Freelance. Soldier of fortune. Mercenary. On the fringes of civilization, one can find an assortment of individuals willing to trade blood and steel for silver and gold. But adventurers beware – when one fights for coin, their allegiance is to whomever offers the most of it.

Hit Points: 3d10 (each d10 roll also determines an aspect of the character, see tables below); saves as a 3rd-level fighter
Armor Class: equivalent to Medium/Chainmail
Movement: As a normal human.

Tools of the Trade (1st d10)
A sellsword has a +3 bonus to attack rolls.

1 – An arquebus. Deals 1d8 damage; treats armor as one level lower (heavy is medium, medium is light, light is none). Loud as hell and takes a full turn action to reload. Carries a light melee weapon (1d6 damage) as a sidearm.
2 – Recurved bow. Incurs no penalties to ranged attacks while on a moving vehicle. Carries a cavalry saber as a back-up weapon.
3 – Crossed bandoliers of knives. Deals 1d6 bonus damage when attacking a helpless or unaware target with a knife.
4 – Spear and heavy shield. Spear extends melee range by 5 feet, shield grants +2 bonus to AC. If they don’t move on their turn, they gain advantage on any roll to resist forced movement until the beginning of their next turn.
5 – Barbed javelins. If they move at least 15 feet before attacking, they deal 1d6 bonus damage on a hit.
6 – Masterwork heirloom weapon. Deals 1d8 damage wielded in one hand, or 1d10 damage with two hands. Gains a +1 bonus to attack and damage rolls made with the weapon.
7 – Gnarly two-handed weapon (like a tetsubo or a zweihander). Deals 2d6 damage; knocks down target when doubles are rolled.
8 – Longsword and buckler. Buckler grants +1 to AC. Whenever an enemy misses with a melee attack, they can use a reaction to disengage or shove the attacker 5 feet.
9 – Paired light melee weapons. If they don’t move on their turn, they can make an extra attack or inflict disadvantage on the next creature that attacks them.
10 – Doesn’t carry a weapon. Unarmed strikes deal 1d6 damage and they don’t suffer any penalties for fighting with improvised weapons.

One Weird Trick (2nd d10)
Being “skilled” in something means the sellsword gets a +3 bonus to the relevant roll. All sellswords are skilled in negotiating the terms of their employment.

1 – Courtly manners. Skilled in etiquette and polite society. When present, the party has advantage on reaction rolls regarding nobility and aristocracy.
2 – And for my next impression… Skilled in voice impersonation and ventriloquism.
3 – Cunning linguist. Starts with fluency in 1d3+1 additional languages.
4 – Just rub some dirt on it. Skilled in medicine. Can use their action to restore 1d6 lost hit points to another character.
5 – Nothing up my sleeves. Skilled in sleight of hand. Always has a dagger hidden on their person.
6 – Baby, you got a stew going. Skilled in cooking and foraging. Has a 2-in-6 chance of identifying if food or beverage is safe to consume.
7 – Go, go, gadget hand. Has a prosthetic hand that can emulate any tool found on a Swiss Army knife. Skilled in mechanical tinkering.
8 – Whip it good. Carries a bullwhip and skilled in using it for stunts (for example: swinging from a rafter, or grabbing a beer out of someone’s hand).
9 – Boom, baby, boom. Skilled in making and deploying explosives. Carries 1d4 grenades.
10 – Strapping young lad (or lass). Skilled in grappling and feats of strength (bending bars, lifting gates, etc.).

Complication (3rd d10)
Sellswords start with average morale.

1 – Writes checks the party can’t cash. Loudmouth braggart and shit-stirrer. While present, the party suffers disadvantage on rolls dealing with negotiation and diplomacy. Attempts to curb their disruptive behavior will trigger a morale check.
2 – Uncultured swine. Has atrocious manners and personal hygiene. Consumes double rations. Depending on the circumstances, the party may suffer disadvantage on reactions when sellsword is present. They also have disadvantage on rolls to hide from creatures with a heightened sense of smell.
3 – Price on their head. Wanted by law enforcement and/or pursued by bounty hunters.
4 – Never tell me the odds. Must succeed a morale check with disadvantage to pass up an opportunity to gamble.
5 – Phobic. Has an intense fear of a specific object or situation (heights, snakes, fire, clowns, whatever). When confronted by their trigger, the sellsword most succeed a morale check or become paralyzed with fright.
6 – This just gets me to normal. Hopelessly addicted to a highly illicit substance. Suffers disadvantage on all rolls if they can’t get their fix.
7 – Double agent. Secretly working for an enemy or competitor of the PCs; will undermine the party when given the opportunity.
8 – Craven. Must make a morale check every time they take damage. (If you want to make them really chickenshit, add a cumulative level of disadvantage for each subsequent hit they take.)
9 – A devil made me do it. They’re possessed by a malign entity that urges them to commit acts of depravity. (It depends on your game’s cosmology whether it’s an actual alien intelligence, or just pathological.)
10 – Berserker. A failed morale check during battle triggers a violent frenzy. The sellsword becomes unable to tell friend from foe or disengage from combat. The frenzy ends after 1 minute or if the they lose consciousness.


