Base Class: Barbarian
Your potent rage carries the wrath of the nine realms within your strikes.
Realm Connection
Starting at 3rd level, you have forged a mystic connection to one of nine realms. Choose one of the following realm connections (you can reselect your realm connection when you gain a level in this class);
Alfheim
You have a connection to the realm of all fae creatures. Their powers over beauty and nature allow you to deceive your enemies. Whilst raging, you gain the benefits of the Enhance Ability spell without the spell being cast. You choose which enchantment you gain upon entering your rage. Once you reach 10th level, you can choose an additional option from the Enhance Ability spell to apply to yourself during your rage.
Asgard
You have a connection to the realm of Valhalla and the Aesir gods. The shining power of the Aesir grants you divine might. Whilst raging, when you are hit by an attack you can use your reaction to make a melee attack against the attacker. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Helheim
You have a connection to the realm of terrible cold and unworthy dead. The powers of icy death grant you resistance to cold damage whilst raging. In addition, your melee attacks deal additional cold damage equal to your proficiency bonus, and when you cause cold damage to a creature its movement speed is reduced by 15ft until the end of its next turn.
Jotunheim
You have a connection to the realm of the Giants. The strength of the Jotun grants you a bolstering of size. Whilst raging, you grow one size larger and your melee attacks deal an additional 1d4 weapon damage. In addition, whilst enlarged you are unaffected by difficult terrain and your carry capacity doubles. The damage caused by this ability increases by 1d4 at 6th (2d4), 10th (3d4) and 14th level (4d4).
Midgard
You have a connection to the mortal realm. Whilst raging, at the start of each of your turns you gain temporary hit points equal to your proficiency bonus. The maximum number of temporary hit points you can possess from this feature is equal to your barbarian level. You lose all of these temporary hit points when your rage ends.
Muspelheim
You have a connection to the realm of boiling lakes of fire, giants and demons. The searing heat of the realm grants you resistance to fire damage whilst raging. In addition, your melee attacks deal additional fire damage equal to your proficiency bonus. In addition, when you grapple a creature whilst raging it takes 1d4 fire damage at the start of each of its turns whilst grappled.
Nilfheim
You have a connection to the realm of fog and mists. The obscuring powers of the mists make you harder to hit. Whilst raging, ranged attacks and attacks of opportunity have disadvantage against you.
Svartalfheim
You have a connection to the realm of underground dwarves and legendary smiths. Whilst raging your melee attacks deal an additional 1d6 lightning damage. In addition, when you enter a rage you can designate one weapon on your person, using a bonus action during your rage you can summon the weapon into a free hand. The damage caused by this ability increases by 1d6 at 6th (2d6), 10th (3d6) and 14th level (4d6).
Vanaheim
You have a connection to the realm of powerful Vanir magic. Whilst raging, you gain the benefits of the Alter Self spell without the spell being cast. You choose which optional effect you gain upon entering your rage. The damage caused by the natural weapons gained from this ability increases by 1d6 at 6th (2d6), 10th (3d6) and 14th level (4d6).
Eyes of the Bifrost
Beginning at 6th level, your rage can reach those residing on other planes. Whilst raging your range of vision is doubled, you can see magic in the same manner as the Detect Magic spell and have advantage on insight checks against seeing through illusions.
Life of the Yggdrasil
Beginning at 10th level, your life force flows with the world tree's sap. You can use a bonus action to expend one hit die to recover hit points equal to your hit die plus your Constitution modifier. You can use this feature a number of times equal to half your Constitution modifier, regaining all uses on a long rest.
Herald of Ragnarok
Starting at 14th level, when you are reduced to 0 hit points while raging you release a burst of elemental fury and the fires of Muspelheim. Every creature within a 20ft radius around you must make a Dexterity saving throw, taking 8d6 fire damage on a failed save or half damage on a successful save. In addition, the ground in that radius becomes difficult terrain if you were standing on a solid surface. You then regain hit points equal to half the damage you deal to enemies with this feature. The save DC for this effect is equal to 8 plus your Constitution modifier plus your proficiency. Once this feature has been used, it cannot be used again until you finish a long rest.
Previous Versions
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8/30/2020 4:15:44 AM
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2/19/2021 4:10:34 PM
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2/19/2021 4:17:31 PM
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