Base Class: Barbarian
Oath of the Viking Drengr
Bound by Honor, Strength, and Saga
The Oath of the Viking Drengr is a sacred path walked by those who embody the unyielding spirit of their ancestors. These warriors live by ironclad principles of honor, courage, and loyalty, forging their destinies through battle and upholding the sagas of their people. To them, combat is more than survival—it is a tribute to the gods and a means of securing their place in legend.
More than mere fighters, Viking Drengr are revered as keepers of ancient wisdom and lore, entrusted with the duty of preserving their people's traditions. Their voices carry the weight of history, and their presence inspires both reverence and fear. With thundering war cries that shake the battlefield, they rally their allies and strike terror into the hearts of foes, proving that their strength is not only of the body but also of the soul.
Before battle, these warriors perform sacred rituals, invoking the might of their ancestors to guide their strikes and fuel their relentless momentum. Their fury is tempered by purpose, and their resilience is unmatched, standing unshaken even in the face of overwhelming odds.
A Viking Drengr does not simply fight; they endure, they protect, and they leave behind a legacy that echoes through time. Even in death, their spirit lingers, ensuring their name will be sung in the great halls of their people for generations to come.
As they grow, they embody the spirit of legendary warriors, ever ready for the final battle, ensuring their place in the saga of their people.
Ritual of the Warborn (level 3)
Through deep meditation and ancient rites, you prepare yourself for battle, honing either raw strength or relentless momentum. After spending 10 minutes performing this ritual, you gain one of the following benefits for 1 hour:
- Iron Will: Once per turn, you roll one additional damage die for an attack. You must accept the result of the second die, even if it's lower than the first. If your weapon normally rolls more than one damage die, you may choose to reroll just one of those dice instead.
- Crimson Flow: If you score a critical hit with a melee weapon that has the Heavy property or wielding two or more weapons, you can immediately make one additional melee weapon attack as part of the same action. This feature can only be used once per turn, regardless of the number of critical hits.
You can use this feature equal to your proficiency bonus. uses will reset after a long rest
Through this ritual, true Warborn learn to channel their inner fury into either devastating precision or unrelenting assault, ensuring they dominate the battlefield.
Ritual of the Crimson Flow
Through a 10-minute ritual of focused meditation and controlled fury, you prepare your mind and body for the rhythm of battle. Once completed, you gain the following benefit for 1 hour:
- If you score a critical hit with a melee weapon that has the Heavy property or wielding two or more weapons, you can immediately make one additional melee weapon attack as part of the same action. This feature can only be used once per turn, regardless of the number of critical hits.
- You can use this feature once per turn."
This ritual represents the barbarian’s ability to flow between strikes with unstoppable momentum, turning well-placed blows into an unrelenting onslaught.
Ritual of the Iron Will
Before entering battle, you can spend 10 minutes performing a ritual of deep meditation and focus. Once completed, you gain the following benefits for 1 hour:
-
when wielding a melee weapon with the Heavy property or wielding two or more weapons, you gain the following benefit:
- Once per turn, you roll one additional damage die for an attack. You must accept the result of the second die, even if it's lower than the first. If your weapon normally rolls more than one damage die, you may choose to reroll just one of those dice instead.
Saga-Keeper (level 3)
At 3rd level, you become a living embodiment of your people's legends, a keeper of sagas and wisdom passed down through generations. Your presence commands respect, not only for your strength but for your stories, teachings, and insight into the gods’ will.
Features:
Voice of the Ancestors:
You have advantage on Charisma (Persuasion) and (History) checks when speaking about legends, ancestors, or cultural traditions. Elders and warriors are more likely to respect your words, and those who share your culture may offer aid or shelter.
Additionally, you have advantage on Charisma (Intimidation) checks when invoking the strength of your ancestors in speech or battle. can only used once per short rest.
Seer's Wisdom (Level 6 Upgrade)
At 6th level, your connection to the past deepens, and you can call upon the spirits of your ancestors for their guidance.
Divine Insight:
Through dreams, omens, or meditation, you can seek guidance from the spirits of the past. Once per long rest, you may ask the DM one question about a location, person, or event, and they must provide a truthful but cryptic response (similar to the Divination spell). The spirits guide you with wisdom, but their answers are often wrapped in layers of mystery and symbolism, leaving room for interpretation.
