Berserker, Heroic spirit (5e Class)

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Berserker is one of the seven standard Servant classes summoned for the Holy Grail War. Servants placed in this class are heroic spirits who have lost their minds during battle at least once in their life. As well as strong and powerful warriors with brutal strength.

Creating a Berserker[edit]

What historical hero were you? Were you known for having a legendary strength? Maybe you make a heroic action using your brutal strength?. Your name was remembered by the historians and now you have been summoned by your new master to perform a difficult task.

Quick Build

You can make a Berserker quickly by following these suggestions. First, Strength and Constitution should be your highest ability scores, focus on one or not depending on which Path you want to choose. Second, choose the Folk Hero background.

Class Features

As a Berserker you gain the following class features.

Hit Points

Hit Dice: 1d12 per Berserker level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Berserker level after 1st


Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose any two


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) dungeoneer's pack or (b) explorer's pack

Table: The Berserker

Level Proficiency
Features Noble Phantasm Points
1st +2 Unarmored Defense, Mad Enchantment, Berserk Affinity, Berserker Path 0
2nd +2 0
3rd +2 Berserker Path Feature, Noble Phantasm 1+Constitution modifier
4th +2 Ability Score Improvement 1+Constitution modifier
5th +3 Extra Attack, Impulsive Beast 1+Constitution modifier
6th +3 Brutal Critical 2+Constitution modifier
7th +3 Berserker Path Feature 2+Constitution modifier
8th +3 Ability Score Improvement 2+Constitution modifier
9th +4 Brutal Critical (x2) 3+Constitution modifier
10th +4 Retaliation 3+Constitution modifier
11th +4 Berserker Path Feature 3+Constitution modifier
12th +4 Ability Score Improvement 3+Constitution modifier
13th +5 Brutal Strength 4+Constitution modifier
14th +5 Berserker Path Feature 4+Constitution modifier
15th +5 Buster Potential 4+Constitution modifier
16th +5 Ability Score Improvement 4+Constitution modifier
17th +6 Berserker Path Feature, Brutal Critical (x2) 5+Constitution modifier
18th +6 Organic Tank 5+Constitution modifier
19th +6 Ability Score Improvement 5+Constitution modifier
20th +6 Berserker Path Feature, Extra Attack (2) 5+Constitution modifier

Unarmored Defense[edit]

At 1st level, while you are not wearing any armor or wielding a shield, your Armor Class is equal 10 + your Dexterity modifier modifier + your Constitution modifier.

Berserk Affinity[edit]

At 1st level, when you take the Attack action, you can choose to gain advantage in all melee weapon attacks made on your turn. If you do so, all attacks made against you until the start of your next turn are made at advantage.

Mad Enchantment[edit]

At 1st level, you gain your mad enchantment that defines you as a berserker. To determine your mad enchantment you roll a 1d100, depending on the roll you take a madness list above in the Mad Enchantment Table at the end of the class description.

Berserker Path[edit]

At 1st level, you must choose a Berserker Path. You may choose between the Rebellion, Half-God, or Hate paths, all listed at the end of this class. Your choice grants you features at 3rd level, and again at 7th, 11th, 14th, 17th and 20th levels.

Noble Phantasm[edit]

At 3rd level, you gain use of a Noble Phantasm. Your Noble Phantasm is unique to your Berserker Path, and you can do it only if you have 1 noble phantasm point or less. You have noble phantasm points equal to the points listed in the noble phantasm column. You regain all Noble Phantasm points at the end of a long rest.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

At 20th level you can make three attacks as part of an attack action.

Impulsive Beast[edit]

At 5th level, you add your proficiency bonus to your Initiative checks.

Brutal critical[edit]

At the 6th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. You gain an additional critical dice at 9th and a 17th levels.

Impulsive Beast Improvement[edit]

When you reach the 9th level, you have advantage on your Initiative checks.


When you reach 10th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Brutal Strength[edit]

At 13th level, whenever you score a critical hit with a melee weapon attack, you add your Strength score to the damage roll of your attack.

Buster Potential[edit]

At 15th level, your melee weapon attacks are considered magical, for the purposes of overcoming resistances and immunities to non-magical damage. In addition, you score critical hits on a roll of 19-20 on the d20 with melee weapon attacks.

Organic Tank[edit]

At 18th level, your hit point maximum increases by an amount equal to twice your level when you gain this feature. Whenever you gain a level in this class, your hit point maximum increases by additional 2 hit points.

Berserker Paths[edit]

Path of the Rebellion[edit]

In the past you were some kind of rebel who fight a great empire for his freedom. Now your reincarnation only see oppression in every act and maybe have some problems, but also you have incredible will and you are almost invincible. Use all your might to crush the oppression!.

Mad enchantment Ex

At 1st level, your mad enchantment is specially focused on stay in battle, giving you a +4 to your Constitution, up to a maximum of 16.

