Courses / BI / Anger Management
Anger Management
Code:
BI 110
Advised:
Required For:
Qualifies For:
Level:
1
Study DC:
9
Rage
Ability
Time:
Trigger or Fast Action
Trigger:
When you attack or take damage
Target:
You
Cost:
1 use
Limit:
1 use per encounter, or more with a risk of going berserk
Duration:
Until the start of your next turn
You fill with animalistic rage.
While raging:
You have advantage on rolls to hit with melee weapons.
You have advantage on tests of Strength, Agility, and Endurance while raging.
You have advantage on tests of expression related to rage.
You have advantage on tests of presence to intimidate or frighten.
You have disadvantage on other tests of presence, tests of intrigue, and academics tests.
You get additional bonuses based on your level of mastery in this course.
You may rage without expending a use of this ability, but must pass a DC 15 social save or go berserk.
Berserk:
While berserk, the Headmaster determines what happens.
Most often, your rage’s duration will be extended, and you will attack the closest thing, be it friend or foe, at your utmost intensity with little regard for your own safety.
While you are berserk, at the end of each of your turns, you get a DC 15 social save to regain composure.
You remain berserk until you are incapacitated (such as by being defeated or put to sleep), or there is nothing anywhere near you to attack, or you pass the save to regain composure.
Your Headmaster may alternatively make you unable to use this ability for the rest of the encounter.
Or perhaps something else may happen.
You regain all uses of rage when you roll initiative.
While raging:
You have advantage on rolls to hit with melee weapons.
You have advantage on tests of Strength, Agility, and Endurance while raging.
You have advantage on tests of expression related to rage.
You have advantage on tests of presence to intimidate or frighten.
You have disadvantage on other tests of presence, tests of intrigue, and academics tests.
You get additional bonuses based on your level of mastery in this course.
You may rage without expending a use of this ability, but must pass a DC 15 social save or go berserk.
Berserk:
While berserk, the Headmaster determines what happens.
Most often, your rage’s duration will be extended, and you will attack the closest thing, be it friend or foe, at your utmost intensity with little regard for your own safety.
While you are berserk, at the end of each of your turns, you get a DC 15 social save to regain composure.
You remain berserk until you are incapacitated (such as by being defeated or put to sleep), or there is nothing anywhere near you to attack, or you pass the save to regain composure.
Your Headmaster may alternatively make you unable to use this ability for the rest of the encounter.
Or perhaps something else may happen.
You regain all uses of rage when you roll initiative.
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 25 | You can Rage | |
Brave Rage | 5 | Unlock | You have advantage on saves against fear and terror while raging. If you would be terrified while raging, you are only afraid instead. |
Uncalmable Rage | 5 | Brave Rage | You have advantage on saves against charm and compulsion while raging. |
Previous: General Monster Lore
Next: Glass Cannon