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(Created page with " [back to class tracks] You have a magic brand on your body that rejects any attempts to heal or remove it, even through magic. This brand has given you strange abilities, such as the ability to see into the spiritual world or to witness ghosts that others might not notice. Furthermore, your brand occasionally bursts forth into ghostly light, filling you with otherworldly power. thumb|681x681px The exac...")
 
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[[Class Tracks (MythCraft Harker's playtest)|[back to class tracks]]]
[[Class Tracks (MythCraft Harker's playtest)|[back to class tracks]]]


You have a magic brand on your body that rejects any attempts to heal or remove it, even through magic. This brand has given you strange abilities, such as the ability to see into the spiritual world or to witness ghosts that others might not notice. Furthermore, your brand occasionally bursts forth into ghostly light, filling you with otherworldly power.
Summoners that specialize in drawing fiends from the pits of a hellscape created through unknowable occult magic, hellcrafters are brutal summoners and powerful commanders. By imbuing a corpse with the spirit of a fiend, hellcrafters create hellspawn, powerful minions that enforce their masters' will. As a hellcrafter, you can develop your talents summoning a multitudinous swarm of hellspawn, summon one powerful hellspawn [[champion]], or cultivate your [[skills]] as a ritualist. You might also embrace the path of the hellbound, suffusing your Essence with energy from hell.
[[File:Branded.png|thumb|681x681px]]
 
The exact nature of how and why you have this brand is up to you and your MC. If you are playing ''[[Soliloquy of Annihilation]]'' or ''Daughter of the Shadows'', the campaign includes specific lore justifications for your brand. Your MC will give you some information about your brand at the beginning of the campaign, and you will learn more as you play.
== '''Hellcrafter Entry Talent''' ==
After gaining the Hellcrafter Entry talent, you can take talents from any of the hellcrafter tracks.
{| class="wikitable"
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!Tags
!Tags
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|'''Branded'''
|'''Hellcrafter Entry'''
|[[Berzerker]] Entry
|Character Level 2
|You have a brand on your body that magically reappears whenever you magically heal it, cut it off, or otherwise try to remove it. Gain the Fury ability. Whenever you use Fury, your brand bursts into flames that cause no mechanical harm to you or any other creature or object. This results in searing psychic pain, but your resolve allows you to make this mechanically negligible.
|When you take this entry talent, gain the following abilities.
'''Fury:''' When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have TA and your mental defenses reduce by 2. This lasts until the start of your next turn.
'''Essence Burn:''' When you hit a creature with a melee attack, you may take 1d4 psychic damage that you cannot negate or reduce. If you do, the creature also suffers Burning 1d4. (1/Recoup)
|''Berzerker, Branded''
 
'''Soulbind:''' By touching a corpse, you draw forth a spirit from hell and imbue its Essence into the corpse. You create a ML 1 or lower Hellspawn that follows your unspoken commands. The Hellspawn lasts for 24 hours or until you use this power on a new corpse. Alternatively, you may use this power to extend the life of a creature summoned in this way for an additional 24 hours. (1/Rest)
 
'''Occult Power:''' You gain 1 Occult Power, and gain another Occult Power every time you gain a Hellcrafter talent. You do not gain SP from Hellcrafter talents unless otherwise specified.
 
