Path of Einherji (5e Subclass)

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Path of Einherji[edit]

Barbarians that follow the path of the Einherji aspire to become one of these heroic dead warriors. Their goal is to die in a glorious fashion in battle, after displaying great feats of martial prowess, conquering enemies in a great number of conflicts, avenging misdeeds and lost companions and showing courage in the face of certain death. They have the desire to fight day after day in the endless battles of Valhalla, side by side with gods, while awaiting for the true and last battle in the Ragnarok.

Divine Weapons of the Einherji

When you take this subclass at 3rd level you have proved worthy to three Valkyrie of the 12 heavenly sisters they have chosen you as their host and friend they will gift you with a divine weapon or ability of your choice these weapons can be shown at the end of the class description they can turn from the weapons to their true form where they will take the form of beautiful women Its said in the prophecy of the Einherji that their Valkyries will become their wives The reason there are three Valkyrie for each Einherji is that they have proven to the gods they are worthy of holding the Valkyrie and are worthy warriors in their eyes weather man or woman its up to the valkyrie to chose when to present the truth o this to the Einherji

Devoted Warrior

At 3rd level, you praise and respect the gods, fighting on their name in the hopes of fighting side by side with them. You gain proficiency in Religion and you can choose one of the following languages: celestial or giant. You know how to speak, read and write on the chosen language.

Combat Prowess

Only the best warriors are chosen by the gods to join them in the valhalla, so you strive for perfection in battle. At 3rd level, while raging, once per turn, you can add your rage additional damage to your next attack roll, to your AC or to your next contested Strength (Athletics) check, lasting until the start of your next turn.

Legendary Heroism

True bravery is the path to becoming an Einherji. At 6th level, you are immune to the frightened condition. While raging, your bravery inspire others, causing any friendly creature within 10 feet to be immune to the frightened condition for the duration of the rage.

Divine Contact

At 10th level, you can cast the commune, but only as a ritual. When you do so, you contact one of the gods from the Norse Pantheon to convey the information you seek.

Chosen by the Gods

At 14th level, you have secured your right to enter in the hall of the heroic dead. Your creature type change to celestial, and you no longer die, being sent to the valhalla with all your equipment if you would have been killed.

In addition, when you succeed on a Constitution saving throw for your Relentless Rage feature, you can choose to apply one of the following effects:

  • You regain all your hit points and have any negative conditions, curses, diseases, poisons and active spells removed.
  • Your rage ends and you conjure a Valkyrie to protect you. The valkyrie has the statistics of a Celestial Spirit of your choice conjured by the summon celestial, but lasting for 1 minute and not requiring concentration. Otherwise it acts as if summoned by you, at its minimum level. Constitution is your spellcasting ability.
  • You can ask a blessing of the gods. You can cast any cleric spell of 8th or lower, without spending spell slots or material components. The spell is cast functions a caster with your Barbarian level, but it is cast at its lowest level. Constitution is your spellcasting ability.

Once you choose any of the effects, you can't do it again until you finish a long rest.

1st weapon : sky piercer : a halberd that is very powerful in its wake it uses the normal stats of a halberd you can also cast wind wall when wielding it or use an attack called sky eater which deals 3d10 damage

2nd weapon : club of the god of fortitude: this weapon takes the form of a club with the face of the neamean lion its strength is unmatched once per longest you can smash the club into the ground and cast earthquake the club deals 1d12 damage as a normal weapon

3rd weapon : The Eyes of The lord: This is the strongest ability in the arsenal of the Valkyries said to be bestowed upon gods mightiest champion it is said any movement spell or attack these eyes look at they can replicate to a degree of being able to use it not completely copy it the downside is these eyes take a toll on the user and once they have reached their limit of using it a number of time equal to double their constitution score they will temporarily become blinded and deafened for 1 hour and will gain 3 levels of exhaustion

4th weapon the satchel of creation: this satchel grants the user the ability to manifest any weapon of the light property this increases at 6th level to heavy and 10th it becomes heavy and martial

5th weapon the tattoos of the eternal warrior : these tattoos manifest on the body as lines almost resembling that of a criminal the will grant the user to create shockwave like attacks ( consult with the dm about these attacks) and can also enhance the users senses when the user dies they can keep their body moving for one extra round before finally passing on once dead the user will stay standing as a way to show defiance to the forces that had defeated them your unarmed strikes deal 1d10 damage as your soul is merged with the strongest warrior Valkyrie

6th weapon: armor of the divines: this armor is treated as light but automatically gives the user an ac of 16 and resistance to poison damage for 2 turns until it become s normal armor you take no damage from radiant damage


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