Viking (5e Class)
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Known as brutes, pillagers, murderers, thieves, sailors, and/or savages. However, few know their lighter nature. From drinking songs to ballads of love, Vikings are a passionate people with some rather rough edges.
Vikings were Northern European seafarers, mainly Norsemen speaking the Old Norse language, who raided and traded from their homelands across wide areas of northern, central, eastern and western Europe, during the late 8th to late 11th centuries. And explored westwards to Iceland, Greenland, and Finland but they reached as far as Italy, Sicily, France and England. The term is also commonly extended in modern English and other vernaculars to the inhabitants of Norse home communities during what has become known as the Viking Age. This period of Nordic military, mercantile and demographic expansion constitutes an important element in the early medieval history of Scandinavia, Estonia, the British Isles, France, Kievan Rus' and Sicily. Facilitated by advanced sailing and navigational skills, and characterized by the longship, Viking activities at times also extended into the Mediterranean littoral, North Africa, the Middle East and Central Asia. Following extended phases of (primarily sea- or river-borne) exploration, expansion and settlement, Viking (Norse) communities and governments were established in diverse areas of north-western Europe, Belarus, Ukraine and European Russia, the North Atlantic islands and as far as the north-eastern coast of North America. This period of expansion witnessed the wider dissemination of Norse culture, while simultaneously introducing strong foreign cultural influences into Scandinavia itself, with profound developmental implications in both directions. Popular, modern conceptions of the Vikings—the term frequently applied casually to their modern descendants and the inhabitants of modern Scandinavia—often strongly differ from the complex picture that emerges from archaeology and historical sources. A romanticized picture of Vikings as noble savages began to emerge in the 18th century; this developed and became widely propagated during the 19th-century Viking revival. Perceived views of the Vikings as alternatively violent, piratical heathens or as intrepid adventurers owe much to conflicting varieties of the modern Viking myth that had taken shape by the early 20th century. Current popular representations of the Vikings are typically based on cultural clichés and stereotypes, complicating modern appreciation of the Viking legacy. These representations are not always accurate — for example, there is no evidence that they wore horned helmets.
Creating a Viking
- Quick Build
You can make a Viking quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma or Constitution. Second, choose the Sailor or outlander background. Recommend handaxe, battleaxe, short sword and shield as main weapons leather and chainmail for armor as Vikings liked to keep agile
As a Viking you gain the following class features.
- Hit Points
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: Vehicles (Water)
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Nature, Perception, Performance and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a battleaxe or (b) a shortsword
- (a) any martial weapon or (b) a shield and a simple weapon
- (a) an expolorer's pack or (b) a dungeoneer's pack
- (a) a horn or (b) a drum
- (a) leather armor or (b) dice game/game pack
|1st||+2||Holmgang, Seafarer, Sons of the North|
|2nd||+2||Fighting Style, Odin's Blessing|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack,Battle Ready|
|7th||+3||Archetype Feature, Wide Swings|
|8th||+3||Ability Score Improvement|
|10th||+4||Sons of the North Improvement|
|12th||+4||Ability Score Improvement|
|14th||+5||Rituals Of The Aesir|
|16th||+5||Ability Score Improvement|
|17th||+6||Sons of the North Improvement|
|19th||+6||Ability Score Improvement|
Starting at 1st level, you can challenge a creature to a duel to the death, called a Holmgang. Choose a creature you can see within 60 feet for your challenge, as a bonus action.
While the creature is challenged, you add a d4 to all your melee damage rolls against that creature. In addition, while the creature is challenged, you can use your reaction in each turn to move towards that creature up to your movement speed. Also, the creature have Disadvantage on all Dexterity (Stealth) checks to hide from you.
The holmgang ends if you or the creature are reduced to 0 hit points, if you attack any other creature or if you recover any amount of hit points.
You can use your Holmgang a number of times equal to 1 + half your level in this class (rounded up), and regain your uses of it after finishing a short or a long rest.
Starting at 1st level, you gain proficiency with Vehicles (Sea) and add twice your proficiency bonus in checks with it.
In addition, you gain a bonus equal to your proficiency bonus on all your Intelligence (Nature) , Wisdom (Survival) and (Perception) and Dexterity (Acrobatics) check while on board of a ship.