Crying Warmonger(noble phantasm)

Starting at 3rd level, unlike the rest of the paths, your Noble Phantasm points start at 0, and will return to 0 after a long rest. Each time you take damage, you gain one Noble Phantasm point, up to a maximum of points listed on the table of noble phantasm points.

As an action, you shoot pure magical energy in a line 30 feet long and 5-foot wide. Each creature in the area must succeed on a Dexterity saving throw, or takes 1d12 force damage on a failed save, or half as much on a success.

  • You can spend 1 or more Noble Phantasm points to do 1d12 additional damage per point you spend.
  • You can spend 1 or more Noble Phantasm points to regain 1d12 hit points per point you spend.
  • You can spend 1 point for the Noble Phantasm to ignore the target's resistance.
Honor of suffering

At 7th level, in the beginning of your turn (without taking an action), you can expend 1 hit dice to regain hit points equal to the result dice + your Constitution modifier. You can use this feature a number of times equal to you proficiency bonus, and regain your uses of this feature after finishing a long rest.


Starting at 11th level, at the beginning of each of your turns when you are under half your maximum amount of hit points, you regain hit points equal to your Constitution modifier (minimum of 1).

Unshakable will

At 14th level, when you are reduced to 0 hit points, you can make a Constitution saving throw against a DC of 15 to fall to 1 hit point instead. If you succeed on the saving throw, you regain 2 noble phantasm points. You cant use this feature again until you finish a long rest.

Endurant body

Starting at 17th level, you gain resistance to piercing, slashing and psychic damage

Triumphant Return of the Sword

When you reach the 20th level, all your attacks now inflict a a extra damage equal to your Constitution modifier.

Additionally, at the start of your turn without taking an action, you can expend half of your maximum of hit dice to recover hit points as if you had completed a short rest. You cant use this feature again until you finish a long rest.

Path of the Half-God[edit]

In your past life you were a son of a god. You were born with a incomprehensible strength and indestructible body so you made a lot of requests for your father, maybe you were a great warrior of the past or killed a powerful evil creature. Now you are here with more power so you have to use your divine body to crush your enemies.

Mad enchantment B

At 1st level, your mad enchantment is specially focused on the destruction of your opponents. You gain a bonus of +2 to your Constitution and Strength, up to a maximum of 16.

The 12 labors (noble phantasm)

At 3rd level, when you fall to 0 hit points or die, you can spend 1 noble phantasm point to drop to 1 hit point instead. In addition, if you have lost a limb, the limb regrow after you use this feature.

Nine lives (noble phantasm)

You can only use this ability if you have 9 points of Noble Phantasm or more. You can spend your action and 9 noble phantasm points to perform 9 melee attacks against a single creature within 5 feet of you. If the creature falls to 0 hit points or dies, keep hitting until all attacks are made

Mind's Eye (Fake)

Starting at 11th level, your enemies no longer have advantage on attacks made against you when you use your Berserk Affinity feature.

Battle Continuation

At 14th level, when you are reduced to 0 hit points, you can choose to be reduced to 1d12 + 1 hit points instead. This increases to 2d12 +1 at 17th level and 3d12 +1 at 20th level.

Once you use this ability, you can't use it again until you finish a long rest.

Battle roar

At 17th level, you can unleash a powerful battle roar. As a bonus action, Charisma (Intimidation) check. You can use your Strength modifier, instead of your Charisma for this check, using strength or charisma (your choice). Each enemy creature within 15 feet of you makes a Wisdom saving throw against the result of the check. Creatures within 5 feet of you have disadvantage on the check.

On a failed save, the target is frigthened until the end of your next turn.


Also at 17th level, you have advantage on Death saving throws. In addition, you can't be incapacitated, unconscious or put to sleep by magical means.

When you are at 0 hit points, you take your turns as normal. You still die upon failing three death saving throws.


At 20th level, you add twice your Strength modifier to your damage rolls. In addition, your attacks made against frightened creatures are made at advantage.

Path of the Hate[edit]

You were a great knight but you were born under a sad star, you had a difficult life and died for nothing. Now your heart is filled with hate from the past, hate for the people who didn't recognize you, hate for the people who you protected and didn't helped you, hate for being abandoned, hated, forgotten by the people once love you and betrayed you. Now your mind is cloudy and you just want to kill everyone.

Mad enchantment C

At 1st level, you gain a bonus of +1 in Strength, Dexterity and Constitution, up to a maximum of 16.

In addition, you score critical rolls on a roll of 19-20 on the d20. This increases to 18-20 at 15th level.

