Description: You can scarcely contain the power and the fury that courses through you, and it sometimes gets the better of you. These unpredictable surges can make you terrifying in combat, but you and your allies may suffer as well as your enemies.
Benefit: Whenever you score a critical hit against an enemy, instead of drawing a hero card, you must roll a d6. On an even result, you deal bonus damage to the target equal to the result and draw a hero card. On an odd result, you discard cards from the top of the hero deck equal to the result. For each card discarded, the target takes 4 + 1 per tier extra damage from your attack. You and each ally adjacent to the target take 2 damage per tier for each card discarded that matches with your or his or her origin.
|Focus||Focus 1||Focus 2||Focus 3|
|Celerity||Cat-Like Balance: You gain a +1 bonus to your speed and +2 to Athletics and Acrobatics checks.||Headlong: Daily, Immediate Reaction, Trigger: A combat encounter begins. Effect: You may roll 2 dice for initiative and choose either result.||No Hesitation: During a surprise round, you get your normal complement of actions. If you are surprised, you may still take a standard action.|
|Devastation||Shattered Ground: Daily Power, Close Blast 2 + 1 per tier, Target: Creatures in blast, Attack: Your level +3 vs. Fortitude, Hit: The target takes damage equal to 1d8 per tier plus your highest ability modifier. Effect: All squares in the blast become difficult terrain until the end of the encounter.||Wild Blows: The die rolled for your berserker theme benefit becomes a d8 instead.||Wrecking Ball: Encounter Power, Free Action, Trigger: Your attack imposes forced movement on an enemy, Effect: The enemy can be pushed, pulled, or slid into or through its allies’ squares by your forced movement. Each enemy whose squares the enemy is moved into or through must succeed at a saving throw or be knocked prone, and the enemy forced to move falls prone at the end of the forced movement.|
|Fury||Overpower: Encounter Power, Free Action, Trigger: You make a damage roll. Effect: You may re-roll any number of damage dice and keep the second result.||Rising Anger: While you are bloodied, any dice you roll for damage rolls are considered to have Brutal 1. Special: If you hold any hero cards, this improves to Brutal 2.||Legendary Rage: When your berserker theme benefit triggers, roll two dice and use the higher result. If both dice show the same result, add two to the result.|
|Vengeance||Backlash: Encounter, Immediate Reaction, Trigger: An enemy attack does damage to you, Effect: The triggering enemy takes damage equal to half the damage done to you.||Vengeful Shell: Daily Power, Minor Action, Effect: Until the end of your next turn, any enemy that hits you with an attack takes damage equal to your highest ability modifier + 1 per tier. Sustain Minor: The effect continues. Special: You can only sustain the effect if an enemy attacked you before the start of this turn or you started this turn adjacent to an enemy.||Vendetta: Whenever you make an attack roll and roll a natural 1, the target of the attack still takes damage equal to your highest ability modifier +1 per tier.|
|Vitality||Power Surge: Encounter Power, No Action, Trigger: You hit an enemy with an attack. Effect: You regain hit points equal to the damage you deal or your healing surge value, whichever is lower.||Superior Health: Whenever you complete a long rest, you may remove one cursed or diseased damage from yourself.||Deep Reserves: Daily Power, No Action, Trigger: You are reduced to 0 or fewer hit points, Effect: You are reduced to 1 hit point instead.|