Son of the North
You have been born on the north, close to the sea, and is used to the arctic climate and to the life on the coast. You have advantage on Intelligence checks to recall information about arctic or coastal environments, and Wisdom checks made on these territories.
Starting at 10th level, you can choose one of the following benefits. You can choose another one at 17th level:
- Jotun Heritage
You have advantage on all checks made to endure the effects of extreme cold and gain resistance to cold damage.
- Salt Blood
You gain swimming speed equal to your movement speed and you can hold your breath for a number of minutes equal to your proficiency bonus + twice your Constitution modifier before starting to suffocate.
- Raiders' Blood
You gain advantage on all skill checks made to learn about the land or it's inhabitants whenever you arrive from a Vehicle (Water) to a new location that you have not been for 24 hours.
- Mountain Born
You gain a climbing speed equal to your movement speed and you gain advantage on Athletics Checks whenever you are afflicted with a status alignment.
You adopt a particular style of fighting as your specialty. Starting at 2nd level, 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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
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.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
War's and bloodshed please Odin, that in return grace you with his blessing. Starting a 2nd level, you can pray for the protection of Odin before a battle.
You can spend 1 hour praying in his name, which can be done as part of a rest. You can also make a sacrifice, that can increase your chances of being heard by him. Make a Wisdom (Religion) check against a DC determined as bellow:
- 1 hour of prayer: DC 20
- 1 hour of prayer and the sacrifice of a unwilling creature: DC 15
- 1 hour of prayer and the sacrifice of a willing creature: DC 10
A failed check reduces your next try DC in 5. On a success, however you and a number of creatures equal to your proficiency bonus gain the Odin's blessing.
The next time you roll initiative within the next 24 hours, the blessed creature's gain the following benefits, if they are within 60 feet of you:
- The target is immune to the frightened condition
- At the start of each turn, the creature's gain a number of temporary hit points equal to your Wisdom modifier.
- The first time an affected creature cause damage in that combat with a melee weapon, it deals additional damage equal to 1d6 + half your level in this class (rounded down). This additional damage is magical.
The blessing lasts for 1 minute, but ends earlier on a creature if that creature doesn't take damage from a hostile creature or make a weapon attack for 1 round.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Also at 5th level, you are always prepared to run head first into battle. Whenever you take the Attack action, you can move 30 feet as part of the same action.
Starting at 6th level, you ignore any non-magical difficult terrain.
At 7th level, you can make your attacks in a wide arch, posing threat even with imprecision. When you miss a melee weapon attack, you can use your bonus action to attack another creature within 5 feet of you.
Starting at 9th level, you can reject the touch of the Valkyries and continue to fight trough death. When you or any creature targeted by your Odin' Blessing is reduced to 0 hit points, you can use your reaction to cause that creature to be reduced to 1 hit point instead. Doing so end the effects of Odin's Blessing on that creature.
At 13th level, the Viking shines when the odds are stacked against them. You can have up to two creatures challenged at the same time by your Holmgang feature. You can challenge three creatures at 17th level & challenge four creatures at 20th level.
Rituals Of The Aesir
Starting at 14th level, the Viking has become more willing to bring sacrifice towards other gods' whilst your rituals are far more profound. As a result;Odin' Blessing can only be done as a part of a long rest where you enter a state of murmuring alongside perform your sacrifice but the blessing remains for 24 hours instead of being loss after 1 minute of combat. Whenever you perform Odin' Blessing feature - you may choose to dedicate your sacrifice to another deity within the Norse Pantheon known as the Aeseir as below alongside Odin grants an additional effect to you...
- Odin's Blessing
- Upon successful dedicating your sacrifice to Odin; the Lord of the Gods - He shall bless those with his gaze as he embodies his mind and skill in the arts of battle forged from times eternal.
- You can cast Spiritual Weapon (Spear) as an action without using spell-slots or an arcane focus. It deals 1d8 force damage + your Viking Level (Rounded Down). If you spend a hit-die upon casting it; it counts as the spell is casted a level higher where following hit-die spent will count as well.
- You gain advantage in Perception (Wisdom) & Arcane (Intelligence) Checks.
- You gain a hit-die if you succeed a Wisdom Saving Throw or critical succeed an Intelligence Saving Throw.
- Thor's Blessing
- Upon successful dedicating your sacrifice to Thor; the God of Thunder - He shall bless those who he hears with renown might of the god and the ability to channel thunder in your own weapon strikes.
