Path of the Berserker subclass icon: an axe in mid-swing
Icon by Lorc, CC BY 3.0

Path of the Berserker 5e barbarian subclass

The barbarian who turns rage into extra attacks. Simple, loud and built for the fight that matters most.

Jump to: Features by level · Playing the Path of the Berserker · 2014 features · What changed in 2024 · 2024 features · Common questions

Path of the Berserker at a glance

Class
Barbarian
Subclass type
Primal Path, chosen at 3rd level
2024 rules
Same name, revised in the SRD 5.2
Key abilities
Strength, then Constitution
Source
System Reference Document 5.1 and 5.2 (Player’s Handbook 2014 and 2024)

The barbarian class page has the class features this subclass builds on.

Path of the Berserker features by level

The barbarian subclass features you gain at each barbarian level, in the 2014 rules and the 2024 rules. Each one links to its full text below.

Who the Berserker suits

The Path of the Berserker is for players who want their barbarian to hit more often and think about little else. There are no resources to track beyond your rages, no spells and no companions, which makes it one of the easiest subclasses in the game to pick up.

The two editions pull in different directions. The 2014 Berserker spends its own stamina for damage, so it rewards a player who picks the right fight to go all out. The 2024 Berserker has no such cost and simply hits harder whenever it attacks recklessly, so it suits anyone who wants a steady, no-fuss damage dealer.

How the Berserker plays

2014 rules. At 3rd level, when you rage you can choose to go into a frenzy. For the rest of that rage you can make one melee weapon attack as a bonus action on each of your turns after the first, which is roughly one extra attack a round. The price is one level of exhaustion when the rage ends. One level gives disadvantage on ability checks, a second halves your speed, and a long rest removes only one level, so frenzying twice in a day leaves you slower the next morning. Frenzy is a choice each time you rage, so save it for the boss fight.

Mindless Rage (6th level) stops you being charmed or frightened while raging, and suspends either effect if it was already on you. Intimidating Presence (10th) spends your action to frighten one creature that can see or hear you, and Retaliation (14th) lets you use your reaction to hit back at a creature within 5 feet that damages you.

2024 rules. Frenzy now works through Reckless Attack: while raging, the first target you hit on your turn with a Strength-based attack takes extra damage, a number of d6s equal to your Rage Damage bonus. That is 2d6 from level 3, 3d6 from level 9 and 4d6 from level 16, with no exhaustion at all. Retaliation moves to level 10, and Intimidating Presence to level 14, where it becomes a bonus action that can frighten every creature you choose in a 30-foot emanation for up to a minute.

Ability scores for a Berserker

Strength first: it drives your attacks, your Rage damage and, in 2024, every Frenzy. Constitution second, for hit points and for Unarmored Defense (10 + Dexterity + Constitution modifiers). Dexterity third, then Wisdom for Perception. With the standard array: Strength 15, Constitution 14, Dexterity 13, Wisdom 12, Charisma 10, Intelligence 8.

A 2014 Berserker with Intimidating Presence sets its save DC with Charisma, so a little Charisma helps if you plan to use it. The 2024 version uses your Strength modifier for that DC instead, so you can leave Charisma low. Try spreads in the point buy calculator.

Spells and feats to pair with it

Barbarians can’t cast spells or concentrate while raging, so the Berserker leans on feats and weapons. In the 2014 rules, Great Weapon Master works well with Reckless Attack’s advantage, while Polearm Master and two-weapon fighting clash with Frenzy: all three want your bonus action, and you only get one a turn.

In the 2024 rules, the Savage Attacker origin feat lets you roll a weapon’s damage dice twice once per turn and keep either roll. A greataxe gives the biggest damage die and the Cleave mastery. Grappler suits a Strength character who wants to hold enemies in place, and Tough or a Constitution increase keeps you standing. From a spellcasting ally, Haste and Enlarge/Reduce both add to a Berserker’s damage.

Path of the Berserker features (2014 rules, SRD 5.1)

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

3rd level

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).

Mindless Rage

6th level

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

10th level

Beginning at 10th level, you can use your 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 Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation

14th level

Starting at 14th 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.

What changed in 2024

The 2024 Player’s Handbook revised the Path of the Berserker, and the System Reference Document 5.2 has the new version. The biggest differences in play:

Feature by feature

Path of the Berserker features in the 2024 rules (SRD 5.2)

Channel Rage into Violent Fury

Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.

Level 3: Frenzy

If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.

Level 6: Mindless Rage

You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.

Level 10: Retaliation

When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.

Level 14: Intimidating Presence

As a Bonus Action, you can strike terror into others with your menacing presence and primal power.

When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

Common questions

Does Frenzy cause exhaustion?

In the 2014 rules, yes: if you frenzy, you suffer one level of exhaustion when that rage ends. You choose whether to frenzy each time you rage. The 2024 Frenzy has no exhaustion.

How much damage does the 2024 Frenzy add?

A number of d6s equal to your Rage Damage bonus: 2d6 at levels 3 to 8, 3d6 at levels 9 to 15 and 4d6 from level 16. It applies to the first target you hit on your turn with a Strength-based attack while your Rage is active and you used Reckless Attack.

Can a Berserker use Frenzy and two-weapon fighting on the same turn?

Not in the 2014 rules. Frenzy’s extra attack and the off-hand attack from two-weapon fighting both take your bonus action, and you get one bonus action a turn.

Can a Berserker be charmed or frightened while raging?

From 6th level (level 6 in 2024), no. In 2014, Mindless Rage suspends a charm or fear already on you for the rest of the rage; in 2024 it ends the condition when you enter your Rage.

When does a barbarian choose the Path of the Berserker?

At 3rd level in both editions. Its later features come at levels 6, 10 and 14.

Is the Path of the Berserker good?

It deals some of the highest damage of any barbarian path. In 2014 the exhaustion makes it a once-a-day burst unless your group rests often; in 2024 its extra damage is available every turn you attack recklessly, which makes it one of the strongest options for a barbarian who wants to hit hard.

The Berserker compared with other options

PageHow it compares
Barbarian classRage, Reckless Attack and Unarmored Defense, the features every path builds on.
ChampionThe fighter’s simple damage subclass: more attacks and critical hits instead of rage.
Oath of DevotionAnother front-liner, trading raw damage for healing, spells and a protective aura.
ExhaustionWhat each level of exhaustion does, the cost of a 2014 frenzy.

How to build a barbarian with the Path of the Berserker

Open the builder, choose the 2014 or 2024 rules on the first step, pick Barbarian as your class, and choose the Path of the Berserker as your primal path once your character is 3rd level. The builder works out everything the rules can: hit points, Armor Class, attack bonuses and saving throws.

Other SRD subclasses

Back to the Barbarian class or all classes.