Berserker (Florence Nightingale)

• Wounded Fury (C Rank)

• Reckless Multiattack

**Florence Nightingale**, Class Name **Fake Berserker**, is the "Fake" Berserker-class Heroic Spirit, Servant of Freestar De’Lune in the First Fairy Holy Grail War. She is portrayed by Multientertainment.

# Enemies

## Abilities

### Mad Enhancement - E Rank

The characteristic skill of the Berserker class, allows sanity to be exchanged for increased stats. At higher levels thinking becomes more mechanical and simple tasks become difficult, causing Servants to boil down orders to sample commands as they interpret them.

You can activate the rage feature as a bonus action and your rage damage is +2. You can enter this state equal to your proficiency bonus. Your Strength is 1 rank up.

### Frightful Presence

You are able to act with such savagery that you can frighten those around you.

As a bonus action on your turn, you can use your frightful presence, causing all creatures that can see or hear you within 120 feet to have to make a Wisdom saving throw. If a creature fails they are frightened of you for 1 hour. A creature can attempt this saving throw again at the end of their turn, ending the effect on a success. A creature that succeeds a saving throw against this feature cannot be affected by it again for 24 hours. The DC for the Wisdom saving throw is calculated as 8 + your Proficiency Modifier + your Charisma modifier.

### Wounded Fury - E Rank

While you have 10 hit points or fewer, you have advantage on attack rolls. In addition, you deal an extra 3 (1d6) damage to any target you hit with a melee attack for the next minute. You can only use this skill once a day.

### Reckless Multiattack

You fight wildly, flailing and striking at opponents. You possess as many attacks per round as you have weapons that you can be armed with simultaneously.

*For example, if you can carry two swords you can attack once with each. If you have claws but wield a sword in one of your two claws, you will make one sword attack and one claw attack. If you have natural weapons you can use those as well, under expected limitations. You cannot make a bite and tail sweep in the same turn, for example. Apply logic based on what you could strike within a single round, using creatures with similar body types/attack styles as a reference.*

Your melee and strength-based attacks always have advantage, and creatures attacking you with melee attacks have advantage on their attack rolls against you.

### Nurse of Steel - E Rank

Treats her allies using scalpels, medications, etc. made of Magical Energy. Since it was strengthened by anecdotes of her saving people, it's possible to treat even severe wounds.

Three times per short or long rest, whenever a creature's hit points drop below half, you can use your reaction to give a set creature temporary hit points equal to 2d12 + your charisma modifier.

### Human Anatomy Understanding - E Rank

Three times per short or long rest, choose one target that you can see and it must make an Intelligence saving throw. On a failed save, you deal an extra (1d6) damage to that specific race, and any weapon damage that race deals to you is considered resisted for the next minute.

### Blessing - E Rank

*This rank and higher ranks have the following text:*

As a bonus action, you may cure any nonmagical disease affecting a creature that can see, hear or touch you. You may also remove on condition from the following: blinded, deafened, intoxicated, exhausted (by 1 level), petrified, poisoned. If a creature is dying you may also stabilize them.

### Nightingale Pledge - E Rank

You manifest a magical avatar of the upper body of the "Goddess of the White Cloth of Steel" which closely resembles Nightingale. It swings down its sword damages its foes and heals its allies.

**Anti-Army**

Each creature within a 30-foot square of your choice must make a DC Dexterity saving throw, on a failure, they take (2d10) magical slashing damage + (2d10) magical force damage plus your charisma modifier or half as much damage on a successful one.

Regardless if they succeed or fail, they must make an additional Wisdom saving throw. On a failed save, the creature drops its weapon out of its hands and to the ground. The creature is unable to retrieve the weapon for 1 minute until they succeed in the saving throw which it can attempt at the start of each of its turns, ending the effect on itself on a success. Lastly, if the creature is a servant, if it failed the Wisdom saving throw, they are unable to release its Noble Phantasm for 1 minute until they succeed the saving throw. In addition, any allied creature within the square removes the poisoned and intoxicated condition and regains a number of hit points equal to 2d8 + your Charisma modifier.

## Gallery

Florence Nightingale (Beserker)
(Artwork by [1])