Viking Warrior (5e Class)

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Viking Warrior[edit]

Viking Warriors are Fighters of the North, and they are known for their unstoppable raids on villages and towns. They receive their strength and magical abilities from the nordic god they have chosen to worship as a small child.

Relentless Resolve[edit]

Vikings, in order to sail through the seven seas, enduring the harshness of the weather and the hostility of invading lands, they rely in the insane amounts of bravery they can muster. Channeling their resolve enables them to perform marvelous feats of strength, endurance and agility in combat, drawing from these inner reserves when needed. These warriors rely on resolve to cross tempestuous seas, survive lethal wounds or even to call the favor of the gods. Each viking can be measured by not only their strength and combat prowess, but on the amount of internal drive and will they have to spare.

Brave Explorers[edit]

In order to become a viking warrior, one must be more than a mere combatant, and is expected to master a plethora of abilities necessary to find treasure and discover new lands to settle. Vikings are, first and foremost, explorers, and learning how to sail, how to guide themselves looking at the sky, walking on harsh terrain, surviving deadly environments and, of course, combating all sorts of enemies - humanoids or otherwise - are some of the skills require to thrive.

Viking Warriors are generally draw to the life of seafaring and exploration due to curiosity, ego and greed. Those three characteristics are often present in each and every viking warrior, only on different amounts, and those urges far surpasses any type of fear of the unknown, replacing it for excitement instead, turning them anxious to discover new lands, finding treasures and achieving glory.

Creating a Viking Warrior[edit]

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[1] by Jia Liu

When you create a viking, consider firstly where you come from and why did you left. Some vikings were born as simple farmers, and longed for a more exciting and glorious life; others, are nobleman, traveling to expand the lands and power of their clan; and some just enjoy the thrill of the battle, and if they can be rewarded for doing so, even better.

Another important characteristic of vikings is their religiosity. The gods and their wills are extremely present in the daily life of a viking, so make sure to choose a god that have characteristics your character admires and wishes to emulate, or a god he prays for protection and guidance.

Quick Build

You can create a Viking quickly by following these steps: first, Strength or Dexterity should be your highest score (depending on your choice between finesse weapons or not), closely followed by Wisdom and Constitution. Outlander, Soldier and Pirate are common backgrounds for Vikings. For starting equipment, pick the chain mail, a battleaxe and a shield, two handaxes and an explorer's pack.

Class Features

As a Viking Warrior you gain the following class features.

Hit Points

Hit Dice: 1d10 per Viking Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Viking Warrior level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Vehicles (sea), navigator's tools
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Viking Warrior

Level Proficiency
Bonus
Features
1st +2 Resolve, Fighting Style
2nd +2 Glima
3rd +2 Viking Path
4th +2 Ability Score Improvement
5th +3 Extra Attack, Ferocity
6th +3 Mettle
7th +3 Viking Path
8th +3 Ability Score Improvement
9th +4 Far Traveler, Menacing
10th +4 Raider
11th +4 Viking Path
12th +4 Ability Score Improvement
13th +5 Superior Glima
14th +5 Pathfinder
15th +5 Viking Path
16th +5 Ability Score Improvement
17th +6 Aura of Resolve
18th +6 Viking Path
19th +6 Ability Score Improvement
20th +6 Endless Resolve

Resolve[edit]

Starting at 1st level, you rely on your resolve to endure the hard life of a viking. You gain a number of resolve points equal to the amount shown in the resolve column on the Viking class table. You regain spent resolve points after a short or a long rest.

You use these points to fuel some of your viking features. You start knowing three such features: Bravery, Might and Rage. You learn more as you gain levels in this class.

Bravery

You can spend 1 resolve when you start your turn charmed or frightened (without requiring an action) to end the condition on yourself.

Might

You can spend 1 resolve as a reaction to give yourself Advantage on the next Attack Roll, Ability Check or Saving Throw made using Strength, Dexterity or Constitution until the end of your next turn.

Rage

You can spend 1 resolve as a bonus action to gain resistance to all types of damage (except psychic) until the end of your next turn.

Fighting Style[edit]

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.

Glima[edit]

Versatility in how you tackle the combat is vital for surviving the viking life. Hence, at 2nd level you learn the grappling arts of the vikings, Glima. You can take the Grapple and the Shove actions as a bonus action.

Viking Path[edit]

When you reach 3rd level, you choose a path of life to travel. Your path grants you features at 3rd level and again at 7th, 11th, 15th and 18th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ferocity[edit]

Also at 5th level, while surrounded, you can draw power from your resolve to unleash a barrage of attacks. As an Action, you can spend 2 resolve points to make one attack with a melee weapon against each creature of your choice within 5 feet of you.

Mettle[edit]

At 6th level, whenever you make a Constitution saving throw against an effect that would require a check to reduce damage to half, you take no damage on a failure, or half damage on a success.

Far Traveler[edit]

At 9th level, your movement ignore non-magical difficult terrain. In addition, climbing and swimming doesn't reduce your movement speed.

Menacing[edit]

Also at 9th level, you can use the vile reputation of vikings in your favor. You gain proficiency in the Intimidation skill.

