Barbarian
Base Class: Barbarian

 

Barbarian Level Feature
3rd Mjølner, Sjóvar
6th Sleipner
10th Holmgang
14th Blót

Mjølner

Starting at 3rd level, you emanate a stormy, aura while you rage. Your aura is linked to Tor and gives you godly powers when you enter your rage.

While raging, once on each of your turns as a bonus action, you can deal extra damage when attacking. 

Make a single attack as a bonus action, if the attack hits, you deal 1d6 thunder damage instead of normal weapon damage.

You can instead choose to throw a weapon as your bonus action (provided you have a weapon with the thrown ability), on a hit the target takes that weapons damage and additional lightning damage. The target takes 1d6 lightning damage on a hit.

The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

Additionally if you use this ability throwing one of your weapons, you recall your weapon. If the weapon hit a creature the target must make strength saving throw DC 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is pulled toward you and stops 5ft. from you, allowing you to grab your weapon. On a successfull save, the creature is not affected, but you still get your weapon back.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use it twice before a rest, but only once on the same turn.

Sjóvar

You gain tool proficiencies: Navigator’s tools, vehicles (water).

Additionally you have advantage on survival checks made to find your way on sea and using long ships and smaller water vehicles.

Sleipner

At 6th level you can imbue yourself with the power of Sleipner while raging.

You gain resistance to lightning and thunder damage. You gain dark vision, if you don't have it already. 

Once per day as a move action, you can charge 30 ft. with lightning speed in a straight line to a place you can see. If there is an object or a creature in your path, you will stop short of your targeted square, and land within 5 ft. on a free square closest to the target and the place you traveled from. A wave of thunderous force sweeps out from where you land. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 1d8 thunder damage. On a successful save, the creature takes no damage. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the effect, and it emits a thunderous boom audible out to 300 feet.

The saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.

When this ability is used, you must take a long rest, before you can use this ability again.
At level 12 the damage increases to 2d8 and you can use this ability twice between long rests. At level 18 you can use it three times and the damage increases to 3d8 thunder damage.

Holmgang

At 10th level, as an action, you can challenge a creature to a fight to the death. If they fail their saving throw they automatically accept the challenge. If they succeed the saving throw they get to choose for them selves. Participating in Holmgang means that everyone except for the competing participant gains advantage on you, and everyone except you gain disadvantage on the challenged combatant. Holmgang only ends when one of you die, you are none of the participants are capable of fleeing from the duel. During Holmgang you have advantage on all attacks and saving thorws. In addtion you deal extra damage to the target you are fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier).

 

Blót

At 14th level, you make a blood sacrifice that channels Godly power through your body and your power grows mightier. The effect is based on the effect you chose during your blót sacrifice. Once you perform blót it lasts until you perform a long rest, die or are knocked unconscious. You can perform blót as an action, but once you have chosen your power you can not change it except during a long rest. To perform blót you must have the materials needed to offer to the Gods, the materials are described below.

Odin

You gain advantage to all knowledge based skill checks as well as saving throws based on Intellect and Wisdom.
Required Materials: The eyes of a raven or one eye of a male humanoid creature.

Tor

When you damage a creature with Mjølner, you can recall your thrown weapon as many times as you want.
Required Materials: A thrown weapon, a humanoid skull or a piece of it and a handful of clay.

Balder

You gain advantage to all Charisma based skill checks as well as Immunity against charm effects.
Required Materials: Some mistletoe and a vial of blood. 

Váli

You gain advantage on all ranged attacks (including Mjølner). In addition you gain a critical hit on a 19 and a 20 on a ranged attack roll.
Required Materials: Some mistletoe, an arrow and a heart of a humanoid creature.

Heimdall

You gain advantage on Perception and Survival checks.
In addition you gain Devil’s Sight; You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Required Materials: A piece of horse meat, a sword and the tooth of a creature.

Njord

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Required Materials: A living critter or a small animal.