- As part of you attack action - Once per turn - You can imbue your weapons with Thunder which adds a quarter of your Viking Level as damage in the form of Thunder Damage. If you critically hit with a weapon infused, you may roll your weapons damage but also roll 2d12 Thunder Damage as you summon a hammer made of thunder to temporally annihilate your foes.
- You gain advantage in Constitution Saving Throws & Constitution Checks.
- You cannot be stunned or paralyzed whatsoever.
- Tyr's Blessing
- Upon successful dedicating your sacrifice to Tyr; the God of War - He will gifts those who honor him with gifts and prayer with a mind unstirred by all and a will unbreakable by your body.
- Upon receiving damage; as a reaction - a chain of golden will proceed to bind the creature which attacked you. The creatures' movement speed is reduced to 0, it cannot use the dash, disengage or hide actions and it cannot use it's bonus action unless it breaks the rope via a DC18 Athletics Check.
- you gain advantage on Persuasion (Charisma) & Performance (Charisma)
- Any attempts to frighten you will instead heal you for 1d12 + half of your Viking Level.
- Heimdallr's Blessing
- Upon successful dedicating your sacrifice to Hemdallr; God of the Watch - He will gift you a temporary boon of his own senses that are unmatchable and his ability to rally others'.
- You may gain greatly improved vision & hearing where you gain true-sight for the duration of the blessing up to 120 ft whilst your Perception skill is increased by a +3. Lastly; you can treat your drum or horn as the Gjallarhon - Heimdallr's grandiose horn. Using it will double the range of hearing distance alongside granting a +5 to Intuitive Rolls.
- you gain advantage on Intimidation (Charisma) & Insight (Wisdom)
- You cannot be blinded or have your senses hampered by any effects; magical or otherwise.
- Loki's Blessing
- Upon successful dedicating your sacrifice to Loki; the God of Tricksters - He shall 'bless' with words of cunning words which are to 'flyt' and his transformative powers to change your own shape into another or a beast.
- For the remainder of the blessing; you can cast Polymorph without using a spell-slot, arcane focus or martial components. Upon entering your new-form; you retain your health & stats but gain the benefits of your new form but you use your Viking Level (Rounded Down) as the Challenge Rating for the creatures you would like to turn into. In addition; you gain access to Vicious Mockery which uses your Viking's Level for damage alongside it's DC being 15.
- you gain advantage on Stealth (Dexterity) & Deception (Charisma)
- You can choose to use your Dexterity Score or Charisma Score for Stealth or Dexterity skill check only if the roll was lower and before the DM informs you if it was a failure or success.
At 17th level - The bonus damage effect may apply regardless if you have used Odin' Blessing beforehand or not. It will only count for your first melee attack against a creature and the bonus damage will remain so long as the blessing is active against a particular type of creature.
Odin - The One-Eyed God's Wisdom has led to him using magic... and even combatant it. You gain the bonus damage against any spell-wielding creatures.
Thor - The God of Thunder holds a hatred against Jotun whilst he gives his fury to combat the mighty. You gain the bonus damage against creatures whom are larger than you.
Tyr - The God of War is justice in itself where he embodies a warrior spirit which attacks all. You gain the bonus damage against creatures who seem to be warriors or sturdier combatants.
Heimdallr - The God of the Watch could see and hear all where he shall not allow invaders to come upon the land that he guards. You gain the bonus damage against roguish or thievery types of creatures.
Loki - As a deceiver and trickster amongst the Gods; Loki is a wild as the wild... and he forces it upon you. You roll a d8 and gain the effects of the other gods' depending on the roll. Odin - 1-2, Thor - 3-4, Tyr - 5-6 & Heimdallr - 7-8.
Starting at the 16th level, the Viking gains knowledge of the accursed children of the trickster god; Loki who have influence the world and it's people in their nature. Now, you may channel their most minor aspects during battle when you begin your duels against the many foes.
- Aspects of Fenrir
Upon using the Holmgang, you gain a dense coat of fur akin to the great wolf whilst your muscles' bulge with overwhelming might as your weapons now bite with tooth-like sharpness. You add a quarter of Dexterity to your AC alongside you can convert half of the damage you deal with your melee attacks as Bleeding Damage that will continue to deal damage. The bleeding damage afterwards will be halved which happens on your next turn or the creatures' next turn. This effect lasts until they heal hit-points.