 
|''Class Entry, Hellcrafter''
|}
 
== Champion Track ==
{| class="wikitable"
!Talent
!PreReq
!Description
!Tags
|-
|'''Champion Hellspawn'''
|Hellcrafter Entry
|
|''Hellcrafter, Champion''
|-
|'''Savage Attacks'''
|Champion Hellspawn
|
|''Hellcrafter, Champion, Repeatable''
|-
|'''Tentacles'''
|Champion Hellspawn
|
|''Hellcrafter, Champion, Repeatable''
|-
|'''Long Limbs'''
|Champion Hellspawn
|
|''Hellcrafter, Champion''
|-
|'''Resistant Hellskin'''
|Champion Hellspawn
|
|''Hellcrafter, Champion, Repeatable''
|-
|'''Resistant Hellskin II'''
|Champion Hellspawn
|
|''Hellcrafter, Champion, Repeatable''
|-
|'''Bestial Spawn'''
|Champion Hellspawn
|
|''Hellcrafter, Champion''
|-
|'''Monstrous Spawn'''
|Champion Hellspawn
|
|''Hellcrafter, Champion''
|-
|'''Echo of Life'''
|Champion Hellspawn
|
|''Hellcrafter, Champion''
|-
|'''Whisper of Life'''
|Champion Hellspawn
|
|''Hellcrafter, Champion''
|-
|'''Winged Horror'''
|Champion Hellspawn
|
|''Hellcrafter, Champion''
|-
|-
|'''Eternal Mark'''
|'''Strength of the Champion'''
|Branded
|Champion 3
|You are harder than ever to [[kill]]. The number of Death Points it takes to kill you increases by 2. Whenever you receive any kind of healing aside from Catching your Breath, Recouping, or Taking a Rest, make a DC 12 LUCK check. On a fail, you do not gain any HP from the healing, but gain any secondary benefits.
|
|''Berzerker, Branded''
|''Hellcrafter, Champion''
|-
|-
|'''Soul Brand'''
|'''Devilish Spawn'''
|Eternal Mark
|Strength of the Champion
|Your soul is permanently scarred.
|
You can never be resurrected.
|''Hellcrafter, Champion''
|-
|'''Hulking Hellspawn'''
|Strength of the Champion
|
|''Hellcrafter, Champion''
|-
|'''Strength of the Champion II'''
|Strength of the Champion, Champion 6
|
|''Hellcrafter, Champion''
|-
|'''Leopard Head'''
|Strength of the Champion II
Incompatibilities: Bull Head, Bat Head, Insect Head, [[Wolf]] Head
|
|''Hellcrafter, Champion''
|-
|'''Bull Head'''
|Strength of the Champion II
Incompatibilities: Leopard Head, Bat Head, Insect Head, Wolf Head
|
|''Hellcrafter, Champion''
|-
|'''Bat Head'''
|Strength of the Champion II
Incompatibilities: Leopard Head, Bull Head, Insect Head, Wolf Head
|
|''Hellcrafter, Champion''
|-
|'''Insect Head'''
|Strength of the Champion II
Incompatibilities: Leopard Head, Bull Head, Bat Head, Wolf Head
|
|''Hellcrafter, Champion''
|-
|'''Wolf Head'''
|Strength of the Champion II
Incompatibilities: Leopard Head, Bull Head, Bat Head, Insect Head
|
|''Hellcrafter, Champion''
|-
|'''Strength of the Champion III'''
|Strength of the Champion II, Champion 8
|
|''Hellcrafter, Champion''
|-
|'''Monstrous Traits'''
|Strength of the Champion III
|
|''Hellcrafter, Champion''
|-
|'''Hulking Hellspawn II'''
|Strength of the Champion III, Hulking Hellspawn
|
|''Hellcrafter, Champion''
|-
|'''Resistant Hellskin III'''
|Strength of the Champion III, Resistant Hellskin II
|
|''Hellcrafter, Champion''
|-
|'''Winged Horror III'''
|Strength of the Champion III, Winged Horror II
|
|''Hellcrafter, Champion''
|-
|'''Strength of the Champion IV'''
|Strength of the Champion III, Champion 10
|
|''Hellcrafter, Champion''
|-
|'''Monstrous Traits II'''
|Strength of the Champion IV, Monstrous Traits
|
|''Hellcrafter, Champion''
|-
|'''Brutal Strikes'''
|Strength of the Champion IV
|
|''Hellcrafter, Champion''
|-
|'''Terrifying Speed'''
|Strength of the Champion IV
|
|''Hellcrafter, Champion''
|-
|'''Winged Horror IV'''
|Strength of the Champion IV, Winged Horror III
|
|''Hellcrafter, Champion''
|-
|'''Strength of the Champion IV'''
|Strength of the Champion IV, Champion 13
|
|''Hellcrafter, Champion''
|-
|'''Champion of Hell'''
|Strength of the Champion V
|
