SIGNING IN

Trefferpunkte

Trefferwürfel 1d12 pro Stufe

Übungen

STR , CON

Warrior

Stufe Übungsbonus Eigenschaften Berserks Berserk Damage
1 + 2 Unarmored Defense Berserk 2 +2
2 + 2 Unarmored Defense Berserk 2 +2
3 + 2 Unarmored Defense Berserk 3 +2
4 + 2 Unarmored Defense Berserk 3 +2
5 + 3 Unarmored Defense Berserk 3 +2
6 + 3 Unarmored Defense Berserk 4 +2
7 + 3 Unarmored Defense Berserk 4 +2
8 + 3 Unarmored Defense Berserk 4 +2
9 + 4 Unarmored Defense Berserk 4 +3
10 + 4 Unarmored Defense Berserk 4 +3
11 + 4 Unarmored Defense Berserk 4 +3
12 + 4 Unarmored Defense Berserk 5 +3
13 + 5 Unarmored Defense Berserk 5 +3
14 + 5 Unarmored Defense Berserk 5 +3
15 + 5 Unarmored Defense Berserk 5 +3
16 + 5 Unarmored Defense Berserk 5 +4
17 + 6 Unarmored Defense Berserk 6 +4
18 + 6 Unarmored Defense Berserk 6 +4
19 + 6 Unarmored Defense Berserk 6 +4
20 + 6 Unarmored Defense Berserk 6 +4

Klasseneigenschaften

Stufe 1

Unarmored Defense
Berserk

Stufe 10

Warrior Archetype Feature

Stufe 11

Overpower

Stufe 12

Ability Score Improvement

Stufe 13

Vengeance

Stufe 14

Warrior Archetype Feature

Stufe 15

Shake It Off

Stufe 16

Ability Score Improvement

Stufe 17

Beastly Reflexes

Stufe 18

Holmgang

Stufe 19

Ability Score Improvement

Stufe 2

Reckless Attack
Fighting Style

Stufe 20

Infuriate

Stufe 3

Warrior Archetype

Stufe 4

Ability Score Improvement

Stufe 5

Extra Attack

Stufe 6

Warrior Archetype Feature

Stufe 7

Onslaught
Tongue of Beasts

Stufe 8

Ability Score Improvement

Stufe 9

Raw Intuition

Übungen

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Startausrüstung

(a) a shortbow and 20 arrows or (b) two handaxes
chain mail and a carved wooden idol related to your heritage

Klasseneigenschaften

Unarmored Defense (Level 1)

Also starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Berserk (Level 1)

Starting at 1st level, in battle you allow your inner beast to run rampant. On your turn, you can enter a berserk trance as a bonus action.

While berserking, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and saving throws.

  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Warrior, as shown in the Berserk Damage Column of the Warrior table.

  • When you take slashing, piercing or bludgeoning damage, you reduce the damage by half your Constitution modifier rounded up.

If you are able to cast spells, you are unable to do so while berserking due to an inability to concentrate.

Some warrior class features require target creatures to make saving throws. This is contested by your Berserk DC, calculated below.

Berserk DC

Your berserk state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you have not attacked a hostile creature since your last turn or taken damage since then. You can also end your berserk state on your turn as a bonus action. For a number of rounds equal to 5 minus your Constitution modifier after your berserk state ends, you may not use the Extra Attack ability and your base movement speed is halved due to fatigue.

Once you have gone berserk the number of times shown in for your warrior level in the Berserks column of the Warrior table, you must finish a long rest before you can go Berserk again.

Reckless Attack (Level 2)

Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.

Fighting Style (Level 2)

Beginning at the 1st level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Warrior Archetype (Level 3)

At 3rd level, you select the tradition under which your warrior has trained. The Beast of Defiance tradition focus on restraining the inner beast of the warrior, and letting its power out only when needed.

The Beast of Deliverance tradition focuses on allowing the inner beast to run wild, fighting alongside its power to lay your enemies low. Unchained Beast has turned from harnessing their inner beast to become fierce fighters on their own power.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

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

Warrior Archetype Feature (Level 6)

At 6th level, you gain a feature granted by your Warrior Archetype feature.

