Barbarian
Base Class: Barbarian

Those who choose the Path of the Viking dedicate themselves to a life of brutality and savagery. A Viking is someone who takes from others with no regard for the silly thing those puny spellcasters and honorable warriors call a "conscience". With the strength of the Storm and Winter gods on your side, there is no one who can stop you. Brandish an Axe, take along some Javelins or Spears, perhaps even pick up a Shield, and scream out in a blood thirsty yell as you tear apart through any foe in your path.

Storming Rage

At 3rd level, your rage causes the air itself to quake. Whenever you rage, any creature within 30 feet of you must make a DC 8 + CON mod + Prof. Bonus CON Saving Throw, taking 2d10 Thunder damage on a failed save or half as much on a successful one.

Also at 3rd level, while you are raging, you gain resistance to Thunder damage.

This damage increases to 3d10 at 6th level, 4d10 at 10th level, and 5d10 at 14th level. 

Chilling Blows

At 3rd level, your attacks can wield the power of winter if you choose them to. As a bonus action, you can cause your next melee Weapon Attack deal 2d6 extra Cold damage. You can use the feature a number of times equal to your Proficiency Bonus.

At 3rd level, while raging, you gain resistance to Cold damage.

This damage increases to 2d8 Cold damage at 6th level, 2d10 damage at 10th level, and 2d12 damage at 14th level.

Knowledge of the Viking

As a Viking, you are a master at intimidating your opponents and surviving in even the harshest conditions. At the 3rd level, you gain proficiency in Intimidation and Survival.

Lightning Veil

At 6th level, you can tap into the storm within your heart to coat yourself in lightning. In your primal rage, lightning begins to spark from your skin itself. While you rage, every melee Weapon Attack you hit deals an extra 2d6 Lightning Damage.

At 6th level, while raging, you gain resistance to Lightning damage.

This damage increases to 2d8 at 14th level.

Ancestral Runes

At 6th level, you can call upon the runic powers of the Viking ancestors. When you complete a long rest, you can put different of Runes on a non-magical Melee Weapon. You can place an amount of Runes equal to your proficiency bonus per day. For example, you could place all of your Runes on a Greataxe or one Rune each on two Handaxes you might be dual wielding. However, a Rune may not be placed upon a weapon more than once that day. The Runes have a variety of effects depending on the Rune you choose.

Rune of Weightlessness. While this Rune is on a weapon, that weapon gains the light and thrown properties. You may also use your STR mod for deciding Hit rolls and Damage for this weapon when thrown.

Rune of Power. While this Rune is on a weapon, that weapon gains a +1 to Hit rolls and Damage.

Rune of Heartiness. While you are in possession of a weapon with this Rune on it, you gain Advantage on CON Saving Throws and your HP maximum increases by 1 + your level in this class. 

Rune of Bloodlust. While this Rune is on a weapon, that weapon deals 1d4 additional Necrotic damage on a hit and any creature hit by this weapon cannot regain Hit Points until the beginning of their next turn.

Rune of Guiding. While this Rune is on a weapon, that weapon has a +2 to hit and deals 1d8 additional Radiant damage on a hit. 

Rune of Doom. While you are in possession of a weapon with this Rune on it, while you are raging, you deal max damage of any type of damage of which you are resistant.

Rune of Finding. While this Rune is on a weapon, you can use a bonus action to recall this weapon back to your hand. If the weapon is within 30 feet of you, you can use your action to make the weapon fly back in a 5 by 30 (or lower) feet line. Any creature within the recall distance must make a DEX Saving Throw (equal to 8 + CON mod + Proficiency Bonus) or take 3d8 Bludgeoning, Slashing, or Piercing damage depending on the weapons damage type.

Rune of Strength. While you are in possession of a weapon with this Rune on it, your STR mod increases by two until the Rune is dispelled by you or another creature.

Rune of Bloodlust

Rune of Bloodlust. While this Rune is on a weapon, that weapon deals 1d4 additional Necrotic damage on a hit and any creature hit by this weapon cannot regain Hit Points until the beginning of their next turn.

Rune of Doom

Rune of Doom. While you are in possession of a weapon with this Rune on it, while you are raging, you deal max damage of any type of damage of which you are resistant.

Rune of Finding

Rune of Finding. While this Rune is on a weapon, you can use a bonus action to recall this weapon back to your hand. If the weapon is within 30 feet of you, you can use your action to make the weapon fly back in a 5 by 30 (or lower) feet line. Any creature within the recall distance must make a DEX Saving Throw (equal to 8 + CON mod + Proficiency Bonus) or take 3d8 Bludgeoning, Slashing, or Piercing damage depending on the weapons damage type.

Rune of Guiding

Rune of Guiding. While this Rune is on a weapon, that weapon has a +2 to hit and deals 1d8 additional Radiant damage on a hit. 

Rune of Heartiness

Rune of Heartiness. While you are in possession of a weapon with this Rune on it, you gain Advantage on CON Saving Throws and your HP maximum increases by 1 + your level in this class. 

Rune of Power

Rune of Power. While this Rune is on a weapon, that weapon gains a +1 to Hit rolls and Damage.

Rune of Strength

Rune of Strength. While you are in possession of a weapon with this Rune on it, your STR mod increases by two until the Rune is dispelled by you or another creature.

Rune of Weightlessness

Rune of Weightlessness. While this Rune is on a weapon, that weapon gains the light and thrown properties. You may also use your STR mod for deciding Hit rolls and Damage for this weapon when thrown.

Nordic Guides

At 10th level, wispy warrior spirits veil themselves around you. While raging, when a creature makes a melee Weapon Attack against you, they must make a WIS Saving Throw (DC 8 + CON mod + Proficiency bonus) or change their attack target. If a creature hits you with a melee Weapon Attack, they take 1d8 Cold damage in retaliation. 

At 14th level, this damage increases to 1d10.

Champion of Valhalla

At 14th level, you become a champion of the Vikings. While in rage, you can spend an extra rage in order to transform into a Champion of Valhalla. In this form, you gain immunity to Bludgeoning, Slashing, Piercing, Cold, Thunder, and Lightning damage, you have a +4 to damage with all STR based weapons, your movement speed is doubled, and you can make up to 3 attacks if you take the Attack Action. When the minute is over, you must either spend another rage to keep this form going for another minute or fall out of this form. When you fall out of this form, you gain 2 points of exhaustion which cannot be restored unless you finish a long rest.

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