Hellcrafter

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[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.

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.

Talent PreReq Description Tags
Branded Berzerker Entry 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.

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.

Berzerker, Branded
Eternal Mark Branded 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
Soul Brand Eternal Mark Your soul is permanently scarred.

You can never be resurrected.

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)

Berzerker, Branded
Soul Brand II Soul Brand When you use Branded Retaliation, if you have any Death Points, then your crit range increases by 2 for your reactive attack. Berzerker, Branded
Spirit Sight Eternal Mark You are haunted by ephemeral sightings of ghosts and demons. While your Ferocious or Fury abilities are active, you gain Spirit Sight.

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.

Berzerker, Branded
Spirit Sight II Spirit Sight You also gain Spirit Sight whenever you are Bloodied. Berzerker, Branded
Shademarked Branded 4 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. Berzerker, Branded
Blood Circle Shademarked When using a melee or reach weapon, you may

make a special attack: Blood Circle.

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.

Berzerker, Branded
Burning Resolve Branded 6 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) Berzerker, Branded
Greatweapon Shademarked You may channel the mystical power of your brand into a specific weapon.

That weapon must have the two-handed or unwieldy property.

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.

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.

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.

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).

Berzerker, Branded
Scourging Resolve Branded 6 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 Burning Resolve or Scourging Resolve 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 Branded II 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 Shademarked II 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)

Berzerker, Branded
Blood Circle II Branded 10 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 Shademarked II 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 Branded 10 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 Blood Circle II or Greatweapon II 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 Essence Drink Blood Circle's radius increases from 5 ft to the reach of the weapon you use to make the attack. Berzerker, Branded
Greatweapon III Essence Drink 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 Branded 13 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 Eternal Mark II 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

Table of Contents

Dungeons and Dragons 5th Edition: Harker's Guide to Vampire Hunting
Races BatfolkDhampirGretchlingHellspawn
Subclasses Artificer: Plague Doctor SpecialistBarbarian: Path of the BrandedBard: College of the Infernal ArchivistCleric: Domain of MythologyDruid: Circle of TarotFighter: Curseblade ArchetypeFighter: Descendant ArchetypeMonk: Way of the GravediggerMonk: Way of the PenitentPaladin: Oath of the HellboundPaladin: Oath of the SaintsRanger: Vampire Hunter ConclaveRogue: Dark Jester ArchetypeRogue: Sleuth ArchetypeSorcerer: Aranea BloodlineWarlock: Demon Soul Otherworldly PatronWarlock: Nightcomer Otherworldly PatronWizard: School of Occultism
Fear and Sanity Fear and Sanity
Equipment Equipment
Magic Items Magic Items
Feats Feats
Spells Spells
Bestiary Bestiary
MythCraft RPG: Harker's Guide to Vampire Hunting
Lineages BatfolkDhampirGretchlingHellspawn
Class Tracks Berzerker: BrandedCleric: Mythology DomainMage: OccultismOracle: Tarot ReaderPugilist: GravediggerPugilist: PenitentRanger: Vampire HunterRogue: JesterRogue: SleuthTinkerer: Plague DoctorTroubadour: Infernal ArchivistVessel: Demon SoulVessel: NightcomerWarrior: CursebladeWarrior: DescendantWitch: AraneaZealot: HellboundZealot: Oath of the Saints
Magic Arcane MagicDivine MagicOccult MagicPrimal MagicPsionic Magic
Fear and Sanity Fear and Sanity
Specialization Talents Specialization Talents
Mundane Gear Mundane Gear
Magic Items Magic Items
Bestiary Bestiary