Relict RPG
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Berserker

At a glance:
Berserkers dive headfirst into danger, staying one step ahead of fate through sheer audacity.
Type: Martial
​​Primary Stat: Might
​Secondary Stat: Willpower
Toughness Rating: 4
Picture

Into the Fray

Daring death and dancing with danger, Berserkers find their niche where the threat is greatest, trading huge risks for even greater rewards. Berserkers belong to no single martial tradition, but may embody the reckless and lucky from any background - from the overzealous barroom brawler to the bellowing frontline warrior. The unwise will dismiss them as lucky fools, but those who have seen a skilled Berserker firsthand know that shock and awe their wild abandon can inflict has a special quality all its own.
At level 1, gain the following features:

Berserk. At the start of your turn, choose a number between zero and your Character Level. Until the start of your next turn, any damage you deal against a target within 5ft. of you is increased by that amount. Attack rolls made against you gain a to-hit bonus equal to the same amount. If an attack deals more than one damage type, choose which type is increased. This ability can only be used during Encounters.  
Critical Effect: Frenzy. When you roll a critical hit with a Weapon or Spell Attack and your Berserk value is at least 1, you may use your Reaction to immediately make a melee attack against the same target. 

Class Skills


Blooded (1+)
Range: Self
Use: Action
Activation Cost: 1+ Stamina
Tags: Self-damage, Buff
Inflict 1d4 Common (choose: Piercing, Bludgeoning, or Slashing) Damage on yourself. The next time you deal damage to a target with a weapon or spell, it deals bonus damage equal to twice the damage taken this way (of the same type that the weapon or spell deals normally).

Consecutive uses of this ability do not stack. 

Upcast: For every additional +2 Stamina spent on this ability, deal an additional 1d4 Damage to yourself, and gain the resulting bonus damage. 
​
Wild Strike (2)
Range: Self
Use: Action
Activation Cost: 2 Stamina
Tags: Attack, Buff, Critical
The Critical Range of your next Weapon or Spell Attack Roll increases by 1 for each hostile creature within 5ft. of you (a Critical Range increase of 1 means you score a Critical Hit on a roll of 11 or 12, instead of just on a 12). You cannot gain Fate Points from that roll.

Warsong (4+/4+)
Range: Self
Use: Action
Activation Cost: 4+ Stamina
Sustaining Cost: 4+ Stamina
Tags: Buff, Sustaining
Your Berserk value muse be 1 or greater to use this ability.
​You hold a chant, mantra, song, motto, or other method of focusing your berserk rampage toward specific results. When you use this ability, you may choose one of the following effects for as long as you Sustain it. You can end this ability as a Free Action at any time. 
  • Swiftness. Your movement Speed increases by +5ft. 
  • Fury. Your Weapon and Spell Attack rolls are made with a +2 bonus.  
  • Mettle. Whenever you would take Common, Forceful, or Elemental Damage, reduce it by 1d6, to a minimum of 0. 
  • Discipline. You make Precision and Fortitude Checks with a +1 bonus. 
  • Alacrity. You make Cleverness and Knowledge Checks with a +1 bonus.
  • Rage. You make Might and Willpower Checks with a +2 bonus.
  • Dread. Hostile creatures within 5ft. of you make all Checks with a -2 modifier.
Upcast: For every additional +4/+4 Stamina spent on this ability, you may choose an additional effect. You cannot choose the same effect twice. 
Linebreaker (4+)
Range: 15ft. (path).
Use: Action
Activation Cost: 4+ Stamina
Tags: Attack, Movement, Knockdown 
Choose a target you can reach by moving up to 15ft. You charge toward it on the most direct path possible, battering aside other creatures and small objects in your way (this ability does not work through solid obstacles or impassible terrain).
  • While moving on this path, you do not invoke Opportunity Attacks, and can force your way through occupied spaces.
  • Large or smaller creatures you pass through in this way must make a contested Might Check against you. If they lose, choose whether they are Knocked Down or pushed back 5ft. in the direction of your choice.  
  • When you reach your target, you may immediately make a Weapon or Spell Attack as part of the same Action. 
Upcast: For every additional +2 Stamina spent on this ability, increase its range (the maximum length of the path) by an additional 5ft. 

