Nordic Warrior (5e Class)
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- 1 Nordic Warrior
- 1.1 Battle, Beer, and Honor
- 1.2 Creating a Nordic Warrior
- 1.3 Class Features
- 1.3.1 Table: The Nordic Warrior
- 1.3.2 Nordic Pagan
- 1.3.3 Cold Home
- 1.3.4 Nordic Rage
- 1.3.5 Runesmithing
- 1.3.6 Warrior's Path
- 1.3.7 Ability Score Increase
- 1.3.8 Extra Attack
- 1.3.9 Fury of the North
- 1.3.10 Thundering Feet
- 1.3.11 Force of a Tidal Wave
- 1.3.12 Blood Yell
- 1.3.13 Call to War
- 1.3.14 Intoxicated Brawl
- 1.3.15 Veins of Fire
- 1.3.16 Live for the Fight
- 1.3.17 Hard Head
- 1.3.18 Kill Them All!
- 1.3.19 Rune Stones
- 1.3.20 Until Valhalla!
- 1.3.21 Relentless Attack
- 1.3.22 Favor of the Gods
- 1.4 Magni
- 1.5 Tyr
- 1.6 Thor
- 1.7 Fenrir
- 1.8 Multiclassing
Battle, Beer, and Honor
If the Berserker wasn't Nordic enough, this is for you. The Nordic Warrior has a smaller set of weapon skills but can wield them with more expertise. The Nordic Warrior earns glory through fighting and is in tune with nature. Nordic Warriors or, Vikings, are raiders. They will kill anyone in their way, even the oldest priest. If you decide it is a good idea to insult a Viking, prepare to get your face punched. Vikings do not like to be insulted and will kill you if you insult them too much. Vikings show little to no fear, they believe that they will go to Valhalla after death. To die in battle is very glorious to Vikings, meaning they are willing to charge headlong into combat with no second thoughts. Vikings are brutal and show no remorse for killing enemies. The Nordic Warrior is a master fighter and feared across the land.
Creating a Nordic Warrior
|A Nordic Warrior, art credit, (Source)|
How traditional are you? Are you an Exile? Are you a religious leader or military leader? Define what type of Nord you are (Jutes, Geats, Danes, etc. which are you most like?). Try to decide your warrior's path before making the character, so you can design the character to fit the warrior path, e.g. Do not make a Goblin go down the Magni path, they re too small, instead go with a Dragonborn, tall human, etc.
- Quick Build
You can make a Nordic warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Outlander background. Third, choose <!-elaborate on equipment choices->
As a Nordic Warrior you gain the following class features.
- Hit Points
Armor: light armor, medium armor, shields
Weapons: Simple and Martial Swords and Axes
Tools: Rune Stones, Herbalist Kit
Saving Throws: Strength, Dexterity
Skills: Choose three from, Nature, Animal Handling, Athletics, Religion, Intimidation, Survival, History, Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Long Nordic Axe or (b) Nordic Shield
- (a) Nordic Sword or (b) Nordic Axe
- (a) Bear Pelt or (b) Wolf Jaw
- (a) Norse Lamellar Armor or (b) Brigandine
|1st||+2||Nordic Pagan, Cold Home|
|2nd||+2||Nordic Rage, Runesmithing|
|4th||+2||Ability Score Improvement, Extra Attack|
|5th||+3||Fury of the North, Thundering Feet|
|6th||+3||Force of a Tidal Wave, Runesmithing Imrpovement|
|7th||+3||Blood Yell, Call to War|
|8th||+3||Ability Score Improvement, Runesmithing Imrpovement|
|10th||+4||Force of a Tidal Wave Imrpovement, Runesmithing Imrpovement|
|11th||+4||Veins of Fire|
|12th||+4||Ability Score Improvement|
|14th||+5||Live for the Fight|
|16th||+5||Ability Score Improvement, Kill Them All!|
|19th||+6||Ability Score Improvement, Relentless Attack|
|20th||+6||Favor of the Gods|
At the 1st level, you are a warrior of Nordic descent, you worship the Norse Gods. You may select a god to give more favour to than the others (Look up a list of Nordic Gods). You have little fear of death for if you shall fall in battle, Valhalla Awaits You! Because of you following the gods you were trained io fight. Pick a fighting style from these 3 Axeman: double your proficiency bonus when using an axe. Swordsman:.double your proficiency bonus when using a sword. Defense: increase your AC by 1 if you are wearing armor.
At the 1st level, you gain Cold Home. Your cold home has made you immune to the cold of snow, and treacherous mountains. You are now have resistance to cold damage.