|''Hellcrafter, Champion, '''Capstone'''''
|}
Note that this class track is unique in that it is shared by two classes: the Zealot and the Hellcrafter.
{| class="wikitable"
!Talent
!PreReq
!Description
!Tags
|-
|'''Hellbound'''
|[[Zealot]] Entry or Hellcrafter Entry
|Whenever you fail a CHA check, or a creature makes a successful attack against your WILL, you may reroll that check or force that creature to reroll their attack, taking the new result. (2/Rest)
If you take this talent by meeting the Zealot Entry prerequisite, this talent and all other talents with the hellbound tag have the zealot tag. If you take this talent by meeting the Hellcrafter Entry prerequisite, this talent and all other talents with the hellbound tag have the hellcrafter tag.
|''Hellbound''
|-
|'''Fire Scion'''
|Hellbound
|You gain Resist Fire 3. When you take any Fire [[damage]], you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took) for 1 minute. The first time you deal any damage after using this ability, you also deal 1d6 Fire damage. (½ CHA/Rest)
On taking Fire Scion, any Hellbound talent you take with the Fire tag counts as either an [[Arcane]] or [[Primal]] source talent for which you possess a Magic Entry talent, but may only apply to a single source (which you choose on taking Fire Scion, if relevant). This increases your SP by 5 and increases either Arcane or Primal Power by 1.
|''Hellbound, Fire''
|-
|'''Disciple of Flame'''
|Fire Scion
|Gain +5 SP. Learn 2 [[Arcane Spells|arcane spells]] or cantrips from the list below. They count as [[Divine Spells|divine spells]] for you.
'''''[[Arcane Spells|Arcane spells]] and cantrips:''''' [[Beam of Fire]], [[Fan the Flames]], [[Fireball]], Fire [[Shield]], [[Illuminate]], [[Nova]], [[Wall of Fire]], [[Wave of Fire]]
|''Hellbound, Fire, Repeatable''
|-
|'''Flameblade'''
|Fire Scion
|For 2 AP you set any weapon in your hands ablaze for 1 minute, converting all of your damage done to Fire. While Flameblade is active, you may choose to attack a creature’s REF instead of their AR, and you may choose to use your CHA for attacks and damage with your Flameblade. This weapon cannot use ammunition, but the effects apply to any weapon you wield for the duration. (2/Rest)
|''Hellbound, Fire''
|-
|'''Flameblade II'''
|Flameblade
|While your weapon is ablaze you ignore any [[Resistance]] to Fire damage. Additionally, you gain TA on attacks against a creature afflicted with the Burning condition.
|''Hellbound, Fire''
|-
|'''Flameblade III'''
|Flameblade II, Flame Strike, Hellbound 6
|While your weapon is ablaze you ignore [[Immunity]] to Fire damage, treating a creature with such as if they only possessed Affinity, taking ½ the damage. You additionally gain +1 crit range against a creature that is on fire, and hitting such a creature continues their Burning duration by 1 round
|''Hellbound, Fire''
|-
|'''Flame Strike'''
|Disciple of Flame
|Whenever you hit a creature while your Flameblade is active they gain Burning 1d4 for 1 minute, even if they aren’t normally flammable. (½ CHA/Rest)
|''Hellbound, Fire''
|-
|'''Swirling Vortex'''
|Flame Strike
|When you hit a creature while your Flameblade is active you may spend 1 Reactive AP to deal your CHA in Fire Damage to any creature within 5 ft. of that creature, including yourself. This damage activates your Fire Scion feature for no additional Reactive AP cost if you are subjected to this damage.
|''Hellbound, Fire''
|-
|'''Burning Resurgence'''
|Disciple of Flame
|Your use of Flameblade increases to ½ CHA/Rest. Once you have taken 10 talents with the Hellbound tag, you regain 1 use of Flameblade whenever you Recoup.
|''Hellbound, Fire''
|-
|'''[[Hellfire]]'''
|Flameblade III, Hellbound 12
|