“Moon Beasts,” by Pascal Blanché

Lanky batrachian bipeds with heads resembling multi-eyed cuttlefish, often seen cavorting amongst ancient ruins under the light of the moon. Certain volumes of occult lore are said to detail the rites for summoning and enlisting their services.

Large aberration
No. Appearing: 1d4; selenotheres will never appear during the day
Hit Dice: 7d10 (38 hit points), saves as a magic-user; immune to poison and disease
Armor: Medium (knobby hide); resistant to damage from non-silver weapons
Movement: As a normal human. Can teleport to any location touched by moonlight.
Attack: Unarmed strike +7 (1d10 damage) or tendril snare +7 (no damage, 15-foot reach, target is grappled and pulled into the creature’s space)
Brain Drain: As an action, a selenothere can feed on the psyche of a creature trapped in its tendrils. The target of this ability loses 1d3 points from (roll 1d6) Charisma (1-2), Intelligence (3-4), or Wisdom (5-6).
Reflected Light of Alien Stars: A living creature that meets the weirdly luminous gaze of a selenothere’s many eyes must succeed a Wisdom saving throw or (roll 1d4):

  1. Take no actions other than moving closer to the selenothere.
  2. Become blind.
  3. Take 1d8 damage and be knocked prone.
  4. Become telepathically linked to the selenothere.

At the start of each subsequent turn, an affected creature can attempt an new saving throw to end the effect. The gaze attack has a range of 30 feet.


A primal path for barbarians

Starting at 3rd level, when you rage, you can still use two-weapon fighting even if one of the weapons you hold is not a light weapon (but both weapons must still be one-handed). Also, while raging and wielding a melee weapon in each hand, any creature that ends its turn within your reach takes damage equal to your barbarian rage damage bonus.

This ability only functions as long as you’re not wearing heavy armor.

At 6th level, when you are struck with a melee attack and you are wielding a melee weapon in each hand, you can use your reaction to make an attack roll and use the result in place of your Armor Class.

If you roll a natural 20, you can choose to disarm the attacking creature (if applicable), redirect the attack to another target within the attacking creature’s reach, or have the attacking creature grant Advantage to the next creature that attacks it.

At 10th level, when you use your reckless attack feature while wielding a melee weapon in each hand, you deal damage from both weapons on a hit.

When you reach 14th level, you learn how to channel your rage into devastating spinning attack.

While raging and wielding a melee weapon in each hand, you choose to end your rage and make a single attack roll with Advantage. If the roll would overcome the AC of any creature within your reach, they take damage from both of your weapons. Additionally, if they are your size or smaller, they are also pushed back 5 feet and knocked prone.


Photograph by Jim Lyngvild

A quick way to answer PCs when they roll into town and ask to speak to the manager.

TITLE (roll d8):
1. Burgomaster
2. Chief
3. Elder
4. Father/Mother
5. Hetman
6. Mayor
7. Sheriff
8. Speaker

1. Book of Laws
2. Ceremonial Sword
3. Distinctive Face paint
4. Elaborate Headgear
5. Heavy Necklace
6. Ornate Rod
7. Oversized Chair
8. Signet Ring

HOW’D THEY GET THE JOB? (roll d8):
1. They’re the richest person in town; they bribed their way to the top.
2. They were thrust into the position after the previous officeholder died recently.
3. Their election was rigged (without their knowledge) by some secret group within the community.
4. They straight up killed the previous office holder.
5. They were chosen through some religious or mystical ritual.
6. They inherited the title from their parent.
7. They won the election fair and square.
8. They won the title in a contest (wrestling tournament, foot-race, pie-eating; the more absurd, the better).