At 2nd level, you can enter a bloodthirsty rage. It lasts for 1 minute and in that time you have an advantage in all Strength checks, gain resistance to bludgeoning,piercing, and slashing damage, and finally double your damage with the strength modifer. You can do this up to twice your Strength modifier before needing to take a long rest to use this ability again. During a rage if you go a turn without dealing or taking damage your rage ends.
At the 2nd, 6th, 8th, and 10th levels you can forge runes into your weapons for magical benefits. Runes can also be placed on shields, only 1 rune. Depending on how many sides are on a weapon is how many Runes you can enhance it with, e.g. A sword has 2 sides so 2 runes, Bow has 2 sides so 2 runes, a mace or club only has 1 side so 1 rune. In order to place a rune on a weapon you need A,) Knowledge of Nordic Runes B) Something that can be used to carve C) Something to colour with D) Rune Stones. When rolling for how good the rune works roll 1d20, or just go for an average. Consult DM on which version of quality testing is ok, DM will decide on quality based on roll e.g. rolling a 10 will result in average quality, rolling a 2 will result in poor quality, rolling an 18 will result in a good quality rune. Pick 2 of the runes from the following list.
Your sword can become coated in ice and will freeze and/or slow the target down by 10ft per round
Your weapon will block one incoming melee attack
Your weapon will shine very brightly blinding enemies or showing the way
Your weapon can attack with great speed, make a double attack
Hail of arrows, (ranged weapons only) fire 4 shots from your weapon
Your weapon gets +5 on next hit roll
Your weapon can flow like water, you gain an advantage on next hit roll
Your weapon is crawling with lighting, you can shoot the charge at an enemy or deal +6 damage to an enemy
Fire crawls across your weapon, you gain a +4 bonus to damage rolls with the weapon.
Your weapon gains speed and additional weight on your next attack dealing +6 damage, (every short rest)
At the 3rd level, you chose a path. Choose between Magni (God of Strength), Tyr (God of War, and the Skies), Thor (God of Thunder/Lightning, and Battle), and Fenrir (Giant God Wolf), all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 8th, 13th, and 15th levels.
Ability Score Increase
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.
At the 4th level, when you take the attack action, you can attack twice.
Fury of the North
At 5th level when you are in a rage act like all your attacks are magical for the purpose of overcoming resistance, and when in a rage a critical hit is now 19 to 20.
At the 5th Level when charging an enemy, your feet strike the ground making the sound of thunder and lightning. Enemies around you, while you are charging, must roll to see if they are in fear.
Force of a Tidal Wave
At the 6th level, you can gather up immense strength and can move extremely heavy objects. This doubles your push,drag,and carry weight.You can only use this on improvised weapons (e.g. a rock blocking a door, a door, large siege machine). At the 10th level, you will be able to use this on enemies.
At the 7th level, you gain Blood Yell. Either after killing an enemy or in the middle of combat, you can release a blood-chilling yell. Any enemy within 30 feet has to make wisdom saving throw of a DC of 10 +your strength modifer+ your proficiency bonus. If they fail they are frightened of you but in success they can't be affected by it for the next 24 hours. The yell in the middle of combat can only be used once per combat, then after that, you cannot yell after killing an enemy.
Call to War
At the 7th level, you gain Call to War. When combat starts you can make a Call to War, you and any allies within 30 feet gain a +5 bonus to any rolls against being frightened. Call to War will end if no damage is dealt to anyone for the turn, or if you are unconscious/killed. A Call to War can also be used once more during combat.
At the 9th level, you gain Intoxicated Brawl. Nords loooooove their alcohol. When you drink a lot (at least 5 drinks) you can roll 1d20 to see if you are drunk. If you are drunk you deal +6 extra damage, but you for anything other than attack rolls you have disadvantage.
Veins of Fire
At the 11th level, you already have fire running through your veins. When you have resistance against fire damage.
Live for the Fight
At the 14th level, you gain Live for the Fight. You live to fight and show it. When being surprise attacked you can charge at the nearest enemy, remember to roll for it though.
At the 15th level, you gain Hard Head. When in a you have taken damage or dealt damage that turn you can't be charmed, and for rage does not end at 1 minute but continues until you end it as a bonus action or you go a turn without taking or dealing damage.
Kill Them All!
At the 16th level, you gain Kill Them All. Vikings prefer to leave no one alive if an enemy is trying to escape you get +5 to your chance to oppurtunity attacks and you get one even if they take the disengage option.
At the 17th level, you gain Rune Stones. You can now throw rune stones or place them on yourself after activating them, and they will cause an area of effect.
At the 18th level, you gain Until Valhalla! Yelling this war call will mean you and your allies cannot be frightened as long as, no one dies/goes unconscious, the damage is dealt every round. Until Valhalla is usable once per encounter.
At the 19th level, you gain Relentless Attack. If you hit an enemy 3 times in a row (double attacks don't count), they will either, cower in fear, or flee in fear.