Gain the Branded Retaliation ability.


'''Branded Retaliation:''' When a creature crits against you with a melee attack, you may make a 0 AP reactive attack with a weapon you are holding, or with a natural or unarmed attack. (2/Rest)
Fire damage you deal ignores Resistance and you deal an additional +1d4 Fire damage with any attacks you make while Flameblade is active. Additionally, any Burning damage you do is increased by 1 dice (1d4 becomes 1d6, 1d6 becomes 1d8, and so forth).
|''Berzerker, Branded''
|''Hellbound, Fire''
|-
|-
|'''Soul Brand II'''
|'''Fiendish Fervor'''
|Soul Brand
|Focused Resolve, Hellbound 8
|When you use Branded Retaliation, if you have any Death Points, then your crit range increases by 2 for your reactive attack.
|When you hit a creature with the Fiend tag you may spend 1 reactive AP to unnerve that creature. Make a magical CHA attack against the WILL of the struck creature. On a hit, that creature is Shaken until the end of your next turn. On your subsequent turns, if you hit the same Shaken creature again, you may spend 1 AP to continue the Shaken duration. (2/Rest)
|''Berzerker, Branded''
|''Hellbound''
|-
|-
|'''Spirit Sight'''
|'''Fiendish Fervor II'''
|Eternal Mark
|Fiendish Fervor
|You are haunted by ephemeral sightings of ghosts and demons. While your Ferocious or Fury abilities are active, you gain Spirit Sight.
|Choose 2 creature types. Your Fiendish Fervor can now be used on those creatures. You now regain 1 use of your Friendish Fervor whenever you Recoup.
'''Spirit Sight:''' You can see invisible and ethereal creatures within 60 ft of you. You can also see areas where planar [[travel]] is particularly easy or common, such as permanent gateways, even if they are not typically visible to the naked eye.
|''Hellbound, Repeatable''
|''Berzerker, Branded''
|-
|-
|'''Spirit Sight II'''
|'''Burning Fervor'''
|Spirit Sight
|Fiendish Fervor, Flameblade
|You also gain Spirit Sight whenever you are Bloodied.
|You may now use your Fiendish Fervor talent on any creature afflicted with Burning.
|''Berzerker, Branded''
|''Hellbound''
|-
|-
|'''Shademarked'''
|'''Crushing Fervor'''
|Branded 4
|Fiendish Fervor
|When you attack with Fury, you may increase your crit range by 2. If you do, make a LUCK check. The DC is 10 + your Branded talents. If you fail, you gain 2 Fear as your brand scalds your psyche. If you fail by 10 or more, or if you crit fail, then you gain no Fear; instead, you summon a shade, an inverse echo of your Essence bent on destruction of all that you hold dear. It has the stats of a [[Slaugh]], rolls its own [[Initiative]], and is violently hostile to your allies. Whenever you deal [[damage]] to your shade, you also take that damage.
|When you hit a creature that is currently Shaken you may spend 1 reactive AP to terrify them. Make a magical CHA attack against the WILL of the Shaken creature. On a hit, that creature becomes Frightened of you until the end of your next turn. On your subsequent turns, if you hit the same Frightened creature again, you may spend 1 reactive AP to continue the Frightened duration. This also continues the duration of Shaken from Fiendish Fervor.
|''Berzerker, Branded''
|''Hellbound''
|-
|-
|'''Blood Circle'''
|'''No Retreat'''
|Shademarked
|Crushing Fervor
|When using a melee or reach weapon, you may
|You may spend 1 AP to give a creature that is Shaken or Frightened within 5 ft. of you the Engaged condition.
make a special attack: Blood Circle.
|''Hellbound''
 
