Base Class: Barbarian
Barbarians don't often own many possessions but hold the ones they do in high regard. Family heirlooms, Trophies of triumph, gifts from friends. These items often in the form of weapons hold sentimental value but often adventures find greater weapons and better loot on their adventures. Barbarians of the Northern Lights create a powerful bond with their weapon and harness the primordial powers of the world trough rituals to empower their weapon and themselves.
In ancient folklore the northern lights was a sign that the dead watched over the living. Many would pray to their dead loved ones when looking up at the aurora. Barbarians of the Northern Lights keep the memory of those they cared about alive through their heirloom weapons.
Weapon Bond
When you choose this subclass at 3rd level you gain the ability to bond spiritually to your weapons. To bond a weapon to you, you must perform a bonding ritual that requires: a diamond worth 100 GP, incense, 1 cup of your own blood, iron dust, arcane salt and purified water. The bonding ritual lasts 8 hours and cannot be part of a long rest.
When a weapon is bonded to you, you gain abilities related to it, which include:
1.You are aware of the location of the weapon as long as it's within a mile and the same plane from you.
2.As a bonus action you are able to magically recall the weapon into your hand at any time as long as it's path is not completely blocked.
3. You ignore the heavy property of your weapon if it has it.
Your weapon bond is broken if the weapon is further than 1 mile or on another plane of existence for 24 hours. The bond can be removed by breaking the weapon.
at 3rd level you can bond to 1 weapon and can bond to additional weapons at levels 6, 12 and 18.
Boreal Rituals
at 3rd level you learn to perform special rituals to increase the power of your bonded weapon. These rituals take 1 hour to perform and are considered light activity. The ritual lasts until you take a long rest or until you are knocked unconcious and can be replaced by another by performing another ritual. The rituals grow stronger on levels 7, 14, 20.
Ritual of Sky: Your weapon is enhanced by the power of wind. Your weapon gains the Light property if it doesn't already, Allows you to cast Jump and Feather fall on yourself, with the weapon as focus, once each between short rests.
At 7th level you gain the Levitate spell.
At 14th level you gain an addittional extra attack.
At 20th level you gain the Fly spell.
RItual of Storm: Your weapon sparks with the force of a storm. Your weapon does an extra 1d6 lightning damage.
At 7th level, the damage is increased to 2d6 and you gain resistance to lightning damage when raging.
At 14th level the damage is increased to 3d6 and you can cast the Lightning Bolt spell twice between long rests (with a Spell Save DC of 14).
At 20th level, the damage is increased to 4d6.
Ritual of Frost: Your weapon frost over with the power of cold. Your weapon deals an extra 1d6 cold damage.
At 7th level the damage is increased to 2d6 and you gain resistance to cold when raging.
At 14th level when you strike a creature you can make them roll a DC 16 Constitution saving throw or be petrified in ice for 1 minute or until damaged.
At 20th level the damage is increased to 3d6.
Ritual of Pestilence: Your weapon becomes a carrier of plague and disease. Your weapon deals an extra 1d6 poison damage.
At 7th level the damage is increased to 2d6 and you gain resistance to poison damage when raging.
At 14th level the damage is increased to 3d6 and anyone you hit must roll a DC 13 Con save or be poisoned for 1 minute.
At 20th level the damage is increased to 4d6.
Ritual of Rage: Your weapon burns with the anger of a thousand souls. Your weapon deals an extra 1d6 Fire damage and you can cast the Firebolt cantrip using your weapon.
At 7th level the damage is increased to 2d6 and you gain resistance to Fire damage when raging.
At 14th level the damage is increased to 3d6.
At 20th level you gain immunity to Fire damage when raging.
Improved Bond
at 6th level you learn how to enhance your bond with your weapons with a more powerful ritual that binds your soul to it. The soul binding ritual requires: 1000 GP worth of diamond dust, a cup of your own blood, a piece of your soul, milk from a cat, arcane salt and adamantite dust. The ritual takes 8 hours to perform and upon completion will remove 1d12 - your CON of your Maximum HP (to a minimum of 1). Upon completion your weapon gains the following traits.
1. Your weapon gains the throwing property if it did not already. With a range of 50/100.
2. Your weapon counts as silvered and adamantine
3. If your weapon is within 1 mile of you and wielded by another creature you can force them to make a DC 15 Wisdom saving throw or take 3d8 psychic damage and drop the weapon.
4. You can sense if some other creature is weilding your weapon. If your weapon is on another plane of existence you can make a DC 13 Intelligence check to find out which plane it is in
5. Your weapon becomes indistructible by physical means.
When your weapoin is soul bonded the time needed for the bond to break due to distane is extended to 1 week. You can also perform a bond breaking ritual which requires a 4th level transmutation spellscroll of any kind, a cup of your own blood and 8 hours. Upon finishing you do not get back the HP you lost when making the bonding ritual and the weapon returns back into a normal weapon.
Primal Protector
As the primal powers of the world swirl around you you can extend their protection to others.
At 10th level when you rage you create a 15 foot aura around you in which any amount of creatures you choose gains either the damage resistance given by the Boreal Ritual or +2 to their AC if you are using the Ritual of Sky.
Warrior of the Aurora
At 14th level your rage manifest past reality and breaks the rules of the world around you. Causing shards of ice, stone, wood or glass sprout out of the ground and making things around you float, The northern lights swirling around you.
When you rage you cause terrain in a 60 foot sphere around you to become difficult terrain. Anyone moving inside the difficult terrain will take 2d4 piercing damage for every 5 feet they move. You ignore this difficult terrain and any allies you can see ignore it as well. The 60 foot sphere does not move with you and is based on the location where you started your rage. This effect ends when you end your rage.
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