Legends of Tolria
The Galactic Game

Class Compendium · defender / striker

Berserker

The unstoppable. Rage-driven martial powerhouse who trades discipline for primal momentum — refuses to fall, refuses to stop.

Hit Die · d12 STR Saves · STR / CON RA · non-channeler

Identity

The unstoppable. Refuses to die, refuses to stop. Faith in violence as a force of nature. Space-viking raiders aboard ramshackle hulks, Zyrrak alpha-hunters going feral, frontier wildmen who'd rather die in motion than rest, Halcyion zealots whose certainty has tipped into mania. Where the Warrior fights in formation and the Gunslinger picks the shot that ends the question, the Berserker is the question — and the answer is forward, always forward, until something breaks.

Proficiencies

Armor · light, medium, shields
Weapons · simple, martial
Skills · choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, Piloting, Survival

Level Progression

  • L1
    Rage

    As a bonus action on your turn, you can enter a state of focused fury. While raging, and provided you are not wearing heavy armor, you gain the following benefits: • You have advantage on Strength checks and Strength saving throws. • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your **Rage Damage**: +2 at 1st level, +3 at 9th level, +4 at 16th level. • You have resistance to bludgeoning, piercing, and slashing damage. A Rage lasts for 1 minute. It ends early if you are knocked unconscious, or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your Rage as a bonus action on your turn. You can Rage a number of times shown in the **Rages Per Long Rest** column, regaining all expended uses on a long rest: 2 at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, 6 at 17th, and unlimited at 20th level (see *Primal Champion*).

    Unarmored Defense

    While you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

  • L2
    Reckless Attack

    When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until the start of your next turn.

    Danger Sense

    You have advantage on Dexterity saving throws against effects that you can see, such as traps, hostile channels, and area attacks. To gain this benefit, you can't be blinded, deafened, or incapacitated.

  • L3 Subclass feature
    Primal Path

    Choose the Primal Path that shapes your Rage — **Path of the Raider** (space-viking boarder), **Path of the Hunt** (Zyrrak alpha-predator), **Path of the Crusader** (Halcyion holy berserker), **Path of Fury** (frontier wildman), or **Path of the Wild** (beast-blooded primal). Your Primal Path grants features now and at 7th, 11th, 15th, and 18th level.

  • L4 ASI / Feat
  • L5
    Extra Attack

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

    Fast Movement

    Your speed increases by 10 ft while you are not wearing heavy armor.

  • L6
    Battle Roar

    When you enter Rage, you can let out a roar that steadies the warriors around you. Each ally within 30 ft of you who can hear you gains temporary HP equal to your Berserker level + your Constitution modifier (minimum 1). You can use Battle Roar once per long rest; you regain the use on a short rest beginning at 14th level.

  • L7 Subclass feature
  • L8 ASI / Feat
  • L9
    Brutal Critical

    When you score a critical hit with a melee weapon attack, you can roll one additional weapon damage die when determining the extra damage for the critical hit. The number of extra dice increases to two at 13th level and three at 17th level.

    Rage Damage Increase

    Your Rage Damage bonus increases from +2 to +3.

  • L10
    Indomitable Will Capstone

    While you are raging, you cannot be charmed or frightened, and you have advantage on saving throws against channels and other Rift effects. If you are charmed or frightened when you enter Rage, the effect is suspended for the duration of the Rage.

  • L11 Subclass feature
    Relentless Rage

    Your Rage refuses to let you fall. If you drop to 0 HP while you are raging and don't die outright, you can make a DC 10 Constitution saving throw. On a success, you drop to 1 HP instead. Each time you use this feature after the first, the DC increases by 5. The DC resets to 10 when you finish a short or long rest.

  • L12 ASI / Feat
  • L13
    Brutal Critical (2 dice)

    Your Brutal Critical now adds two additional weapon damage dice on a critical hit instead of one.

  • L14
    Persistent Rage

    Your Rage no longer ends because you fail to attack a hostile creature or take damage on your turn. It still ends if you are knocked unconscious or if you choose to end it as a bonus action.

  • L15 Subclass feature
  • L16 ASI / Feat
    Rage Damage Increase

    Your Rage Damage bonus increases from +3 to +4.

  • L17
    Brutal Critical (3 dice)

    Your Brutal Critical now adds three additional weapon damage dice on a critical hit instead of two.

  • L18 Subclass feature
    Indomitable Might

    If your total for a Strength check is less than your Strength score, you can use your Strength score in place of the total.

  • L19 ASI / Feat
  • L20
    Primal Champion Capstone

    You embody the unstoppable. Your Strength and Constitution scores increase by 4. Your maximum for these scores is now 24. You no longer track Rages per long rest — your Rage is permanently available; you may enter it as a bonus action whenever it is not already active, and it remains active until you choose to dismiss it as a bonus action or fall unconscious. While you are raging, you cannot be reduced below 1 HP by any non-magical source of damage. Magical sources (channels, Rift-touched weapons, Mythar-grade ordnance, etc.) bypass this protection normally.

Subclasses (5)