Base Class: Barbarian
Across the mysterious expanse of the planar void exists a plane of martial paradise. This place, known as Valhalla, reserves its halls for the company of warrior spirits and those who have died in glorious battle; those souls who are granted refuge life a life of revelry, engaging in endless battle by day only to be reborn and embraced in feasting and merriment each night.
Barbarians on the Path of Valhalla emulate the qualities of a gleeful warrior, hoping to earn their seat at the table of the Great Feasting Hall. Eager for combat and resolute in resolve, these barbarians make it their mission to seek out strife and prove themselves worthy in the field. Some become wanderers, searching for worthy foes to deliver them into a worthy death, while others take to the sea and create their own strife as raiders and pillagers.
Atop the Waves
Starting when you choose this path at 3rd level, you grow an affinity for the sea.
You gain Tool Proficiency in either Navigator’s Tools or Vehicles (Water).
Revel in Battle
Starting when you choose this path at 3rd level, the promised glory of Valhalla empowrs you with glee upon entering the thick of combat.
Your bonus Rage Damage is increased by 1.
Your bonus Rage Damage further increases by 1 each time you take damage while raging. This bonus resets to 0 at the end of each of your turns
Warrior's Spirit
Beginning at 6th level, when you are subjected to an Ability Check or Saving Throw to resist the effects of Exhaustion, you may make the roll with Advantage.
While you are traveling in a group, your companions also gain this benefit.
Pull from Valhalla
Beginning at 10th level, you can lend form to the warriors of Valhalla, allowing them to engage in glorious battle at your side.
Upon entering a rage, you may summon a Berserker within 5 feet of you. Berserkers are considered celestial, and disappear when they drop to 0 hit points or when your rage ends.
Berserkers are friendly to you and your companions. Roll initiative for each Berserker, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they attack the nearest hostile creature, always choosing to use their Reckless Attack feature unless commanded not to.
The number of Berserkers you can summon increases to 2 when you reach 15th level in this class, and 3 when you reach 20th level.
Once you use this feature, you may not do so again until you finish a Long Rest.
Feast of the Gods
Starting at 14th level, the Halls of Valhalla are open to you, allowing you access to their food, drink, and merriment.
You may expend 2 uses of rage as an Action to conjure a magnificent feast from the Halls of Valhalla, which can feed up to 12 creatures.
The feast takes an hour to consume, which can be done over the period of a Short Rest. A creature who feasts for the full duration gains Advantage on all Wisdom saving throws, immunity to the Frightened condition, and temporary hit Points equal to your Barbarian level. While a creature has any of these hit points remaining, the damage they deal with all weapon attacks is increased by 1d4.
A creature retains all benefits of the feast for 12 hours. Once you conjure a feast with this feature, you must finish a Long Rest before doing so again.
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