Onslaught (Level 7)

ABeginning at 7th level, when you use the Dash action, as a bonus action you may make a melee weapon attack. This attack deals bonus damage equal to your Constitution modifier.

Tongue of Beasts (Level 7)

Also beginning at 7th level, your inner beast allows you to temporarily speak the language of beasts. You are able to cast the Speak with Animals spell. You may do this once, use of this feature refreshes when you complete a long rest.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Raw Intuition (Level 9)

Beginning at 9th level, when you take damage, as a reaction you may move 5ft. directly away from the source of the damage and reduce the damage taken by your brutality die + your proficiency bonus. This movement does not provoke attacks of opportunity. You may use Raw Intution once. Use of this feature refreshes when you complete a long rest.

You can use Raw Intuition twice starting at the 13th level, and three times starting at the 18th level.

Warrior Archetype Feature (Level 10)

At 10th level, you gain a feature granted by your Warrior Archetype feature.

Overpower (Level 11)

Beginning at 11th level, as an action, you are able to slam the ground with incredible force releasing a shock wave. Each creature within a 10ft. radius of you must succeed on a Strength saving throw against your Berserk DC.

A target takes thunder damage equal to your Brutality Die + your Strength modifier + your Constitution modifier, and is knocked prone on a failed save, or take half as much damage and are not knocked prone on a successful one.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Vengeance (Level 13)

Beginning at 13th 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.

Warrior Archetype Feature (Level 14)

At 14th level, you gain a feature granted by your Warrior Archetype feature.

Shake It Off (Level 15)

Beginning at 15th level, while under the effect of Berserk, when you make a saving throw to resist a status condition (excluding: Exhaustion, Incapacitated, Prone, Restrained and Unconscious) you may choose to end the effects of Berserk to automatically succeed on the saving throw. You may do this after you roll, but before the outcome of the roll has been declared.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Beastly Reflexes (Level 17)

Beginning at the 17th level, while you are under the effects of Berserk you are able to make two reactions per round.

Holmgang (Level 18)

Beginning at 18th level, your indomitable spirit manifests and you engage in deadly combat with a target you see. You may use Holmgang as a bonus action or reaction when a creature damages you. Until the end of your third turn after using Holmgang, you cannot fall below 1 hit point.

If Holmgang is used as a bonus action, your rage manifests as flames that affect only yourself and a target creature you can see within 30 feet of you. A ring of fire with a radius of 15 feet forms at a point directly between yourself and the target creature. The creature must make a Wisdom saving throw against your Berserk DC to cross the flames, taking 4d8 fire damage and stop moving on a failure. The creature takes half as much damage and is allowed to pass the flames on a success. You automatically pass the saving throw when you cross the flames, taking half the damage.

You may use this feature once. Use of this feature refreshes when you complete a long rest.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Infuriate (Level 20)

Beginning at 20th level, if you have no uses of Berserk left when you roll initiative, you recover 2 uses of Berserk instantly.

Multiklassen

Multiklassen-Voraussetzungen

{"str":13}

Erworbene Übungen

Armor light , medium , shield
Weapons simple , martial

Unterklassen

The Beast of Defiance
FFXIV
The Beast of Deliverance
FFXIV
Unchained Beast
FFXIV

Unterklassen-Eigenschaften

The Beast of Defiance

The Beast of Defiance (Level 3)

Those who walk the path of the Beast of Defiance aim to defy their inner beast and take control of it, using it for the protection of their allies. Between defensive maneuvers and disrupting their foes, Beasts of Defiance seek to dominate the flow of battle.

Imposition

3rd-level The Beast of Defience feature

Beginning at 3rd level, while under the effect of Berserk, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

Storm's Path (Level 6)

6th-level The Beast of Defience feature

Beginning at 6th level, while you are under the effect of Berserk, when you hit a creature with a weapon attack you may declare you are using this feature. The creature makes a Constitution saving throw against your Berserk DC. On a failure, for a number of rounds equal to your proficiency bonus, damage that creature deals is reduced by an amount equal to your brutality die.

You can use this feature once each time you enter a Berserk trance.

Beastial Empathy (Level 10)

10th-level The Beast of Defience feature

Beginning at 10th level, you may cast the spell Beast Sense once. Use of this feature refreshes when you complete a long rest.

