Son of Odin (5e Class)
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Son of Odin
A Son Of Odin is a warrior of the Norse gods. With the exception of feats of strength granted to him by the gods, he has a disdain for magic and those who use. A Son Of Odin can get along great with any class that relies solely on their martial prowess, respect Druids and Rangers as they are in tune with natural forces, respect Paladins and Clerics as they are embodiment of that which they worship much like the Sons Of Odin themselves. They somewhat get along with Sorcerers as they use magic as it comes naturally to them, just as the sword arm of a Son Of Odin is to him, but will often turn the other cheek for it's use. They hold a distaste for Wizards as they have no natural prowess with their magic. They do not like Rouges, as many Sons feel they are dishonorable. A Son Of Odin could talk with a Bard for days as they love to share and hear tales of battle, glory and honor.
Creating a Son of Odin
When creating a son of odin, ask yourself why did you choose to devote the father of all? Have you been taught to worship him from youth, as part of your culture, or did you learned that having his blessing is useful in battle, calling for his name in the moment of desperation and receiving a blessing that turned the tides of war?
- Quick Build
Strength and Constitution are a Sons Of Odin's key abilities. Charisma and Dexterity are good to have, as they help the Son Of Odin move through and use their class abilities. Choose the Outlander background.
As a Son of Odin you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Choose one from Carpenter's tools, cartographer's tools or vehicles (sea)
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Religion, Perception, and Survival
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
|1st||+2||War Cry, Impressive Bulk||2|
|2nd||+2||Combat Blessings, Danger Sense||2|
|3rd||+2||Primal Path, Call to the Gods||3|
|4th||+2||Ability Score Improvement||3|
|6th||+3||Primal Path Feature||4|
|7th||+3||Courage of Hoar||4|
|8th||+3||Ability Score Improvement||4|
|9th||+4||Breath of Skadi||4|
|10th||+4||Primal Path Feature||4|
|11th||+4||Glory of Ullr||4|
|12th||+4||Ability Score Improvement||5|
|13th||+5||Fires of Logi||5|
|14th||+5||Primal Path Feature||5|
|16th||+5||Ability Score Improvement||5|
|17th||+6||Thunder of Thor||6|
|18th||+6||Health of Eir||6|
|19th||+6||Ability Score Improvement||6|
|20th||+6||Wisdom of Odin||Unlimited|
At 1st level, you can add your Strength modifier to your Charisma (Intimidation) checks.
In addition, when wearing light or no armor, you can add your Constitution modifier, rather than your Dexterity, to your AC.
In battle, you fight with primal ferocity, by inspiring yourself and your allies, and terrorizing your enemies with a powerful war cry. On your turn, you can unleash a war cry as a bonus action.
The effects of war cry are the following:
- You have advantage on Charisma checks and saving throws.
- As a bonus action, you can roar to bolster your allies. Choose up to three creatures within 30 feet that can hear you. They gain temporary hit points equal to half your Son of Odin level.
- As an action, you can roar to unsettle your foes. Choose up to six creatures within 30 feet that can hear you to roll Charisma saving throws. On a failed save, the first attack they make before the beginning of your next turn suffers disadvantage, and if you are the target of the attack, they suffer 2d6 psychic damage when they declare the attack.
- You gain advantage on saving throws against the charmed and frightened condition, and you gain resistance to psychic damage.
Your war cry lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or force one to make a saving throw against the frightened condition since your last turn, or taken damage since then. You can also end your war cry on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the War Cry column of the Son of Odin table, you must finish a long rest before you can use your War Cry again.
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
Also at 2nd level, you can pray for the gods for aid in battle. You can use one of your combat blessing options once, and gain the ability to do so again after completing a short or long rest.
- Shield of Eir
You pray for the protection of Eir. For the next minute, you add your Charisma modifier as a bonus to your AC.
- Praise of Freyja
As an action, you can use your Combat Blessing to ask for Freyja prowess in battle. For the next minute, you add your Charisma modifier as a bonus to your attacks and damage rolls with melee weapons.