1. Hopelessly indecisive; relies on much more competent underlings for answers and ideas.
2. Grossly corrupt; will take a bribe from pretty much anyone who offers.
3. A petty tyrant; their crew of flunkies bully and intimidate the community into compliance.
4. Intensely superstitious; they constantly consult auguries and divinations to guide their decision making.
5. A fairly decent administrator, but they have terrible social skills.
6. In way over their head; they pursued the position as a lark never expecting to get it.
7. A highly motivated reformer frequently frustrated by underlings devoted to the status quo.
8. Actually dead; a very nervous aide is making all the decisions while keeping the death a secret.


Weird amalgams of animal, vegetable, mineral, and unidentifiable that shouldn’t be alive but somehow are.

To create a flux beast, roll 4d6.

Die 1: Atmospherics: The manifestation of the fluxbeast’s wrongness.
1. A low droning sound that sets your teeth on edge.
2. An acrid smell that stings your nostrils.
3. A precipitous drop in temperature, cold enough to see your breath.
4. An unpleasant metallic taste in your mouth.
5. A crawling sensation all over your body.
6. An inexplicable feeling of dread, like you’re being watched.

Die 2: Locomotion: The fluxbeast has a movement speed equal to a normal, unencumbered human.
1. Scuttles on too many legs – The fluxbeast can move on vertical spaces and ceilings.
2. Levitates in a field of warped space – Ranged attacks against the fluxbeast have disadvantage.
3. Crawls on its belly in a pool of slime – The fluxbeast can’t be knocked prone.
4. Creeps about on all fours – The fluxbeast has Advantage on rolls to balance, climb, hide, jump, and sneak.
5. Staggers erratically on legs that bend the wrong way – As a free action, the fluxbeast can move up to its full speed, ignoring non-magical difficult terrain. After using this ability, there’s a 2-in-6 chance it recharges at the start of the fluxbeast’s next turn.
6. Slithers on a long, muscular tail – The fluxbeast gains a constrict attack. (As it’s action it attempts to grab an adjacent target; each round the afterwards, it deals 1d8 damage to the target. While constricting, the fluxbeast moves at half speed.)

Die 3: Attack: The fluxbeast has +4 bonus to attack rolls.
1. Telekinetically hurls objects at its target. (Range and damage based on size of object – 1d4 damage/30 foot range, 1d6 damage/20 foot range, 1d8 damage/10 foot range)
2. Lashes out with a pair of sinewy tentacles. (Makes two attacks with a 10-foot reach, 1d6 damage and the fluxbeast can make an opposed Strength check to grab the target or knock it prone)
3. Rips and tears with teeth and claws. (Makes four attacks, 1d4 damage and the target loses 1 hit point per successful attack in blood loss each round until the wounds are treated)
4. A blow a mismatched, hypertrophied limb. (Makes one attack with Disadvantage, deals 2d6 damage; if the doubles are rolled for damage, the target must succeed a Strength saving throw or be knocked prone)
5. Strikes with tail stinger dripping venom. (Makes one attack with a 10-foot reach, deals 1d6 damage and the target must succeed a Constitution saving throw or suffer 1d6 damage each round and Disadvantage on all rolls due to excruciating pain; three successful Constitution saves ends the effect)
6. Sweeping slash with a serrated bone blade (Makes one attack with Advantage, deals 1d8+1 damage; on an a critical hit, the attack severs one of the target’s limbs)

Die 4: Defense: The fluxbeast has an Armor Class equivalent to medium/chainmail armor.
1. The fluxbeast can mimic the appearance and basic behavior of any creature it observes, but cannot speak intelligibly. It must revert to its true form to attack.
2. The fluxbeast is covered in venomous spines. A creature making a melee attack against the fluxbeast must succeed a Dexterity saving throw to avoid being stung. A stung creature becomes paralyzes until it succeeds a Constitution saving throw.
3. As its action, the fluxbeast can attempt to telepathically influence another creature it can see and that can see the fluxbeast. If the target fails a Wisdom saving throw, it regards the fluxbeast as an ally to be trusted and defended. This effect lasts until the target is attacked by the fluxbeast, the fluxbeast moves more than 100 feet away, or the fluxbeast dies. A fluxbeast cannot have more than 4 creatures under its influence at a time.
4. As its action, the fluxbeast hurls a mass of sticky, fibrous tendrils at a target is can see within 30 feet. If the target fails a Dexterity saving throw, it becomes entangled in the strands, unable to move more 5 feet per turn and Disadvantaged on all rolls. A successful Strength saving throw removes the tendrils. After using this ability, there’s a 2-in-6 chance it recharges at the start of the fluxbeast’s next turn.
5. As its action, the fluxbeast can surround itself with a cloud of invisible, toxic vapors. Creatures within 10 feet of the fluxbeast must succeed a Wisdom saving throw or succumb to pervasive, realistic hallucinations for one minute or until they succeed three Wisdom saving throws, whichever comes first. After using this ability, there’s a 1-in-6 chance it recharges at the start of the fluxbeast’s next turn.
6. When the the fluxbeast drops below half its total hit points, it transforms into different, highly aggressive physical form. Its armor class increases to heavy, it gains an entirely different mode of locomotion (reroll that trait), and it loses its normal attack. Instead, it can make two melee attacks with Advantage that deal 1d8 damage. The transformation is gruesome to behold; creatures that see it happen must succeed a Wisdom saving throw or be unable to act on their next turn.

