Hundred Dungeons: The Berserker

Previous Hundred Dungeons posts:

  1. Introducing Hundred Dungeons

  2. The Wild (wilderness exploration)

  3. The Dark (dungeon exploration)

  4. Combat

  5. Recuperation (resting and downtime)

  6. Gear, Tools, and Containers

The Berserker is a class in Hundred Dungeons that replaces the barbarian from fifth edition. Apart from the offensive origins of that term, we want to solidify the Berserker as defined by their role in the adventure, not their ethnic background the way “barbarian” implies.

As a reminder, our design goals for these classes are:

  • Simplify in-game decision points

  • Condense the 20 levels down to 10 that cover a similar spread of power

  • Work in more “always on” features

  • Balance the pillars (which means removing some combat stuff and replacing it with features that showcase exploration and social activity)

Now, without further ado, here’s the Berserker!

BERSERKER

Berserkers are imposing combatants, wild with the frenzy of battle and heedless of danger. With little protection and the relentless focus of a predator, they spring through danger like a pouncing predator and sweep enemies aside with the immutability of a raging tempest.

Bearing ancestral or animal emblems allows a berserker to embody primal forces and become nigh unstoppable on the battlefield.

Ability Increase: Strength

Skills: Hazard Sense, Intimidation, Simple Weapons, Martial Weapons, Heavy Weapons, Simple Armor, Shields

…and one skill of your making

Hit Dice: d10

Starting Hit Points: 10 + Constitution score

Starting Gear:

  • Baldric

  • Battleaxe

  • Spear

  • 10 silver

EXPLOITS

BATTLE CRY

Level 1

As part of the Attack action in Combat, you can perform a battle cry that sends you into a frenzied state until the end of your next turn (or the end of Combat). If you take damage or make an attack before that time, the battle cry lasts an additional turn. You can make a number of battle cries equal to your renown, and regain those uses when you finish a long rest.

During the battle cry:

  • You can use the skill Battle Strength

  • Add your renown to the damage you inflict with Strength attacks.

  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical sources

  • Your attacks are mighty, as are attacks against you.

DANGER SENSE

Level 1

While wearing simple armor or no armor, add your Constitution score to your defense, and to Dexterity rolls to avoid a dangerous effect you can see. Equipping a shield doesn't prevent you from gaining this benefit.

CLAN EMBLEM

Levels 2, 4, & 6

Choose Ancestor, Beast, or Outcast. Your Clan Emblem grants unique exploits at levels 2, 4, and 6.

Ancestor, Level 2: While your battle cry lasts, other creatures you choose within 10 feet of you have mighty attacks.

Ancestor, Level 4: You gain the skill Detect Hazard, and can cast the spell augury. It replenishes when you finish a long rest.

Ancestor, Level 6: When you see a creature within 10 feet of you take damage while your battle cry lasts, use a reaction to reduce the damage by an amount equal to your berserker level.

Beast, Level 2: Your battle cry gives you resistance to any damage from a nonmagical source.

Beast, Level 4: You gain the skill Might of the Beast, and double your Strength score when determining the load you can carry.

Beast, Level 6: While your battle cry lasts, hostile creatures within 5 feet of you have weak attacks against creatures other than you or another character with this exploit. Enemies that can’t see or hear you, or that can’t be frightened, are immune.

Outcast, Level 2: Your party adds 1 automatic success when determining the benefits of rest during Camp rounds in the Wild.

Outcast, Level 4: You gain the skills Outcast’s Guile and Wanderer’s Senses. Your ability rolls to avoid becoming charmed or frightened are mighty.

Outcast, Level 6: While your battle cry lasts, you don’t provoke attacks, and enemies within your reach who miss you with an attack provoke an attack from you.

Quick ATTACK

Level 3

You can attack with any weapon as a quick action.

PRIMAL INSTINCT

Level 5

Your movement increases by 10 feet. When you roll initiative, add your renown. You cannot be surprised unless you’re also incapacitated.

PRIMAL ASPECT

Levels 7 & 9

Choose Runes, Storm, or War. Your Primal Aspect grants unique exploits at levels 7 and 9.

Runes, Level 7: If you use an ability and fail while your battle cry lasts, you become inspired.

Runes, Level 9: Your ability rolls to avoid magical effects are mighty.

Storm, Level 7: You have resistance to lightning damage. While in the Wild, your party rerolls weather results of 6.

Storm, Level 9: When you hit with a melee attack while your battle cry lasts, you may deliver a bolt of thunder that is heard up to 300 feet away. Hostile creatures within 10 feet of you roll Strength at 10 + double your renown or are pushed 5 feet and take thunder damage equal to your renown.

War, Level 7: You can spend 10 minutes outside of Combat scanning a location or enemy force for vulnerabilities. Roll Intelligence or Wisdom at 15 to gain insight into the best tactical approach.

War, Level 9: When you perform your battle cry, you heal 3d6, and up to three creatures you choose that can see or hear you roll double damage dice on their next attack that hits before your battle cry ends.

BOND OF BLOOD

Level 8

If you die in Combat while your battle cry lasts, you stay alive without suffering from any statuses until the Conflict ends.

BATTLE CHOSEN

Level 10

Your Strength and Constitution scores each increase by 2, to a maximum of 7.

NEXT TIME

Our next post will be the Cleric. We’re cruising through these first few!

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Hundred Dungeons is created and written by Graham Ward © 2023

Permission granted to copy for personal use only.

THE BERSERKER


EXP Required Berserker Level Hit Dice Exploits Trait Gained
Renown 1 +1 Strength Focused Fury
1 1d10 Battle Cry, Danger Sense
2 2 2d10 Clan Emblem
3 3 3d10 Extra Attack
4 4 4d10 Clan Emblem
Renown 2 +1 to any ability score Flawless Instincts
5 5 5d10 Primal Instinct
6 6 6d10 Clan Emblem
7 7 7d10 Primal Aspect
Renown 3 +1 to any ability score Foe Cleaver
8 8 8d10 Bond of Blood
9 9 9d10 Primal Aspect
Renown 4 +1 to any ability score Primal Warlord
10 10 10d10 Battle Chosen