Path of the Berserker

The Path of the Berserker has a number of problematic design choices. The first and largest is the poor action economy of Frenzy, combined with its dehibilitating levels of exhaustion. Weak level 6 and level 10 features leave the midgame of this subclass lacking.

This design attempts to improve the feel of the features while retaining as much of their theme and mechanics as possible.

Path of the Berserker

Level Features 3rd Frenzy, Untiring Rage 6th Mindless Rage 10th Intimidating Presence 14th Retaliation

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. A frenzy lasts until the end of your rage. If you do so, once per turn while frenzied when you hit a creature with a melee weapon attack you can immediately make another melee weapon attack against the same creature. When your rage ends, you suffer one level of Exhaustion (as described in Conditions).

Untiring Rage

Starting from 3rd level, the Exhaustion condition is suspended while you rage. Additionally, you can attempt to recover more than one level of Exhaustion when you take a long rest. Make a Constitution savin throw with a DC as shown in the table below. If successful, recover that many levels of Exhaustion. If you fail, you recover no levels of Exhaustion during this rest.

Exhaustion recovery

Exhaustion Levels DC 1 0 2 5 3 10 4 15 5 20

Mindless Rage

Beginning at 6th level, you can’t be Charmed or Frightened while raging. If you are Charmed or Frightened, you may enter a rage and end the condition.

Intimidating Presence

Beginning at 10th level, you can use a bonus action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be Frightened of you for one minute. The creature may repeat the saving throw at the end of each of its turns, ending the condition on a success. If a creature passes its saving throw, it is immune to this feature for 24 hours.

You can use this feature a number of times equal to your Strength Modifier, minimum one. Whenever you kill a creature with a melee weapon attack, you may immediately use this feature without expending a use or a bonus action.

Retaliation

Starting at 14th level, when you take damage from a creature that is within your reach, you can use your reaction to make a melee weapon attack against that creature.