Fighter
Base Class: Fighter

The Viking is a warrior who, to the untrained eye, looks to be a savage. Vikings, instead, use coordination and rally their companions into organized raiding parties to attack fast and with the utmost ferocity. Tapping into pagan rituals and a ferocity as honed as their weapons, Vikings can lead the charge and end a battle before the tides can turn against them.

 

Warrior of the Seas

Years of serving on a long-ship and quickly and mercilessly attacking from the seas and rivers have given you experience and knowledge in such vehicles and a terror to those who are your target.

When you take this archetype at 3rd level, you gain proficiency in Vehicles (Water) and Intimidation.

Raider

When you take this archetype at 3rd level, you can use your bonus action to Dash, but you must move closer to an enemy. If you are in attack range of an enemy after using this ability, you can double your proficiency for your attack roll and add your proficiency to your damage roll for the first attack made that turn.

Raiding Party

Starting at 7th level, you can use your bonus action to grant +1 to attack and damage rolls and +1 to the AC of each ally within 10 feet of you, that you can see, until the start of your next turn. You cannot target yourself with this ability.

You can use this ability a number of times equal to half of your proficiency, rounded up. 

This bonus increases to +2 at 12th level and +3 at 17th level.

All charges reset on a short or long rest.

Champion of the Pagan Gods

At 10th level, you can choose to become the champion of a Pagan God. Each god provides a different bonus.

Once you choose to champion a god, you cannot change your choice.

God of Knowledge

Becoming a champion of the God of Knowledge grants an additional d6 of psychic damage on a single attack, once per turn.

Also, you can use your action to glean additional details of your target. Your target must make an Intelligence saving throw vs your attack roll against them. On a failed save, you can find out one of the following: one resistance, one weakness, one immunity, any saving throw proficiency, or one stat modifier.

This ability recharges on a short rest.

God of Thunder

Becoming a champion of the God of Thunder grants a d6 of thunder damage on a single attack per turn.

Additionally, you can use your action to attempt to knock a Huge or smaller creature prone. You make an attack roll as normal, except the target must make a strength saving throw to contest the attack roll. On a failed save, the target is knocked prone. If it is Large or smaller, it is also knocked 10ft. back.

This ability recharges on a short rest.

God of Trickery

Becoming a champion of the God of Trickery grants you the ability to deal an extra d6 of acid damage on a single attack once per turn.

Additionally, you can use your action to create an illusory copy of yourself in an empty spot next to you. The illusion shares your stats and only has 15 health.

As long as you are within 5ft. of your copy enemies have disadvantage on attacks against you. If the enemy creature can see through illusions or has discerned it to be an illusion, this has no effect on it. You can use your bonus action to command the illusion to mimic the action you took for this turn and have it move. If you attacked, it can only make one attack and the damage is considered force damage.

The copy lasts for 1 minute or until it is destroyed. 

This ability recharges on a short rest.

Onward, to Valhalla!

At 15th level, if you suffer damage that brings you to 0 health, you can make a constitution saving throw where the DC is equal to half of the damage of the attack. If you pass, you regain 1 health and gain half of your max health as temporary health.

You can only use this feature once per long rest.

Ragnarok

Starting at the 18th level, you can tap into the ferocity of gods and ancient warriors to bring about ruin to your enemies.

As a bonus action, if your current health is below half of your maximum health, heal up to half of your max health. Additionally, gain half of your maximum health as temporary health points.

You also gain to following benefits:

  • You gain advantage on all attack rolls
  • You can add half of your proficiency to your damage rolls
  • You can crit on a 19-20

Ragnorak lasts for 1 minute or until you are incapacitated. Any temporary health left at the end of this ability disappear, you gain 3 levels of exhaustion, and drop down to 1 health.

This ability can only be used once per long rest.

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