|-
Blood Circle costs 4 AP and targets every creature within 5 ft of you. Roll one attack with your weapon, comparing it to the AR of each creature within range. On a hit, they take normal weapon damage. On a miss, they take no damage.
|'''Crushing Fervor II'''
|''Berzerker, Branded''
|Crushing Fervor
|When you hit a creature that is both Shaken and Frightened you may spend 1 reactive AP to break them. Make a magical CHA attack against the will of the afflicted creature. On a hit, that creature becomes Broken until the end of your next turn.
|''Hellbound''
|-
|'''Crushing Fervor III'''
|Crushing Fervor II
|When you reduce a creature afflicted with the Broken condition to 0 hit points you may spend 2 reactive AP to terrify their allies. Make a magical CHA attack against the WILL of each hostile creature of an equal or lower Monster Level (ML) of the creature you have slain. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage. (½ CHA/Rest)
|''Hellbound''
|-
|'''Focused Resolve'''
|Fire Scion, Hellbound 4
|Whenever an attack against your mental defenses (ANT, LOG, or WILL) misses, you gain TA on your next ability check or attack against the originating creature or any of its allies.
|''Hellbound''
|-
|'''Focused Resolve II'''
|Focused Resolve
|You gain the Resolute Bastion ability.
'''Resolute Bastion.''' When a creature makes an attack against you or one of your ally’s mental defenses you may roll a 1d4 and add the result to that defense. If that attack misses, you activate your Focused Resolve talent on that creature. (2/Rest)
|''Hellbound''
|-
|'''Focused Resolve III'''
|Focused Resolve II
|You may now use your Hellbound talent CHA/Rest. Additionally, you gain +1 TA when Focused Resolve triggers from Burning creatures.
|''Hellbound''
|-
|'''Inspired Resolve'''
|Focused Resolve III
|You may spend 2 AP to activate Focused Resolve against a single creature. If that creature is afflicted with the Engaged or Broken Condition then Inspired Resolve only costs you 1 AP. (½ END/Rest)
|''Hellbound, Fire''
|-
|'''Focused Resolve IV'''
|Focused Resolve III
|You may now use Resolute Bastion CHA/Rest, and you grant you or your ally a +1d6 instead of 1d4.
|''Hellbound''
|-
|'''Focused Resolve V'''
|Focused Resolve IV
|While benefiting from TA drawn from your Focused Resolve, you increase your crit rating on a creature you attack by 1 per the following Condition it is afflicted with: Shaken, Frightened, Broken, and Burning.
|''Hellbound''
|-
|'''Focused Resolve VI'''
|Focused Resolve V, Hellbound 12
|Should you reduce a creature to 0 HP from a critical hit while benefiting from Focused Resolve you regain HP equal to 1d10+CHA. (2/Recoup)
|''Hellbound''
|-
|'''Hellish Transformation'''
|Hellbound
|You develop a trait influenced by your time spent in Hell, as if you were a [[fiendblood]]. You may choose from the following traits: Ancestral Communion, Claws, Fiendish Endurance, Infernal Influence, or [[Occult]] Affinity.
|''Hellbound, Repeatable''
|-
|'''Hellish Transformation II'''
|Hellish Transformation or Blood Transformation, Character Level 5
|You gain the fiendblood Blood Transformation ability, choosing one of the available sublineages. If you already are a Fiendblood, you gain 1 additional use of your Blood Transformation.
|''Hellbound''
|-
|-
|'''Burning Resolve'''
|'''Hellish Transformation III'''
|Branded 6
|Hellish Transformation II, Character Level 15
|You may burn away your fear. By gaining 1 Death Point and removing no Death Points during your current Recoup or Rest, you may remove 2 Fear. (1/Recoup)
|You gain 1 additional use of your Blood Transformation ability.
|''Berzerker, Branded''
|''Hellbound''
|-
|-
|'''Greatweapon'''
|'''Redemption'''
|Shademarked
|Fiendish Fervor, Hellbound 14, Zealot Entry
|You may channel the mystical power of your brand into a specific weapon.
|You’ve broken the bonds of hell upon your soul, freeing you from its influence, now able to seek your own path forward.
That weapon must have the two-handed or unwieldy property.
Your uses of Flameblade increase to CHA/Rest and the extra damage dealt by Hellfire increases to 1d8. You may choose to lose any Hellish Transformation talents you have and instead gain +1 attribute point for each lost, but still cannot exceed any attribute limits, and you gain the Redemptive Strike ability.


