Path of the Berserker FAQ
How does Frenzy and exhaustion work for a 2014 Berserker?
When a 2014 Berserker enters Rage, it can choose to make that Rage a Frenzy. During the Frenzy, it can make one melee weapon attack as a bonus action on each turn after the turn the Frenzy begins. When the Rage ends, the Berserker gains one level of exhaustion. The 2024 version uses different mechanics.
Frenzy is optional
Entering Rage does not automatically create exhaustion. The player explicitly chooses whether that Rage becomes a Frenzy.
The extra attack starts after the opening turn
The bonus-action melee weapon attack is available on each of your turns after the turn on which the Frenzy starts.
Exhaustion arrives when the Rage ends
The drawback is delayed until the Frenzied Rage ends, so the penalty does not reduce the current Frenzy's output before it finishes.
Repeated Frenzies accumulate exhaustion
Using Frenzy repeatedly without removing exhaustion can create increasingly serious penalties under the campaign's 2014 exhaustion rules.
2014 versus 2024 Berserker
The 2024 Berserker rewrites Frenzy substantially. The rules below therefore use the 2014 exhaustion-based Berserker, matching the 2014 Barbarian ruleset.