Barbarian: Path of the Viking
Hit Points
Hit Dice: d12 per Barbarian: Path of the Viking level
Hit Points at first Level: 12 + your Strength modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Strength modifier per Viking level after 1st
Proficiences
Armor: Light Armor, Medium Armor, Shields
Weapons: Weapons: Simple Weapons, Martial Weapons
Tools: Water Vehicles, Leatherworker's Tools,
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Overview & Creation
Bjorn spent most of his life raiding. He and his fleet raided along the coasts of Granir, Phlam, and Hellport. In one Rhysgaardian town, Bjorn’s forces were unable to breach the walls, so he pretended to be dead and had his men ask the town priests to bury him on consecrated ground. When his coffin was carried into the church, Bjorn jumped out, fought his way to the city gates, and opened them so his men could invade. He continued to raid until a defeat in the Straits of Gibraltar where he lost forty ships, then retired to the North and lived out the rest of his days in wealth and comfort.
A tall human swordsman strides through a blood-soaked battlefield, wielding that which was too big to be called a sword, massive, thick, heavy, and far too rough. Indeed, it was a heap of raw iron and of all men who walked that battlefield that day, none could doubt that mans strength or that weapons impracticality as he dyed its black steel crimson.
Despite a commander's best efforts, no magic of the Weave, nor blade made of man could stop the indomitable goliath that broken the will of all men who dared walk before him, as if he was an avatar of war itself, he warped what was the twisted stench of death and strive, into a one-sided conquest through his immeasurable fortitude and strength, for he alone was the Hell walker.
In the darkness of the forest, an enemy scouting party stops, disturbed by the slender figure of a man who blocks their path, his unblinking eyes watching them like a wolf of the night. Granted power through the teachings of Fenrir, his movements are fast and unrelenting, as he cleaves through the unit like the beast himself. In his ravenous bloodlust he found no satisfaction; and with rushing blood he scoured the forest of those who had fled, their wounds carving a path to them through the dense foliage and sealing their inescapable fates.
As if possessed by the Æsir themselves, his iron will remain steadfast against the hellfire that threatened to consume him, shielding the weak and defenseless with his own body as the flames seared his flesh and bone, but it was then when the fires subsided that the man marched towards the servants of hell, hunting them with barbarous cruelty as if he had passed through the divide as none but demon had before.
A Berserker makes his place in any battle, dying a thousand times and walking out alive, surviving wounds and attacks that would kill most only to come back the next day in search of his next fight. Their insatiable desire for battle leads them to become fierce nigh-unkillable soldiers of war, that embody some of the most dangerous beings of the Norse pantheon, primary, Fenrir and the Æsir. All those who face a Berserkers wrath be warned, for their presence and will alone break even the most fearless of men...
The Vikings didn’t come into towns walking on moonbeams and rainbows. If their sagas are to be believed, the Vikings cruelly tortured their enemies in the name of their god Odin as they conquered territory. If the suggestion of a blood eagle was even uttered, one left town and never looked back. Vikings start at an early age; when they are only seven, young Vikings kill another children with axes to prepare them for battle. Most continue killing as the grew and was eventually Clans become wanted by the nearby towns. Being outlaws gives the chance to go pillaging and plundering, which they did.
Vikings are known for their brutal and bloody fighting tactics. One Viking, along with taking on eleven men by himself, Vikings can use their teeth to tear out throats, and gouge out eyes. Unlike other barbarians, Vikings are loyal to their clan, and will do anything to protect them. Even after they are exiled. Many Vikings get exiled for various reasons, but even in their isolation, they will still protect their brothers and sisters.
Class Features
Berserk
As a bonus action, you may go berserk. You may do so a number of times based on your level as noted on the Viking table. While Berserk, you lose one hit point each turn, gaining the following benefits:
-If a creature is aware of you and begins it's turn within your melee range, it must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours. DC = 8 + your proficiency bonus + your Charisma modifier.
-You may wield two-handed weapons with one hand. While doing so, you have the benefits both from wielding them with two hands and with one hand.
-Before you make an attack roll, you may choose to add all or part of your Charisma modifier to your attack roll. On a hit, you may add the remainder of your Charisma modifier to your damage.
-You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while berserk.
Berserk lasts until you end it as a bonus action. It ends early if you are incapacitated or knocked unconscious.
You regain all spent uses of Berserk when you finish a long rest.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
-Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
-Defense
While you are wearing armor, you gain a +1 bonus to AC.
-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.
-Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
-Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Ballads
Once you reach 2nd level, you may use a horn or drum to play ballads. These do not count as spells, though they function similarly. As ballads do not have levels like spells do, they each increase in power as your Viking level increases.
You may perform ballads a number of times equal to your proficiency bonus. You regain all spent uses of your ballads after completing a long rest.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Clan Devotion
Vikings live in large communities with different "clans" which specialize in certain aspects of Viking life.
Beginning at 3rd level, you choose a clan, gaining features and traits at 3rd level as well as additional features and traits as you continue to level.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your bezerk before doing anything else on that turn.
Shield wall
Vikings that have taken to using more than just axes and swords, But shields as well.
Viking Ballad List
When you learn Ballads, you may choose them from the following list.
