Base Class: Barbarian
Vikings, a group of brutes that were known for their relentless battle spirit, facing every danger with honor and desire to enter Valhalla, They are hard to knock down whether magical or not, and tend to smile when against impossible challenges. There is no end to their infinite vigor until they have reached their death, in which they'll die smiling, knowing they entered Valhalla. They are naturally acclimated to the artic regions, and have the utmost knowledge of the nine realms. They are barbaric brutes that although deal heavy damage, equally have durability that mark them as undefeated combatants in the art of warfare.
Nordic Spellcasting
Starting when you choose this path at 3rd level, you gain spellcasting. Constitution becomes your spellcasting modifier and gain access to one spell and two cantrips that change depending on your spellcasting heritage. At higher levels; obtain spells from your heritage at 5th, 8th, 10th, 15th and 20th level in this class. Each spell level has a number of uses of which is shown in the Nordic Spellcasting table. Furthermore, each spell level requires additional material component. All spell charges reset after a long rest.
The Nordic Spellcasting table shows how many uses you have for each spell level, along with the material component added.
|
Spell Level |
Number of Uses |
Material Component (Added) |
|
1st level |
2 + Wisdom Modifier |
5gp |
|
2nd level |
1 + Wisdom Modifier |
10gp |
|
3rd level |
2 |
20gp |
|
4th level |
1 |
40gp |
Sage
Sages were rare in every Viking tribe, they were fortune tellers that could predict the future as well as learn knowledge from the past from their mystic arts. Sages specialize in the arts of enchantments and divinations, capable of altering a person's thoughts as well as knowing things they shouldn't.
War Blade
War Blades are powerful spellcasters that use the arcane power of evocation to deal damage and the power of abjuration to heal or protect themselves mid-fight. They are the front line of any battle and are the greatest at single handedly dealing with enemies in close-range magical and non-magical combat.
Berserker
Beginning at 6th level, you can activate berserker while raging and from then on you can choose to shrug off 1d12 damage as a reaction OR add 1d12 damage to your melee attack. Afterwards, you gain 1 point of exhaustion. You can only use this action once per long rest.
Intimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
A True Viking
Starting at 14th level, you have learned the ways of the Viking. Your artic ancestry has taught you the methods of cold resistance. Furthermore, you can now cast 'Death Ward' as an action and also, if you drop to 0 hit points, you get 1 hit point and become incapacitated until dawn. You can only use the 'passive' death ward effect once per long rest.
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