Base Class: Fighter
A brute that is wild and free to cause as much chaos as possible in battle.
Berserkr's Rage
As the battle begins your God forces you into the berserkr's rage. Once you enter this state you let out a challenging battle cry, (similar to the [spell]Compelled Duel]/spell]), forcing all enemies in a 15ft. radius to make a Wisdom saving throw. The DC is equal to 8 + Strength modifier + Proficiency. While in the berserkr's rage you take less damage. This scales with your levels.
On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is outside the effected area from you.
The spell ends if you make an attack roll against a creature other than the effected targets, if you cast a spell on an enemy other than an effected target, if an ally of yours damages the effected target, or if you end your turn outside the initial radius of the effected target.
Level 10: Battle cry increases to 30ft radius
Level 15: Battle cry increases to 50ft radius
Level 3: Resistant to bludgeoning, piercing, and slashing damage. (Non magical attacks)
Level 10: Immune to non-magical bludgeoning, piercing, and slashing damage: Resistant to magical bludgeoning, piercing, and slashing damage.
Level 15: Immune to Psychic and Charm spells
Giant Size
As a Brute, you have a minimum size requirement of 8 feet tall and a maximum of 12 feet tall. Your movement also increases by 15 feet.
Due to your Brute size you are no longer allowed to use the following:
Crossbows
Normal Bows
Daggers
Rifles
Pistols
Instead, you have to use short swords as daggers and long bows as normal bows.
Wild berserkr
Being wild and unpredictable has its perks.
Gain +2 to Dex max of 22
Gain advantage on melee attacks within 10 feet.
Enemies has disadvantage on melee attacks within 10 feet.
Weapon of the Gods
You get your God's damage type. Additionally, your weapon(s) now deal(s) that type exclusively and also deals an extra 1d6 damage. This effect scales with levels.
Level 7: 1d8 damage. Gain Proficiency and mastery with 1 of the following: Axes, swords, and bows.
Level 10: Crit range is extended by 1 (19 or 20). Gain Proficiency and mastery with 1 of the following: Axes, swords, and bows. This is in addition to those gain as a normal fighter.
Level 15: 2d8 damage. Gain additional Action Surge that stacks with all additional. Gain an additional fighting style.
Level 18: 4d8 damage. Damage type can be force or radiant damage (Player's choice). Melee attacks ignore all immunities.
Follower of the Gods
After initiative is rolled, as a bonus action you call to either AEsir (war and sky gods) or the Vanir (fertility and nature gods) for guidance or blessing. What you receive is determined on who you call and it last for as many rounds as your Proficiency Bonus. This can be done as many times in a day equal to your Constitution modifier (minimum 1).
**After the energy of the blessing has been used, you have level 1 of Exhaustion until your next Short or Long Rest**
AEsir (Tor, Tyr, Loke, Oden, Balder, Heimdall)
Vanir (Freja, Frigg, or Hel)
Balder (Radiant damage)
You get +1 to all rolls with a d20, and +2 Radiant damage on attack rolls.
Freja (Force Damage)
You get +5 to all Charisma checks. You can also shape change into a cat similarly to Wild Shape.
Frigg (Psychic damage) You can perform a ritual similar to Augury taking 5 minutes to receive an omen about the results of a specific course of action that you intend to take within the next hour. You can't tell anyone what the DM answers your question.
Heimdall (Cold damage)
Gain advantage on all skill checks that require sight or hearing. For a number of days equal to your Con Modifier (minimum of 1), you can complete a long rest in 4 hours similar to the elven trance ability. You can only long rest 1 time in a 24 hour period. This trance resting can be done while wearing medium or heavy armor without penalty.