In addition, as a bonus action you can choose a humanoid you can see within 30 feet that is able to see you, and you can make a Charisma (Intimidation) check contested by the target's Wisdom (Insight). On a failure, the target is frightened until the end of your next turn.

On a success, the target is immune to this feature for 24 hours.

Raider[edit]

At 10th level, you can rush into combat, starting an assault with sudden violence. You add your Wisdom modifier to your Initiative checks.

In addition, you can spend 1 resolve to double your movement speed, ignoring opportunity attacks, on your first turn of combat.

Superior Glima[edit]

At 13th level, when you have a creature grappled, you can drag that creature with you without reducing your movement speed.

In addition, whenever you shove a creature to shove her, you can choose to push the creature additional 10 feet.

Pathfinder[edit]

Starting at 14th level, you gain proficiency in Survival, if you don't have already, and add twice your proficiency bonus in checks with it.

In addition, you can cast Find the Path once, without requiring spell slots or material components. Once you do so, you can't do it again until you finish a long rest.

Aura of Resolve[edit]

At 17th level, whenever you use one of your Resolve features, you also benefit friendly creatures within 10 feet of you with it.

Endless Resolve[edit]

When you reach the 20th level, whenever you roll initiative and have no resolve, you regain an amount of resolve equal to your Wisdom modifier (minimum 1).

In addition, you also regain 1 resolve whenever you reduce a creature to 0 hit points or roll a 20 on the d20 during an attack roll against a creature.

Viking Paths[edit]

Each viking path offers a different trajectory for your pursuits of gold and glory, and are also shaped by a different set of values held by your warrior.

Berserker[edit]

Berserkers are furious warriors who seek nothing more than the thrill of combat. They don the fur of beasts such as bears and wolves, emulating their behavior to channel their strength, at the same time they frighten their enemies. Berserkers are amongst the most feared of viking warriors.

Fury

Starting at 3rd level, you gain a fury die, which is a d6. Whenever you take damage, you gain 1 die, and you can have only one. Whenever you regain hit points or cause damage, you can spend your fury die to add to the hit points gained or damage caused. Once per turn when you use your fury dice to increase damage caused against a creature that dealt damage to you, you don't spend the dice.

Your maximum of fury dice you can have at the same time increases to two at 7th level, three at 11th level four at 15th level and five at 18th level.

Vigor

Also at 3rd level, you can quickly recover from your wounds. As a bonus action when you are at half your maximum hit points or lower, you can spend a hit die, and regain hit points as if you had completed a short rest.

Bear Endurance

At 7th level, you gain Advantage on all your Constitution checks and Death Saving Throws, and add your proficiency bonus to those checks.

In addition, you are immune to the effects of extreme cold and extreme heat.

Ferocity

When you start your turn and have 0 fury dice, you regain 1 die. In addition, whenever you roll a die of damage for a melee attack, you can spend resolve to maximize that die, instead of rolling for it. If you roll multiple damage dice for the same attack, you must choose which dice you choose to affect, and spend 1 resolve for each.

Superior Resilience

At 15th level, whenever you make a saving throw and fail on it, you can use your reaction to reroll that check. You can also spend 1 resolve to give yourself advantage on that roll.

Immortal Warrior

At 18th level, when you are reduced to 0 hit points, you can spend a number of resolve up to your Wisdom modifier to regain hit points. When you do so, roll 3d6 for each resolve point spent, and you are reduced to that amount of hit points instead.

Skald[edit]

Vikings believe in the power of stories, being inspired by them in order to achieve glory. Viking warriors who decided to become skalds want not only to be part of history, but to tell them, inspire with them, and watch them unfold as both a spectator and a participant.

Heroic Storyteller

Starting at 3rd level, you can weave words with the skill a warrior handle a sword. As a bonus action, you can spend 1 resolve to sing, recite or otherwise inspire your allies. Choose a creature that can hear you within 30 feet, and you can impose one of the following effects:

  • You allow the target to move without provoking opportunity attacks until the end of your next turn.
  • You allow the target to make the next attack roll, ability check or saving throw using Advantage until the end of your next turn.
  • You grant temporary hit points to that creature equal to your Charisma modifier (minimum 1) + your Viking Warrior level.
Silver Tongue

At 7th level, you gain proficiency in the Performance skill, if you don't have it already, and add twice your proficiency bonus in checks with it. If you are already proficient with it, you can choose to gain proficiency with Deception, Persuasion or History instead.

In addition, as a bonus action, you can choose a creature within 30 feet that is able to hear and understand you and make a Charisma (Performance) check, contested by a creature's Wisdom (Insight). On a success, that creature is charmed until the end of your next turn.

This ends early if you or one of your allies attack or force it to make a saving throw. Failing or succeeding, the creature is immune to this effect for the next 24 hours.