- Strength of Magni
You call upon the powerful might of Magni. When you make an attack roll, ability check, or saving throw using Strength, you can use your Combat Blessing to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.
At 3rd level, you choose that path which you tread to honor the gods. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
You can choose any of the paths available tot he Barbarian class. Whenever a feature is active during a rage, it is now active while the War Cry is active.
You can also choose the Path of the Stormborn shown below.
Call to the Gods
At 3rd level, you can pray to the gods, asking for a spark of their might. You can ask for the blessing appropriated to your level, shown below. You can cast your call of the gods spell, using a bonus action and targeting yourself. To do so, you must spend one use of your War Cry feature.
The spell cast through this feature doesn't require concentration.
|9th||protection from energy|
Courage of Hoar
Starting at 7th level, you have been blessed by the relentless bravery of the doom bringer. You have advantage on saving throws against the frightened condition.
While War Cry is active, you become, instead, immune to the frightened condition, and if you are currently frightened, the condition ends on you.
Breath of Skadi
At 9th level, you call upon the power of Skadi, unleash from your breath the powerful cold of Jotunheim. As an action, you can force all creatures in a 60-foot cone to make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target takes 3d12 cold damage, or half as much on a successful one.
Additionally, the creature who fails the save is slowed by the cold breath, and have its movement speed halved for 1 minute. The slowed creature can make another saving throw at the end of each turn to end the effect.
Once you use this breath, you can't do it again until you finish a long rest, unless you spend one use of your War Cry to do so again.
Glory of Ullr
At 11th level, you can channel the glory and accuracy of Ullr. Once per turn, when you miss an attack with a weapon, you can reroll that attack, and choose either result.
Flames of Logi
You gain Logi's endurance to flames. At 13th level, you gain resistance to fire damage.
In addition, when you hit a creature with a melee weapon attack, you can choose to cause fire damage, instead of the normal damage.
Thunder of Thor
At 17th level, you have been blessed by the god of thunder. You become immune to lighting and thunder damage.
In addition, when you hit a creature with a melee weapon attack, you can choose to cause lightning or thunder damage, instead of the normal damage.
Health of Eir
At 18th level, you gain the indomitable stamina of Eir. At the start of each of your turns, you regain hit points equal to 5 + your Charisma modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
You can also reduce the amount of hit points you regain on a turn by 5 to end one disease affecting you, or one of the following conditions: stunned, poisoned, blinded, deafened.
Wisdom of Odin
At 20th level, you have become truly blessed by the father of all. You can use your action to ask for odin's wisdom. You gain the benefits of foresight, lasting for the next hour.
You can't use this ability again until you finish a long rest.
Path of the Stormborn
Barbarians who follow the path of the stormborn are warriors touched by the power of the storms, and are able to manifest their powers. Some believe that they are heirs from the power of giants, others that their power came from the primordial plane of air. Either way, the power of lightning and thunder coarses through their blood, and they bring the wrath of the storm with their rage.
- Tempestuous War Cry
Starting at 3rd level, when you activate your war cry and as a bonus action on each turn afterward you can cause whirling gusts of elemental air to briefly surround you. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
In addition, you can cause lighting or thunder damage with your melee weapon attacks while war cry is active, instead of the normal damage.
- Storm Guide
At 3rd level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
- Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage. In addition, when you enter in rage and at the start of each of your turns, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your son of odin level.
- Storm's Fury
Starting at 10th level, when you are hit by a melee attack while raging, you can use your reaction to deal lightning damage to the attacker. The damage equals your Son of Odin level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
- Wind Soul
At 14th level, you gain resistance to lightning and thunder damage. When you gain the Thunder of Thor feature, you replace that for resistance to acid and cold damage instead.
In addition, while war cry is active, you also gain a magical flying speed equal to your movement speed.
Proficiencies. When you multiclass into the Son of Odin class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.
Restriction. You can't multiclass into the barbarian class.