Also at 2nd level you learn to maximize the effects of your mightiest blows, empowering your critical hits. Choose one Furious Critical. At 4th level and every even berserker level after, you learn an additional Furious Critical.
Simple damage isn’t all that a berserker can deal in combat. With just the right application of force, a berserker can inflict a number of conditions on their opponent. Unless otherwise noted, the DC to resist such effects is equal to 8 + your proficiency bonus + your Constitution modifier. The attack must use a melee weapon that has the Heavy, Two-Handed, or Versatile property. Each Furious Critical can only be taken once and only one Furious Critical can be used per critical hit, unless otherwise stated.
Your attack flings debris into the target’s eyes, causes blood to run into their eyes, or otherwise impedes their vision. When you score a critical hit, the target is blinded for a number of rounds equal to your proficiency bonus.
Prerequisite: 6th level
Your show of martial skill is so stunning that the target can only gape. When you score a critical hit, the target makes a Wisdom saving throw or is stunned until the end of your next turn.
The force of the blow leaves the target with a ringing sensation in their ears, muffling the world around them. When you score a critical hit, the target is deafened for a number of rounds equal to half your proficiency bonus. If the target attempts to cast a spell it must make a Constitution saving throw in order to do so successfully. The DC equals 10 or half the damage the creature took from the attack that inflicted the condition, whichever number is higher.
The force of your attack leaves your target seeing double. When you score a critical hit, your target treats all creatures as though they have half cover (+2 to AC, Dexterity saving throws , and ability checks made to hide). This effect lasts for a number of rounds equal to your proficiency bonus and does not stack with subsequent critical hits.
Your fury is so great that it incites the very elements to join you. When you score a critical hit, after dealing damage the weapon that dealt the blow is charged with acid, cold, fire, or lightning, chosen when you take this Furious Critical.
The weapon now deals an additional 1d6 damage of the chosen type. This effect lasts for a number of rounds equal to your proficiency bonus and does not stack with successive critical hits.
This Furious Critical can be taken multiple times as you gain berserker levels, increasing the damage each time; 2d6 at 10th level, 3d6 at 16th level, and 4d6 at 20th level.
Seizing on the fervor of a well-struck blow, you use your fury to fight all the harder. When you score a critical hit, the next melee weapon attack you make before the end of your next turn is a critical hit on a roll of 17–20. Once you have used this feature, you cannot do so again until you have finished a short rest. Alternatively, you can expend one use of Rage to use this feature. The effects of this Furious Critical can be combined with any other.
Your sheer competence inspires your companions. When you score a critical hit, choose a creature that can see you. That creature gains an expertise die on its next attack roll.
When you score a critical hit, you can move up to 30 feet. This movement does not provoke opportunity attacks from the target of your attack. In addition, you gain advantage on any ability checks made to jump as part of this movement. The effects of this Furious Critical can be combined with any other.
With the right angle, your attack knocks the target sprawling. When you score a critical hit, the target makes a Strength saving throw or is knocked prone. This Furious Critical can be taken a second time to combine its effects with Overbearing Hit.
Prerequisite: 6th level
You know how to hit so it hurts the most. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack. This Furious Critical can be taken again at 13th level and 17th level.
The sheer strength behind your blow sends the target staggering backwards. When you score a critical hit, the target is pushed 15 feet away from you in a straight line. This Furious Critical can be taken a second time to increase this distance to 30 feet.
The profound force of your blow breaks the environment, crumbling the stone beneath your target’s feet or knocking shattered timber over their legs. When you score a critical hit, the target is grappled (escape DC equal to your Furious Critical DC).
Your blows fall down mercilessly. When you score a critical hit, you may immediately make an additional melee weapon attack (no action or reaction required). If this subsequent attack is also a critical hit, this feature can be activated again for a number of times equal to half your proficiency bonus. No other Furious Critical can be activated for these additional attacks.
You focus your rage, unleashing a fear-inspiring strike. When you score a critical hit, each creature you choose within 60 feet that can see you makes a Wisdom saving throw or is frightened of you for a number of rounds equal to half your proficiency bonus. The effects of this Furious Critical can be combined with any other.
The thrill of your attack drives you to greater feats. When you score a critical hit your base speed increases by 20 feet for 1 minute or until you use this Critical Focus again.