Parameters. Strength A, Endurance A, Agility A+, Mana C, Luck B, NP A.
Madness Enhancement C. This rank of madness enhancement gives berserker an extra 1d6 to all attacks performed. This rank of madness removes berserkers ability to communicate impossible and they would only respond with screams and growls, however their monstrous attacks still have some skill and intelligence behind them.
Magic Resistance E. Berserkers magic resistance is unfortunately lowered due to their madness enhancement. Only spells from a spell caster with a mana rank of E cannot effect them.
For Someone's Glory. A Noble Phantasm that is always active, a black swirling mist surrounds them and causes strain when looking at them. This skill hides their sex, true name, noble phantasms, and parameters from everyone including their master. The only things that can be seen are their height, weight, alignment, personal skills, and skills provided by their class. As an action and only through the use of a command spell can they use its other effect. With a command spell they can have them change their appearance (once only) into any other creature that they have seen for as long as they want until deactivated, however the only thing that sets them apart from the original creature would be radiating red eyes. In combat they impose disadvantage on attacks to hit them on every other turn as their mist creates copies of them.
Protection of the Faeries. In life berserker was involved in legends that included interactions with beings from nature and was granted resistance against those creatures. This servant has resistance against attacks from any fey type creature and elemental. Also if their hit points are reduced to below half, their luck rank increases by 2 levels.
Mana Reversal A. Berserker is capable of restoring its own mana. Once per turn as a bonus they can restore 15 mana points.
Eternal Arms Mastership A+. A passive skill. Berserker is capable of retaining all of their combat skills even when being influenced mentally. Only in combat are they immune to charm and frightened effects and they do an extra 2d10 damage with their basic attacks.
Knight of Owner. An A++ Noble Phantasm. A unique skill turned noble phantasm that embodies berserkers talent with any weapon. This servant can turn any object into a +2 weapon by pouring their magical energy into it as long, as it is considered as something that can be used as a weapon by them. Costing only 2 points of mana to convert it, even something as ridiculous as a Jet. They can even claim other servant's weapons and use it as their own while retaining its stats, other mundane objects will gain the rank of a D rank noble phantasm. As an bonus action they can pick up an object and instantly turn it into their weapon to use, as a reaction they can grab any weapon being used as a projectile negating all damage and making that projectile their new weapon. While berserker can use anything as a weapon, they were summoned with some that they prefer.
Arondight. Lancelot's holy blade tainted black due to his madness. When this blade is drawn the effects of "For Someone's Glory" and "Knight of Owner" are completely sealed even if Arondight is put away. In exchange for two strong skills being sealed away Lancelot gains a rank up by one in all of his parameters and gains advantage on all saving throws. This blade also does an extra 2d10 against creatures that are a part of dragon kind. As a result of his rank up, his attacks all receive their increased respective bonuses (str 22), his Hit point increase, his movement increases by an extra 10ft, he gains more mana points, and luck.
Wield Arondight. As a bonus action Berserker can begin to wield Arondight. As a result to wielding this weapon, they lose access to "For Someone's Glory" and "Knight of Owner" until they are killed. In exchange for losing those skills they gain advantage to all saving throws and a rank up in all parameters.
Arondight Overload. A anti army A++ Noble Phantasm. Using the overwhelming amount of magical energy within the blade, Berserker uses some of it to unleash a forceful blast. Enemies within a 100ft wide cone take 8d12+40+1d6+(2d10) force damage and are knocked prone or half on a successful 22 dex save while avoiding being made prone.
For Someone's Glory. Berserker uses the disguise aspect of this skill as an action through the use of a command spell.
Mana Reversal. Berserker uses this skill as a bonus action.
Knight of Owner. As a bonus action Berserker can pick up an item within 5ft of them to use as their own weapon.
F-15J Fighter Jet. A special item that was summoned along Berserker. As an action Berserker can summon this vehicle to ride on top of it, gaining control of it features. It has a flying speed 300ft an AC of 18 and Hitpoints of 150. They can keep the jet active for 5 turns or until destroyed by an enemy or with a suicide attack. Once the jet is destroyed they cannot use it again.
Fighter Jet Multiattack. Berserker can make 3 attacks with the Vulcan auto-cannons.
As an action Berserker can use the Vulcan auto-cannons. The have a range of 150ft, they deal 2d6+14+1d6 piercing damage.
As an action Berserker can unleash up to 8 missiles. Each deals 2d8+14+1d6 fire damage or half on a successful dex save.
As an action Berserker and perform a suicide attack. Berserker crashes the jet in a point within reach. Creatures within 40ft of crash take 5d10 fire damage and a extra 1d10 for each missile on board or half on a successful dex save. Berserker must make a dex save of 22 or take the full damage, on a successful save Berserker takes no damage and appears 5ft outside the 40ft crash site.
Multiattack. Berserker can make up to 4 attacks with their sword, random object or MP5.
Arondight. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 2d10+2d10+1d6+13+(2d10) Slashing damage
Random object. Melee weapon attack: +13 to hit, 5ft-?., 1 target. Hit: 2d6+2d10+1d6+13 weapon damage type dependent on the item.
MP5 Machine Gun. A weapon given to him by a certain priest that was summoned with him. Ranged Weapon Attack: +14 to hit, range 30/60 ft., 1 target. Hit: 2d6+14+1d6+2d10 piercing damage.
Barrett M82 Rifle. A weapon given to him by a certain priest that was summoned with him. 2 handed Ranged Weapon Attack: +14 to hit, 100ft/600ft., 1 target. Hit 3d10+14+2d10 piercing damage.
Knight of Owner. As a reaction Berserker can grab a projectile within 5ft of them negating its damage and turning it into their weapon.
Flare dispersal. Only usable once and when their jet is out. Berserker can release a series of flares to negate a ranged attack. In addition enemies within a 30ft sphere in the direction of attacker takes 4d8+20 fire damage or half on a successful save.
Berserker has 3 Legendary Actions. They regain their legendary actions at the start of their turn.
Random Object (one legendary action). Berserker strikes with their random object once.
Arondight (two legendary actions). Berserker strikes with Arondight twice.
MP5 (1 legendary action). Berserker uses their gun twice.
Barrett M82 Rifle (2 legendary action). Berserker uses their rifle once.
Berserker has 3 legendary resistances.
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Arrrrrr------thurrrrrrrr!!!!!!!!
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Posted Apr 24, 2020I had two comments on this. The first is that Arondight Overload is supposed to be a single target attack, according to the source material. I can understand if you using some artistic license though. The second thing was I wanted to ask what do mana points do in a 5e system?