Poet of Legends

When you reach the 11th level, you tell tales like no other poet. You gain the following benefits:

  • When you use Heroic Storyteller, the target gain Advantage on the next attack roll, ability check or save it makes until the end of your next turn.
  • Whenever you use Silver Tongue, the effects last for 1 hour or until you cause it to end early.
Peaceful Alternative

At 15th level, you can argue your way out of an aggression. When you take damage from an attack or effect that target's you, you can spend 1 resolve and use your reaction to force the source of damage (if it is a creature within 60 feet) to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure, the target is charmed by you until the end of your next turn, and you take no damage from the attack or effect.

Mythical Inspiration

At 18th level, you can inspire your allies with the legends of mighty heroes and gods. Once per turn, when you hit a creature with an attack, you can choose one friendly creature able to see and hear you within 30 feet. That creature gain a d6, which can be used to add to the next die rolled by that creature (attack, saving throw, ability check or damage).

Raider[edit]

Raider's are the archetypical viking, ferocious warriors who jump from ships assaulting and pillaging villages and cities in foreign lands, fighting with extreme brutality guided by a cunning intellect. Raiders are proud warriors, and enjoy the pleasures of a simple life of piracy, and often live a glorious -albeit short - life.

Violent Assault

Starting at 3rd level, on your first turn of combat, you can move up to 30 feet and make an attack with Advantage against a creature you can see. On a hit, your attack is a critical, and you can spend 1 resolve to force the creature and any other enemy within 5 feet to make a Wisdom saving throw or be frightened of you until the end of your next turn.

On subsequent turns, you can use Violent Assault by spending 1 resolve using your Bonus Action.

Northern Seafarer

At 7th level, you are a master explorer, and you react with swift and decisive action when attacked. This grants you the following benefits while on open sea, artic or coastal areas:

  • Your ships move ignore non-magical effects that would reduce its speed to a value above 0.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating. You gain the following benefits when traveling for an hour or more:

  • Storms doesn’t slow your ship's travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while sailing, you remain alert to danger.
  • You and members of your group can make repairs in a ship at twice the speed.
  • When you fish, you find twice as much food as you normally would.
  • While looking for other lands, you also learn their exact direction (north, south east or west), if it is an island or continent, and how much time it will take to arrive there.
Rampaging Viking

At 11th level, whenever you hit two different creatures with an attack with a weapon, you can attack a third creature as part of the same action. In addition, if you have reduced a creature to 0 hit points on your last turn, you can use Violent Assault on this turn, as if it were your first turn of combat.

Retaliate

At 15th level, whenever a creature makes an attack against you, you can use your reaction to attempt to parry or evade that strike. Make an attack against your opponent's attack roll and, on a hit, that creature's attack misses.

If the attack was made by a creature within 5 feet, you can spend 1 resolve as part of the same reaction to make an attack with a melee weapon, unarmed strike or use one of your Glima actions.

Brutal Conqueror

When you reach the 18th level, you roll additional two dice for your Criticals (or three dice during a Violent Assault), instead of one. In addition, whenever you impose the frightened condition through your Violent Assault or Menacing features, you affect all enemy creatures in a radius (5-foot radius of the target during a Violent Assault, or all creatures in a 30-foot radius with Menacing).

Shielder[edit]

Shielders are the cornerstone of the Viking combat strategy. Pressuring the enemy army in a shield wall requires an enormous amount of endurance, strength and resolve, which those warriors have to spare.

Shield Bearer

Starting at 3rd level, you gain mastery over the use of the shield. When wielding a shield, you gain the following benefits:

  • The shield can be used as a weapon. It is considered a simple martial weapon, that causes 1d8 bludgeoning damage.
  • Melee attacks made against your allies when they are within 5 feet of you have disadvantage.
  • As a reaction against an attack you can see made against a creature within 5 feet of you, you can impose disadvantage to that attack.
Solid Stance

At 7th level, you gain proficiency with the Athletics skill, and add twice your proficiency bonus in checks with this skill. If you are already proficient with it, you gain proficiency in Acrobatics instead.

In addition, whenever you are pushed by a creature or effect, you reduce the distance you've been pushed by up to 10 feet.

Shield Basher

At 11th level, you learn how to more effectively use your shield as a weapon.

  • You can shove or avoid being shoved by creatures up to two sizes larger than you, without suffering disadvantage.
  • Whenever you hit a creature with a shield, or shove a creature while using a shield (and with it), that creature takes 1d8 bludgeoning damage. If the shield is magical, that damage also is.
  • Whenever you use your Shield Bearer reaction, you can either push the attacker 10 feet back, or cause damage of it being hit by a shield bash.
Dedicated Warden

At 15th level, whenever a creature within 5 feet makes a Strength, Dexterity or Constitution Saving Throw, that creature adds your proficiency bonus to the result of its check.

In addition, when you use your Shield Bearer reaction, it affects all attacks made by the creature on that turn against the protected creature, instead of just one attack.

Relentless Warden

At 18th level, whenever you are reduced to 0 hit points, you can use your reaction and a Resolve point to be reduced to 1 hit point instead.

When you do so, all attacks made against you until the end of your next turn have Disadvantage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Viking Warrior class, you must meet these prerequisites: Strength 13, Constitution 13.

Proficiencies. When you multiclass into Viking Warrior class, you gain the following proficiencies: Light armor, medium armor, shield, simple weapons, martial weapons.

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