Favor of the Gods
At the 20th level, you gain Favor of the Gods. You have been granted a blessing depending on what warrior type you are. Mangi: you gain 4 Strength and 2 Consitution even if it would put you pass 20. Tyr: you gain 4 in Strength and 2 in Dexeriety even if it would put you pass 20. Thor: you gain 4 in Constitution and a 2 in Strength even if that would put the score past 20. Fenir: you gain 4 in Strength and a 2 in Dexterity even if that would put your score past 20.
Magni is the god of strength and son of Thor. The path of Magni is that of a Berserker. A warrior following the Path of Magni will fight with, 2-handed axes, or dual wielded weapons. Warriors of Magni will wear minimum or no armor at all. The warriors of Magni fight in head-on clashes, charging right at the enemy and leaving no room for mercy. Warriors of Magni should be used much like a Berserker, DO NOT try to stealth or use ranged weapons with a Mangi Warrior.
- Who needs Armor?
At the 3rd level, you gain Who needs Armor? Warriors of Magni do not need or want armor, you gain natural armor of 10 + your Strength Modifier
- Pain Fuel
At the 6th level, you gain Pain Fuel. Warriors of Magni don't like pain, at all. This doesn't mean they won't go into combat for fear of getting hurt. The warriors of Magni will get enraged at the feeling of pain. For every 4 damage you take you to get +1 to all damage roll e.g. If you take damage your attacks now deal +2. Pain Fuel is passive and is only active in combat.
- Thundering Blows
At the 8th level, your hits are so hard the enemy might fall! When the enemy is hit by your melee attack they must roll to see if they fall over, gets knocked back, get stunned, etc. To see if that happens they have to make a Constitution check versus yo ur 12+proficiency+Strength modifer. I failure you get to pick what you want to happen and for a success they block it.
- Walking Towers
At the 13th level, you gain Walking Towers. Warriors of Magni are usually towering monstrosities. You have an advantage over any size that is smaller than your size category.
- Steel Skin
At the 15th level, your skin is as hard as steel. You have the power to charge through walls (be realistic you can't charge through a 3-foot thick wall). You can do the same to enemy formations. Also you have a natural armor of 13+ your strength modifer.
Tyr is the Norse god of war and the skies. Warrior's of Tyr strike hard and fast. They strike as fast as the wind and are experts at war. A warrior of Tyr will fight using all axes, 1-hand swords, sometimes bows, and shields. Warriors of Tyr will often wear light or medium armor. Some warriors of Tyr will fight using bows, they will use Nordic Longbows or Shortbows. Warriors of Tyr are like a general description of a Viking. They are raiders who strike fast hard, and even at range sometimes. Warrior of Tyr also specializes in giving buffs to allies.
- Archers, and Raiders
- Stinging Wind
At the 6th level, you gain Stinging Wind. Choose a target within 50 feet, you will charge them at high speeds. When striking the enemy roll 2d6, you will dash 20ft past the target. Stinging Wind can only be used 2 times per encounter.
- Sweeping Wind
At the 8th level, you gain Sweeping Wind. Choose a target within 50 feet, you will charge them at high speeds. You will use your shield, or whatever, to sweep the enemy off their feet, roll 1d4 for damage. The enemy is now stunned and prone on the ground. You dash 20 feet past the target.
- Masters of War
At the 13th level, you gain Masters of War. Warriors of Tyr are skilled in the Art of War. When launching a surprise attack all allies get a +3 to damage. When outnumbered, or outnumbering the enemy, all allies have +3 to hit.
- Blasting Wind
At the 15th level, you gain Blasting Wind. Choose 1-4 targets all within 10 feet of each other. Once you have targeted a group within 50 feet of you, you will charge them. When striking choose one target to get the main strike, roll 2d6 + 4 for damage. On all other targets roll 1d6 + 2 for damage. All targets except the main target must roll for knock back, the main target is knocked back 10ft. You dash 20ft past the target(s).
Thor the most well known Norse god. Son of Odin and father of Magni. Warriors of Thor, wield lightning as a power. Most warriors of Thor wear Heavy Armor. Most warriors of Thor fight using axes, swords, and shields. Warriors of Thor are tanks, they have heavy armor and will take on the largest of foes. Warriors of Thor will absorb damage then release a fury of lightning. Warriors of Thor are often frontal troops or special troops. Warriors of Thor will go into a fight ahead of everyone and then fry the enemies with lightning. Warriors of Thor rely on lighting charges, the amount of lighting charges held is unlimited, you start with 30 lightning charges.
