Berserker

These individuals fight with a unique style- charging headfirst with rage and fury, and letting nothing get in the way of their ultimate goal; violence. Berserkers often do not fear death or injury, and will be relentless with their attacks.

Class Arts

Primary Ability:

Primitive Warrior

Berserkers themselves have a very simple way of life. Destroy things that stand in your way, and do it quickly. Because of this, Berserkers have adapted to a very unique and different lifestyle than most other warriors. They prefer not to be impeded by armor while charging, and don’t bother with deflecting blows. What doesn’t kill you makes you stronger, after all. At base, Berserkers cannot wear armor, and have one less maximum  interrupt than normal. On the upside, they have double their standard health, and their attacks deal double damage.

Earth Stomp

Common+

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Elemental

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Spell

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100

Throughout the years, certain Berserkers have swayed from the traditional path, some seeing the inherent benefits of armor, others thinking that it simply looks interesting or intriguing. By choosing this skill, you gain the ability to wear certain types of armor.


Common Form: Upon using a basic action, stomp the ground and cause jagged spikes to shoot up anywhere in a 20 block range. When summoned, everyone in a 2x2 block range of the target spot takes 10 damage.


Uncommon Form: Upon using a basic action, stomp the ground and cause jagged spikes to shoot up anywhere in a 20 block range. When summoned, everyone in a 3x3 block range of the target spot takes 10 damage.


Rare Form: Upon using a basic action, stomp the ground and cause jagged spikes to shoot up anywhere in a 20 block range. When summoned, everyone in a 3x3 block range of the target spot takes 15 damage.


Epic Form: Upon using a basic action, stomp the ground and cause jagged spikes to shoot up anywhere in a 20 block range. When summoned, everyone in a 4x4 block range of the target spot takes 25 damage.

Barbaric Rage

Common+

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Voidal

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Trinket

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100

Within each Berserker contains a fiery rage, one that allows them to take down most situations through sheer will and fury. Once per combat, you may use this ability to fuel yourself with anger to decimate your foes.


Common Form: Once per combat, you may activate this ability to enter a rage. While raging, your attacks are rolled with advantage, and cannot be interrupted. Your movement speed is increased by 4 when you are in a rage. As a side effect, whenever you are raging, you cannot choose an enemy to attack, instead surging towards the closest individual. If the nearest person is an ally, you must roll 15 or above to avoid hitting them. If you succeed, go to the next closest individual. You cannot switch targets until the target is dead or you hit an ally. Upon hitting an ally, you end your rage immediately. To optionally end your rage, you must roll a 10 or above.


Uncommon Form: Once per combat, you may activate this ability to enter a rage. While raging, your attacks are rolled with advantage, and cannot be interrupted. Your movement speed is increased by 4 when you are in a rage. As a side effect, whenever you are raging, you cannot choose an enemy to attack, instead surging towards the closest individual. If the nearest person is an ally, you must roll 12 or above to avoid hitting them. If you succeed, go to the next closest individual. You cannot switch targets until the target is dead or you hit an ally. Upon hitting an ally, you end your rage immediately. To optionally end your rage, you must roll a 10 or above.


Rare Form: Once per combat, you may activate this ability to enter a rage. While raging, your attacks are rolled with advantage, and cannot be interrupted. Your movement speed is increased by 4 when you are in a rage. As a side effect, whenever you are raging, you cannot choose an enemy to attack, instead surging towards the closest individual. If the nearest person is an ally, you must roll 9 or above to avoid hitting them. If you succeed, go to the next closest individual. You cannot switch targets until the target is dead or you hit an ally. Upon hitting an ally, you end your rage immediately. To optionally end your rage, you must roll a 10 or above.


Epic Form: Once per combat, you may activate this ability to enter an advanced rage. While raging, your attacks are rolled with advantage, and cannot be interrupted. Your movement speed is increased by 5 when you are in a rage. As a side effect, whenever you are raging, you cannot choose an enemy to attack, instead surging towards the closest individual. If the nearest person is an ally, you must roll 6 or above to avoid hitting them. If you succeed, go to the next closest individual. You cannot switch targets until the target is dead or you hit an ally. Upon hitting an ally, you end your rage immediately. To optionally end your rage, you must roll a 10 or above.

Uncanny Dash

Uncommon+

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Mundane

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Trinket

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200

The Berserker performs best in open fields and clear conditions, where they can dash around and strike uninterrupted. Some Berserkers hone this ability to a fine tee, allowing them to move at speeds most consider impossible.


Uncommon Form: Once per combat, you may activate this ability to double your movement speed for the next three rounds. During this time, you may attack anyone you come into range of, before using the rest of your movement to go elsewhere. You can only attack one enemy once per turn with your movement action.


