Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours. Brave. You have advantage on saving throws against being frightened. Unarmored Defense. While not wearing armor, the berserker's AC includes its Constitution modifier. Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The berserker makes two attacks with its greatsword. Greatsword. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 9 2d6+3 slashing damage.
"In the Battle of Hill Town, ten human soldiers wielding only crossbows and tower shields charged a line of goblin archers. They were pelted by an arrow but were able to make within fifteen-feet from the goblin line. And as the archers shifted to their daggers and short swords, hoping to make quick work of the shields, were shocked when 40 halfling beserkers armed with great swords run from under the legs of the shields and charge startled goblin archers. The halfling tor through the archers and used the flank to batter though back ranks. It wasn't until one of the halfling swords skewered the bugbear commanders head and waved it for all to see did the enemy army finally rally back into the grasses."
Forest, Hills, Grass