Base Class: Fighter
The archetypal Vikingr are professional raiders. They sail
away to far seas with the hope that they have the favor of Gods
and Goddesses - especially Aegir, Thor, and Ran - and with the
wish of a sea chest full of plunder in their minds. They excel in
coordinated and devastating raids, especially in those at sea.
Those who train to become a vikingr know the importance
of morale alongside their strength to become victorious in
combat.
Saving Throws
Some of your features require your target(s) to make a saving
throw to resist their effects. The saving throw DC is calculated
as follows:
Feature Save DC = 8 + your proficiency bonus + your Strength
or Dexterity modifier (your choice)
A Life on The Seas
At 3rd level, you gain proficiency with water vehicles and
navigator’s tools. You also become proficient in one of the
following skills: Acrobatics, Athletics, or Survival. If you
choose a skill that you are already proficient in, you add half
of your proficiency bonus, rounded down, to the result of the
chosen ability check.
Longship Combat
At 3rd, 7th, 10th and 15th levels, you gain the benefits of one
of the following options of your choice:
Agitation of Battle. While you are rolling initiative, you
can gain a number of temporary hit points equal to your
Constitution modifier until the end of the encounter.
You can choose this option more than once, increasing the
amount of temporary hit points gained by a number equal to
your Constitution modifier at each choice.
Once you use this feature, you must finish a short or long
rest to use it again..
Board Warder. When a creature tries to board your ship
and you are next to the edge of the ship or can reach it with
a melee weapon, you gain an opportunity attack against that
enemy.
Also, instead of making an opportunity attack, you can try
to throw the creature overboard as a reaction. You make a
Strength (Athletics) check with advantage contested by the
target’s Strength (Athletics) or Dexterity (Acrobatics) check (of
the target’s choice). On a success, you prevent it from boarding
your ship, and it falls into the sea.
Boarding Expertise. You have advantage on your ability
checks and attack rolls to hook a ship, to cut grapnel ropes,
and to pull them out of your ship.
Campaign Resilience. You have advantage on saving throws
against environmental hazards such as Black Winter’s Cold.
Fire Fighter. You are an expert in extinguishing flames with
water buckets. Rather than taking an action, you can pour a
water bucket on the fire as a bonus action as long as you have
one hand free.
You are also an expert in wrecking ships that are ablaze.
Whenever a ship is on fire, you can cause the attack to deal
an extra die worth of damage of the same type dealt by the
weapon to it.
Plank Jumper. While jumping from one ship to another, your
movements are not affected by difficult terrain. Additionally,
you have advantage on Strength (Athletics) and Dexterity
(Acrobatics) checks while jumping to a ship, and while holding
on nets or ropes within the ship.
Quartermaster. You have advantage on your checks with
navigator’s tools to navigate your ship. In addition, you and
your crew’s provisions last twice as long as it normally would
while you are on a ship.
Vigilant Attacker. You gain a +5 bonus to your initiative roll
while on the seas.
Agitation of Battle.
While you are rolling initiative, you
can gain a number of temporary hit points equal to your
Constitution modifier until the end of the encounter.
You can choose this option more than once, increasing the
amount of temporary hit points gained by a number equal to
your Constitution modifier at each choice.
Once you use this feature, you must finish a short or long
rest to use it again..
Board Warder.
When a creature tries to board your ship
and you are next to the edge of the ship or can reach it with
a melee weapon, you gain an opportunity attack against that
enemy.
Also, instead of making an opportunity attack, you can try
to throw the creature overboard as a reaction. You make a
Strength (Athletics) check with advantage contested by the
target’s Strength (Athletics) or Dexterity (Acrobatics) check (of
the target’s choice). On a success, you prevent it from boarding
your ship, and it falls into the sea.
Boarding Expertise.
You have advantage on your ability
checks and attack rolls to hook a ship, to cut grapnel ropes,
and to pull them out of your ship.
Campaign Resilience.
You have advantage on saving throws
against environmental hazards such as Black Winter’s Cold.
Fire Fighter.
You are an expert in extinguishing flames with
water buckets. Rather than taking an action, you can pour a
water bucket on the fire as a bonus action as long as you have
one hand free.
You are also an expert in wrecking ships that are ablaze.
Whenever a ship is on fire, you can cause the attack to deal
an extra die worth of damage of the same type dealt by the
weapon to it.
Plank Jumper.
While jumping from one ship to another, your
movements are not affected by difficult terrain. Additionally,
you have advantage on Strength (Athletics) and Dexterity
(Acrobatics) checks while jumping to a ship, and while holding
on nets or ropes within the ship.
Quartermaster.
You have advantage on your checks with
navigator’s tools to navigate your ship. In addition, you and
your crew’s provisions last twice as long as it normally would
while you are on a ship.
Vigilant Attacker.
You gain a bonus to your initiative roll equal to your Proficiency
while on the seas.
Battle Shouts
At 7th level, you learn battle shouts that you can use in
encounters to do several different things. You gain the
following shouts:
Discouraging Shout. When you make a successful attack
against a creature, you can shout as a reaction. Enemies within
30 feet of you that can hear you must succeed on a Wisdom
saving throw or become frightened of you until the end of
their next turn.
Distracting Shout. As a bonus action, you can shout at a
creature within 15 feet of you that can hear you to distract it.
The creature must succeed on an Intelligence saving throw or
become distracted. Your allies can then make an opportunity
attack against the target if they are able to do so.
Encouraging Shout. While rolling initiative, you can shout
words of encouragement as a reaction. Your allies within
30 feet of you that can hear you have advantage on their
initiative rolls.
When you use this feature twice, you must finish a short or
long rest to use it again.
Blood Feud
Starting at 10th level, whenever you suffer a critical hit, you
can use your reaction to make an opportunity attack against
the creature that scored the critical hit.
Additionally, if your current hit points are lower than half
your hit point maximum, your weapon attacks deal an extra
1d4 damage of the weapon’s damage type. This extra damage
becomes 1d6 when you reach 15th level.
Savagery
Starting at 15th level, whenever you score a critical hit
against a creature, you can use your bonus action to make an
additional attack against that creature.
Warmonger
Starting at 18th level, each time you suffer a critical hit, deal
a critical hit, drop to 0 hit points, or make a creature drop
to 0 hit points, your next weapon attack deals an extra 1d10
damage of the weapon’s damage type.
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Posted Nov 13, 2025THank yoU!