious Barrage (Cost: 3 focus)
5th degree Berserker action
Make a melee weapon attack against a creature. On a hit, make another melee weapon attack with a cumulative -5 penalty on the attack roll against the same creature. You can keep attacking the same creature until you miss. Attack rolls against you have advantage until the end of your next turn. If you used Press the Attack this turn, you also have disadvantage on Dexterity saving throws until the end of your next turn.
Wounded Animal Gambit (Cost: 3 focus)
5th degree Berserker reaction (stance)
When you lose hit points, you can use your reaction to fall prone and pretend to be dead. Make a Constitution (Deception) check. If your check exceeds a hostile creature’s passive Insight score, they consider you to be dead or dying. If a creature moves within your reach, you can immediately stand up and use a Berserker maneuver you know against it. This maneuver costs points from your focus pool as usual, but no action is required to activate it and any melee attacks made as part of the maneuver have advantage. If you move, attack, or take any action that would break the feigned death, the stance ends.
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