The one who doesn't deserve to be remembered

At 1st level, you gain the following benefits:

  • You gain proficiency with heavy armors
  • You start with a heavy armor of your choice and a helmet that prevents everybody to know your true name, your armor and helmet stays united with you until it breaks.
  • The curses of the armors and weapons doesn't have any effect on you .
  • Your body have 4 tassels in your back, they act like additional arms once you activate them, they can grab weapons, shields and vehicles that belong to you and use it, you can use your arm and your tassels to attack, any weapon, shield or vehicle that your tassels wears it will disintegrate 1 hour later

Knight of Owner(noble phantasm)

You can use this noble phantasm when you like, always you have noble phantasm point, when you have a weapon or improvised weapons you can:

Use Noble phantasm points to improve one weapon you are holding: -If the weapon have the reach property you can use 1 point to make double the reach for each point you use -If the weapon have ammunition property you can use 2 points to have infinite ammo -If the weapon have the finesse property you can use 1 point to add strength and dexterity to the attack roll. -If the weapon have the heavy property you can use 1 point to add your strength again to the attack and damage roll. -If the weapon have the light property you can use 1 point to make an extra attack with that weapon. -If the weapon have the loading property you can use 1 point to nullify the reload. -If the weapon have the range property you can use 1 point to duplicate the range. -If the weapon have the thrown property you can use 1 point to make the weapon return to you on every attack with that weapon. -If the weapon have the 2 handed property you can use 1 point to use it with 1 hand only. - You can use 1 point to add 1d6 extra damage to the weapon.


At 7th level, as bonus action you can use one of your tassels to try to steal a weapon that a enemy holds, you make a Strength (Athletics) check against a enemy Strength (Athletics) check. On a success, you can grab his weapon or item and use it like if it belongs to you.

Magic resistance

At 11th level, you have advantage on saving throws against spells and other magical effects

Protection of the spirits

At 14th level, you gain points of bless equal to half of your level (rounded down) you recover all the points at the end of a long rest, you can use 1 bless point in grant advantage in a roll you want, you only can use this in battle.

Mana reversal

At 17th level, once for short or long rest, you can gain 1 Noble phantasm point destroying one weapon you are holding (3 if its a improved weapon by Knight of owner).

Full of hate

At 20th level, if you don't roll 1 in the attack roll you always hit, also you can assume the form of a different person you see.

Variant Rules[edit]

Player Familiars[edit]

Servants are the greatest form that magical familiars can take and, as such, can not survive in the material plane without a master. When creating a Heroic Spirit, a player must choose a separate humanoid creature, typically a spell caster, to be their “Master”. If either the player or their “Master” is considered dead, they die instantly and can not be resurrected by any means, including the Wish spell, until a time set by the DM.

The "Master" also will also get 3 command stamps, they are like a tattoo that can be seen on his hand the master can use this command to make different effects to the servant. You can use it to regenerate health equal to all the servant's hit dice. You can use it to recover all Noble Phantasm uses and Noble Phantasm points, and you can use it to make the servant make any possible action you want, he can't refuse that order but he will be aware while he do it.

All this uses cost 1 command spells, when you expend all of it the servant will cease to be yours and he will disappear in 8 H unless he signs a contract with another spellcaster to be his Servant, in that case that new Master will gain 3 command spells, a master who has lost his Servant by spending all the command spells will not be able to re-sign a contract to be his Master again.

If you play a campaign with the theme of the war of the holy grail, the judge or the servant ruler can give commando seals as rewards to missions that they send to the master, but the number of commando seals a master can have will never be greater than 3

Mad Enchantment Table[edit]

