Berserker Axe

- Category: Weapon (Battleaxe, Greataxe, or Halberd)
- Rarity: Rare (Requires Attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
Tactical Applications
Combat Strategy: Provides significant hit point boost and weapon enhancement but at the cost of potential loss of control. Most effective when fighting exclusively against enemies with reliable ways to manage friendly fire risks.
Class Synergies:
- Barbarians: Natural synergy with rage abilities, though the uncontrolled nature conflicts with tactical rage use
- Fighters: Benefits from combat expertise but may struggle with the loss of tactical control
- Any Frontline Class: The hit point boost benefits any character who takes damage regularly
Build Considerations: Extremely dangerous in mixed combat situations. Requires party coordination and contingency plans for berserk episodes.
Acquisition Methods
Crafting Requirements: Often created accidentally through rage-infused enchantment processes or deliberately by those seeking to create uncontrollable weapons.
Common Sources:
- Cursed armories of fallen berserker clans
- Rewards from defeating powerful barbarian champions
- Inheritance from warriors who succumbed to the curse
- Hidden in the lairs of creatures that prize destructive magic
Alternative Acquisition: Sometimes appears as a seemingly normal magic weapon that reveals its curse only after attunement and first use.
Value & Trade
Estimated Value: 8,000-15,000 gp if the curse is unknown; significantly less once the curse is revealed.
Trade Considerations: Extremely dangerous to sell without full disclosure. May be sought by desperate warriors or collectors of cursed items.
Character Integration
Roleplay Elements: Creates constant tension between the benefits of power and the risks of losing control. May fundamentally change character behavior and party dynamics.
Character Concepts:
- Warrior struggling with uncontrollable rage and violent impulses
- Former berserker seeking to master or break the weapon's curse
- Desperate fighter who accepted the curse knowingly for power
- Scholar studying the effects of curse-induced madness
Adventure Hooks
The Berserker's Heir: A legendary berserker's weapon has been inherited by an inexperienced relative who doesn't understand its dangers.
The Uncontrolled Weapon: A party member or important NPC has been affected by a berserker axe and must be helped to control or remove the curse.
The Berserker Clan: A tribe of warriors has been using cursed axes for generations, and their increasing violence threatens nearby settlements.
The Curse Study: Researchers need the party's help to safely study berserker weapons to develop treatments for curse-induced rage.
Variants & Customization
Greater Berserker Axe (Very Rare): Higher enhancement bonus and larger hit point increase, but with more frequent berserker episodes and longer duration.
Controlled Berserker Axe (Legendary): Allows the wielder some influence over targeting during berserk episodes or provides warning before episodes begin.
Berserker's Legacy (Artifact): An ancient weapon that grants berserker abilities even when not berserk but spreads its curse to others over time.
Specialized Variants:
- Pack Hunter's Axe: Tends to target the weakest available enemy during berserk episodes
- Champion's Axe: Only triggers berserk state when facing worthy opponents
- Blood Axe: Berserker episodes become more likely and intense with each use
Lore & History
Origins: Created by ancient berserker cultures that valued uncontrollable fury as the ultimate expression of warrior spirit.
Historical Significance: Several famous battles have been decided by berserker axe wielders who turned the tide through uncontrolled violence.
Cultural Impact: In some warrior cultures, these axes represent the dangerous balance between power and madness that defines true warriors.
Curse Theory: The curse taps into primal rage and bloodlust, overriding conscious control in favor of pure aggressive instinct.
Balancing Notes
Introduction Timing: Best introduced at mid-levels (8-12) when characters can survive the hit point loss from removal but the berserk episodes remain threatening.
Campaign Impact: Creates significant tactical challenges and roleplay opportunities while providing substantial power benefits.
Party Safety: Requires careful consideration of party composition and dynamics to prevent the curse from disrupting group cohesion.
Encounter Design
Recommended Challenges:
- Combat encounters where losing control creates interesting complications
- Social situations where the weapon's presence creates tension
- Scenarios that test the party's ability to handle an uncontrolled ally
- Encounters specifically designed around managing berserker episodes
Tactical Adjustments: Enemies may learn to trigger berserker episodes deliberately or attempt to separate the cursed character from allies.
Related Items
Cursed Weapons: Other weapons that provide power at significant personal or tactical costs.
Rage Control:
- Items that might help manage or control berserker episodes
- Equipment that provides protection from friendly fire
- Tools for restraining or calming berserk characters
Complementary Equipment: Items that work well with high hit point totals or provide benefits during uncontrolled combat.
Roleplay Opportunities
Internal Struggle: Characters must balance the benefits of power against the loss of personal control and autonomy.
Party Dynamics: The risk of friendly fire creates ongoing tension and requires constant tactical awareness from all party members.
Moral Complexity: The weapon raises questions about the price of power and whether some advantages are worth the risks they create.