Savage and reckless attackers that deal even more damage than other barbarians. Berserkers build on all the core traits of a stereotypical barbarian.
What is the path of the berserker?
Most barbarians are not the mindless rage machines that many people assume they are. However, berserkers are exactly that kind of warrior. Frenzied hacking machines, berserkers punch first and ask questions later (if at all).
If you’re looking for a barbarian that packs a an even harder punch, and can strike terror in the hearts of their foes, then a berserker is likely what you’re after.
Berserkers have been refreshed for D&D 2024, having previously featured in the 2014 Player’s Handbook. My guide below will help you optimise this updated version of this furious subclass.
At a glance
- Enter a deadly frenzy to enhance the damage you deal
- Strike terror into the hearts of your enemies
- Embody an unstoppable force of destruction
- For players that want their barbarians to hit really hard
4/5 – The best damage dealing subclass the barbarian has available and one that hones in heavily on this aspect. If all you want to do is smash, then this is a great option for your character.
What’s changing?
We get some improvements with the berserker that mainly are built to make their signature frenzy feature more effective and players less hesitant to use it. These changes include:
- Frenzy no longer causes exhaustion.
- It also deals extra damage to one hit a turn instead of allowing another attack with your bonus action.
- Retaliation becomes a level 10 feature and intimidating presence moves to level 14.
- Intimidating presence can now affect multiple opponents instead of just the one.
- Mindless rage now ends the charmed and frightened conditions instead of just postponing them.
If you want to read in more detail about these changes, check out my article about everything that’s changing for barbarians.
Path of the berserker features
Frenzy – Level 3
How it works
When using reckless attack, on your first hit each turn, you’ll deal an extra number of d6s of damage equal to your rage damage bonus.
Tactics
- The damage boost is substantial and really tips the scales in favour of using reckless attack as often as possible.
- This does make you more vulnerable though. Make sure you invest in things that will protect you. This may even mean prioritising constitution and dexterity over the higher damage of strength (you have advantage to hit anyway). Strength remains important, but may simply come behind the greater protection you’ll need.
- Make sure you invest in strength weapons. Frenzy won’t work with finesse or ranged weapons, though it will work with thrown weapons like javelins.
Mindless rage – Level 6
How it works
You’re immune to the frightened and charmed conditions while raging.
Tactics
Not much to do here tactically, just enjoy the extra protection and the slightly lower need to invest in wisdom (you probably weren’t going to do this much anyway).
Retaliation – Level 10
How it works
You can use your reaction to make a melee attack back at an enemy that hits you.
Tactics
- Easier to use than the standard opportunity attacks. This basically works like hellish rebuke for melee martials (but without consuming spell slots).
- Reactions for barbarians are only used on opportunity attacks (or retaliation) so you might as well use it whenever you can. Just make sure you keep your enemies close, it’s useless when hit by a ranged weapon.
- Remember, this doesn’t combine with frenzy (that only works on your turn, not your enemy’s). But it will work with weapon masteries so make use of those bad boys.
Intimidating presence – Level 14
How it works
Use a bonus action to cause an emanation of 30ft around you. Enemies that fail a saving throw becomes frightened for a minute. You can use this once per day with additional uses requiring an expenditure of your rage.
Tactics
- At this level, you should have sufficient uses of rage so there’s no need to hoard them. So don’t be afraid to whack this feature out.
- It’s best used in the midst of a hoard of enemies (which is where barbarians want to be anyway).
- It’s also best used against low wisdom enemies so avoid using it on clerics and druids. Also be wary of creatures that are immune to being charmed or frightened like many constructs for example.
How good is the berserker subclass?
Berserkers hone in on one aspect of the barbarian, and that’s to smash! They’re here to deal as much damage as possible and they’re pretty good at that. Frenzy deals some pretty decent bonus damage and scales quite nicely with your levels and retaliation is yet another way to land more damage on foes.
It’s not quite all about damage dealing for berserkers. Charmed and frightened are 2 of the most common conditions around so immunity to them is a decent boon. And the ability to frighten enemies in a fairly large radius is also strong.
