Base Class: Fighter
The viking is a powerful warrior that strikes fear into the hearts of their enemies. Though strong they also possess great knowledge of sailing and numerous different weapons. Those who stand in the way of the viking are awaiting a bloody end.
Bonus proficiency
When you choose this archetype at 3rd level, you gain proficiency with water vehicles and with one of the following skills.
Strength (athletics)
Wisdom (nature)
Charisma (performance)
Charisma (intimidation)
Ambush
Starting at 3rd level, you are practiced in raids and ambushes, you can effectively utilize a moment of surprise to decimate your enemies. You gain proficiency in stealth and if you manage to successfully surprise a target or if a target that you attack is incapacitated, you gain advantage on the first attack that you make against that target and you add an extra 1d6 to your weapon damage on that attack.
Fearless
Starting at 7th level, you have steeled your nerves and fortified your mind to become unshakable. You gain immunity to being charmed or frightened, and you gain proficiency with wisdom saving throws.
Terrifying warrior
Starting at 10th level, your ruthlessness and power strikes fear into the hearts of those that witness it. As a bonus action you can force anyone within 30 feet of you that can see you to make a wisdom saving throw versus a DC equal to half of your fighter level + your proficiency modifier + your charisma modifier. On a failed save the targets are frightened of you for one minute, while frightened in this way a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a Location where it doesn't have Line of Sight to you, the effect ends for that creature. At the end of a frightened creatures turn, they may attempt to remake the save, ending the effect on themself on a successful save. If a creature succeeds a save, they become immune to this effect for 24 hours.
You can use this feature three times, you regain all expended uses of it when you finish a long rest.
Close combat
Starting at 15th level, you have mastered the art of close quarters combat and can use your ranged attacks to prep your melee attacks. Once per turn, when you make a ranged weapon attack on your action, you may use your bonus action to make a melee weapon attack.
Outnumbered
Starting at 18th level, you are used to being outnumbered and even find strength in it. You gain a bonus to attack and damage rolls equal to the amount of enemies within five feet of you.
In addition, when using your second wind you gain a bonus to hit points restored equal to the amount of enemies within five feet of you.
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