When you Take a Rest, you may imbue this weapon with the power of your brand. It becomes your Greatweapon. You may make a weapon that is already magical your Greatweapon, provided that it has the two-handed or unwieldy property.
'''Redemptive Strike.''' If you have TA against a creature subject to Fiendish Fervor, you may automatically critically hit that creature (2/Rest). If that TA resulted from Focused Resolve, and your critical hit reduces the creature to 0 HP, you regain 1 use of Redemptive Strike. (2/Rest)


Your Greatweapon is unbelievably large, gaining +5 ft reach and becoming unusable in [[combat]] by anyone other than you. It also has runic detailing on the blade that closely resembles your brand.
'''''Level 30:''''' The final cap for your CHA increases from 12 to 14 and you may now use Redemptive Strike 2/Recoup.
|''Hellbound, '''Capstone'''''
|-
|'''Descent'''
|Fiendish Fervor, Hellbound 14, Hellcrafter Entry
|You have accepted the permanence of your connection to Hell, searing its power into your soul.
Your uses of Flameblade increase to CHA/Rest and the extra damage dealt by Hellfire is also dealt by your summoned Hellspawn. You may choose to lose up to 3 attribute points to increase your uses of Blood Transformation at a rate of +1 use per attribute point lost. You gain the Destroyer's Strike ability. '''Destroyer's Strike.''' If you hit a target that is Frightened of you, you may cause the creature to become Broken (2/Rest). You and your summoned Hellspawn deal +1d6 psychic damage against all creatures that were Frightened or Broken by you within the past hour. '''''Level 30:''''' Your Hellfire fire damage and Destroyer's Strike psychic damage both increase to 1d10.
|''Hellbound, '''Capstone'''''
|}
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You may only have one such weapon at a time. If you imbue your brand to create a new Greatweapon, your first one magically reverts to its normal, mundane form.
== Table of Contents ==
 
