Barbarian
Base Class: Barbarian

Roving tribes of the forsaken north often find what warmth they can in companionship. Where food is scarce, and the dangers fierce, the harsh lands shape harsher people yet in the form of these tribal warriors. With time and experience, these surviving barbarians become war-chiefs who bears the burden of guiding their people through the jaws of winter.

These barbarians foster strength in numbers and possesses impeccable instincts of leadership. But when cornered, their willingness to risk it all for another gasp at dawn makes them a deadly foe... or a dependable companion.

For Hearth and Home

3rd-level Northman Feature
You gain proficiency with one artisan tool of your choice. If you already have proficiency from another source or gain the same proficiency a second time, you instead double your proficiency bonus for that skill or tool.

In addition, once per day you can designate a number of allied creatures up to your proficiency bonus as your Blood Brother using your action. Allies you designate as a Blood Brother score a critical hit on a roll of 19 or higher as long as they can see you. You gain the same bonus while a blood brother is within 5 ft of you.

Toe to Toe

3rd-Level Northman Feature

Whenever you score a critical hit, you can grant yourself or a blood brother that can see or hear you a morale die, a d6. The die remains for ten minutes and can be used the following ways:

  • Revitalize: On your turn, recover health equal to one roll of the dice + the barbarian's proficiency bonus.
  • Anticipation: When you fail a saving throw, you can roll the dice and add the result to the save, potentially turning it into a success.
  • Harrow: When rolling the damage of an attack, roll the dice and add the result to the damage total.

A creature cannot have more than one morale die at a time.

At higher levels: When you reach level 6 in this class, the morale die becomes a d8, and when you reach level 10, the morale die becomes a d10.

Vangarian Blood

6th-level Northman feature

Nothing makes your blood boil more than the sight of a fallen ally. Whenever a Blood Brother you can see dies or drops to 1 health or lower, you can use your reaction to move up to your movement speed towards a hostile creature you can see, and for the duration of your next turn, all hits with your melee attacks become critical hits.

At level 15, you can choose to succeed any saving throws while under the effects of this feature.

Brethern's Roar

10th-Level Northman feature.

Your very cries are infused with power to tear down armies, drive men to cowardice, or bestow vigor upon your allies. You can shout as an action, causing one of the following effects (with DC equal to 8 + your strength modifier + proficiency bonus):

Denounce Cowardice Each creature in a 15 ft cone in front of you must make a wisdom saving throw or be Stunned until the end of your next turn. On a success, they are Frightened.

Uplift Kindred  Each allied creature in a 30 ft radius around you that can hear you gains advantage on all saving throws and attack rolls until the end of their next turn. Willing creatures are also cleansed of any negative conditions.

Shatter Steel  Each creature in a 30 ft cone in front of you must make a strength saving throw. On a failure, they take 8d8 thunder damage, is knocked prone, and drop whatever they are holding.

You can perform a shout once, after which you must complete a short or long rest before you can use them again. Each time you perform a shout, Blood Brothers within thirty feet of you also recover 10 hit points. In addition, you can substitute all charisma-based checks to interact socially with strength instead.

The Howling End

14th-level Northman feature

'I am no coward, come face your end!'

Make a weapon attack as an action. If the attack hits, you add additional d8s of weapon damage as many times as half your level rounded down. Regardless if the attack hits or misses, you are stunned until the end of your next turn, and a massive crevasse 100 ft long, 5 ft wide, and 30 ft deep opens up in the ground in front of you if the material is no sturdier than stone. Medium-sized or smaller creatures standing atop the crevasse when it opens must make a dexterity saving throw (DC equals 8 + your strength modifier + proficiency bonus) or fall in, taking fall damage. On a success, they leap to the side. Otherwise, it is difficult terrain.

Afterwards, you suffer one level of exhaustion for ten minutes, during which you cannot use this feature again.

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