Nascent Flash (Level 14)

14th-level The Beast of Defience feature

Beginning at 14th level, while under the effect of Berserk, as a bonus action, you share the power of your Inner Beast with a creature you can see within 30ft. of you. The creature gains temporary hit points equal to your brutality die. Until the end of your next turn, each time you successfully land a weapon attack, both you and the target creature recover hit points equal to your brutality die + your proficiency bonus.

Your Berserk trance ends after using this feature.

The Beast of Deliverance

The Beast of Deliverance (Level 3)

A warrior of the Reckless Tradition has grown alongside their inner beast. They allow this force to take over and push their bodies to incredible feats of strength. They fight without care for their own safety, allowing bloodlust to take over. A reckless warrior's inner beast is hungry, and they allow this overwhelming force to feed without a thought of reserve.

Inner Release

3rd-level The Beast of Deliverance feature

Beginning at 3rd level, while you are under the effects of Berserk, your melee weapon attacks score a critical hit on a roll of 19 or 20.

Starting at the 14th level, this range increases, causing your melee weapon attacks to score a critical hit on a roll of 18, 19 or 20.

Storm's Eye (Level 6)

6th-level The Beast of Deliverance feature

Beginning at 6th level, while you are under the effect of Berserk, when you hit a creature with a weapon attack you may declare you are using this feature. The creature makes a Constitution saving throw against your Berserk DC. On a failure, for a number of rounds equal to your proficiency bonus, they are afflicted with your wrath. When the creature takes damage from a melee weapon attack, they take additional damage equal to your brutality die.

You can use this feature once each time you enter a Berserk trance.

Bellow of the Beast (Level 10)

10th-level The Beast of Deliverance feature

Beginning at 10th level, when you are making an intimidation ability check, you may expend one use of your Berserk to gain advantage on the check and add your Strength modifier to the roll.

Fell Cleave (Level 14)

14th-level The Beast of Deliverance feature

Beginning at 14th level, your inner beast guides your hand with each attack. As a bonus action you, you let the beast take over temporarily. The next melee weapon attack you land scores a critical hit and deals bonus damage equal to your Constitution modifier. If your attack roll would land a critical hit, roll the additional critical hit damage a second time.

If you leave your Berserk trance before landing an attack with Fell Cleave, you lose the effect. Your Berserk trance ends after the attack lands and you may not use your Berserk feature until the start of your next turn.

Unchained Beast

Unchained Beast (Level 3)

Warriors who let their inner beast run free come to be known as Unchained Beasts. These Warriors fight wildly and work brutal martial arts into their fighting style, mixing crushing blows with their weapon strikes. During a battle, their foes can choose to be run down or retreat.

Beastial Brawling

3rd-level Unchained Beast feature

Beginning at 3rd level, when you make an unarmed strike melee weapon attack, you may use your Brutality die as shown in the Warrior class table for the damage.

Raging Follow Through

3rd-level Unchained Beast feature

Beginning at 3rd level, when you make a weapon attack with a two handed weapon or an unarmed strike, you may use your bonus action to make an unarmed strike melee weapon attack.

Orogeny (Level 6)

6th-level Unchained Beast feature

Beginning at 6th level, as an action, you wildly lash out at a number of creatures equal to your proficiency bonus around you. Make an unarmed strike attack against each creature within 5 feet of you. You may use this feature once each time you enter a Berserk trance.

Beastial Avatar (Level 10)

10th-level Unchained Beast feature

Beginning at 10th level, your inner beast has affected your physical abilities. Choose one of the following skills: Acrobatics, Athletics, Stealth, or Survival. You become proficient in that skill. If you are already proficient, your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Primal Scream (Level 14)

14th-level Unchained Beast feature

Beginning at 14th level, you unleash your rage in a concussive wave. Each creature in a 30ft. cone makes a Constitution saving throw against your Berserk DC. A target takes 6d6 thunder damage and has their AC reduced by 2 for a number of rounds equal to half your proficiency bonus (rounded up) on a failure. A target takes half as much damage and does not have their AC reduced on a success.

Your Berserk trance ends after using this feature.