A fluxbeast is a Medium-sized aberration with hit points equal to the sum of the dice rolled to generate it and rolls saving throws as a 4th-level magic-user.


image by Ariel Perez

The physical manifestations of unresolved grudges, grievelings are psychic vampires that feed on resentment and strife. They can often be found in areas of civil discontent, prolonging conflicts to provide a steady supply of sustenance.

Medium Humanoid
No. Appearing: 2d3
Hit Dice: 5d6 (17 hp); saves as a fighter
Armor Class: equivalent to Medium/Chain
Movement: as a normal human
Attack: 2 unarmed strikes +7 (1d6 damage; if both attacks hit the same target, the grieveling grapples the target) or 1 bite +5 (1d4 damage + 1 point of Wisdom damage); grievelings have Disadvantage on attack rolls against any creature that has not performed an aggressive or violent act in its presence.

  • Gorge: As its action, a grieveling makes two bite attacks against a creature it has grappled and regains an amount of hit points equal to the damage it inflicts on the target.
  • Sow Discord: As its action, a grieveling can evoke hostility in an intelligent creature it can see within 30 feet. If the target of this ability fails a Wisdom saving throw, it becomes overwhelmed with feelings of antagonism towards others. An affected creature can attempt a new saving throw at the start of each new turn. The effect also ends when the grieveling is slain.
  • Too Mean to Die: When a grieveling is dropped to 0 hp, if it succeeds a saving throw it will return to life on its next turn with half its total hit points. The revived grieveling gains advantage on the next attack it makes against the creature that last inflicted damage to it.

I Search the Body:
Grievelings don’t care about material possessions, but their hearts petrify into solid onyx upon dying (worth 1d6x100 gp if successfully extracted).


Assyrian dog figurines with names carved on them, 650 BC

Canine effigies imbued with wondrous power. Each bestows a passive effect that is always active so long as the figurine is on your person. If you know the name of the dog the figurine represents, you can activate it.

1. “Expeller of evil” (mušēṣu lemnūti) with white pigment and red spots – While in your possession, you gain advantage on rolls to resist fear. Once per day, you can evoke the spirit of this figurine to remove a presence or curse from one person, place, or thing.
2. “Catcher of the enemy” (kāšid ayyāb) with red pigment – While in your possession, your rate of movement increases by 20 percent. Once per day, you can evoke the spirit of this figurine to prevent a creature you can see from moving from their present location for up to one minute.
3. “Don’t think, bite!” (ē tamtallik epuš pāka) with white pigment: While in your possession, you have advantage on the first attack you make in a combat encounter. Once per day, you can evoke the spirit of this figurine to move to the top of the turn order in a combat encounter.
4. “Biter of his foe!” (munaššiku gārîšu) with turquoise pigment – While in your possession, you can reroll damage dice that produce the minimum result, but must take the new number, even if it’s the minimum again. Once per day, you can evoke the spirit of this figurine to make a single melee attack against every target within reach, simultaneously.
5. “Loud is his bark!” (dan rigiššu) with black pigment – While in your possession, you have advantage on rolls to intimidate or goad another creature. Once per day, you can evoke the spirit of this figurine to emit a 40-foot conical blast of sound that deafens and knocks prone every creature within the area of effect and shatters glass and similarly fragile materials.


Thirty spells in thirty sentences. If you use leveled spells, assume all of these are 1st-level.

Hearty thanks to Spwack of Slight Adjustments and Meandering Banter, whose “Random Spell” generator provided the names for all of these.

01 Astral Burn (Evocation): This spell, which can only be cast outdoors at night, calls down shafts of harsh starlight that deal 1d10 damage per caster level that can be divided between any number of visible targets within 30 feet that fail a saving throw.

