Barbarian
Base Class: Barbarian

Following the ways of the nords... you have gained access to more ways to fight

Nordic Training

Starting when you choose this path at 3rd level, you get your own fighting style. 
You can choose from:

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrower

You get a +2 bonus to attack and damage rolls with weapons you thrown. 

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrower

You get a +2 bonus to attack and damage rolls with weapons you thrown.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Nordic Techniques

Nordic Skills keywords.
Rage. These skills can only be used when you are under the effect of rage.
Action. These skills have no restrictions to use, but you can only use two skills with this keyword per turn.
Reinforcement. These skills can only be used as part of a weapon attack, you can only use one skill with that keyword per attack.
Continuous. These skills have the continuous effect, you can only have one continuous effect at a time, if you already have a continuous effect and use another skill with this keyword, the effect of the previous ability is replaced by the new one.

Adrenaline Point. You have an amount of adrenaline points equal to, 3 + your constitution modifier (with at least one). These adrenaline points are consumed when you use a nordic skill. You regain all of your adrenaline points when you finish a short or long rest.

Saving Throws. Some of your nordic skills require your target to make a saving throw to resist the nordic skill’s effects. The saving throw DC is calculated as follows:

Nordic Skill save DC = 8 + your proficiency bonus + your Strength or Constitution modifier (your choice).

Nordic Skills. You learn two nordic skills of your choice.  You learn one additional nordic skill of you choise at 6th, 10th and 14th level.

Nordic Skill List. (you have proficiency in all attacks.)

The options are as follows:

Adrenaline Rush.

(Action, Adrenaline Points 3) ("Bonus Action". You use your stamina to gain advantage, gaining a an extra breath to beat your enemies in battle.) - (Using a bonus action, you gain temporary hit points equal to 2d8 + your constitution modifier.) 

Blood Strike

(Reinforcement, Adrenaline Points 2). (When you perform a weapon attack and you have fewer hit points than your maximum hit point, you may spend two adrenaline points to take advantage of this attack roll.) 

Bodyslam

(Action, Adrenaline Points 1) ("Bonus Action". You use your body as a weapon, throwing it at your enemy and knocking him over.) - (Melee Weapon "Str", Reach 5 feet, one target, hit: 1d8 bludgeoning damage, if the target is large or smaller, it must make a strength saving throw. On a failed save, you knock the target prone).

Controlled Rage.

(Rage, Continuous, Adrenaline Points 4)  ("Bonus Action". Until the end of your rage, You receive a bonus to attack rolls equal to the bonus to damage rolls your rage gives.)

Counterattack

(Action, Adrenaline Points 2)  ("Reaction". You use your speed and combat experience to counter an enemy attack.) - (When you use a dodge action, until the end of your next turn, the first attack an enemy makes that targets you, you can use your reaction to perform a weapon attack.)

Critical Strike.

(Reinforcement, Adrenaline Points 3) (When you hit a creature with a weapon attack, you can spend three adrenaline points to roll an extra damage die.)

Deadly Rage. 

(Rage, Action, Adrenaline Points 4) ("Bonus Action". Until the end of your turn, your strength melee weapon attacks score a critical hit on a roll of 17-20.)

Enhanced Rage. 

(Rage, Continuous, Adrenaline Points 3) ("Bonus Action". Until the end of your rage, the damage bonus your rage grants also applies to ranged weapon attacks that use strength or dexterity.)

First Strike

(Reinforcement, Adrenaline Points 1) (When you perform a weapon attack against an enemy with their maximum health, you can spend an adrenaline point to take advantage of the attack roll.)

Headbutt

(Action, Adrenaline Points 1) ("Reaction". You use your combat experience to perform a powerful headbutt on your enemies.) - (After performing a weapon attack, you can use your reaction to perform a headbutt attack. Melee Weapon "Str", Reach 5 feet, one target, hit: 1d6 bludgeoning damage).

Heavy Kick

(Action,  Adrenaline Points 1) ("Bonus Action". You perform a powerful kick against your enemy and push him for a short distance.) - (Melee Weapon "Str", Reach 5 feet, one target, hit: 1d8 bludgeoning damage, if the target is large or smaller, it must make a strength saving throw. On a failed save, you push the target up to 10 feet away from you).

Heavy Strike

(Reinforcement, Adrenaline Points 2) (When you hit a creature with a weapon attack, you can spend two adrenaline points to deal extra 1d6 bludgeoning damage, and all other hostile creatures within 5 feet of the target take 1d6 bludgeoning damage.)

Adrenaline Rush.

(Action, Adrenaline Points 3) ("Bonus Action". You use your stamina to gain advantage, gaining a an extra breath to beat your enemies in battle.) - (Using a bonus action, you gain temporary hit points equal to 2d8 + your constitution modifier.)

