Barbarian
Base Class: Barbarian

The Jormungandr are feral warriors who wear their devotion to the Great Serpent on their scarred bodies. Some even whisper they paint their body with the blood and ground bones of their victims, and use human bones and leather for clothing.

Together with the cloth tunic and pants that they wear, they wear fur pelt around their neck, with nets and fishhooks decor to remind themselves of the crashing waves and the Great Serpent. They run bare feet, while their arms are guarded with leather bracers over bandages.Their face are pierced with ornaments in dedication to their cult.

Nordic Fighting Style

Starting when you choose this path at 3rd level, you get your own fighting style. Your training has made you specialise in a unique fighting style, passed down between generations. 

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Thrown Weapon Fighting

When making a thrown weapon attack, you add +1 to your attack and damage rolls.

(This effect will need to be manually applied)

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Nordic Techniques

When you choose this path at 3rd level, you learn Nordic skills that consume adrenaline points when using them.

Nordic Skills. You learn three Nordic skills of your choice. You learn one additional Nordic skill of your choice at 6th, 10th and 14th level.

Adrenaline Point. You have an amount of adrenaline points equal to (2+Constitution modifier+ your proficiency bonus) (minimum one). These adrenaline points are consumed when you use a Nordic skill. You regain all of your adrenaline points when you finish a short or long rest.

Saving Throws. Some of your Nordic skill require your target to make a saving throw to resist the Nordic skill’s effects. The saving throw DC is calculated as follows:

Nordic Skill save DC = 8 + your proficiency bonus + your Constitution modifier.

Nordic Skills keywords.

  1. Rage. These skills can only be used when you are under the effect of rage.
  2. Action. These skills have no restrictions to use, but you can only use two skills with this keyword per turn.
  3. Reinforcement. These skills can only be used as part of a melee attack; you can only use one skill with that keyword per attack.
  4. Continuous. These skills have the continuous effect; you can only have one continuous effect at a time. If you already have a continuous effect and use another skill with this keyword, the effect of the previous ability is replaced by the new one.
Adrenaline Rush

(Action, Adrenaline Points 2) Adrenaline Rush. "Bonus Action". You use your stamina to gain advantage, gaining a an extra breath to beat your enemies in battle.

As a bonus action, you can spend two Adrenaline Points to gain temporary hit points equal to 2d8 + your constitution modifier.

Controlled Rage

(Rage, Continuous, Adrenaline Points 4) Controlled Rage. 

"Bonus Action". Until the end of this current rage, You receive a bonus to attack rolls equal to the bonus to damage rolls your rage gives.

Counterattack

(Action, Adrenaline Points 2) Counterattack. "Reaction". You use your speed and combat experience to counter an enemy attack.

When you use the dodge action, you can use your reaction to make a melee attack against one creature who targets you with a melee attack. This effect lasts until the start of your next turn, or until this feature is used.

Critical Strike

(Reinforcement, Adrenaline Points 2) Critical Strike. 

When you hit a creature with a melee attack or a thrown weapon attack, you can spend two adrenaline points to roll an extra damage die of the weapon's damage die. 

Extended Rage

(Rage, Continuous, Adrenaline Points 4) Extended Rage. 

"Bonus Action". Until the end of this current rage, the damage bonus your rage grants also applies to thrown weapon attacks that use the strength modifier.

First Strike

Reinforcement, Adrenaline Points 1) First Strike. 

When you perform a melee attack or a thrown weapon attack against an enemy with their maximum health, you can spend an adrenaline point to gain advantage on that attack roll. 

Headbutt

(Action, Adrenaline Points 1) Headbutt. You use your combat experience to perform a powerful headbutt on your enemies.

After performing a melee attack, you can use your bonus action to perform a headbutt attack at melee range, dealing 1d6+STR on a hit. 

Heavy Kick

(Action,  Adrenaline Points 1) Heavy Kick. "Action". You perform a powerful kick against your enemy and push him for a short distance.