Hel (Necrotic damage)
You become an Undead creature type with no other effects to you abilities and skill except for (1) your Charisma score is decreased by 3. (2) Immunity to Poison and Poisoned Condition as well as Exhaustion, (3) Resistance to Necrotic damage, and (4) darkvision equal to 60' unless you already possess it, then it is doubled. However, you become Vulnerable to Radiant Damage and can be subjected to the Channel Divinity - Turn Undead. You can alter Unarmed Strikes to Necrotic damage and add 1d4 Necrotic damage to melee attack damage.
Loke (Poison damage)(Fire Damage)
As a bonus action, you can roll any Charisma based skill during combat. With a successful roll you are granted advantage on your next attack. You also get +1 to all attack rolls with daggers and shortswords.
Oden (Thunder damage)
The All-Father grants you Advantage with all skill checks, Eyes of the Runekeeper Eldritch Invocation (can read all writing), and Truesight 30' ( • Darkness: See clearly in both normal and magical darkness. • Invisibility: Spot invisible creatures and objects. • Illusions: Automatically detect visual illusions and automatically succeed on any saving throws against them. • Transformations: See the original, true form of any shapechanger or creature/object transformed by magic. • Ethereal Plane: Look into the adjacent Ethereal Plane).
Tor (Thor) (Lightning damage)
The Honorable Thor grants Immunity to Thunder Damage and the Exhaustion condition. You are also able to use Thunderous Smite once per turn of combat and Thunderwave once during his blessing. All of your attacks are considered critical strikes vs true giants.
Tyr (Slashing damage)
Tyr, Aesir of Courage and Strategy in War grants you a +4 bonus to all attack rolls when using one-handed weapons. Against those who have forsaken or broken their oath, all your damage is considered a critical strike. While under his influence, you can sacrifice a hand to cast Resurrection. The hand regenerates, taking 1 day per level of the target of the spell. You have disadvantage on all attacks and saving throws versus the attacks and abilities of wolves, including wargs and winter wolves, but not lycanthropes.
Rangarök
Your Strength and Constitution scores are increased by 3, and the new limit for those scores is 23. All your unarmed attacks deal an extra 1d10 Fire or Lightning damage player's choice.
Promise of Valhalla
For every 5 damage taken, get +1 to all damage rolls. This scales with levels.
Level 3: +1 for every 5 damage taken
Level 7: +1 for every 5 damage taken
Level 10: +2 for every 20 damage taken
Level 15: +4 for every 50 damage taken
Level 18: +6 for every 50 damage taken
*These do not stack. For example at level 10 once you take 20 damage you will only receive +2.
Unrivaled Courage
You issue a Rallying Cry, gaining advantage on Charisma (Intimidation) skill checks and Immunity to fear-based magic. For a number of times per your Charisma modifier, you can choose a number of allies within 30 feet of you that can see or hear you equal to your Constitution modifier to regain hit points equal to 1d8 + your fighter level. If affected by fear, those allies within the radius can make an immediate saving throw with advantage against that effect.
Unrivaled Brute
Brutish Crit
Your brutish size , strength, and speed allows you to strike even more devastating critical hits. Your attack rolls with melee weapons and Unarmed Strikes can now score a Critical Hit on a roll of 17-20 on the d20.
All attacks vs objects and structures do maximum weapon damage dice, in addition to critical. Your critical attacks against creatures are now immune to abilities such as Sentinel at Death's Door that can negate critical hits. All successful strikes forces an opponent to make a Strength saving throw at disadvantage or be knocked Prone, a success resulting in the target being pushed back 10 ft.
Berserkr of Rangarök, Welcome to Valhalla or God of War, Welcome to Valhalla
You have made the Gods proud and they have saved your spot at Odin's table in Valhalla. They have blessed you with the following:
New title: War God
You gain 1 extra attack (this stacks with all other attack increases)
You gain +4 to all attack and damage rolls
You gain 1 extra Call the God's per long rest
You also gain 1 extra feat or boon
**If you fail all death saves or suffer a immediate death, you are immune to Resurrection and True Resurrection. You have taken your rightful spot at Odin's table in Valhalla.
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