Berserker (keystone)

“Rip and tear, until it is done.”

*Berserker Stance: You learn the Berserker Stance. While in this stance, you have Ward (P). The stance lasts 1 minute or if you end your turn without having attacked or grappled a target or having taken damage since the start of your last turn.

  • Improved Guardian: Choose one:
    • Opportunism: You gain the Opportunist milestone. If you already have it, you can choose to Assail as part of the reaction, or deal -100% damage to Expose the target for 1 round instead.
    • Controller: You gain the Controller milestone. If you already have it, you can either gain another +1 die size on the damage roll for a total of +2 die sizes, or forego the die sizes to pick one negative condition inflicted by the attack; this condition’s duration is extended by 1 round.
  • Fire and Iron: When you deal damage, you may spend some or all of your temp HP to add it as bonus damage, including temp HP you would gain from the attack. You also add +P to any Assails you benefit from and any temp HP you gain.
  • Dangersense: When you Avert, it has +2 die sizes and lasts for 1 round. Once per round, if an attack with Block dice lands on you anyway, you may Assail as a free action.
  • Bloodborne Rally: In a strife, if you take any damage outside your turn, at the start of your next turn, if you damage your attacker back and the damage roll has any flat bonuses (such as Assail), you can heal for the sum of all such bonuses, up to the highest triggering damage that target dealt to you in a single attack.
  • Furious Strike: When you miss a major action attack roll, you may spend 2P hit points to Empower your next major action attack roll that lands. Alternately, take -5 before making an attack roll to Empower it. When you gain Empowered in this way, it has +1 die size.