Warrior > Berserker
Warrior
1. You Wouldn’t Like Me When I’m Angry: Passive
You gain an additional 5 Fury whenever you are damaged by an enemy’s attack. At 100 Fury you may consume all your Fury to enter a berserk state as a shift that lasts for 2 turns. You can spend 100 fury for a skill point.
2. The Art of War: Passive
You have +2 to accuracy with all melee weapons, and melee damage is reduced by 20%. You have a +3 to intimidate checks.
3. Let the Bloodshed Begin: Passive
Killing an enemy with a melee attack grants 4 Fury and 1 temporary point to strength, this bonus stacks but does not affect your modifiers. This is till end of combat.
4. Swing For the Fences: EoT Shift
Your next melee attack deals bonus physical damage equal to your strength, and deals full damage on a partial hit. If you miss, gain 5 fury. If this attack is blocked, this cooldown is reset.
5. Sweeping Blow: Encounter Action
Your next melee attack becomes a sweeping blow that deals regular damage to one target and half damage to up to two other melee range targets adjacent to them. Gain 8 Fury for every enemy hit with this attack.
6. Spin to Win: Encounter Attack
Deal 100% of your melee weapons damage to all enemies within range, if used in your berserk state, this skill is refreshed every time you kill an opponent with it. This skill consumes 5 Fury for every opponent you hit.
7. Puncturing Blow: Encounter Action
Your next melee attack harnesses your strength in order to pierce right through an opponent, roll a d20 and add your STR mod, if the result is over 15 the attack is a critical, and if the result is over 18 you critical, and the attack will also affect a single target directly behind the primary target. This attack costs 10 Fury to use, but if you strike the second target this skill costs nothing.
8. Reckless Charge: EOT Action
Sacrifice any defense you may have in order to devastate your enemies, causing your next attack to calculate damage using 1.5x your strength stat instead of just your STR stat, this attack cannot be blocked or dodged by your opponent. Charge six spaces towards an opponent in the turn that you use this skill you cannot block or dodge any attacks through any means. This skill consumes 5 Fury with every use.
9. The Power Within: Passive
When you enter your berserker state, all your warrior and berserker encounter skills are refreshed, and your skills will not consume fury until the berserk state has ended, the duration of your berserker state is also doubled.
(When you are in your berserker state, your strength stat is doubled and you have advantage on melee attack rolls, and you will remain conscious even after falling below 0 HP)
(Fury management should be recorded and managed by the player. The cap to fury starts at 150 and is increased to 300 if you unlock the Berserker)
Berserker
1. Blood For The Blood God: Passive
Fury received from taking damage is increased to 6 from 5. You take 30% less damage from all melee attacks and anytime you kill an enemy you receive 5 Fury instead of 4. Whenever you roll a natural 20 in combat your berserker state costs 1 less to activate permanently, this effect stacks.
2. Scatter My Enemies Before Me: At-Will Action
All enemies in melee range of you must roll their STR against yours, if they roll lower than you by more than 5, they are knocked back a space and dealt damage equal to your strength stat as Piercing damage.
3. Noone Makes Me Bleed My Own Blood: Passive
While you are inflicted with a status effect or debuff, you gain 5 Fury at the start of your turn. Whenever you fall below 50% HP all fury gains are doubled.
4. Strike Quickly, Strike Deftly: Encounter Attack
For your next attack choose an enemy in melee range and make a swift strike that cannot be blocked or dodged. This skill deals bonus damage equal to your Fury.
5. Skulls For The Skull Throne: Passive
Striking a melee killing blow in your berserker state adds an extra turn of duration to your berserker state. Every time you damage an enemy with a melee attack you gain 2 Fury.
6. Get Dunked: Encounter Attack
Perform a jumping melee strike at an opponent within 5 range that cannot miss and deals fatal damage. If you kill an enemy with this skill its cool down is instantly refreshed. This skill costs 10 Fury per use.
7. Decimate: Daily^6 Attack
Blow someone out of the water with a brutal hit that calculates your weapon damage at 200% max damage.
8. Leaping Strike: Encounter Shift
Leap to an opponent within 5 range. Your next attack must target them and deals piercing damage and bonus physical damage equal to your strength.
9. Killing Spree: Daily Action
If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You can move a space before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature, you can continue doing this until you either run out of potential targets to kill or fail to kill a target with this attack, after which this skill goes on cooldown.
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