A Better Class Department: THE BERSERKER-CHAMPION


"Some warriors wear armour. Others wear bears. Guess which one makes a better conversation starter."

The Berserker-Champion believes in two things: that the gods appreciate a good scrap, and that if you are meant to be stabbed you will be stabbed whether you wear a tin can or not.
Rather than clanking about in plate, they wear a bear pelt – or nothing at all – trusting muscle, rage and a bit of divine favour to keep them alive.


CLASS OVERVIEW

BECMI version
• Hit Dice: 1d8 per level
• Prime Requisite: Strength 13+
• Armour and Weapons: may use any weapons; armour limited to none or padded/fur; bear-shirt does not count as armour
• Armour Class: 9 unarmoured plus Dexterity adjustment
• Saving Throws: same as Fighter (see Saving Throws section)
• Alignment: any Non-Lawful

5e version
• Hit Dice: d12 per level
• Primary Abilities: Strength and Constitution
• Armour and Weapons: may use all weapons; no metal armour; shields optional but frowned upon
• Armour Class: 10 plus Dexterity plus Constitution while unarmoured
• Saving Throws: Strength and Constitution
• Alignment: any Non-Lawful


SIGNATURE FEAT – BEAR-SHIRT

Gained at 1st level.
While wearing no metal armour:
• Armour Class becomes 10 plus Dexterity plus Constitution in 5e.
• Gain resistance to bludgeoning, piercing and slashing damage while in a Battle Frenzy.
• A shield may be used, but other Berserker-Champions will sneer at you for it.

In BECMI, while raging the Bear-Shirt grants Armour Class equal to chain mail (AC 5) despite wearing only fur; when not raging AC returns to normal unarmoured value.


CLASS FEATURES – 5E

Level 1 – Battle Frenzy: once per short or long rest you may enter a one-minute frenzy; gain advantage on Strength checks and saving throws, gain +2 melee damage, gain resistance to mundane weapon damage (from Bear-Shirt), but suffer disadvantage on polite social rolls.

Level 2 – Shield-Biter: as a bonus action you may bite, head-butt or insult an enemy’s shield or dignity. Target makes a Wisdom save (DC 8 plus proficiency plus Strength) or has disadvantage on its next attack against you.

Level 3 – Choose a subclass.
 Arena Idol: gain proficiency in Performance; as a bonus action you may taunt a foe to impose disadvantage on its next attack.
 Bloodstained Paragon: gain +1 AC while below half hit points.

Level 5 – Bear’s Pounce: once per short rest you may move up to your speed and attack as a bonus action; you must roar when you do this.

Level 10 – Stubborn as Winter: when reduced to 0 hit points you may make a DC 15 Constitution save; on success you remain at 1 hit point until the end of your next turn.

Level 14 – Saga’s Favour: when you defeat a creature of challenge rating 2 or higher, allies within 30 feet gain advantage on their next saving throw.


CLASS FEATURES – BECMI

Berserk Rage: at level 1, once per day for 10 rounds you gain +2 to hit, +2 damage, and suffer –2 AC.
Bear-Shirt: as above, AC equals chain mail (AC 5) while raging.
Followers of the Fur: at level 9 you attract a group of ragged warriors who also refuse to wear shirts.
Death Glare: at level 15, once per week you may force a creature of 4 hit dice or less to save versus Spells or flee.


EQUIPMENT

• A massive axe, maul or other suitably brutal weapon
• A bear pelt (optionally still damp)
• A horn mug with bite marks
• A scroll of unpaid tavern debts


ROLE-PLAYING NOTES

• If given a choice between armour and ale, pick ale.
• Introduce yourself with boasts nobody can verify.
• Treat every scar as a souvenir.
• Roar before entering combat, or breakfast.


DESIGN NOTES

The class embodies the historic “bear-shirt” warrior: lightly armoured, extremely tough, relying on Constitution and fury rather than plate. Its lower armour class is offset by damage resistance during Frenzy. For 5e, use normal class experience thresholds; for BECMI see the progression table below.


XP PROGRESSION – BECMI

Level 1 – Cub: 0 XP
Level 2 – Bruiser: 2,000 XP
Level 3 – Shield-Biter: 4,000 XP
Level 4 – Rage-Bearer: 8,000 XP
Level 5 – Bear’s Fang: 16,000 XP
Level 6 – Bloodied Champion: 32,000 XP
Level 7 – Roaring Hero: 64,000 XP
Level 8 – Howling Warlord: 120,000 XP
Level 9 – Bear-King or Bear-Queen: 240,000 XP
Level 10 – Saga-Breaker: 360,000 XP
Levels above 10: gain +2 hit points per level and +120,000 XP required for each additional level.
Apply Constitution modifiers per hit die.


XP PROGRESSION – 5E

Level 1 – 0 XP
Level 2 – 300 XP
Level 3 – 900 XP
Level 4 – 2,700 XP
Level 5 – 6,500 XP
Level 6 – 14,000 XP
Level 7 – 23,000 XP
Level 8 – 34,000 XP
Level 9 – 48,000 XP
Level 10 – 64,000 XP
Level 11 – 85,000 XP
Level 12 – 100,000 XP
Level 13 – 120,000 XP
Level 14 – 140,000 XP
Level 15 – 165,000 XP
Level 16 – 195,000 XP
Level 17 – 225,000 XP
Level 18 – 265,000 XP
Level 19 – 305,000 XP
Level 20 – 355,000 XP


SAVING THROWS – BECMI

Use Fighter saving throws as follows:

Levels 1 to 3: Death Ray/Poison 12; Magic Wands 13; Paralysis/Petrify 14; Breath Attack 15; Rod/Staff/Spell 16.
Levels 4 to 6: Death Ray/Poison 10; Magic Wands 11; Paralysis/Petrify 12; Breath Attack 13; Rod/Staff/Spell 14.
Levels 7 to 9: Death Ray/Poison 8; Magic Wands 9; Paralysis/Petrify 10; Breath Attack 10; Rod/Staff/Spell 12.
Levels 10 to 12: Death Ray/Poison 6; Magic Wands 7; Paralysis/Petrify 8; Breath Attack 8; Rod/Staff/Spell 10.
Levels 13 to 15: Death Ray/Poison 4; Magic Wands 5; Paralysis/Petrify 6; Breath Attack 5; Rod/Staff/Spell 8.
Levels 16 and above: Death Ray/Poison 2; Magic Wands 3; Paralysis/Petrify 4; Breath Attack 3; Rod/Staff/Spell 6.


END OF CLASS DESCRIPTION


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