{| class="wikitable"
Deal +2 damage on all hits with your Greatweapon. Your Greatweapon counts as magical and costs 5 Essence (plus its normal Essence, if you turned a magical weapon into your Greatweapon).
! colspan="2" |''Dungeons and Dragons 5th Edition:'' Harker's [[Guide]] to [[Vampire]] Hunting
|''Berzerker, Branded''
|-
![[Races (D&D Harker's playtest)|Races]]
|[[Batfolk (D&D Harker's playtest)|Batfolk]] • [[Dhampir (D&D Harker's playtest)|Dhampir]] • [[Gretchling (D&D Harker's playtest)|Gretchling]] • [[Hellspawn (D&D Harker's playtest)|Hellspawn]]
|-
![[Subclasses (D&D Harker's playtest)|Subclasses]]
|[[Artificer: Plague Doctor (D&D Harker's playtest)|Artificer: Plague Doctor Specialist]] • [[Barbarian: Branded (D&D Harker's playtest)|Barbarian: Path of the Branded]] • [[Bard: Infernal Archivist (D&D Harker's playtest)|Bard: College of the Infernal Archivist]] • [[Cleric: Mythology (D&D Harker's playtest)|Cleric: Domain of Mythology]] • [[Druid: Tarot (D&D Harker's playtest)|Druid: Circle of Tarot]] • [[Fighter: Curseblade (D&D Harker's playtest)|Fighter: Curseblade Archetype]] • [[Fighter: Descendant (D&D Harker's playtest)|Fighter: Descendant Archetype]] • [[Monk: Gravedigger (D&D Harker's playtest)|Monk: Way of the Gravedigger]] • [[Monk: Penitent (D&D Harker's playtest)|Monk: Way of the Penitent]] • [[Paladin: Hellbound (D&D Harker's playtest)|Paladin: Oath of the Hellbound]] • [[Paladin: Saints (D&D Harker's playtest)|Paladin: Oath of the Saints]] • [[Ranger: Vampire Hunter (D&D Harker's playtest)|Ranger: Vampire Hunter Conclave]] • [[Rogue: Dark Jester (D&D Harker's playtest)|Rogue: Dark Jester Archetype]] • [[Rogue: Sleuth (D&D Harker's playtest)|Rogue: Sleuth Archetype]] • [[Sorcerer: Aranea (D&D Harker's playtest)|Sorcerer: Aranea Bloodline]] • [[Warlock: Demon Soul (D&D Harker's playtest)|Warlock: Demon Soul Otherworldly Patron]] • [[Warlock: Nightcomer (D&D Harker's playtest)|Warlock: Nightcomer Otherworldly Patron]] • [[Wizard: Occultism (D&D Harker's playtest)|Wizard: School of Occultism]]
|-
![[Fear and Sanity (D&D Harker's playtest)|Fear and Sanity]]
|[[Fear and Sanity (D&D Harker's playtest)|Fear and Sanity]]
|-
![[Equipment (D&D Harker's playtest)|Equipment]]
|[[Equipment (D&D Harker's playtest)|Equipment]]
|-
|-
|'''Scourging Resolve'''
![[Magic Items (D&D Harker's playtest)|Magic Items]]
|Branded 6
|[[Magic Items (D&D Harker's playtest)|Magic Items]]
|You may sear away your fear. By taking 1d10 psychic damage that you cannot reduce in any way, you may remove 2 Fear. (1/Recoup)
|''Berzerker, Branded''
|-
|-
|'''Branded II'''
![[Feats (D&D Harker's playtest)|Feats]]
|Burning Resolve or Scourging Resolve
|[[Feats (D&D Harker's playtest)|Feats]]
|Gain the Marked, Ferocious II, or Juggernaut talent. Your Brand bursts into flame when you use any ability that you gained from this selection.
|''Berzerker, Branded''
|-
|-
|'''Shademarked II'''
![[Spells (D&D Harker's playtest)|Spells]]
|Branded II
|[[Spells (D&D Harker's playtest)|Spells]]
|By spending 10 minutes in a trance, you can draw forth a shade willing to serve you for a short time. It will serve you unquestioningly, to the point of death, for a number of hours equal to 1 + 1/2 your CHA (min 1). At the end of this time, it dissipates. For the duration, you can cause the spirit to appear anywhere within 60 ft of you by spending 1 AP. When it appears and on each of your turns while the spirit is there, you may spend 1 additional AP to allow the spirit to grant TA to a creature that it is adjacent to until the start of your next turn, or to increase an adjacent creature’s AR by 1 until the start of your next turn. (1/Rest)
|''Berzerker, Branded''
|-
|-
|'''Soul Brand III'''
![[Bestiary (D&D Harker's playtest)|Bestiary]]
|Shademarked II
|[[Bestiary (D&D Harker's playtest)|Bestiary]]
|Gain +4 Skill Points that you may spend on any END skill or [[skills]].
|}
When you Recoup, you may regain 1 use of your Branded Retaliation. (1/Rest)
{| class="wikitable"
|''Berzerker, Branded''
! colspan="2" |''MythCraft RPG:'' [[Harker's Guide to Vampire Hunting]]
|-
|-
|'''Blood Circle II'''
![[Lineages (MythCraft Harker's playtest)|Lineages]]
|Branded 10
|[[Batfolk (MythCraft Harker's playtest)|Batfolk]] • [[Dhampir (MythCraft Harker's playtest)|Dhampir]] • [[Gretchling (MythCraft Harker's playtest)|Gretchling]] • [[Hellspawn (MythCraft Harker's playtest)|Hellspawn]]
|When you attack with your Blood Circle ability, you may choose to take the damage yourself. If you do, then gain +1 TA, and even on a miss, a creature takes 1/2 damage.
