Barbarian
Base Class: Barbarian

Warriors of the North

 

Northerners see their life as a destined journey with a beginning and ending date since the day they were born, written by the gods. It is their duty to use their time as well as they can on a path to honor and glory to please the gods. The north is the home of a fierce and fearless line of warriors called Vikings who are notorious in widespread regions as a result of their brutal raids among coastal cities. Few warriors fight as menacingly as the Vikings which is rooted in their deep belief in the gods, a Viking believes that it is a glorious thing to die on the battlefield. It is believed that all brave warriors who die in battle are invite to Odin's afterlife, Valhalla.

 

Blood Rage

Starting at 3rd level when you choose this path you begin to thrive menacingly on your foes suffering. Showering yourself in their blood sparks a shock of adrenaline which fills your veins with euphoria, temporarily making you impervious to pain. Whenever you strike the killing blow of a living creature or land a critical hit you gain temporary hit points equal to your barbarian level + STR modifier + 1d10. You temporary hit points last up to 1 minute after combat ends.

Crushing Blows

At 3rd level you learn how to use the weight of your weapon to deliver the crushing blow with furious force. You trained with heavy weapons to make your blows even harder than a normal warrior can. When wielding a weapon with the heavy weapon property your melee weapons score a critical hit on a roll of 19 or 20 to a target within striking range.

Deadly Charge

Into the fray you go, for the acceptance to get into Valhalla. At 6th level your fearsome battle prowess has granted you the ability to perform a deadly charge. While enraged you can charge at an enemy within at least 20 feet of you, while having advantage on the roll. The damage is 2d10 + your strength modifier. You are able to potentially shove that enemy up to 10 feet of movement in the direction you choose if they fail a strength check, if they pass the check then they are only pushed back by 5 feet. Opportunity of attack does not stop the charge movement.

War Cry of the Gods

At 10th level you gain the ability to shout horrific war cries, empowered by the gods, as an action. You may:

  • Use this up to three times per long rest.
  • Have a range of 15 ft. radius
  • Save DC = 8 + {{proficiency}} + {{modifier:str}}

Cry of Odin. The voice of the allfather and god of strategy echoes throughout the very core of your enemies, granting you information of the enemies stats: AC, HP, & resistances. Enemies within range must make a WIS saving throw or become frightened for 1 turn.

Cry of Thor. The boom of a thunderous shockwave around you, creatures in range must make a constitution saving throw or take 2d8 of force damage and be thrown 10 feet backwards, landing prone.

Cry of Tyr. The god of war empowers your blood with a godly courage. You are immune to fear and charm for 3 turns and the effect of rage - only if you have raged before the ability - is modified by double for the duration. Allies within the radius gains advantage on their next melee attacks.

Freya's Valkyrie

When you reach 14th level you've fought so valiantly that Freya is now watching over your shoulder. Whenever you would  take a fatal damage or fall unconscious you may instead use up to half of your maximum hit die to regain an equal amount of hit points of your roll total. Once you have used this feature you must finish a long rest before you may use it again.

Blood Rage

Starting at 3rd level when you choose this path you begin to thrive menacingly on your foes suffering. Showering yourself in their blood sparks a shock of adrenaline which fills your veins with euphoria, temporarily making you impervious to pain. Whenever you strike the killing blow of a living creature or land a critical hit you gain temporary hit points equal to your barbarian level + STR modifier + 1d10. You temporary hit points last up to 1 minute after combat ends.

Crushing Blows

At 3rd level you learn how to use the weight of your weapon to deliver the crushing blow with furious force. You trained with heavy weapons to make your blows even harder than a normal warrior can. When wielding a weapon with the heavy weapon property your melee weapons score a critical hit on a roll of 19 or 20 to a target within striking range.

Deadly Charge

Into the fray you go, for the acceptance to get into Valhalla. At 6th level your fearsome battle prowess has granted you the ability to perform a deadly charge. While enraged you can charge at an enemy within at least 20 feet of you, while having advantage on the roll. The damage is 2d10 + your strength modifier. You are able to potentially shove that enemy up to 10 feet of movement in the direction you choose if they fail a strength check, if they pass the check then they are only pushed back by 5 feet. Opportunity of attack does not stop the charge movement.

War Cry of the Gods

At 10th level you gain the ability to shout horrific war cries, empowered by the gods, as an action. You may:

  • Use this up to three times per long rest.
  • Have a range of 15 ft. radius
  • Save DC = 8 + proficiency + STR modifier

Cry of Odin. The voice of the allfather and god of strategy echoes throughout the very core of your enemies, granting you information of the enemies stats: AC, HP, & resistances. Enemies within range must make a WIS saving throw or become frightened for 1 turn.

Cry of Thor. The boom of a thunderous shockwave around you, creatures in range must make a constitution saving throw or take 2d8 of force damage and be thrown 10 feet backwards, landing prone.

Cry of Tyr. The god of war empowers your blood with a godly courage. You are immune to fear and charm for 3 turns and the effect of rage - only if you have raged before the ability - is modified by double for the duration. Allies within the radius gains advantage on their next melee attacks.

Cry of Odin

The voice of the allfather and god of strategy echoes throughout the very core of your enemies, granting you information of the enemies stats: AC, HP, & resistances. Enemies within range must make a WIS saving throw or become frightened for 1 turn.

Cry of Thor

The boom of a thunderous shockwave around you, creatures in range must make a constitution saving throw or take 2d8 of force damage and be thrown 10 feet backwards, landing prone.

Cry of Tyr

The god of war empowers your blood with a godly courage. You are immune to fear and charm for 3 turns and the effect of rage - only if you have raged before the ability - is modified by double for the duration. Allies within the radius gains advantage on their next melee attacks.

Freya's Valkyrie

When you reach 14th level you've fought so valiantly that Freya is now watching over your shoulder. Whenever you would take a fatal damage or fall unconscious you may instead use up to half of your maximum hit die to regain an equal amount of hit points of your roll total. Once you have used this feature you must finish a long rest before you may use it again.

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