Base Class: Barbarian
From a young age, you have grown fascinated with the Norse Gods. Thor, Loki, Odin, all have given you a sense of wonder and pride when searching for inspiration. Each God has given you a glimpse of what it means to be strong. Throughout your childhood you've looked to these immortal figures as your inspiration to mold your body into an unstoppable force of nature. Finally in a trial created by Odin to test thy strength, you have proven to be a potential champion, thus they granted you their power. Though it starts off with only a tiny portion of strength, you will continue to prove yourself through many tasks and face many hardships in an effort to not just be their champion, to prove you could be something more. A God.
Blessing of the Gods
When you enter your rage, your battle cry grants you a blessing from one of the Norse Gods to your weapon of choice until your rage ends. You replace the damage type of the weapon with that of another type based on the God that blessed you. Roll 1d8 to determine the God that gives you the blessing to your weapon. These blessings also count as magical for the purpose of overcoming resistance and nonmagical immunity.
1. Odin - Radiant
2. Thor - Thunder
3. Freya - Psychic
4. Skadi - Cold
5. Tyr - Force
6. Hel - Necrotic
7. Loki - Fire
8. Jormungandr - Poison
Strength of Valhalla
When you enter your rage, you release a powerful surge of energy from a God that blessed you in battle. Each creature within a 15 foot radius centered on yourself must make a DC (8 + Proficiency Bonus + CON Modifier) saving throw. On a failed save, take 2d8 damage associated with that God and you are subjected to the effect of said God. On a successful save take only half damage.
1. Odin - 2d8 Radiant Damage. Creatures that fail a CON Saving Throw are blinded until the end of your next turn.
2. Thor - 2d8 Lightning Damage. Creatures that fail a DEX Saving Throw are stunned until the end of your next turn.
3. Freya - 2d8 Psychic Damage. Creatures that fail a WIS Saving Throw are frightened until the end of your next turn.
4. Skadi - 2d8 Cold Damage. Creatures that fail a DEX Saving Throw are restrained until the end of your next turn.
5. Tyr - 2d8 Force Damage. Creatures that fail a STR Saving Throw are pushed back 10 feet and knocked prone.
6. Hel - 2d8 Necrotic Damage. Creatures that fail a CON Saving Throw are paralyzed until the end of your next turn.
7. Loki - 2d8 Fire Damage. Creatures that fail a DEX Saving Throw take an additional 2d4 Fire Damage until the end of your next turn.
8. Jormungandr - 2d8 Poison Damage. Creatures that fail a CON Saving Throw are poisoned until the end of your next turn.
Grit and Strength of Haimdall
When you enter your rage, you can choose which blessing you receive instead of rolling 1d8. While you are raging, the God that blessed you during battle grants you immunity on the first attack shared by the God's damage type, then grants you resistance for all future attacks shared by the God's damage type.
You also gain an attack that unleashes a 25 ft cone shockwave called "Warrior's Madness." Creatures in the 25 ft cone must make a DC (8 + proficiency bonus + CON Modifier.) DEX Saving Throw, taking 4d8 Damage associated with the God that blessed your rage or half as much on a successful save. Warrior's Madness will take your entire action.
Passage of the Bi-Frost
Using the power of the Norse Gods has given them cause to entrust you with the power of the Bi-Frost. You can teleport as a bonus action anywhere in an unoccupied space within 60 feet of yourself that you can see. Creatures within 5 feet of the space you teleported to take 2d4 force damage. You can use this feature a number of times equal to your proficiency bonus and can only be replenished after a long rest.
Previous Versions
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3/27/2023 5:16:28 AM
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