|''Berzerker, Branded''
|-
|-
|'''Spirit Sight III'''
![[Class Tracks (MythCraft Harker's playtest)|Class Tracks]]
|Shademarked II
|[[Berzerker: Branded (MythCraft Harker's playtest)|Berzerker: Branded]] • [[Cleric: Mythology (MythCraft Harker's playtest)|Cleric: Mythology Domain]] • [[Mage: Occultism (MythCraft Harker's playtest)|Mage: Occultism]] • [[Oracle: Tarot (MythCraft Harker's playtest)|Oracle: Tarot Reader]] • [[Pugilist: Gravedigger (MythCraft Harker's playtest)|Pugilist: Gravedigger]] • [[Pugilist: Penitent (MythCraft Harker's playtest)|Pugilist: Penitent]] • [[Ranger: Vampire Hunter (MythCraft Harker's playtest)|Ranger: Vampire Hunter]] • [[Rogue: Dark Jester (MythCraft Harker's playtest)|Rogue: Jester]] • [[Rogue: Sleuth (MythCraft Harker's playtest)|Rogue: Sleuth]] • [[Tinkerer: Plague Doctor (MythCraft Harker's playtest)|Tinkerer: Plague Doctor]] • [[Troubadour: Infernal Archivist (MythCraft Harker's playtest)|Troubadour: Infernal Archivist]] • [[Vessel: Demon Soul (MythCraft Harker's playtest)|Vessel: Demon Soul]] • [[Vessel: Nightcomer (MythCraft Harker's playtest)|Vessel: Nightcomer]] • [[Warrior: Curseblade (MythCraft Harker's playtest)|Warrior: Curseblade]] • [[Warrior: Descendant (MythCraft Harker's playtest)|Warrior: Descendant]] • [[Witch: Aranea (MythCraft Harker's playtest)|Witch: Aranea]] • [[Zealot: Hellbound]] • [[Zealot: Oath of the Saints (MythCraft Harker's playtest)|Zealot: Oath of the Saints]]
|Gain +4 Skill Points that you may spend on any AWR skill or skills.
You also gain Spirit Sight whenever you have 1 or more Death Points.
|''Berzerker, Branded''
|-
|-
|'''Greatweapon II'''
![[Magic (MythCraft Harker's playtest)|Magic]]
|Branded 10
|[[Arcane Magic (MythCraft Harker's playtest)|Arcane Magic]] • [[Divine Magic (MythCraft Harker's playtest)|Divine Magic]] • [[Occult Magic (MythCraft Harker's playtest)|Occult Magic]] • [[Primal Source (MythCraft Harker's playtest)|Primal Magic]] • [[Psionic Magic (MythCraft Harker's playtest)|Psionic Magic]]
|Whenever you kill a creature with your Greatweapon, you may calculate any damage left over after you killed it. Apply that damage to another creature within your Greatweapon's reach.
|''Berzerker, Branded''
|-
|-
|'''Essence Drink'''
![[Fear and Sanity (MythCraft Harker's playtest)|Fear and Sanity]]
|Blood Circle II or Greatweapon II
|[[Fear and Sanity (MythCraft Harker's playtest)|Fear and Sanity]]
|When you kill a creature, gain 1d10 [[Shield]] HP. (1/turn)
Your brand glows whenever you have Shield HP in this way.
|''Berzerker, Branded''
|-
|-
|'''Blood Circle III'''
![[Specialization Talents (MythCraft Harker's playtest)|Specialization Talents]]
|Essence Drink
|[[Specialization Talents (MythCraft Harker's playtest)|Specialization Talents]]
|Blood Circle's radius increases from 5 ft to the reach of the weapon you use to make the attack.
|''Berzerker, Branded''
|-
|-
|'''Greatweapon III'''
![[Mundane Gear (MythCraft Harker's playtest)|Mundane Gear]]
|Essence Drink
|[[Mundane Gear (MythCraft Harker's playtest)|Mundane Gear]]
|Whenever you kill a creature with your Greatweapon, you may calculate any damage left over after you killed it. Apply that damage to up to three other creatures  within your Greatweapon's reach. (1/Recoup)
|''Berzerker, Branded''
|-
|-
|'''Eternal Mark II'''
![[Magic Items (MythCraft Harker's playtest)|Magic Items]]
|Branded 13
|[[Magic Items (MythCraft Harker's playtest)|Magic Items]]
|Increase the number of Death Points it takes to kill you by 1/2 your END. The LUCK DC to gain HP from healing abilities increases to 15.
|''Berzerker, Branded''
|-
|-
|'''Scouring Shockwave'''
![[Bestiary (MythCraft Harker's playtest)|Bestiary]]
|Eternal Mark II
|[[Bestiary (MythCraft Harker's playtest)|Bestiary]]
|You can slam your weapon into the ground, causing psychic fire to radiate out from you. Gain the following attack.
'''Scouring Shockwave:''' 5 AP, 10 ft radius or 30 ft cone (your choice each time). Make a CHA attack vs the FORT of each creature in the area. '''Hit:''' 2d6 fire, 2d6 psychic, and 2d6 blunt. '''Miss:''' 1/2 damage. '''Crit:''' Creatures are Blinded until the end of their next turn. '''Crit fail:''' The AOE switches to whichever one you did not choose. (2/Rest)
 
'''''Level 30:''''' Scouring Shockwave becomes 2/Recoup and no longer has a crit fail condition.
|''Berzerker, Branded, '''Capstone'''''
|}
|}


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