Berserker Maneuvers

Unpredictable, Instinctual, Primal

There is a primal need to survive that all creatures tap into during a fight, an instinct to endure that can be captured and focused to tremendous effect. Berserkers are beastial in their attacks, moving around in combat and pouncing upon an opponent’s every weakness. Many Berserker maneuvers can only be used with melee weapons.

Classes: Barbarian, Bloodhunter, Fighter

1st Degree Maneuvers

Animal Instinct1 focus1st degree Berserker free action
When you make an Animal Handling or Nature check, you can add a roll of your Superiority Die to the result.
Latch On1 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.
Pounce2 focus1st 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 your first melee weapon attack, add your Superiority Die to the attack's damage, and the target makes a Strength saving throw, and on a failure it is knocked prone.
Rake2 focus1st degree Berserker free action
When you hit a creature with a melee weapon attack, you can attempt to harm another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, add your Superiority Die to the attack's damage. The damage is of the same type dealt by the original attack. You can activate use this maneuver on any number of different qualifying targets from a single attack, paying the focus for each one.

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.
Primal Retribution3 focus2nd degree Berserker reaction
When a creature hits you with a melee attack, you can use your reaction to make a melee weapon attack against it. If the attack hits, add your Superiority Die to the attack's damage.
Rend2 focus2nd degree Berserker action (attack)
Take the Attack action. The first time you hit a creature for the second time on a turn, add your two rolls of your Superiority Die to the attack's damage.

3rd Degree Maneuvers

Go for the Throat3 focus3rd degree Berserker action (attack)
Take the Attack action. Each time you hit a Prone creature with a melee attack using this Attack action, add your Superiority Die to the attack's damage.
Primal Leap5 focus3rd degree Berserker action (attack)
Take the Attack action, replacing one of your attacks with a mighty leap into the air. You immediately jump 9 + 3x your Strength Modifier feet in the air and move twice your strength score feet (rounded down to the nearest increment of 5). Creatures of your choice within 10 feet of where you land must succeed on a Dexterity Saving throw or take bludgeoning damage equal to two rolls of your Superiority Die and be knocked prone. A creature takes half as much damage on a successful save only.
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.

4th Degree Maneuvers

Bloody Roar4 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 two rolls of your Superiority Die, 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.
The Hunt3 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 up to your speed towards that creature. If the creature is within your reach after this movement, you can make an opportunity attack against the creature. If the attack hits, add your Superiority Die to the attack's damage.

5th Degree Maneuvers

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, incoming attacks have a -2 penalty, 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.
Impale4 focus5th degree Berserker action (attack)
Take the Attack action. Once when you hit a creature no more than one size category larger than you with these attacks, you deal extra damage equal to your Superiority Die and grapple the creature. You can grapple a creature with a hand wielding a melee weapon or a natural weapon with this maneuver. While grappled in this way, the creature is restrained and takes Necrotic damage equal to a roll of your Superiority Die whenever it takes an action, bonus action, legendary action, or reaction.

6th Degree Maneuvers

Furious Barrage2+ focus6th degree Berserker action
Make a melee weapon attack against a creature. On a hit, add your Superiority Die to the attack's damage, and then you may spend 1 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.
ManeuverX focus6th degree Berserker ACTION
Text.

7th Degree Maneuvers

ManeuverX focus7th degree Berserker ACTION
Text.
ManeuverX focus7th degree Berserker ACTION
Text.

8th Degree Maneuvers

ManeuverX focus8th degree Berserker ACTION
Text.