This kick is a melee unarmed attack, dealing 1d8+STR bludgeoning damage on a hit. 

If the target is large or smaller, it must make a strength saving throw. On a failed save, you push the target up to 10 feet away from you. If you have the extra attack feature, you can replace one of those attacks with this ability.

Heavy Strike

(Reinforcement, Adrenaline Points 2) Heavy Strike. 

When you hit a creature with a melee attack or a thrown weapon attack, you can spend two adrenaline points to deal extra 1d6 bludgeoning damage to the target and all other creatures within 5 feet of the target (except you.)

Strength of the World Serpent

Your physical and mental strength is bolstered by the aspect of the World Serpent Jormungandr. Beginning at 6th level you count as one size category larger when determining your carry, push, lift, and drag weight. Additionally, while raging your are immune to the frightened condition. If you are frightened and you rage then the condition is immediately ended on you.

Jotuun Surge

Beginning at 10th level, your unarmed strikes have become deadly weapons, able to punish those who dare oppose your Will.

Your unarmed strikes now Deal 1d6+ STR modifier; when you reach 14th level in this class, they become 1d8's. 

As a bonus action, after hitting a target with a melee attack you may spend 1 adrenaline point to attempt to strike the foe with an unarmed strike. If you successfully hit the target,  you can force the Target to make a Strength Saving Throw against your Adrenaline Save. On a success, nothing happens. On a failed save, the target is knocked prone, and the next damage roll deals an additional 1d6 Force Damage.

Will of the Gods

Beginning at 14th level, your Will to follow the gods have granted you unique abilities. When you gain this feature, Choose one of four gods. Once chosen, you cannot re-choose, unless Your character goes through a large character development that the DM deems worthy of a re-choice. (Such as betrayal of allies, abandonment of worship, etc.)

In addition, if you enter rage with no adrenaline points remaining, you gain 2 adrenaline points.

 

Frigga's Chosen

Rage, Continuous, Adrenaline Points 6) Frigga's Blessing. 

When Activating Rage, you can spend an action to summon the Will of Frigga. Divine light shines from you, Bathing you and allies in a soothing presence.

For as long as your rage remains active, At the start of each of your turns you and all your allies within 30 feet of you regain a number of temporary hit points equal to half your barbarian level, and are immune to frightened whilst within the Aura. In addition, each time you strike a target with a melee attack, you deal an additional 1d6 radiant damage.

 

Hela's Chosen

Hela's Chosen 

Rage, Continuous, Adrenaline Points 6).

When activating rage, you can spend an action to summon the Will of Hela, as a wave of necrotic energy washes over you, drowning your enemies in a radiance of death.

For as long as your rage remains active, at the start of your turn you deal an additional 1d6 necrotic damage on melee attacks. In addition, you radiate an aura of death around you; each creature within 30ft of you other than yourself cannot regain hit points whilst in the aura, and at the start of your turn they take necrotic damage equal to half your barbarian level.

Odin's Chosen

(Rage, Continuous, Adrenaline Points 6) Odin's Blessing. 

When Activating Rage, you can spend an action to summon the Will of Odin; Dark clouds surround you, thunder booming from your very presence. whenever you strike a target with a melee attack, you deal an additional 1d6 thunder damage. In addition whenever you make an attack roll using your Strength Modifier, you can treat a roll of 9 or lower on the d20 as a 10.

Thor's Chosen

(Rage, Continuous, Adrenaline Points 6) Thor's Blessing

When Activating Rage, you can spend an action to summon the Will of Thor; Lightning crackles around your body, enhancing your battle prowess. whenever you strike a target with a melee attack, you deal an additional 1d6 Lightning damage. Additionally, the first time you hit a target with a melee attack a blast of lightning crackles out from the impact. Enemies within 5 ft of the target must make a Dexterity saving throw (DC determined by your Adrenaline Save), taking half your barbarian level in lightning damage of a failed save, and half of that damage on a success.

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