Beginning a ballad normally requires an action, while continuing a ballad on subsequent turns can be an action or a bonus action. To use a bonus action, you must be able to play a horn or drum with one hand. A ballad can be continued 9 times for a total of 10 rounds. You may only have one ballad active at a given time. The name and effect of each ballad (on the turn it begins and each following round that it is continued) is listed here:
Solveig's Assault
Each turn that you start or continue this ballad, you and any allies within 30 ft receive a bonus to attack rolls equal to your proficiency modifier until the beginning of your next turn.
Leif the Wanderer
Non-magical difficult terrain does not cost extra movement and perception is increased by your proficiency modifier for you and any allies within 30 ft. This traveling song may be continued for up to 6 hours.
Gunnar's Last Stand
Gunnar's Last Stand does not require an instrument, and you must be berserk in order to start or continue this ballad. You lose hit points equal to your proficiency modifier from berserk each turn instead of the 1 hit point as usual. You have advantage on attack rolls, and may add your Charisma modifier to the damage dealt. You may not speak on a turn that you begin or continue this ballad.
Gunhild's Shield
When you start this ballad and each time that you continue it, you grant a number of temporary hit points equal to twice your proficiency modifier to yourself and allies within 30 ft.
Sif's Fancy
This short, innocent sounding balled does not require a musical instrument. You and allies within 30 ft have a number of uses of advantage equal to half your proficiency modifier which can be used on the Slight of hand, Deception, or Persuasion skill checks or Charisma saving throws. Un-expended uses are lost when you complete a short or long rest.
The Life of Ingrid
You may only start this ballad during a short rest. At the end of the rest, you and any allies within 30 ft gain hit points equal to your viking level plus charisma modifier (minimum 1). You may not continue this ballad when you are not resting.
Multiclassing
Prerequisites. To qualify for multiclassing into the Viking class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Viking class, you gain the following proficiencies:
Starting Equipment
You start with the following Equipment, in addition to the Equipment granted by your background:
(a) a Greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon
An explorer’s pack and four javelins
Subclass Options
Berserker
Berserkers are the heavy weights of the Viking clans. They are always up for a fight, but when they aren't fighting, they settle for intimidating just about anyone.
Battle Lust
Starting at 3rd level, while berserk, you have advantage on intimidate checks.
When you use a bonus action to end berserk, you gain temporary hit points equal to your Viking level.
Bezerkers Mindset
Beginning at 6th level, you can't be charmed or frightened while in bezerk. If you are charmed or frightened when you enter your bezerk, the effect is suspended for the duration of the bezerk.
Ancestoral Protection
Beginning at 10th level while in bezerk, a creature you can see within 30ft. makes an attack against you and hits. You can reduce the damage taken by 2d8. When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 14th level.
Runemaster
Touching the stone walls, with a look of fascination in his eyes, a dwarf examines the ancient glyphs engraved on it, feeling the power they emanate with his fingertips and comparing them with the runes he etched on his axe. The axe suddenly shouts to warn him of danger, without hesitation he swings it at a sneaky group of shadow creatures. The moment the axe cuts the first one, the runes decorating it gleam light and erupt in an explosion of flames.
Runemasters are the mystics of the Viking clans. While they are potent and deadly fighters they also gain the following features.
Spellcasting
Cantrips
At 2nd level, you learn three cantrips of your choice from the wizard spell list. You do not learn additional cantrips as you level.
Runic Weapon as Spellbook
When you get spellcasting at 2nd level, your runic weapon contains six 1st-level runeseeker spells of your choice. The spells that you add to your runic weapon as you gain levels are each in the form of few specific runic characters coming from the research you conduct around ruins and in libraries, as well as from intellectual breakthroughs you have had about the way the runic characters interact. You might find other spells during your adventures. You could discover a runic spell recorded on the grave of an ancient mage king, for example, or out of luck on a pebble on the side of a river, or on the sword of an evil runeseeker you just defeated. Copying a spell into the runic weapon works exactly like a wizard spellbook minus the gold expense, but you can't replace your runic weapon nor lose it, however, you can create backups of your spells on stones or tablets even though it is usually not necessary.
Studying the runes confers your magic power. Runes are extremely concise and your runic weapon has enough space to contain all your spells, growing more and more covered in inscriptions as your repertoire expands. You choose spells from the runeseeker spell list. See chapter 10 on the Player's Handbook for the general rules of spellcasting and the end of this document for the runeseeker spell list.
Preparing and Casting Spells
The runeseeker table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of runeseeker spells that are available for you to cast. To do so, choose a number of runeseeker spells from your runic weapon equal to your Intelligence modifier + your Runeseeker Level
Spellcasting Ability
Intelligence is your spellcasting ability for your runeseeker spells since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a runeseeker spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier
Arcane Focus
You can use an arcane focus (found in chapter 5 in the Player's Handbook) as a spellcasting focus for your runeseeker spells. Your runic weapon counts as spellcasting focus for you.
Martial Somatic Components
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
Learning Spells of 1st Level and Higher
Each time you gain a runeseeker level, you can add a runeseeker spell of your choice to your runic weapon. Each of these spells must be of a level for which you have spell slots, as shown on the Runeseeker table. On your adventures, you might find other spells that you can add to your runic weapon.
Enhanced Runic Weapon
At 3rd level, you discover a new rune that allows you to imbue magic into your runic weapon. When you attune to your runic weapon, it counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.