02 Body Jump (Enchantment): For one minute per caster level, your body lies comatose while your consciousness inhabits another living creature you can see that fails a saving throw.

03 Compel Lie (Enchantment): One creature you can see that fails a saving throw must communicate a false statement of your choosing.

04 Conjure Bag (Conjuration): You create a completely ordinary, empty sack with a capacity of 1 cubic foot/30 pounds.

05 Crystal Carapace (Abjuration): For a number of minutes equal to your caster level, you are encased in a shell of articulated crystal that protects as plate/heavy armor without restricting movement and halves the damage incurred from energy-based sources.

06 Eat Dead (Necromancy): You consume a corpse and gain the answer to a number of questions equal to your caster level based on the deceased’s knowledge and memories.

07 Enhance Alcohol (Transmutation): One alcoholic beverage per caster level you can see has its ABV increased 1% per caster level.

08 Envelop Darkness (Evocation): You gather all shadows within 10 feet per caster level into an undulating, human-head-sized orb of concentrated blackness.

09 Fang Aura (Evocation): As long as you concentrate on this spell, you are surrounded by nearly-invisible eel-like entities that deal 1d4 points of damage per caster level, or half that amount with a successful saving throw, to creatures standing adjacent to you.

10 Flame Shard (Transmutation): You transform one torch–sized flame (or up to 10 candle-sized flames) per caster level into an inert, red-orange crystal that turns back into fire when shattered.

11 Form Mouth (Enchantment): You imbue an inanimate object with the power of speech and an Intelligence score equal to your caster level.

12 Fungal Monolith (Conjuration): You cause a mass of fungus, occupying 1 cubic foot per caster level, to rise up from a point on solid ground you can see.

13 Glutinous Disguise (Conjuration): You produce a quantity of viscous material that can alter the facial features of a number of persons equal to your spellcasting ability modifier for 1 minute per caster level.

14 Grip Absolute (Transmutation): You cause an object you are holding to adhere to another object, as if permanently bonded, for a number of minutes equal to your caster level.

15 Hallucinatory Bandage (Illusion): You create the illusion that an injury has been healed for a number of minutes equal to your caster level.

16 Immoral Pheromones (Transmutation): For a number of minutes equal to your caster level, your presence causes living creatures that fail a saving throw to act in an increasingly outrageous and licentious manner for as long as they can smell you.

17 Know Ship (Divination): For one minute per caster level, you gain all information about one watercraft you can see: its layout, how to operate it, where it’s been, and how many creatures are on board (but not their identities).

18 Knuckle Memories (Divination): By holding hands with someone, you know what that hand has held, touched, or struck within one day per caster level prior to your making contact.

19 Pain Mirror (Abjuration): For one minute per caster level, a magical glyph floating above your head metes out an equivalent amount of damage to any creature that successfully attacks you.

20 Paper Portal (Conjuration): You can create a number of magical documents equal to your caster level that will instantly transport the reader to a location known to you.

21 Plasm Sword (Conjuration): You conjure a one-handed weapon that can be used for a number of attacks equal to your caster level before dematerializing.

22 Prismatic Road (Evocation): You project a 5-foot wide walkway of solid, multi-colored light that extends 10 feet per caster level from a point you can see and lasts as long as you concentrate on it.

23 Rune Light (Evocation): Within a 30-foot radius area centered on yourself, you project a number of candle-bright glowing symbols equal to you caster level that last for 1 minute per caster level.

24 Screech Torrent (Enchantment): Creatures within a 10-feet-per-caster-level radius who fail a saving throw can only vocalize unintelligible gibberish AT MAXIMUM VOLUME for one minute per caster level.

25 Slime Robe (Transmutation): For a number of minutes equal to your caster level, you or a willing subject are coated in a thin layer of slime that grants you the physical properties of an ooze-type monster while retaining your normal shape.

26 Squamous Dissolve (Transmutation): You and your worn and carried gear transform into a swarm of tiny lizards for a number of minutes equal to your caster level.

27 Tool Beard (Transmutation): For one minute per caster level, a beard of your choice can replicate the function of any hand-held tool.

28 Violet Breath (Conjuration): You exhale 5 cubic feet per caster level of purple vapor that blocks line sight, irritates eyes and mucus membranes, stains skin and clothing, and lasts for 1 minute or until dissipated by a strong wind.

29 Vodka Prison (Abjuration): A creature that drinks from this magically altered bottle of liquor and fails its saving throw becomes trapped inside the bottle for one hour per caster level or until the bottle breaks.

