The Berserker focuses his primal connection into a fierce rage, fueling a terrifying and seemingly endless onslaught. By channeling the Primal spirits through his body and his combat prowess, the Berserker becomes a terror on the battlefield, slaying his foes and driving them before him.
You or an an ally you can see is bloodied or reduced to 0 hit points, or you bloody an enemy or reduce an enemy to 0 hit points.
Effect:
You regain the use of all expended per-encounter feats, and may spend two healing reserves. If you were dazed or stunned, you automatically shrug off those conditions. You then enter into a rage stance that lasts until the end of the encounter. While in this stance, you gain the following bonuses while not dazed or stunned:
While in this stance, you automatically succeed at any Endurance checks made to maintain this stance due to damage taken, and do not end this stance due to any condition other than unconscious or dying.
Leveling Up
At each even level, you choose a new at-will Trance. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Trance; you may choose ranked Trances from this class feature or any of your other class features.
You shift one pace, then take on an Aspect of your totem until you end your rage stance. You may make one basic melee attack against a creature within reach.
Special
If you were already invoking an Aspect of your totem from this trance, the new Aspect replaces the old one.
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Note the damage dealt by the triggering attack. The next time you hit the enemy with a weapon or Primal attack before the end of your next turn, your attack gains a bonus to damage vs. that enemy equal to this amount.
Special
If you are dealt further damage by that enemy before your next attack against them, you may increase your damage bonus by the damage dealt to you.
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You enter a rage, or reduce an enemy to 0 hit points with an attack.
Effect:
You charge an enemy, gaining a +2 feat bonus to speed during the charge. If you hit, you gain a feat bonus to damage equal to your level.
Leveling Up
At each even level, you choose a new at-will Trance. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Trance; you may choose ranked Trances from this class feature or any of your other class features.
You charge the target, granting advantage to any creature that you provoke during the charge. You may move through any intervening creatures. Each creature that you move adjacent to on the way to the target takes damage equal to your Strength modifier the first time you move adjacent to them, and you may push them one pace out of your way if they are directly blocking your charge path.
You may shift one pace towards target, then make a charge attack against it, even if you would normally be too close to charge the target. The target may choose to grant you advantage during this attack; if they do not, they grant advantage to your allies until the end of your next turn.
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One creature that you can reach with a charge attack.
Effect:
You charge the target. If you hit, the target is pushed back 3 paces, and you may repeat this attack against the same target with a -2 cumulative penalty, up to a maximum number of times equal to your Constitution modifier.
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Rank 3 Trances
(Level 7+)
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Leveling Up
At each level, you gain new features and bonuses to increase your primal prowess: