Dungeons and Dragons – Mystara
Magical Item – Berserker Weapon
- Type: Weapon (any) (Cursed)
- Rarity: Rare, Human (Heldannic) Relic
- Original Source: Dungeon Masters Guide (dmg155)
- Base Item
- Campaign Examples
- Original Item
- Content Updates

Base Item – Berserker Weapon
Rare Item Value
Price: 2d10 x1,000 gp (2,000 to 20,000) – 50% for consumable items
Base Price: 12,000 gp or 6,000 gp for expendable
Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
Cursed Items auto attune on use and replace a random attuned item and slot.
Magical Items
C – Common, U – Uncommon, R – Rare, VR – Very Rare, L – Legendary, A – Artefact, Cu – Cursed
Racial Items Link
Dragonkind, Dwarven, Elven, Genasi, Giant, Gnome, Halfling, Human
- Magical Items – Rare – Berserker Weapon – 12,000 gp
- Standard: You gain a +1 bonus to attack and damage rolls made with this magic weapon.
- Attunement: While you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
- Curse. This axe is cursed and becoming attuned to it extends the curse to you. If you remain cursed, you are unwilling to part with the weapon, keeping it within reach always. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
- Relic: A Human has advantage on the saving throw, but can choose to fail. A Heldannic treats this item as if its bonus was one greater and gaining an extra hit point maximum per level when attuned.
Example Campaign Items – Berserker Weapon
- Tloques Berserker Axe (T020)
Tloques Berserker Axe (T020)
Legendary Item Value
Price: (2d6) x25,000 gp (50,000 to 300,000 gp) – 50% for consumable items
Base Price: 100,000 gp or 50,000 gp for expendable
Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
Cursed Items auto attune on use and replace a random attuned item and slot.
Magical Items
C – Common, U – Uncommon, R – Rare, VR – Very Rare, L – Legendary, A – Artefact, Cu – Cursed
Racial Items Link
Dragonkind, Dwarven, Elven, Genasi, Giant, Gnome, Halfling, Human
- Magical Items – Legendary – Berserker Weapon – 50,000 gp
- Standard: This battleaxe has its blade made of bronze, and the haft is wound with snakeskin wrappings. It casts a shadow in the shape of what appears to be a withered arm. The axe head bears the silhouette of a feathered serpent. Command words for Passwall, Gust of Wind and Burning Hands on the blade in Oltec (ancient Atruaghin).
- Attunement: While you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. When attuned it is also a Holy Symbol of Atzanteotl.
- Awakened: This item is a +2 instead of +1 weapon when attuned, this increases your hit point maximum by another 1 per level. The Wisdom save is also increased by 2 to stop going berserk. It also has some spellcasting features.
- Spell Casting: (12 charges, regaining 1d6+4 at dawn) Passwall (5), Gust of Wind (2) Burning Hands (1+).
- Curse. This axe is cursed and becoming attuned to it extends the curse to you. If you remain cursed, you are unwilling to part with the weapon, keeping it within reach always. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
- Relic: A Human has advantage on the saving throw, but can choose to fail. A Heldannic treats this item as if its bonus was one greater and gaining an extra hit point maximum per level when attuned.
- Details built from: Created by Humans, Heroic History, Minor Property of Holy Symbol, Property of Spellcasting, Quirk of Covetous.
- Owners:
- ????-??-?? – Tloques-Popolocas (Vampire Spawn)
- 1000-08-24 – Pebbles (Halfling Wizard) Found in The hidden shrine of tamoachan, under Atruaghin’s Palace, Atruaghin Clans.
- 1004-01-01 – Drazzle (Dragonborn Cleric) collected on death of Pebbles
Original Item – Berserker Axe
Source: Dungeon Masters Guide (dmg155)
BERSERKER AXE
Weapon (any axe), rare (requires attunement)
You gain a +1 bonus to attack 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 axe 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 axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Content Updates
- 2021-07-17 – Added in the Original Item version.
- 2021-04-26 – Updating the details for linking.
- 2020-10-26 – Layout and relic details.
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