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

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 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.
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, it takes damage equal to a roll of your Superiority Die. 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.
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.
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, it deals extra damage equal to a roll of your Superiority Die.
Rend2 focus2nd 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.

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, the attack deals bonus damage equal to a roll of your Superiority Die..
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.
Stampede6 focus3rd degree Berserker action (attack)
Take the Attack action, replacing two of your attacks with the Dash action and Overrun actions, and then use any amount of your remaining movement to move in a straight line. Creatures of your choice within 5 feet of you at any point during this movement must make a Strength of Dexterity saving throw (their choice.) On a failed saving throw, a creature takes bludgeoning damage equal to four rolls of your Superiority Die, and if they are within one size category of you, you push them with your movement to a space within 5 feet of you on the opposite side of your movement if possible, or within 5 feet of other creatures if not. On a successful saving throw, the creature takes half damage and is not moved. If you fail an ability check to Overrun a creature, you immediately stop, lose half of your remaining movement, and resolve Stampede.

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 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, it deals extra damage equal to your Superiority Die.
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.

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, 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.
Impale3 focus5th degree Berserker action (attack)
Take the Attack action. Once on your turn when you hit a creature no more than one size category larger than you, you can deal extra damage equal to your Superiority Die and grapple the creature. You can grapple a creature with a hand wielding a 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, the attack deals bonus damage equal to a roll of your Superiority Die, 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
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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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