Borrowed Time (5)
Range: Self
Use: Reaction
Activation Cost: 5 Stamina
Tags: Damage Mitigation, Reaction
You may use your Reaction to invoke this ability to negate all damage you would take from a single source. The next time you would take damage, that source rolls an additional damage die. If not triggered, this effect expires at the end of your next turn. 

Pummel (6)
Range: 5ft.
Use: Action
Activation Cost: 6 Stamina
Tags: Multi-attack, Attack
As part of this Action, make a single Weapon or Spell Attack against a target within 5ft.
If it hits (and the target remains within 5ft.), make a contested Might (if you made a Weapon attack) or Willpower (if you used a spell) Check against the same target. 
If you win the contested Check, you may immediately make another Weapon or Spell attack against that target as part of this same Action. You must have enough Stamina or Mana to make the second attack. 

​Starting Equipment​

If Berserker is your Major Class, you get the following equipment at level 1. 
Armor & Clothing:
  • A spare set of Commoner Clothing. ​
Melee Weapons:
  • Any two Small melee weapons, or one Small melee weapon with the Deadly modifier. 
  • Any one Medium, Large, or Giant melee weapon.
Potions:
  • One Potion of Health (Unusual) or one Potion of Vigor (Mundane)
  • One Potion of Health (Mundane) or one Potion of Stamina (Mundane)
Adventuring Gear & Currency:
  • A pack and sleeping roll.
  • 5 torches.
  • A fire starting kit.
  • 5 days of rations appropriate for the region.
  • 50ft. of rope.
  • 10GP, 40SP, and 300CP.​ ​​

Specializations

If Berserker is your Major Class, gain the benefits below as you reach the indicated levels.

Level 1
Berserker Weapons. You learn two Weapons Training Perks of your choice. 

​Level 2
Choose one:
  • Increase Stamina Regeneration by 1.
  • ​Choose a Perk.
Level 3
Choose One:
Improved Frenzy. When your Berserk value is at least 3, extra attacks with the Critical Effect: Frenzy ability have a +2 bonus to hit.
Before the Storm. When your Berserk value is zero, you gain +1 Armor.

​Level 4
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • ​Choose a Perk.

Level 5
Choose one:
  • Increase your Might and Willpower by 1.
  • Increase your Stamina Capacity by 2.

Level 6
Choose One:
Rip and Tear. When your Berserk value is at least 6, your Speed increases by +10ft. 
Battleflow. When your Berserk value is at least 6, you ignore the first Opportunity Attack attempted against you each Round. 

Level 7
Choose one:
  • Increase the Core Stat of your choice by 1.
  • ​Choose a Perk.

Level 8
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Pick any unchosen specialization option from Levels 2, 4, 5, or 7.

Level 9
Choose One:

Fluidity. When your Berserk value is at least 9, you gain +5 to Might, Precision, and Fortitude Checks. (This does not affect Weapon or Spell Attacks).
Clarity. When your Berserk value is at least 9, you gain +5 to Cleverness, Knowledge, and Willpower Checks. (This does not affect Weapon or Spell Attacks).

​Level 10 
​Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Increase the Core Stat of your choice by 2.
Level 11 
  • Pick any two unchosen specialization options from Levels 2, 4, 5, 7, 8, or 10.
Level 12
Choose One:
Reaver. When your Berserk value is at least 12, your Critical Range increases by 1.
Destroyer. When your Berserk value is at least 12, ignore the first 1d12 points of Damage you would take each Turn.  

