Barbarian
Base Class: Barbarian

You are a follower of the Forn Siðr ( Old Customs). Based on the ancient Norse customs.

Fury of Mjolnir

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is lightening or thunder ; you choose the type of damage when you gain this feature.

Lightening

The extra damage you deal with Fury of Mjolnir is lightening.

Thunder

The extra damage you deal with Fury of Mjolnir is thunder.

Warrior of the Aesir

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

Gullinborsti

Into the fray you go, for the acceptance to get into Valhalla. 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. 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.

Cry of the Aesir

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.

Chosen of Valhalla

Starting at 14th level, as a bonus action you can channel the spirits of Valhalla in you. When you do this, you gain the following benefits for 1 minute:

  • All of the Barbarian Rage benefits.
  • Once per turn, you may add additional force damage equal to your Barbarian level to an attack you hit with.
  • Your AC increases by 2.

After you use this feature, you gain a point of exhaustion, and cannot use this feature again until you take a long rest.

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