30 Vomit Wave (Conjuration): You forcefully expel a number of gallons of seawater equal to your caster level.


Domain Spells
1st: charm person, heroism
3rd: detect thoughts, enthrall
5th: beacon of hope, fear
7th: compulsion, locate creature
9th: dream, telepathic bond

EMPATH: At 1st level, whenever you make an Insight skill check to determine a living creature’s true emotional state, you gain a bonus to the roll equal to your character level. You must be able to see the creature’s face or hear the creature speak to use this ability.

HEART OF IRON / HEART OF GOLD: Starting at 1st level, after completing a long rest, choose one of the following abilities:

Heart of Iron: You gain advantage on saving throws to resist fear-based and charm-based spells and effects. However, you incur disadvantage on all Charisma-based skill and ability checks.
Heart of Gold: You gain advantage on all Deception, Persuasion, and Insight skill checks. However, you gain disadvantage on saving throws to resist fear-based and charm-based spells and effects.

Once selected, you cannot change abilities until you have completed a long rest.

CHANNEL DIVINITY: EMPATHIC TRANSMISSION: At 2nd level, you can expend a use of your channel divinity to alter the emotional state of others. Living creatures that can see and hear you within 30 must succeed a Wisdom saving throw or experience the emotion of your choice for 1 minute. All affected targets feel the same emotion.

SEARCH YOUR FEELINGS: At 6th level, whenever you fail a Persuasion or Insight skill check, you can re-roll the check with bonus equal to your character level. After using this ability, you must complete a short rest or long rest before you can use it again.

STRUCK THROUGH THE HEART: Beginning at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

SACRED HEART: At 17th level, while you have Heart of Iron active, you gain resistance to psychic and necrotic damage. While you have Heart of Gold active, allies within 30 feet of you gain advantage on death saving throws.

Random Encounter: Itinerant Berserker

Clad in black, faces painted in stark white, itinerant berserkers resemble the wraiths of long dead warriors. Cultists of the War-Father, they roam across the land following the whims of their brutal patron.

Hit Dice: 3 to 9 (13 to 40 hit points), saves as a fighter. Itinerant berserkers have Advantage on saving throws to resist spells and effects that cause instant death.
Armor: Low (Light armor + average Dexterity)
Movement: As a normal human.
Demeanor: Roll 2d6

2-3Raving – Plagued by vivid hallucinations.
4-5Fractious – Willing to fight over the slightest provocation.
6-8Smug – Believes their fighting prowess is without equal.
9-10Grieving – Performing funeral rites for a fallen comrade.
11-12Pensive – Mulling over a cryptic message from the War-Father.

Attack: Heavy melee weapon (1d10); an itinerant berserker gains an extra melee attack for ever 4 hit dice they possess.

  • Devotee of the War-Father: As a free action, the berserker can enter a state of ecstatic frenzy, gaining the the following benefits: double movement speed, resistance to non-magical damage, and immunity to fear. The frenzy lasts for a number of rounds equal to the berserker’s hit dice. When the duration ends, the berserker is spent physically and emotionally, suffering Disadvantage on all rolls for twice the number of rounds the frenzy lasted.
  • Bang Heads: After performing a melee attack (hit or miss), the berserker can use a bonus action to head butt a creature within melee range. On a hit, the strike deals 1d4 damage and the target suffers Disadvantage on all rolls until the start of the berserker’s next turn.
  • Battle-Madness: This ability can only be used by a berserker with 5 or more hit dice. As their action, the berserker can induce a state of violent rage in a number of intelligent creatures that they can see equal to their hit dice. A creature that fails a Wisdom saving throw begins frothing at the mouth, incapable of any actions other than melee attacks or moving into melee attack range. This condition lasts for 1 minute or until the berserker who caused it is killed.
  • Murder of Crows: This ability is only available to a berserker with 7 or more hit dice. The berserker is accompanied by a flock of carrion crows that alert the berserker to approaching foes, rendering them immune to ambushes (always acts during surprise rounds). In combat, the crows fight as a single creature with half the hit dice of the berserker that deals 1d6 damage in melee.

I Search the Body: Roll 1d10

1-51d4 silver coins per hit die
61d4+1 applications of white and black face-paint
7Iron and silver icon of the War-Father; a secret compartment holds 1d6 doses of a hallucinogenic drug
8Leather pouch of divinatory runes
9Riveted black leather armor (1-in-10 chance of actually being a havoc jack)
10An exotic weapon (1-in-100 chance of a piece of the Regalia of the War-Father)