Járnvargr’s Defiance (level 6)
As the winds howl and the battle rages around you, the ancient teachings of your ancestors awaken within. With a swift and practiced motion, you hurl nearby objects at the approaching attack, diverting the blow from your allies.
- At 6th level, when a creature within 20 feet of you is targeted by an attack, you can use your reaction to grab and throw an object within 5 feet of you to deflect the blow. Roll 1d8 + your Strength modifier and reduce the damage by that amount.
- On a critical failure (natural 1): You miscalculate the throw, causing it to miss or ricochet awkwardly. In your attempt to quickly compensate, you overexert yourself and strain a muscle or twist your body in an unnatural way, causing you to take half the damage of the original attack (rounded down).
Járnvargr’s Mastery (Level 10)
Years of training and fierce battles have sharpened your reflexes to the point of legend. No longer are you merely deflecting attacks—you are shaping the flow of combat itself. Even when the odds seem against you, your strength and skill see you through, no longer suffering the burden of miscalculation.
- Your reflexes sharpen, allowing you to deflect heavier blows. When you use Járnvargr’s Defiance, you now roll 1d10 + your Strength modifier instead of 1d8.
- In addition, you have trained relentlessly, and you no longer take damage on a critical failure when using Járnvargr’s Defiance. The damage reduction is still reduced (as normal) on a failure, but you don’t take damage yourself anymore.
- On a critical failure (natural 1): You misjudge the throw, and the object lands awkwardly. As you scramble to recover, your defense becomes less effective, and you reduce the damage by only 1d4 + your Strength modifier (minimum 0). This means you're still protecting your ally, but not as effectively as you would have liked.
Járnvargr’s Wrath (Level 14)
With the force of a storm and the fury of a god, your deflections become devastating retaliations. Not only do you shield your kin, but your throws strike with such power that the enemy feels the weight of Járnvargr’s vengeance. Your reach extends across the battlefield, allowing you to defend allies even from the farthest corners of the fray.
- Your thrown objects hit with such force that they disrupt enemy attacks. When you successfully reduce damage with Járnvargr’s Defiance, the attacker takes bludgeoning damage equal to half the amount reduced (rounded down).
- In addition, the range of your deflection increases to 30 feet, meaning you can now use your reaction to deflect attacks from creatures within 30 feet.
- On a critical failure (natural 1): You overextend, slightly throwing off your stance. Your movement speed is reduced by 5 feet for the next 2 turns. You still reduce some damage, but the defense is less effective than usual, and your damage reduction is reduced by 1d6 + Strength modifier (minimum 0).
Howl of the Warborn (level 10)
At level 10, your presence on the battlefield is as terrifying as a storm at sea, and your voice carries the fury of the old gods. As an action, you can unleash a bloodcurdling war cry, forcing enemies within 20 feet who can hear you, must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Constitution modifier).
- On a failure, they are frightened of you until the end of your next turn.
- If a creature is frightened of you when you hit it with a melee attack, it takes extra damage by rolling a d4+2
You can use this feature a number of times equal to your Proficiency Bonus per long rest.
This battle-hardened howl strikes terror into the hearts of lesser foes, ensuring they cower before your fury or fall beneath your blade.
Oath of the Shield-Breaker (Level 14)
Your strikes carry the might and precision of a seasoned warrior capable of piercing the toughest defenses. Your relentless training and battlefield experience allow you to strike with overwhelming force, breaking through even the most formidable protections.
- Once per turn, when you hit a creature with a melee weapon attack, you can choose to ignore its resistance to bludgeoning, piercing, and slashing damage. This means that any damage the creature would normally resist from your attack is dealt in full, allowing your powerful strikes to bypass the enemy’s natural or magical defenses.
- Additionally, when you score a critical hit with a melee weapon attack, you don’t just deal devastating damage—you disrupt the target’s defense as well. The force of your blow shatters their guard, reducing their Armor Class (AC) by 2 until the end of your next turn. This reduction reflects the damage you’ve done to their armor, shield, or other defensive measures, leaving them more vulnerable to further attacks.
Odin's Favor (level 20)
At 20th level, your sheer willpower defies the grip of death itself. As long as the battle rages, so do you.
- Odin's Favor: If you die while raging, you can choose to return to life at the start of your next turn with half your maximum HP. However, your rage immediately ends,
- For 1 minute after returning, you gain resistance to necrotic and psychic damage and cannot have your hit point maximum reduced.
- This ability recharges after 24 hours.
Previous Versions
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12/10/2025 11:17:38 PM
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