All of this means that berserkers are a strong, damage-dealing subclass. True, you won’t get the utility of the wild heart or the battlefield control of the world tree barbarian. But if all you want is the heaviest hitting barbarian there is, then the berserker is for you.
4/5
Building a path of the berserker barbarian

Below is some guidance on making an optimal build for your berserker barbarian.
Ability scores
Recommended options
- Strength: At your heart, you’re a damage dealer so strength should be a priority. However, with frenzy enhancing your damage and reckless attack enhancing your ability to hit but also making you more vulnerable, you may want to prioritise more protective abilities first.
- Constitution: You’ll need to be really resilient, as you’ll be the focal point of many attacks and reckless attack will make you more vulnerable. This also affects your unarmoured defense making constitution extra important for you.
- Dexterity: Unarmoured defense is better than medium armor if you can get your dexterity and constitution high enough. In the meantime, you can wear medium armor, but even that needs a 14 dexterity to be properly effective so you’ll want to invest here.
Options to avoid
- Wisdom: Only needed for skills and saving throws so not important, especially as you quickly become immune to charmed and frightened.
- Intelligence: Dump, you don’t need this.
- Charisma: If you need to convince someone of something, then rage and use strength for intimidation. Otherwise, charisma isn’t important for a barbarian.
| Ability Score | Point Buy | Standard Array |
|---|---|---|
| Strength | 15 | 14 |
| Dexterity | 15 | 13 |
| Constitution | 15 | 15 |
| Intelligence | 8 | 8 |
| Wisdom | 8 | 10 |
| Charisma | 8 | 12 |
Skills
Recommended options
- Athletics: Great if you want to do a lot of grappling
- Perception: Always a useful skill as it’s often used by multiple party members and barbarians can fill in as scouts when necessary.
- Intimidation: Primal knowledge lets you use strength for this ability check now (while raging). And those big muscles really are intimidating!
Options to avoid
- Nature: Used far too little to be of much use.
- Survival: Used far too little to be of much use.
- Animal handling: Used far too little to be of much use.
Species/race
There are a couple of things to consider when choosing a species for a path of the berserker barbarian:
- Resilience: Damage resistances will protect your tank even more, especially as reckless attack will make you more vulnerable.
- Innate spellcasting: Innate spellcasting can be useful for out of combat spells, but is pointless for spells you might use in combat (as you’ll likely be raging and not have a great spellcasting ability).
- Flight: Flight can be hugely useful both for manoeuvrability (as you don’t get much in the way of ranged options) and for utility outside of combat.
- Dealing damage: Any species that can enhance your damage dealing will help. You’ll likely be in the thick of combat so AoE damage can certainly help as barbarians naturally don’t really get this.
Recommended options
- Aasimar (2024): Resistance to necrotic and radiant damage increases your hardiness. You also get extra damage from celestial revelation which works really well for any barbarian. I’d primarily look to inner radiance as your charisma will likely be a bit low for necrotic shroud. Flight can be useful for getting to hard to reach enemies.
- Dragonborn (2024): An AoE breath weapon with scalable damage that only takes up a single attack is great if you want to deal damage to the masses (and lets be honest, you definitely do)! On top of that, you get a resistance and temporary flight which is always a useful option. Just be aware that frenzy doesn’t work alongside your breath weapon so you’ll want to ensure you land the extra damage from this first. Save your breath weapon to replace your 2nd, weaker hit in case you end up missing your attack and waste the benefits of frenzy.
- Dwarf (2024): An extra hit point per level is great for a tank character and for even more resilience, you have resistance against poison and advantage on saving throws against the poisoned condition.
- Goliath (2024): The quintessential barbarian species! Faster movement makes you even better at traversing the battlefield. Your giant ancestry grants some very useful options too. You can go for extra durability with stone giant ancestry or more damage from fire giant. You should usually have advantage with reckless attack so knocking enemies prone from the hill giant is usually less useful unless you’re looking to help your allies out.
- Orc (2024): Relentless endurance stacks with relentless rage to make you last even longer in combat. Adrenaline rush is good for a few extra temporary hit points and to get around more quickly.
Options to avoid
- Elf (2024): Too much reliance on innate spellcasting which barbarians are no good at.