Level 13
Choose one:
  • Increase the Core Stat of your choice by 2, or any two stats by 1.
  • ​Choose a Perk.
Level 14
Choose one:
  • Increase your Mana Regeneration by 2.
  • ​Increase your Stamina Regeneration by 2.
  • Choose a Perk.
Level 15 
Choose One:
Render. When your Berserk value is at least 15, you make two extra Attacks when you use the Critical Effect: Frenzy and Pummel abilities.
Avenger. When your Berserk value is at least 15, you heal 1d10 points of Damage at the end of your turn.  

Level 16
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Increase the Core Stat of your choice by 2.
  • Choose a Perk.

Level 17 
Choose one:
  • Increase your Stamina Capacity by 3.
  • Choose a Perk.
Level 18 
Choose One:
Harbinger. When your Berserk value is at least 18, you add your Berserk bonus to Attack and Spell Attack rolls in addition to damage.
Annihilator. When your Berserk value is at least 18, you may deal your Berserk damage bonus to one additional creature that is within 5ft. of you whenever you use it. It must be a different creature than the one you strike with the triggering Attack. 
​
​Level 19
 
Choose two:
  • Increase your Might by 3.
  • Increase your Willpower by 2.
  • Choose a Perk.
Level 20 
​Choose two. You may select the same option twice:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Choose a Perk.
  • Increase the Core Stat of your choice by 1.
  • Pick any unchosen specialization option from Levels 2, 4, 5, 7, 8, 10, 13, 14 16, 17, or 19.
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  • How to Play
    • Core Rules
    • Running the Game
    • Downloads
    • Videos
    • Support Relict >
      • Feedback & Contact
      • Donations & Support
      • Contributors
  • Characters
    • Character Creation Guide
    • Choose Your Lineage >
      • Lineage At A Glance
      • Centaur
      • Dwarf
      • Elf
      • Fae
      • Fiendling
      • Firmalite
      • Gaian
      • Gnome
      • Goblin
      • Gorgon
      • Human
      • Kobold
      • Mere
      • Orc
      • Shapeshifter
      • Stacian
      • Undead
      • Wilderkin
    • Character Classes >
      • Classes At A Glance
      • Playable Classes >
        • Assassin (Martial)
        • Berserker (Martial)
        • Field Medic (Martial)
        • Knight (Martial)
        • Marksman (Martial)
        • Plague Doctor (Martial)
        • Scoundrel (Martial)
        • Warrior (Martial)
        • Avatar (Mage)
        • Blink Mage (Mage)
        • Blood Mage (Mage)
        • Elementalist (Mage)
        • Enchanter (Mage)
        • Force Mage (Mage)
        • Necromancer (Mage)
        • Shadow Mage (Mage)
        • Sorcerer (Mage)
        • Dynamancer (Hybrid)
        • Harlequin (Hybrid)
        • Paladin (Hybrid)
      • In Development >
        • Legionnaire (Martial)
        • Scout (Martial)
        • Illusionist (Mage)
        • Muse (Mage)
        • Neuromancer (Mage)
        • Oracle (Mage)
        • Summoner (Mage)
        • Thaumaturgist (Mage)
        • Wizard (Mage)
        • Antiquarian (Hybrid)
        • Druid (Hybrid)
        • Priest (Hybrid)
        • Warlock (Hybrid)
    • Perks
  • Items & Equipment
    • Melee Weapons
    • Ranged Weapons
    • Armor & Clothing
    • Potions & Equipment >
      • Potions
      • Equipment, Traps, & Tools
    • Magical Objects >
      • Magic Weapons
      • Magic Armor & Clothing
      • Magic Items
  • Monsters & Encounters
    • Monster Rules - Simple & Advanced
    • Encounter Building Guide
    • Simple Monsters >
      • Elementals
      • Fauna
      • Humanoids
      • Mages
      • Monstrosities
      • Oozes
      • Undead
    • Advanced Monsters >
      • Celestials
      • Dragons
      • Fiends
      • Undead
  • Maps
  • Store