d100 Madness
1-2 You do not allow anyone to give you any order
3-4 You think you are more powerful than anyone, you despise any creature that has not previously proven to be stronger than you
5-6 You do not tolerate an enemy fleeing a fight, you will chase him until you find him or lose sight of him
7-8 You cannot stand the idea that someone harms or does something to your master, when someone does something against your master or does something that is not to your liking you will take a hostile attitude towards that person
9-10 You think that your body is a work of art that everyone should see, you go naked or with very little clothes
11-12 You are very aggressive, you do not show an iota of mercy with those who harm or belittle you, in fact, you would be able to spend a while destroying the corpse
13-14 You hate to be lied to, you would be able to kill if you discover a big lie or give a beating for a lie
15-16 You are incredibly antisocial you just grunt or roar to communicate
17-18 You move erratically, you will challenge anyone who does not take you seriously
19-20 When you miss skill, hit or save rolls, you feel that your teammates laugh at you secretly, before a blunder you hear their laughter
21-22 You love nature above all else, you will destroy anyone who even tried to harm it
23-24 Your character believes that the gods consider their life a spectacle, sometimes you have to "speak to the camera", or comment on what is happening as if you were a voice-over.
25-26 You can't stand the idea of ​​someone hurting or doing something to your master, when someone does something against your master or does something that is not to your liking you will take a hostile attitude towards that person
27-28 You have blind faith in a god who is above other gods, who controls everything around you except you and your group, that god you will call "The Master"
29-30 You enjoy receiving pain, the more damage you receive, the better you should spend it, you are aware that a lot of fun kills you, so you do not want to spend
31-32 You think you are killed by a vampire, you so you think you are a vampire, you will avoid contact with sunlight in any way
33-34 You don't like water, you can't bear to be in contact with it, you will have to drink at some point, in that case do it with a grimace of displeasure and complain about it
35-36 In the past you had a special relationship with a person, when you see someone with similar characteristics such as the same hair and eye color, you will believe that it is that person, you decide what kind of relationship you had but it has to be important
37-38 You have an unhealthy obsession with combat, you will talk to all strangers and friends about your fights in general and you will take "trophies" from them to prove it
39-40 You have powerful eyes that you stole from a magician, you don't know what they do but they are a magician's therefore better, from time to time you will have hallucinations that you will believe are real things
41-42 You feel a powerful obsession that changelin want to dominate the world by impersonating people little by little, when someone you know acts suspicious for anything you will suspect that he is a changelin
43-44 You are passionate about "unique objects" If you see an object that you are sure that there are no more and you have not made it, you have the need to get hold of it, if you cannot, you will talk about it whenever you see the opportunity.
45-46 You like to comment that you come from a very ancient time where science was more advanced than now, it is evident that the universe revolves around the earth, which is flat and whoever denies it deserves an inquisitive punishment
47-48 You treat your group as members of your family (father, mother, children etc ...)
49-50 You feel a strong desire to touch shiny things, regardless of who they are, even if you don't need to stay because you get bored of things right away
51-52 You are obsessed with your master, you would marry and have children with him, you will do everything possible to make your master fall in love and show him your love regardless of what he says, his sex, his sexuality, you will never give up
53-54 When you meet a new person who treats you in a friendly way, you begin to continually talk about random parts of your past, including how you just met, until you see that that person "knows you well."
55-56 You think you are allergic to magic, so you will avoid all contact with it
57-58 When you see a non-hostile animal, you have the need to feed it with what you have more at hand and you see more appropriate.
59-60 In your past life, before being a heroic spirit, you had many cavities, now the grail has taken them away, but you still have the feeling of having them, you will avoid eating hard or sweet things, and you will always prefer liquid foods
61-62 You have 4 personalities in total, which change randomly in the control of the body, all are the same in everything except that their names vary by one letter
63-64 Your character laughs uncontrollably when there is an embarrassing situation in any context
65-66 You hear many voices in your head, whenever you do an action that requires some concentration it will cost you double time.
67-68 You think your weapon can communicate with you and you hear it say things and you talk to it, you give it a name and everything, if you don't have a weapon, choose a member of the group, if there isn't, choose an item of clothing
69-70 If you are not focused on avoiding it, you will say everything you think
71-72 Whenever you see someone attractive to you, you will try to conquer her heart, be it good or bad time for it
73-74 When you see fire, throw a save of wisdom (4) if you fail you start to think that you are on fire, roll on the ground until you "put it out" To the cry of "bad fire"
75-76 The grail has been confused and has revived you in the body of another Servant who is also a berserk with all his characteristics and abilities instead of yours, you will believe to be another class, and whenever they ask you you will say what you are the original
77-78 Out of combat when someone plays music, you have the need to be the vocalist, if there is already one, you will say things similar to "it is not so good", "I would do better"
79-80 You are not sure if you have really revived, so you will always expose yourself to dangerous situations to check it
81-82 You are the best writer in history and nobody knows it, during a break write everything you have done until today in a book (or similar) protect the book with your life, since he is your life itself
83-84 You think you are of the opposite gender than you have, if you do not have choose one
85-86 Your honor and manners are impeccable you should always speak as if you were in the Golden Age, and laugh at whoever does not speak like you
87-88 Every time you hear someone say "Who is it?" "Who goes?", "Who dares?" And similar things, you must quickly answer "Your mother!"
89-90 You think death is a comic event, when you see a creature die, laugh out loud, when they mention that someone died laugh a little, laugh at the undead
91-92 ​​You never have an opinion of your own when making group decisions, you follow the majority
93-94 You dream every night that you are going to die in a certain way (the DM decides and it must be something that can happen the day he wakes up) and when he experiences a situation similar to the dream you go into a panic
95-96 You speak in the third person through some object you choose and call by a name, put a different voice for the object in question.
97-98 You are a fake and the true legend must have been your cousin from whom you stole the merit, consequently you have been invoked, although you are strong you are not made for battles you will complain and even cry whenever you receive damage, and you will be quite a coward usually
99-100 Your fury could make the world explode, you avoid getting angry at all costs, if you do you know "the consequences for the world"


You cannot Multiclass into the Heroic Spirit class.

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