Barbarian
Base Class: Barbarian

Far beyond the warmth of civilization, you have been raised by 3 great forces in your life. Your tribe, the very people who carry on the culture of those who came before, making sure to carry on traditions so that their legacy is never extinguished. The wilderness, the biting cold that greets you every morning and night, shaping you each and every day into what you have always been meant to be. Lastly, but paramount in their importance, the Asagods. You walk the Path of the Viking. 

The Path of the Viking Barbarian excels in in combat due to the wide array of abilities the Asagods and Jötnar bestow upon them. Those who walk the Path of the Viking live lifestyles revolving around hunting great beasts, conquering other tribes and villages, maximizing combat prowess, and worshiping the very gods that allow them to do so. While other Barbarians may opt for reckless violence when combat breaks out, the Path of the Viking Barbarian must first understand the situation around them, pray to the Asagod or Jötnar that best aids them in their given circumstance, and then strike without mercy. Vikings are typically ruthless, only sparing those who may be used to further your goals while sending the rest to the Niflheim. Do you wish to maximize your damage output as a Viking? Call upon the great fire giant Surtr to engulf your foes in the flames of Muspelheim. Do you wish to set your foes into a state of mass hysteria? Call upon Loki to blind or incapacitate your foes. This is the Path of the Viking.

Northman's Resilience

Your skin has grown accustom to the harsh weather of the north. Blizzards and snowstorms no longer frighten you as you have adapted to the frigid biome where you were born. You hunt to survive, so bad weather cannot get in the way of you feeding you kinsmen. 

You gain resistance to cold damage and gain proficiency with Survival checks. 

Varyag Blót

When you choose this path at 3rd level, you have gained favor with the Æsir. Commune with the gods and accept 3 of their blessings. As an option, you may choose to adopt a characteristic of one of the gods (with Dungeon Master approval) that reflects one of their characteristics. For example: you choose to commune with the great trickster Loki, and change from a Neutral Good Alignment to Chaotic Good. 

Once you choose your 3 blessings, you cannot change them without blaspheming the Asagods. Doing so will strip you of the Path of the Viking subclass and forcefully change your subclass to a Path of the Zealot as you still serve the gods, but receive none of the specific bonuses from them. 

Blessings: You learn three blessings of your choice. These blessings range from enhancing your attacking power, defensive prowess, or simply bring chaos to the battlefield. You learn one additional blessing of your choice at 10th and 14th level. 

Saving Throws: Some of your blessings require your target to make a saving throw to resists the effects of your blessing. The saving throw DC is calculated as follows:

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

 

Freyja

Freyja is often seen as the goddess of love, beauty, and magic. She cares for half of those who died in battle and did not go to Valhǫll to dine with the Allfather. Her blessings grant good health to those who worship her. 

On your turn, you can use your action to regain hit points equal to 1d12 + your barbarian level. If you use none of your movement on your turn, you regain an additional 1d8 hit points (if you are outside of combat, this bonus takes 30 minutes). Once you use this feature, you must finish a long rest before you use it again. 

Great Trickster Loki

Loki's Trickery
d8 Effect
1 Each creature within 15 feet of you must make a Dexterity saving throw or take 2d6 Psychic damage.
2 You summon a random beast of CR 2 or lower (DM discretion). When summoned, roll a d4. If the results of that roll are a 1, the beast is hostile towards you and your party. Otherwise, you may control it using you bonus action each turn. The beast disappears after combat ends. 
3 Choose a creature you can see within 30 feet of you. The next time that creature rolls an attack roll, saving throw, or ability check, you can have them roll again and decide which roll they take. 
4 The next time you take damage from a creature, you can use your reaction to attempt to frighten them. The target must make a Wisdom saving throw or is frightened. 
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 All creatures within 30 feet of you gain advantage on their next attack roll. 
7 Choose a creature within 30 feet of you that you can see. If the creature has more than half of their hit points, they must make a Constitution saving throw or fall blind. If they have less than half of their hit points, they must make a Strength saving throw or fall prone. If they have exactly half of their hit points, both automatically happen. 
8 Loki appears before you and is impressed with the chaos you sew. Until the start of your next turn, you gain 5 temporary hit points, have a +5 to hit on your next attack, and can move 5 additional feet. Additionally, the next creature that attacks you takes 5 force damage upon hit. 

Great-Wolf Hróðvitnir

Hróðvitnir, often called Fenrir, is a colossally large wolf foretold to kill the Allfather Odin on the day of the Ragnarök. His swiftness in battle is rivaled only by few, with his ferociousness towards his enemies making him a deadly weapon to be used against the gods.  

When entering a rage, you can make a single melee weapon attack as part of that same bonus action. This ability can only be used once per combat, and may be used 2 times per long rest. This increases to twice per combat and 3 times per long rest at 10th level. 

 

Guardian Surtr

You commune with Surtr, guardian of Muspelheim, to harness his mighty flames into a deadly blow. This great jötunn is the greatest of all fire giants, as it is prophesized one day that he will engulf all the world in the fires of the Muspelheim. 

As an action, you take 1d6 fire damage (this damage cannot be reduced in any way) as any one melee weapon of your choice forms molten cracks. For 1 minute or until you become incapacitated, your weapon deals 1d6 + half your barbarian level fire damage. You may use this ability 1 time per short rest. This increases to 2 times per short rest at 10th level. 

