Berserkrburin (Berserkerborn), Dwarf
Ability Score Increase +2 Con, +1 Strength
Size Medium
Speed 25ft, your speed is not reduced by wearing heavy armor.
Age. Dwarves are immortal, in the sense that they will typically not die natural deaths, though they are considered to have reached adulthood at 100, and to be of old age at 500.
Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
You may choose one option from the below Slayer Orders:
Alienslayer
Whenever you reduce an aberration to 0 hit points you gain temporary hit points equal to your level + your Constitution modifier. On your next attack you can spend one of your Hit Dice to deal extra psychic damage equal to the result of the roll and you regain hit points equal to the psychic damage dealt.
15 Slain. You gain advantage on attack rolls against aberrations and saving throws against effects from and spells cast by aberrations.
Wildslayer
Whenever you reduce a beast to 0 hit points you gain temporary hit points equal to your level + your Constitution modifier. On your next attack you can spend one of your Hit Dice to deal extra weapon damage equal to the result of the roll and you regain hit points equal to the extra damage dealt.
50 Slain. You gain advantage on attack rolls against beasts Wisdom (Survival) checks made to track beasts.
Heavenslayer
Whenever you reduce a celestial to 0 hit points you gain temporary hit points equal to your level + your Constitution modifier. On your next attack you can spend one of your Hit Dice to deal extra radiant damage equal to the result of the roll and you regain hit points equal to the radiant damage dealt.
15 Slain. You gain advantage on attack rolls against celestials and saving throws against effects from and spells cast by celestials.
Golemslayer
Whenever you reduce a construct to 0 hit points you gain temporary hit points equal to your level + your Constitution modifier. On your next attack you can spend one of your Hit Dice to deal extra weapon damage equal to the result of the roll and you regain hit points equal to the extra damage dealt.
25 Slain. You gain advantage on attack rolls against constructs and you are immune to any spell or effect that would alter your form.
Wyrmslayer
Whenever you reduce a dragon to 0 hit points you gain temporary hit points equal to your level + your Constitution modifier. On your next attack you can spend one of your Hit Dice to deal extra weapon damage equal to the result of the roll and you regain hit points equal to the extra damage dealt.
10 Slain. You gain advantage on attack rolls against dragons and you gain resistance to one damage type of your choice: acid, cold, fire, lightning or poison.
Aetherslayer
Whenever you reduce an elemental to 0 hit points you gain temporary hit points equal to your level + your Constitution modifier. On your next attack you can spend one of your Hit Dice to deal extra force damage equal to the result of the roll and you regain hit points equal to the force damage dealt.
30 Slain. You gain advantage on attack rolls against elementals and saving throws against effects from elementals.
Mythslayer
Whenever you reduce a fey to 0 hit points you gain temporary hit points equal to your level + your Constitution modifier. On your next attack you can spend one of your Hit Dice to deal extra force damage equal to the result of the roll and you regain hit points equal to the force damage dealt.
15 Slain. You gain advantage on attack rolls against fey and saving throws against effects from and spells cast by fey.
Daemonslayer
Whenever you reduce a fiend to 0 hit points you gain temporary hit points equal to your level + your Constitution modifier. On your next attack you can spend one of your Hit Dice to deal extra necrotic damage equal to the result of the roll and you regain hit points equal to the necrotic damage dealt.
50 Slain. You gain advantage on attack rolls against fiends and saving throws against effects from and spells cast by fiends.
Titanslayer
Whenever you reduce a giant to 0 hit points you gain temporary hit points equal to your level + your Constitution modifier. On your next attack you can spend one of your Hit Dice to deal extra weapon damage equal to the result of the roll and you regain hit points equal to the extra damage dealt.
25 Slain. You gain advantage on attack rolls against giants and whenever you hit a giant it must succeed on a DC 15 Strength saving throw or fall prone.
Folkslayer
Select two races of humanoid (such as gnolls and orcs). Whenever you reduce a selected humanoid to 0 hit points you gain temporary hit points equal to your level + your Constitution modifier. On your next attack you can spend one of your Hit Dice to deal extra weapon damage equal to the result of the roll and you regain hit points equal to the extra damage dealt.
100 Slain. You gain advantage on attack rolls against the chosen humanoids and saving throws against effects from and spells cast by the chosen humanoids.
Freakslayer
Whenever you reduce a monstrosity to 0 hit points you gain temporary hit points equal to your level + your Constitution modifier. On your next attack you can spend one of your Hit Dice to deal extra weapon damage equal to the result of the roll and you regain hit points equal to the extra damage dealt.
60 Slain. You gain advantage on attack rolls against monstrosities and saving throws against effects from monstrosities.
Goopslayer
Whenever you reduce an ooze to 0 hit points you gain temporary hit points equal to your level + your Constitution modifier. On your next attack you can spend one of your Hit Dice to deal force weapon damage equal to the result of the roll and you regain hit points equal to the force damage dealt.
60 Slain. You gain advantage on attack rolls against oozes and oozes have disadvantage on their attack rolls against you.
Greenslayer
Whenever you reduce a plant to 0 hit points you gain temporary hit points equal to your level + your Constitution modifier. On your next attack you can spend one of your Hit Dice to deal fire weapon damage equal to the result of the roll and you regain hit points equal to the fire damage dealt.
25 Slain. You gain advantage on attack rolls against plants and you can always spot them regardless of Stealth of features like False Appearance and Plant Camouflage.
Corpseslayer
Whenever you reduce an undead to 0 hit points you gain temporary hit points equal to your level + your Constitution modifier. On your next attack you can spend one of your Hit Dice to deal necrotic weapon damage equal to the result of the roll and you regain hit points equal to the necrotic damage dealt.
200 Slain. You gain advantage on attack rolls against undead and undead within 30 feet of you have disadvantage on saving throws against effects that turn undead.
Languages. You can speak, read, and write Common (Trade), and Dverrœna (Dwarvish). Dverrœna is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.