When you first create your Berserker, you benefit from the following training.
Your key attribute is Might; raise its score by 1.
At first and every level thereafter, increase your health by 9.
You are trained in a number of skills of your choice equal to 2 + your Reason.
Your raw fury surges to the surface during combat. You have a core resource called Rage, which fuels your most powerful abilities.
↳ At the start of each encounter, you start with an amount of Rage equal to your Inspiration.
↳ At the beginning of each round, your Rage increases by 1d3.
↳ At the end of each encounter, you lose all Rage.
Though you can't gain Rage outside of encounters, you can still use Rage-based abilities. You may use each ability that costs Rage once without spending any Rage, treating them as if they had the endeavor trait instead.
You’ve fought in a hundred battles and carved your own path through blood and pain. Choose a way of wrath that best fits your berserker. All wrath ways are in the ways chapter, which can be found here.
Quick Build: Way of the Reaver
Battle arts are specialized collections of martial techniques, tactics, or magic spells that define your approach to combat. Your choice of way of wrath determines which battle art you begin with—usually selected from three distinct options.
Quick Build: Art of Brutality
Each battle art grants you one or two starting abilities, typically including a signature attack.
Feats are powerful magic spells, martial techniques, or other useful features you can learn from your battle arts, and they typically require you to spend your core resource (see "Rage" above) to activate them. At 1st level, you gain two feats of your choice from your starting battle art. At 2nd level, and every level thereafter, you gain an additional feat option of your choice.
If you begin play with multiple battle arts, choose one to count as your starting art—this is the art from which you gain feats at 1st level.
Quick Build: Impale, Bull's Charge.
During a rest, you may replace one of your known feats with another feat for which you meet the prerequisites.
Instead of choosing a new feat at 2nd level or later, you may gain a new battle art instead. If you do, you gain that art’s starting features, but no feats from it. Moving forward, you may select feats from any battle art you know.
Your instincts flare like lightning when you're in harm's way. You gain resistance to all damage from hazardous terrain and traps equal to your level + your Instinct.
The ways of combat that have come naturally to you bring unexpected lessons. Choose one of the following features.
Description You have mastered using cues for aggressive body language to make others act out. Choose a sapient creature you can see.
Intimidate Check + Might
⊗ Fumble The target remains unimpressed but notes your aggressive behavior. Their attitude towards you decreases by 1.
⬖ Struggle You subtly press the target to act out. What exactly a creature does—back away quickly, blurt out something compromising, draw a weapon, look towards a concealed companion, or protectively touch something they are carrying—is at the GM's discretion. Thereafter, their attitude toward you decreases by 1.
✦ Crit As above, but their attitude towards you doesn't decrease.
Special After the maneuver is resolved, the target becomes immune to the effects of Agitate for the next 24 hours.
Your Renown increases by 1. Moreover, you gain an edge on all skill checks governed by Might.
You know when to commit to an attack and press your advantage. You gain the All-Out Attack ability.
Trigger You are about to make a power roll for an attack.
Description You gain double edge on the triggering power roll.
Raise two different attributes of your choice by 1. You can do so again at 6th and 9th level, to a maximum of 5.