Primal Berserker
Hit Dice: 1d12
HP Bonus: 2Ld8+2L*CON
TP: 200
Feat Slots: 5
Gain the buff Tempered Rage for 1 round. While Tempered Rage is active, treat it as 9 stacks of Anger without their negative drawbacks. You can have your ancestral spirits target any number of enemies, drawing their enmity to you. Spirit Shield’s max damage resistance also increases to 10d10.
Your Rage no longer consumes resources, and lasts indefinitely. However, it can be broken by certain status effects such as Stagger, Stun, Panic, Fear, Charm, and Incapacitation. When your rage is interrupted, you must make a WIS check to re-enter rage at a DC determined by the DM (default 10), consuming 1 action.
When using Reckless Attack, you gain a new movement ability: Reckless Charge. Your movement distance and speed is doubled, and you deal unarmed bludgeoning damage to any enemies in the path of your Reckless Charge, knocking them prone at a DC equivalent to 10 + Proficiency + STR; as well as potentially breaking through objects that are weak enough. However, you can only change the angle of your charge by no more than 15 degrees.
Your ancestral spirits are imbued with the same anger that flows through you. When an enemy is the target of your ancestral warriors, they must make a WIS save at the start of their turn equivalent to DC 10 + Proficiency + your STR. If they fail, they gain a stack of the Anger debuff. Targets that are angry at you cannot attack any targets other than you without succeeding a DC 10 + Proficiency + your STR WIS save at disadvantage.
Whenever you land a hit on a target, you may taunt the target, with you and the target both making a DC 10 + Proficiency + CHA roll. If your roll is higher, the target gains 1 stack of anger. If using the skill “Vicious Mockery” or an equivalent skill, your roll gains advantage, and grants 2 stacks on a success.
If you are inflicted with the Anger debuff, you automatically enter Rage if you are not in it already. If you have the Anger debuff, roll a d10 at the start of your turn-- if it rolls higher than your stacks of Anger, you may ignore the negative effects of Anger for that turn. If it rolls at or lower, reduce your stacks of Anger by 1 at the start of your next turn.
If an ally affected by Spirit Shield is hit by an attack, you may choose to roll a d4. On a 4, you gain 1 stack of Anger.
When you have stacks of Anger, gain temp HP equivalent to your stacks of Anger * 7, which regenerates at the start of your turn.
Your rage is so great that you can sense your target on an instinctual level. If you have any stacks of Anger directed at a target, you gain an innate psychic sense of their location and condition, unaffected by Blindness or Deafness.
Whenever you take any psychic damage, you may roll a d4. On a 4, you gain 1 stack of Anger.
If the target of your ancestral spirits has any negative mental status effects, you gain +10% ATK against the target for each different negative mental status effect.
Your vengeful ancestors gain power as you grow angrier. For each stack of anger you have, the retaliatory kinetic damage your vengeful ancestors deal is increased by 2d6.
When you have any stacks of Anger, roll a d10 when inflicted by a negative mental status effect. If it rolls at or lower than your stacks of anger, you may choose to gain a stack of Anger instead.
When rolling initiative, if you are not surprised when entering the encounter, roll a d6+2. You may choose to start with stacks of anger equal to or lower than the result of the roll.
For every 3 stacks of Anger you have, gain an additional attack on your turn. If you gain 3 stacks of Anger between turns, immediately gain a reaction attack.
While you have any stacks of Anger, your HP cannot drop to 0. Instead, keep it at 1, and lose 1 stack of Anger each round, or when you take damage greater than 5 * (your CON modifier + stacks of anger). While your HP is at 1, you cannot gain additional stacks of anger. If you lose all stacks of Anger while at 1 HP, you are automatically KO’ed.
HP Bonus: 2Ld8+2L*CON
TP: 200
Feat Slots: 5
Proficiencies
Same as BarbarianRequirements
- (Class Bond) Barbarian: You must have fully unlocked every ability of the Barbarian class.
Abilities
Ultimate Ability: Tempered Rage
REQ: PotAG: Spirit Shield | Rarity: Legendary | UP: 50 | ZP: 3 | ZL: 0 | Cost: 5 TPGain the buff Tempered Rage for 1 round. While Tempered Rage is active, treat it as 9 stacks of Anger without their negative drawbacks. You can have your ancestral spirits target any number of enemies, drawing their enmity to you. Spirit Shield’s max damage resistance also increases to 10d10.
Ruthless Rage
Level 1 | REQ: Rage | CC: Primal Berserker | Rarity: Exotic | Cost: 0 TPYour Rage no longer consumes resources, and lasts indefinitely. However, it can be broken by certain status effects such as Stagger, Stun, Panic, Fear, Charm, and Incapacitation. When your rage is interrupted, you must make a WIS check to re-enter rage at a DC determined by the DM (default 10), consuming 1 action.