- Aspects of Jormungandr
Upon using the Holmgang, your body is covered strange and coarse scales like the legendary sea-serpent whilst you feel lithe and smooth as your weapons seemingly drip with a savage poison. You gain temporary hit-points equal to half of your Viking Level + your Constitution Modifier alongside you can choose to convert half of your melee attacks into Poison Damage which they must succeed a DC14 Constitution Saving Throw. On a failure; they suffer all the effects of being poisoned until they succeed use any effects that would reduce or stop poison.
- Aspects of Hel
Upon using the Holmgang, you garner a deathly appearance like a decay corpse like the goddess of Hel where you feel like you can siphon the life from your opponents. You can choose to completely convert your melee attack damage into Necrotic Damage where you may heal half of the Necrotic Damage that you deal with your melee attacks.
Starting at the 20th level and you failing three death saving throws or outright killed; you can choose to undergo Ragnarok. By doing so; your mind is taken to the great war which will cleanse the world and bring about a new age where you fight with god-granted strength. On your next-turn; you may stand up if prone and heal half of your total hit-points. By doing so; you may gain access to three options of Rituals Of The Aesir where you automatically gain their blessings, you gain access to two of the options from Jotun's Blood, you gain abilities up to Level 11 in an Archetype that you have no chosen & challenge up to four creatures with the Holmgang. The effects of Ragnarok will last until combat is completed or you have died again. You cannot be healed by outside effects aside from your own, if you are killed then you are outright killed & the costs to revive are increased by your Viking Level + Your Str Modifier x 1,000 in term of total cost. This can only be done once per 2 long rests.
Starting at 3rd level, your body become used to wrecking barriers and climbing walls. You gain proficiency in the Athletics skill. In addition, you double your proficiency bonus on checks made with this skill.
- Soldier's Role
At 3rd level, you can choose one of the following features, depending on the role you fill on a raid.
Pillager. After losing your first blood in battle, you become inebriated by the feeling of pain, anger and desire for battle. Once in each of your turns, when you are under your maximum number of hit points, you add a d6 to the damage of your melee weapon attacks. This additional damage increase to a d8 when you are under half your maximum number of hit points, a d10 if you have a fourth of your maximum hit points remaining and a d12 when your current hit points equal your Constitution modifier. In addition, your movement speed increases in 5 feet.
Shielder. When a creature hit you or another creature within 5 feet with a melee attack while you are wielding a shield, you can use your reaction to reduce the damage taken by 1d8 and instantly shove that creature. In addition, if you have another friendly creature within 5 feet wielding a shield, you gain +1 to your AC.
- Vengeful Warrior
Starting at 7th level, whenever a creature hits you with an attack, you gain advantage on all your melee weapon attacks against that creature on your next turn.
- Role Improvement
Starting at 11th level, you gain one of the following features, depending on your style:
Pillager. The additional damage you cause for losing hit points is now caused in all melee weapon attacks you make.
Shielder. You gain one additional reaction on your turn. In addition, whenever a creature misses an attack from a melee weapon against you, you can use your reaction to make an attack against it.
- Role Mastery
Starting at 15th level, you gain one of the following features, depending on your style:
Pillager. Whenever you miss an attack roll, you can use your reaction to reroll that attack.
Shielder. When you use your reaction to reduce the damage taken, you add your Dexterity modifier to the damage reduction.
- Legendary Role
Starting at 18th level, you are a legend where your skills and abilities are spoken in song. When wielding a weapon with the Versatile property, you may use that damage-die regardless if you wielding with one or two-hands. You choose the following features, depending on your style... Pillager. Your attacks are destructive and overwhelming where you crush armor with your blows. If you land an attack; as a part of the attack action - You may rip, sunder or crush the armor that you hit. You roll an athletics check against the creature's AC + 5; on a success the creature's AC is reduced by 1 which will last for 1 minute. This can be done up to four-times. If you choose to do so; you will forgo an additional attack.
Shielder. Your shield is a bulwark that can be destroy as you defend all. As a bonus-action; you can enter Bulwark Stance. This will double your shield's AC bonus and you will be considered in Full-Cover against ranged attacks. Whenever you perform a shove action with your shield in Bulwark Stance, you may choose to knock the creature prone which deals 2d4 Bludgeoning Damage. As a result; you will lose an additional attack whilst within Bulwark Stance.
