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Your art is central to who you are, an expression of your soul and competence. You desire to create that one great work that will be remembered for all time.
Fanatical
Your unquestioning devotion to a particular belief, person, or thing is not only irrational, but potentially dangerous for you and those in your stead.
Sorcerous Touch
Talent
You take an additional +2 damage from magical sources and have disadvantage on any check to resist magic. You have advantage on Mighty. In lieu of moving on your turn, you can glide or leap the same distance with your wings.
Sacred Touch
Technique
Choose a maleficence. For 1 MP, you may apply the peril of your maleficence to an attack with your weapon (this does not count as an action). For 3 MP, you may convert your maleficence into healing energy that recovers 1d6 HP to any target you touch. A paladin's maleficence is not subject to magic penalties conferred by armor or shields.
Berserker
kit
The call of battle is a drum in your heart and your foes fear your rage. Non-ranged weapon attacks you make explode on a 5 or 6. For 1 MP, you may confer the Knockdown tactic to any successful non-ranged attack.
Equipment
Weapons
5
Trident +7
Reach
First Strike
4
Morningstar Flail +7
Flexible
Ensnare
M/2
Bare Fists or Feet +5
Hand-to-Hand
Armor
+1
Legionnaire's Mail
Medium
10
4
Shield
You have no shield equipped.
Defense +3
Initiative +0
Soak0
Wounds
Skills
Languages
Supply
Stances
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
Inventory
(3/15)
45
Javelin
Weapon
15
3
Choose a Weapon
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Swift
Attacks you make with this weapon are not risky and do not compromise your stealthed status.
Your opponent is ensnared by your weapon and must spend their next action to break free. If you choose to keep them ensnared, you forgo your action and your opponent makes a contested Mighty check at +2 for every round beyond the first they are ensnared.
When the first opponent in a round enters melee range, you may make one of your attacks as a reaction against them. (This tactic does not grant you extra attacks.)