Hundred Dungeons: The Berserker

Hundred Dungeons: The Berserker

Berserkers are imposing combatants, wild with the frenzy of battle and heedless of danger. With little protection and the relentless focus of a predator, they spring through danger like a pouncing predator and sweep enemies aside with the immutability of a raging tempest.

Bearing ancestral or animal emblems allows a berserker to embody primal forces and become nigh unstoppable on the battlefield.

Hundred Dungeons: The Bard

Hundred Dungeons: The Bard

What is more sublime than to inspire and charm, to cleave the people’s heart with words — and then perhaps do the same with a blade? Bards are poets and songsters who bolster their companions. But their cunning and versatility while adventuring make them more than just their pretty words.

Bards are collectors, too: of songs and tales, magical secrets — and there are those adept at collecting enemies.

Hundred Dungeons: The Acrobat

Hundred Dungeons: The Acrobat

The acrobat is a poised and limber figure, trained in body and mind to overcome physical obstacles with grace and endurance. An acrobat often uses their own body in place of gear, leaping where other adventurers run.

Whether they swing on the chandelier or meditate to balance energy and withstand incredible force, an acrobat’s true skill is in making the impossible look easy.

The Pillars of a Roleplaying Game

The Pillars of a Roleplaying Game

For a decade now, we’ve been told that Dungeons & Dragons (and roleplaying more generally) rests on three pillars of play: combat, exploration, and social interaction. This was brought up throughout the D&D Next playtest and laid out most clearly in the 2014 Player’s Handbook.