Blood Strike

(Reinforcement, Adrenaline Points 2). (When you perform a weapon attack and you have fewer hit points than your maximum hit point, you may spend two adrenaline points to take advantage of this attack roll.)

Bodyslam

(Action, Adrenaline Points 1) ("Bonus Action". You use your body as a weapon, throwing it at your enemy and knocking him over.) - (Melee Weapon "Str", Reach 5 feet, one target, hit: 1d8 bludgeoning damage, if the target is large or smaller, it must make a strength saving throw. On a failed save, you knock the target prone).

Controlled Rage.

(Rage, Continuous, Adrenaline Points 4)  ("Bonus Action". Until the end of your rage, You receive a bonus to attack rolls equal to the bonus to damage rolls your rage gives.)

Counterattack

(Action, Adrenaline Points 2)  ("Reaction". You use your speed and combat experience to counter an enemy attack.) - (When you use a dodge action, until the end of your next turn, the first attack an enemy makes that targets you, you can use your reaction to perform a weapon attack.)

Critical Strike.

(Reinforcement, Adrenaline Points 3) (When you hit a creature with a weapon attack, you can spend three adrenaline points to roll an extra damage die.)

Deadly Rage. 

(Rage, Action, Adrenaline Points 4) ("Bonus Action". Until the end of your turn, your strength melee weapon attacks score a critical hit on a roll of 17-20.)

Enhanced Rage. 

(Rage, Continuous, Adrenaline Points 3) ("Bonus Action". Until the end of your rage, the damage bonus your rage grants also applies to ranged weapon attacks that use strength or dexterity.)

First Strike

(Reinforcement, Adrenaline Points 1) (When you perform a weapon attack against an enemy with their maximum health, you can spend an adrenaline point to take advantage of the attack roll.)

Headbutt

(Action, Adrenaline Points 1) ("Reaction". You use your combat experience to perform a powerful headbutt on your enemies.) - (After performing a weapon attack, you can use your reaction to perform a headbutt attack. Melee Weapon "Str", Reach 5 feet, one target, hit: 1d6 bludgeoning damage).

Heavy Kick

(Action,  Adrenaline Points 1) ("Bonus Action". You perform a powerful kick against your enemy and push him for a short distance.) - (Melee Weapon "Str", Reach 5 feet, one target, hit: 1d8 bludgeoning damage, if the target is large or smaller, it must make a strength saving throw. On a failed save, you push the target up to 10 feet away from you).

Heavy Strike

(Reinforcement, Adrenaline Points 2) (When you hit a creature with a weapon attack, you can spend two adrenaline points to deal extra 1d6 bludgeoning damage, and all other hostile creatures within 5 feet of the target take 1d6 bludgeoning damage.)

Break the Limits

Starting at 6th level, right after going into a rage, you can choose to suffer one level of exhaustion and recover three adrenaline points.

Champion of the Nordic Lands.

Starting at 10th level, You became the champion of the north, earning the respect and protection of the spirits of the nordic warriors.

Protection of the nordic spirits. (When you go into a rage, all hostile creatures within 10 feet of you must make a constitution saving throw, a creature takes 2d12 cold damage on a failed save, or half as much damage on a successful one. And by the end of your rage, you gain resistance against cold damage, and when you lose hit points, all hostile creatures within 10 feet of you must make a constitution saving throw, a creature takes 1d12 cold damage on a failed save.)

Save DC = 8 + your proficiency bonus + your Constitution modifier

Chosen of the Gods

Beginning at 14th level, choose which god has chosen you, frigga or odin. Depending on the god you choose, you receive a unique nordic skills.

Frigga's Chosen.

Gain Frigga's Blessing.
(Rage, Continuous, Adrenaline Poits 6) Frigga's Blessing. (Thanks to frigga's blessing when you go into a rage, you can create a divine cloud around you, this cloud emanates a magical energy that heals the wounds of you and your close allies.) - ("Bonus Action". You and all your allies within 10 feet from you regain 1d10 hit points. Until the end of your rage, at the beginning of your turn, you and all your allies within 10 feet from you regain 1d10 hit points. If you or an ally already have all hit points when activating or when your turn begins, gain this value on temporary hit points.)

Odin's Blessing

Gain Odin's Blessing.
(Rage, Continuous, Adrenaline Poits 6) Odin's Blessing. (Thanks to odin's blessing when you go into a rage, you can create a cloud that surrounds you, that cloud unleashes violent thunderstorms that hit your near enemies.) - ("Bonus Action". All hostile creatures within 10 feet of you must make a dexterity saving throw, the creature takes 1d10 thunder damage on failure, or half as much damage on a successful one. Until the end of your rage, at the beginning of your turn all hostile creatures within 10 feet of you must make a dexterity saving throw, the creature takes 1d10 thunder damage on failure, or half as much damage on a successful one.)

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