- Heavy Fighters
- Lighting Strike
At the 3rd level, you gain the ability to fire a charge of lighting out of your hand, the range is 80 feet, the damage is 1d6+4. To increase damage increase the number of lightning charges, 1 lightning charge is equal to 1d6. You gain lightning charge by a few different ways, one is resting. After a long rest, you gain 8 lighting charges, after a short rest you gain 4 lightning charges. You can pray/visit a Pagan religious place, this grants you 4 lightning charges for every 30 minutes you are there. You can use lightning rune stones for 12 charges each, these are a one time use, to make a lightning rune stone you need A) 1 small stone B) Knowledge of rune stones C) Something to carve a rune into a stone
- Lightning Blast
At the 6th level, you gain Lightning Blast. Lighting blast lets off a large explosion of lighting in a 15ft radius. Lighting Blast costs 2 lightning charges. To increase damage increase the number of lightning charges, 1 lightning charge is equal to 1d6. When you charge head long into combat and now have 7 goblins crawling all over you, use lightning blast to send them flying. People in the range of Lighting Blast will have to roll for knock back. Lightning Blast deals 2d6 damage, roll 2d6 for each enemy in range. WARNING! Lightning Blast will hit any allies in the range also.
- Charge Lightning
At the 8th level, you can charge up lightning. Charging takes 1 turn. The range is 80ft. In a radius of 3 feet roll 3d6 for damage, in a radius of 5ft roll 2d6 for damage, in a radius of 10ft roll 1d6 for damage. To increase damage increase the number of lightning charges, 1 lightning charge is equal to 1d6.
- Shocking Armor
At the 13th level, you can set your lightning running through your armor. When water, metal, or flesh touch you, your lightning cracks and lunges out at whatever is there. Depending on the number of lightning charges you put into this is how many times the armor can shock, or it will be equivalent to that amount of charges. To increase damage increase the number of lightning charges, 1 lightning charge is equal to 1d6.
- Lightning Crafter
At the 15th level, you gain Lightning Crafter. As a warrior of Thor, you have perfected the art of lightning. You may now forge lighting bolts. Lightning Bolts require 4 lightning charges to make, an anvil, hammer, and 30 minutes of time. That will craft you one lightning bolt. One Lightning Bolt deals 4d6+4 damage. Lightning Bolts are thrown like javelins but strike instantly giving you an advantage on all rolls to hit with Lightning Bolts.
Fenrir the gargantuan god wolf said to kill Odin in during Ragnarok. Warriors of Fenrir will be more in tune with nature and will have animal companions. The warriors of Fenrir will wear light or medium armor, usually light though. Warriors of Fenrir will fight with their animals, axes, swords, clubs, basically, anything that can hack, slash, or bash. Fenrir warriors tend to be more primal than other Vikings, they will wear Wolf Jaw headdresses, bear pelts, and other such things. Warriors of Fenrir will sometimes ride on their companies, whether it be a bear, giant wolf, or other Nordic creature. Warriors of Fenrir are feared for their pets and brutality.
- Primal Connection
At the 3rd level, you gain Primal Connection. Warriors of Fenrir are primal in their activities. They will have one or more animals whom they have a connection with. The animals are usually Wolves or Bears but sometimes other animals. You can command 2 Nordic Wolves, 1 Giant Nordic Wolf, or 1 Nordic Bear (Consult DM on health damage etc.). Your animals will have a fighting instinct and will usually not have to be told to fight, you can let them choose who to attack or as a bonus action, you can command them to do something. When wearing a Wolf Jaw or Bear Pelt, you gain +2 to hit.
- Owl's Eye View
At the 6th level, you gain Owl's Eye View. You now have an Owl within your connection. You may have a large strong owl or a small light owl. You begin to gain the precise vision of an Owl, you can now see object 100 feet away as if they were 10 feet away. You also gain the darkvision of an owl (120ft).
- Primal Blood
At the 8th level, you gain Primal Blood. With the blood flowing through your veins being partially that of a wolf, you gain a bloodlust. For every 4 damage, you deal +1 more damage. If you do not deal damage for a turn the extra damage is restarted, e.g. If you have dealt 8 damage for 2 turns you now have +2 damage, however, if you do not deal damage this turn it goes down to +0 until you deal 4 damage again.
- Connected Blood
At the 13th level, you gain Connected Blood. The bond between you and your pet(s) has increased, you can telepathically communicate to your pet(s). You do not need to roll to see if the pet(s) hear your commands anymore.
- Expand the Pack
At the 15th level, you gain Expand the Pack. Your connection to animals has increased. You may now have 2 more Nordic Wolves, 1 more Giant Nordic Wolf, or 1 more Nordic Bear. You also gain an uncanny ability to tame wolves and bears. You gain a +7 bonus to all Animal Handling checks when attempting to tame a wolf, or bear.
Proficiencies. When you multiclass into the Nordic Warrior class, you gain the following proficiencies: medium armor, all Axes