Fighter
Base Class: Fighter

A berserker charges through swathes of their enemies. They cut down foe after foe appearing to never grow weary. They stand tall and proud afterwards purveying their fallen foes glad that the gods have allowed them such a thrill.

A valkyrie rides on horseback spearing her enemies. All her foes tremble before her. Her fellow warriors bow at her passing, believing that she is divine wrath given form. She herself hears the whispers of the gods urging her to take the lives of her foes.

The captain of the long ship calls out orders to his crew, off in the distance he sees an oncoming ship and shouts to his crew to brace for impact. The oncoming ship comes crashing into the long ship

Level 3: Spellcasting

You have learned to cast spells.

Cantrips. You know two cantrips of your choice from the Artificer spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Artificer spell list.

When you reach Fighter level 10, you learn another Artificer cantrip of your choice.

Spell Slots. The Viking Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Viking Spellcasting
  —Spell Slots per Spell Level—
Fighter Level Spells Prepared 1 2 3 4
3 3 2
4 4 3
5 4 3
6 4 3
7 5 4 2
8 6 4 2
9 6 4 2
10 7 4 3
11 8 4 3
12 8 4 3
13 9 4 3 2
14 10 4 3 2
15 10 4 3 2
16 11 4 3 3
17 11 4 3 3
18 11 4 3 3
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Artificer spell list.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Viking Spellcasting table. Whenever that number increases, choose additional spells from the Artificer spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Artificer spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Artificer spell for which you have spell slots.

Spellcasting Ability. Constitution is your spellcasting ability for your Artificer spells.

Spellcasting Focus. You can use an Arcane Focus or Carved Runes as a Spellcasting Focus for your Artificer spells.

Level 3: Sailing the Icy North

Also starting at 3rd level, you gain proficiency in sea vehicles and navigators tools. Also, you can always discern which direction is north.

Level 7: Acclimated

Starting at 7th level, you have resistance to cold damage and are not affected by the adverse effects of cold weather.

Level 7: Warriors Rage

Starting at 7th level, when in battle you can shrug off attacks like they were nothing. As a bonus action you can activate this ability, this grants you resistance to all types of damage until the start of your next turn. You can use this feature twice before needing to take a short or long rest.

Level 10: Call of Valor

Upon reaching 10th level, as a bonus action while in battle you can send out an inspiring shout to all friendly creatures within 30 feet of you.

Until the end of your next turn those within this radius can add your proficiency bonus to their attack rolls until the end of your next turn. You cannot use this feature again until you finish a short or long rest.

Level 15: Breath of Winter

Starting at 15th level, you can use your second wind feature twice per short or long rest.

Additionally when using your second wind feature your next attack deals additional cold damage equal to double your constitution modifier.

Level 18: Valhallas Chosen

Beginning at 18th level, you have become a hardened warrior of the north. The divine light of the afterlife shines upon you for your deeds. As an action you can imbue yourself with the effects of the spell Crusaders Mantle. This does not require concentration and lasts for 1 minute.

Additionally. all enemies that enter or start their turn within the aura of Crusaders Mantle must make a Constitution saving throw, taking 1d10 cold damage on a failed save. You cannot use this feature again until you finish a long rest.

Viking Image

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