- Tiefling (2024): Too much reliance on innate spellcasting which barbarians are no good at.
Backgrounds
Backgrounds are much more important now with D&D 2024 as the ability score increases previously tied to your race/species are now linked to your background. Remember that you can either choose to increase one of the ability score options from a background by 2 and the other by 1, or you can choose to increase all 3 ability scores by 1.
You also get an origin feat linked to your background too.
For a berserker, you’ll want to get strength, constitution and/or dexterity increases. Below are probably your best options:
| Name | Ability scores | Origin feat | Skill proficiencies | Tool proficiency |
|---|---|---|---|---|
| Criminal | Dexterity, constitution, intelligence | Alert | Sleight of hand, stealth | Thieves tools |
| Farmer | Strength, constitution, wisdom | Tough | Animal handling, nature | Carpenter’s tools |
| Soldier | Strength, dexterity, constitution | Savage attacker | Athletics, intimidation | One kind of gaming set |
Of these options, I think farmer is probably your best bet with strength and constitution increases and the tough feat. If you do want to go heavier on protective ability scores, criminal and soldier are both good, but savage attacker isn’t a great feat unfortunately.
If you’re not keen on these combinations, then you can always customise a 2014 background instead.
Weapons
You can go for a couple of approaches when choosing your weapon:
- Damage: the biggest damage dealers are those that do d12 or 2d6 damage. These include a greataxe (d12), maul and greatsword (2d6). 2d6 edges things on average damage (7 Vs 6.5) but the difference is negligible.
- Protection: Alternatively, you can trade off that extra damage for extra protection by going the sword and shield route and wielding a one handed weapon instead. We’re looking at the likes of longswords, battle-axes, spears and warhammers here.
Weapon mastery: You’ll want to make sure the weapon you choose has a weapon mastery that fits your tactics.
Of the top damage dealers, this includes:
- Maul (topple): Knocks your opponent prone. Great for working with allies to give them advantage on attacks. However, with reckless attack likely being used almost constantly, you’re unlikely to gain much benefit here yourself.
- Greataxe (cleave): Hit 2 enemies in a single swing. Great for dealing more damage to crowds.
- Greatsword (graze): Good for ensuring some damage even if you miss. This feels like a typically weaker option than the other 2 though, especially since you should rarely miss with endless advantage from reckless attack.
And for one handed weapons with a shield, we’re looking at:
- Spear (sap): Impose disadvantage on the next attack and you can throw it if necessary. But less damage means you’re probably better off with another weapon. Useful to counteract the advantage proffered by your reckless attack though.
- Battleaxe (topple): Similar situation to a maul.
- Longsword (sap): Since you probably don’t need to throw your weapon often, a longsword is the better option for sapping your opponent with d8 damage rather than the spear’s d6 (and if you need to, you can easily swap to a thrown weapon anyway).
- Warhammer (push): You can however combine the effects of your pushes making for one heck of a launch backwards!
I’d also make sure you grab some thrown weapons for when you need to attack at range. Tridents, then spears and javelins, offer the best damage output at range. However, tridents cause topple which is less useful for you, especially at range, unless you just want to slow someone down (in which case, a javelin will be a more reliable source of this). The sap from a spear is probably more useful for a reckless berserker.
Armor
You can go one of 2 ways with armor:
- Unarmoured defense: If you’re happy sacrificing damage output by investing in dexterity over strength, then you can get your best AC by maximising your dexterity and constitution and using unarmoured defense.
- Medium armor: If you’d prefer to have only decent armor and deal more damage, then go for 14 dexterity, half plate and high strength.
You may want to start with medium armor, and as you gain ability score improvements, switch to unarmoured defense once this becomes a better option.
You can also throw in a shield if you want to go higher on defense and lower on damage. Importantly, shields don’t count as armor for the purposes of unarmoured defense.
I’d be very tempted to opt for a high defense style as much of your damage will likely come from frenzy which is unaffected by the damage dice of your weapons. This way you can absorb more hits and still deal lots of damage. This means going for a shield with unarmoured defense.
Other class guides
Not sure a betserker barbarian is for you. Not to worry, why not check out one of our other class guides.