Using this ability does not damage your weapon in any way as the molten cracks that appear disappear when your blessing ends. 

Hermóðr the Swift

Hermóðr is a disputed son of Odin, as some claim he is a servant of the Allfather while others describe him as a direct son. Regardless of his relation to Odin, he is praised as the fastest of all Asagods and was tasked to save Baldr from Hel. 

While you aren't wearing heavy armor, your speed is increased by 5ft and gain a +1 to your Initiative rolls. 

Mímir the Wise

Mímir, wisest of the Asagods, was beheaded while attempting to form a truce between the Vanir and Æsir. Upon his death, his wisdom was so sought after that Odin took his disembodied head and used it so Mímir's insight was not lost. 

As a bonus action, choose a creature you can see within 60 feet and learn all damage immunities and resistances it may have. Additionally, you have advantage on all History checks you make within the next minute.
You may use this ability 1 time per short rest.

Odin, Allfather

Greatest of the Asagods, Odin is the supreme deity of your faith. On his quest for knowledge, Odin sacrificed one of his eyes so he may see all the worlds between more clearly. He is the champion of war, healing, victory, poetry, and much much more. 

When you reduce a hostile creature of at least mild threat (DM’s discretion) to 0 hit points, you regain 1d6 hit points. Additionally, your first roll with a d20 after taking a long rest has advantage, regardless of what that roll is for. 

Thor

The renowned God of Thunder Thor is the guardian of humanity and slayer of giants. Among your people, he is one of the most celebrated Æsir as he has blessed your people many times in battle, allowing you to overcome insurmountable odds against your foes. 

When you hit a creature with a melee attack using a 1-handed weapon, you may use this ability to deal an extra 1d8 thunder and 1d8 lightning damage to the target, in addition to the weapon's damage. Additionally, the target must succeed a Strength saving throw or be moved back 10 feet and knocked prone.
You can use this ability 1 time per long rest. This increases to 2 times per long rest at 10th level.

Vengeful Víðarr

Matched only in power by his brother Thor, Víðarr is the Asagod of Vengence and is foretold to avenge the death of the Allfather and kill Fenrir. Víðarr ultimately will survive Ragnarök; knowing this, accepting his blessing will allow you to survive longer in battle and enact vengeance upon your foes. 

Whenever you rage, you and all allies within 10 feet of you gain temporary hit points equal to 1 + your proficiency bonus. 

Warrior Týr

Týr's bravery and resiliency have contributed to why he is called the God of War. Sacrificing his own hand so that Fenrir could be restrained is a divine act of selflessness and has inspired bravery in you and your kin. 

While raging, you gain resistance to Fire, Lightning, and Poison damage if you are not resistant already. 

Oh, Berserkir!

Oh, Berserkir! You arrive in battle with such savagery. Starting at 6th level, you channel the rage of the Asagods within and exact vengeance upon your foes. You are said to fight in a trance - that the very hand of Týr guides you in your war against the heathens who plague the battlefield. Their existence is a smear on the legacy of the very Æsir you worship, leaving you with only one option. Your prowess in battle grows when reaching 6th level. 

While you are wielding a weapon with 2 hands, your maximum amount of hit points are increased by 8. This increases to 12 at 10th level and 16 at 14th level.
While you are dual-wielding weapons, you and up to 3 other allies within 15 feet of you get a +1 bonus to any saving throw made while you are conscious. This bonus increases to +2 at level 10 and +3 at level 14.
While you wield a single weapon with 1 hand, your weapon attacks score a critical hit on a roll of 19 or 20. At 14th level, your weapon attacks score a critical hit on a roll of 18-20.
(Only one of these features may be active at a time)
Additionally you have advantage on saving throws against being frightened while raging.

Jomsviking

Starting at 10th level, the tale of a legendary warrior from a small clan of Varyags has begun to spread across the land. You devotion to the Æsir and might in battle have produced a reputation which commands respect from your allies, and strikes fear into your enemies. The gods are proud of the journey you have made thus far and await eagerly to see what you will accomplish next. 

When you enter a rage, choose a creature within 30 feet that you can see. That creature must make a Constitution saving throw or become paralyzed. The creature must be able to see or hear you or will be unaffected by this ability. This can be used 1 time per short rest.

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

 

Warrior of the Ragnarök

Ragnarök, the beginning of the end for the Asagods. What happens next is left to you as you now stand between the gods you have worshipped all your life and their total annihilation. In death, you will be rewarded, but now is not the time for death. The Asagods look to you now not just as a celebrated champion, but as their potential savior. Starting at 14th level, they now grant you with everything you need to be what you have always been: a Viking. 

If you fall to 0 hit points in combat, you expend the remaining uses of your Rage ability to activate your Final Stand. When activated, you regain all of your hit points and have advantage on your first attack every turn. You cannot regain hit points until you fall to 0 again. After using this ability, you have 3 full turns until you drop to 0 hit points and fall unconscious again. This ability can only be used 1 time every week (7 days).
Additionally, if you were to permanently die, all allies within 45 feet of your dead body have their maximum hit points permanently increased by an amount equal to your barbarian level. (This effect cannot stack if there are multiple Path of the Viking Barbarians, only the highest level one will count)

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