Rare Form: Once per combat, you may activate this ability to triple your movement speed for the next three rounds. During this time, you may attack anyone you come into range of, before using the rest of your movement to go elsewhere. You can only attack one enemy once per turn with your movement action.


Epic Form: Once per combat, you may activate this ability to quadruple your movement speed for the next three rounds. During this time, you may attack anyone you come into range of, before using the rest of your movement to go elsewhere. You can only attack one enemy once per turn with your movement action.

Unbridled Destruction

Rare+

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Mundane

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Trinket

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500

Berserkers often find that consistent, heavy hits oftentimes do a job far better than special attacks or magic bullshit. With each hit, your enemy grows weaker, and your attacks grow stronger. Channel your inner strength to become more powerful with each blow.


Rare Form: Your first basic attack each combat deals 5 extra damage. This number increases by 5 for every successful hit. This damage resets after combat.


Epic Form: Your first basic attack each combat deals 10 extra damage. This number increases by 10 for every successful hit. This damage resets after combat.

Hide of Steel

Rare+

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Sacred

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Spell

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500

A spell only known by a select few Berserkers who wish to partake in magical abilities. When cast, the spell transforms the skin of the Berserker into a metallic material, almost equivalent to that of iron or steel.


Rare Form: Cast Hide of Steel upon yourself to make it harder for weapons to penetrate your skin. Once cast, your AC required to be hit increases by 3. This effect lasts for four rounds, and can be cast once per combat. 


Epic Form: Cast Hide of Steel upon yourself to make it harder for weapons to penetrate your skin. Once cast, your AC required to be hit increases by 6. This effect lasts for five rounds, and can be cast once per combat.

Blood Frenzy

Rare+

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Voidal

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Spell

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500

A darker spell created by some of the world’s greatest Berserkers, meant to provide a hope for battles even when it seems death is imminent. By channeling this power, you can partially absorb the soul essence of all that you injure, for a limited amount of time.


Rare Form: For the next 3 rounds, each attack the Berserker deals does the standard amount of damage, though upon a successful attack, the Berserker heals back half the damage which he had dealt to the enemy. Healed HP cannot go above maximum.


Epic Form: For the next 4 rounds, each attack the Berserker deals does the standard amount of damage, though upon a successful attack, the Berserker heals back the full damage which he had dealt to the enemy. Healed HP cannot go above maximum.

Spirit of Fire

Common+

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Mundane

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Trinket

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100

Many berserkers contain within them the power to continue fighting, even in the darkest of times. When the situation gets more dire, you tend to perform better, and nothing will stand in your way.


Common Form: You work well under stressful conditions, when you’re at a disadvantage, or when you’re outnumbered. For every enemy remaining who is a threat during a combat encounter, your attacks deal 1 extra damage.


Uncommon Form: You work well under stressful conditions, when you’re at a disadvantage, or when you’re outnumbered. For every enemy remaining who is a threat during a combat encounter, your attacks deal 1 extra damage. For every ally who is unconscious or down during a combat encounter, you receive an extra action.


Rare Form: You work well under stressful conditions, when you’re at a disadvantage, or when you’re outnumbered. For every enemy remaining who is a threat during a combat encounter, your attacks deal 2 extra damage. For every ally who is unconscious or down during a combat encounter, you receive an extra action.


Epic Form: You work well under stressful conditions, when you’re at a disadvantage, or when you’re outnumbered. For every enemy remaining who is a threat during a combat encounter, your attacks deal 2 extra damage. For every ally who is unconscious or down during a combat encounter, you receive an extra action. In addition, whenever an ally goes unconscious during an encounter, you regenerate 15% of your maximum HP, which cannot go above your max.

Enhanced Critical

Uncommon+

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Sacred

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Trinket

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200

You really know how to pack a punch. When you get in your enemy’s weak spot, and land a devastating blow, you ensure that they can never recover from the damage. You’ve figured out that is how you win battles.


Uncommon Form: You now land critical attacks on a natural roll of 19 or 20. Whenever you land a critical attack, you stun the enemy for 1 round, in addition to the normal double damage.


Rare Form: You now land critical attacks on a natural roll of 18-20. Whenever you land a critical attack, you stun the enemy for 1 round, and the damage is tripled instead of doubled.


Epic Form: You now land critical attacks on a natural roll of 17-20. Whenever you land a critical attack, you stun the enemy for 1 round, and the damage is tripled instead of doubled. As an addition, whenever you land a critical, you inflict a critical wound upon the enemy, which has a variety of effects to the DM’s discretion.

Berserker

Berserker

By: Bekarys Zhabagin

Berserker

Berserker

Berserker