Reckless Charge
Level 2 | REQ: Reckless Attack | Rarity: Legendary | Cost: 3 TPWhen using Reckless Attack, you gain a new movement ability: Reckless Charge. Your movement distance and speed is doubled, and you deal unarmed bludgeoning damage to any enemies in the path of your Reckless Charge, knocking them prone at a DC equivalent to 10 + Proficiency + STR; as well as potentially breaking through objects that are weak enough. However, you can only change the angle of your charge by no more than 15 degrees.
Vicious Spirits
Level 3 | REQ: PotAG: Ancestral Protectors | Rarity: Legendary | Cost: 3 TPYour ancestral spirits are imbued with the same anger that flows through you. When an enemy is the target of your ancestral warriors, they must make a WIS save at the start of their turn equivalent to DC 10 + Proficiency + your STR. If they fail, they gain a stack of the Anger debuff. Targets that are angry at you cannot attack any targets other than you without succeeding a DC 10 + Proficiency + your STR WIS save at disadvantage.
Class Feat Slot VI
Level 4 | CC: Primal BerserkerBad Manners
Level 5 | Rarity: Rare | Cost: 3 TPWhenever you land a hit on a target, you may taunt the target, with you and the target both making a DC 10 + Proficiency + CHA roll. If your roll is higher, the target gains 1 stack of anger. If using the skill “Vicious Mockery” or an equivalent skill, your roll gains advantage, and grants 2 stacks on a success.
Anger Management
Level 6 | REQ: Rage | Rarity: Exotic | Cost: 4 TPIf you are inflicted with the Anger debuff, you automatically enter Rage if you are not in it already. If you have the Anger debuff, roll a d10 at the start of your turn-- if it rolls higher than your stacks of Anger, you may ignore the negative effects of Anger for that turn. If it rolls at or lower, reduce your stacks of Anger by 1 at the start of your next turn.
Vengeful Loyalty
Level 7 | REQ: PotAG: Spirit Shield | Rarity: Rare | Cost: 1 TPIf an ally affected by Spirit Shield is hit by an attack, you may choose to roll a d4. On a 4, you gain 1 stack of Anger.
Class Feat Slot VII
Level 8 | CC: Primal BerserkerShield of Rage
Level 9 | Rarity: Exotic | Cost: 4 TPWhen you have stacks of Anger, gain temp HP equivalent to your stacks of Anger * 7, which regenerates at the start of your turn.
Furious Bloodlust
Level 10 | Rarity: Legendary | Cost: 2 TPYour rage is so great that you can sense your target on an instinctual level. If you have any stacks of Anger directed at a target, you gain an innate psychic sense of their location and condition, unaffected by Blindness or Deafness.
Short Fuse
Level 11 | Rarity: Legendary | Cost: 2 TPWhenever you take any psychic damage, you may roll a d4. On a 4, you gain 1 stack of Anger.
Class Feat Slot VIII
Level 12 | CC: Primal BerserkerExploit Mentality
Level 13 | REQ: PotAG: Ancestral Protectors | Rarity: Legendary | Cost: 3 TPIf the target of your ancestral spirits has any negative mental status effects, you gain +10% ATK against the target for each different negative mental status effect.
Raging Ancestors
Level 14 | REQ: PotAG: Vengeful Ancestors | Rarity: Legendary | Cost: 3 TPYour vengeful ancestors gain power as you grow angrier. For each stack of anger you have, the retaliatory kinetic damage your vengeful ancestors deal is increased by 2d6.
Tunnel Vision
Level 15 | Rarity: Exotic | Cost: 4 TPWhen you have any stacks of Anger, roll a d10 when inflicted by a negative mental status effect. If it rolls at or lower than your stacks of anger, you may choose to gain a stack of Anger instead.
Class Feat Slot IX
Level 16 | CC: Primal BerserkerPsyched Up
Level 17 | Rarity: Legendary | Cost: 3 TPWhen rolling initiative, if you are not surprised when entering the encounter, roll a d6+2. You may choose to start with stacks of anger equal to or lower than the result of the roll.
Frenzied Rage
Level 18 | Rarity: Exotic | Cost: 7 TPFor every 3 stacks of Anger you have, gain an additional attack on your turn. If you gain 3 stacks of Anger between turns, immediately gain a reaction attack.
Class Feat Slot X
Level 19 | CC: Primal BerserkerUndying Rage
Level 20 | Rarity: Mythic | Cost: 9 TPWhile you have any stacks of Anger, your HP cannot drop to 0. Instead, keep it at 1, and lose 1 stack of Anger each round, or when you take damage greater than 5 * (your CON modifier + stacks of anger). While your HP is at 1, you cannot gain additional stacks of anger. If you lose all stacks of Anger while at 1 HP, you are automatically KO’ed.
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