- Bear Hide
At 3rd level, your AC is thick as bear skin. While not wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
In addition, you gain 1 additional hit point for each level in this class you have.
- Frenetic Warrior
Starting at 3rd level, you gain a pool of dice called frenzy dice. Your frenzy die is a d12, and you have an amount of dice equal to your level in this class. At the start of your turn, you can spend any amount of dice from that pool (without requiring an action).
When you do so, you gain a number of temporary hit points equal to the number rolled, that last until your next rest. While you have these temporary hit points, your movement speed is doubled and you can make one additional melee weapon attack as a bonus action on your turn.
These temporary hit points are cumulative to those granted by the Odin's Blessing feature.
- Terrifying Presence
There are not a lot of things that are as terrifying as the sight of a berzerker on the battlefield. At 3rd level, you learn the Intimidation skill, and add twice your proficiency bonus in checks with it.
- Overwhelming Blow
Starting at the 7th level, you can put all your strength into a devastating attack. When you have your temporary hit points from the Frenetic Warrior feature, if you haven't moved on your action, you can give yourself advantage on a single melee weapon attack based on Strength. After this attack, your movement speed is reduced to 0. The damage of your overwhelming blow is considered magical for the purposes of overcoming resistance to non-magical damage.
- Berzerker's Wrath
Starting at the 11th level, whenever you have your temporary hit points from the Frenetic Warrior feature, you can make two attacks, instead of one, with your bonus action.
- Warrior's Pelt
Starting at the 15th level; your Bear Hide ability gains your Strength modifier added to the total for your Unarmored Defense. In addition; if you are able to embellish your clothing or armor with animal hides or pelts in a ritualistic manner - It grants you a +1 to your AC.
- Jotun's Might
Starting at the 18th level; your Constitution score increases by +3 and increases your Maximum by 3 in Constitution to 23. In addition; you may use a two-hand and/or heavy weapon in one-hand for the purposes of duel-wielding or using a weapon as a weapon and shield where you gain proficiency in all melee attacks made with a Str-Based Melee Weapon on your turn.
Once you reach 3rd 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.
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 requires a concentration check (DC13), on a fail you must use an action to restart the ballad. 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 become berserk in order to start and must remain berserk to 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.
- Skald's Voice
Starting at the 7th level; you gain proficiency in Two Charisma-based skills. If you already had proficiency in such skills; you may choose to gain expertise in that skill instead. In addition; you may choose to poetically sing Lief the Wanderer or Sif's Fancy with your mouth instead of using your horn or drum in order to perform/maintain.
- Odin's Song
Starting at the 11th level; you can choose to perform Odin's Song Ballad. This somber and grim song can only be done once per long rest. By performing it; this ballad brings the eye of Odin upon you and your allies for the future bloodshed. As a result - You & a number of willing creatures equal to your proficiency bonus gains the benefits of the Holmgang ability however this form of Holmgang can only be started as an action or ended when this Ballad is stopped. As a benefit; it will not end if you or the number of willing creatures are healed by any effects. If the creature is healed by any effects; it must make a DC15 Wisdom Saving or take 1d6 Force Damage in the form of spectral spear. In order to maintain this Ballad; you must make a concentration DC15.
- Warrior Poet
Starting at the 15th level - You are swiftly able to play and fight where your hands dance across your form. When you continue a ballad as bonus action, as a free-action - You may sheath your weapons if you do not have your hands free followed by you playing your drum or horn then drawing you weapons as a part of the free-action.
- The Poetic Edda
Starting at 17th level - you can maintain two different ballads at once as you careful mix and mingle tones, words or rhythms into a singular song. As an action - you may begin to play two different ballads of your choice and may spend your bonus action to maintain them. This comes at a cost of the ballands concentration DC becoming DC15 rather than 13 as a part of it.
In addition; you gain a +3 in your Charisma alongside gain Proficiency in Charisma-Based Saving Throws.
Prerequisites. To qualify for multiclassing into the Viking class, you must meet these prerequisites: Strength score of 13 or higher & Charisma or Constitution score of 13 or higher
Proficiencies. When you multiclass into the Viking class, you gain the following proficiencies: Pick 2 from the Viking proficiency list