Berserker Maneuvers

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

REWORK Bounding Strike1 focus1st degree Berserker free action
When you move at least half your movement speed straight towards a target, you can make a Strength or Dexterity (Athletics) check, using the result of the check instead of the first melee weapon attack roll you make against the target.
Latch On2 focus1st 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 make an unarmed strike against the target with advantage. On a hit, you grapple or climb on to the creature. The next time you make a Saving Throw to stay climbing on that creature, or that creature makes an Ability Check or Saving Throw to escape your grapple, roll your Superiority Die and add the result to your Saving Throw or subtract it from their Ability Check of Saving Throw.
REWORK Raking Strikes1 focus1st 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 Stance1 focus1st degree Berserker bonus action (stance)
While you maintain this stance, you can Dash as a bonus action, and when you make a long jump or a high jump, you can roll your Superiority Die and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

2nd Degree Maneuvers

Evasive Movement2 focus2nd degree Berserker bonus action
Take the Disengage action, and roll your Superiority Die and add the number rolled to your AC until the start of your next turn, or until your speed becomes 0.
Pounce2 focus2nd 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 attack deals extra damage equal to a roll of your Superiority Die, and the target makes a Strength saving throw, and on a failure it is knocked prone.
Primal Retribution3 focus2nd degree Berserker reaction
When a creature targets you with a melee weapon attack or attempts to grapple you, you can use your reaction to make a melee weapon attack against it. If the attack hits, it deals extra damage equal to a roll of your Superiority Die.

3rd Degree Maneuvers

Overwhelm3 focus3rd degree Berserker free action
When you flourish with with a weapon attack, you can spend your flourish to give the target one level of fatigue. On a critical hit, the target gains two levels of fatigue instead.
Rend2 focus3rd degree Berserker action (attack)
Take the Attack action. The first time you hit a creature for the second time on a turn, the creature takes bonus damage equal to two rolls of your Superiority Die.
MANEUVERX focus3rd degree Berserker ACTION
GORING CHARGE AOE?.

4th Degree Maneuvers

Blind Instinct3 focus4th degree Berserker bonus action
You gain blindsight out to a range of 30 feet until the end of your next turn, and take the Search action. If a creature leaves the range of your blindsight, you can use your reaction to move to a space within 5 feet of the creature and make an opportunity attack against the creature. If the attack hits, it deals extra damage equal to your Superiority Die.
Bloody Roar3 focus4th degree Berserker action (attack)
Take the Attack action, replacing one of your attacks with a mighty roar. Each creature of your choice that can hear you within 30 feet must make a Wisdom saving throw. On a failure, a creature takes psychic damage equal to a roll of your Superiority Die plus your Constitution modifier, or half as much on a successful save. A creature that fails this saving throw becomes frightened of you until the end of your next turn.
Pack Stance1 focus4th 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 Barrage2+ focus5th degree Berserker action
Make a melee weapon attack against a creature. On a hit, the attack deals bonus damage equal to a roll of your Superiority Die, and then you may spend 2 additional focus to make another melee weapon attack with a cumulative -2 penalty on the attack roll against the same creature. You can keep attacking the same creature until you miss or it dies. Attack rolls against you have advantage until the end of your next turn.
Howling Moon9 focus5th degree Berserker Bonus Action (stance)
You let out an howl and let wild instinct wash over you. While you maintain this stance, your movement speed is doubled, attacks against you have Disadvantage, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. Additionally, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. When you adopt this stance, roll your Superiority Die. You can maintain it for a number of rounds equal to the result.

6th Degree Maneuvers

ManeuverX focus6th degree Berserker ACTION
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ManeuverX focus6th degree Berserker ACTION
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7th Degree Maneuvers

ManeuverX focus7th degree Berserker ACTION
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ManeuverX focus7th degree Berserker ACTION
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8th Degree Maneuvers

ManeuverX focus8th degree Berserker ACTION
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