Nordic Warrior (5e Class)
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As the name implies, these warriors came from the far lands in the north to fight, plunder and honor their gods in the battlefield. Nordic warriors are extremely resilient, used to the harsh conditions of the frozen tundra and the constant struggles for power between neighbor clans. These elements forge brutal warriors, that can endure pain, suffering and fear.
They usually will be foreigners in most campaigns, seeking for riches, adventure or a new place to settle, one more inviting and warmer than their former land. Accustomed to expeditions, the Nordic Warrior is the perfect adventurer, having the drive and curiosity to explore new lands and sites, and both the courage and strength to deal with any unforeseen dangers on their path.
Passionate and Devote
The life of constant struggle creates the need for escape and comfort from the grim reality they face everyday. For that reason, Nordic warriors turn themselves to both pleasures and the gods, respectively, to satiate those needs.
They will throw great celebrations before and after battles, expeditions or any even with uncertain outcome, drinking to ease their heats and enjoying good food, music and company like if it was their last day on earth - because, for some of them, may very well be.
Also, they will honor their gods, knowing that a pleased god can offer aid in battle and expeditions, while a vengeful and wrathful god can cause their demise. For that reason, they will worship these gods before every battle and offer each enemy death to them. But, when faced by death, they will show no fear, knowing that the Gods are looking and will deny their entrance on Valhalla at the sign of cowardice.
Runes and Magic
The writing is a gift from the Allfather to the mortals, and thus has the divine power contained inside it. The Nordic warriors know and respect the magical power of runes, and they will inscribe them in their weapons and armor to provide protection, see the future or even cast spells.
Creating a Nordic Warrior
Why did you leave the north? Are you searching for riches? To build a reputation for yourself? A new place to live? Or are you just looking for adventures, trying to see everything you can before your eyes permanently shut with death. Maybe you have been exiled for some dishonor or shame, and is trying to regain respect in the eyes of the gods, or perhaps are you hunting someone for vengeance. When setting your motivation, remember to create one that has a strong emotional core, since passions drive the lives of these Nordic expeditionaries.
What type of upbringing you had? Were your parents just simple farmers, and you learn how to fight just to protect your land? Maybe you were the son of a clan leader, and is currently trying to show that you are in fact capable of replacing him when his death came.
- 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 a chain mail, a longsword, a shield, a pair of handaxes, and the explorer's pack as your starting equipment.
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: Vehicles (Sea)
Saving Throws: Strength, Constitution
Skills: Choose two 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) chain mail or (b) leather armor, shortbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) two handaxes or (b) five javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
|1st||+2||Nordic Pagan, Cold Home|
|3rd||+2||Warrior's Path, Runesmithing, Warrior's Rest|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Thundering Steps|
|6th||+3||Runesmithing Improvement, Valhalla Blessing, Blood Yell|
|7th||+3||Warrior's Path Feature|
|8th||+3||Ability Score Improvement, Runesmithing Improvement|
|10th||+4||Intoxicated Brawl, Runesmithing Improvement|
|12th||+4||Ability Score Improvement|
|13th||+5||Warrior's Path Feature|
|14th||+5||Runesmithing Improvement, Live for the Fight|
|15th||+5||Fury of the North|
|16th||+5||Ability Score Improvement|
|17th||+6||Warrior's Path Feature|
|19th||+6||Ability Score Improvement|
|20th||+6||Favor of the Gods|
At the 1st level, trough your worship, you gain the favor of the gods. Choose one of the gods bellow, and gain the associated favors. You can gain an additional one at 6th and 14th level.
You have resistance to thunder and lightning.
You have proficiency in Stealth and Deception skills.
Starting at 1st level, you are used to the northern winds and cold environments. You have resistance to cold damage, and advantage on Constitution checks and saving throws made to resist the effects of extreme cold.
At 2nd level, you can draw from your inner reserves of stamina and energy to enter in an enraged state. Whenever you finish a short or a long rest, you can use your bonus action to convert a hit die into rage points. You gain 2 rage points for each hit die spent.
When you roll initiative, you can spend 1 rage point to enter in the Nordic Rage. While in Nordic Rage, you can make one additional attack as part of your Attack action. At the start of each subsequent turn, you can spend an additional rage point to keep the Nordic Rage active.
If you run out of points, or if you do not spend a rage point at the start of your turn, your rage ends, and can only be activated again as a bonus action or when you roll initiative again.
Any rage point not spent is lost when you make a short or a long rest.
At the 3rd level, you learn how to unlock the magical powers contained inside the runes.
- Runes Known
You discover the power of four runes of the list bellow, learning two additional ones at 6th, 14th and 18th levels.
- Inscribing and Activating Runes
Whenever you finish a short or a long rest, you can choose one of your known runes to inscribe and channel its power. You can inscribe the rune in a tool, weapon, armor or shield, and must carry the inscribed item to use the rune power. The rune remain inscribed until you use this feature again. While the rune is inscribed, you gain its benefits.
You can have a single rune active at the same time. You can active more runes as you gain levels in this class: two runes active at the same time at 6th level, three at 14th level and four at 18th level.
- Rune DC
Some runes require the target to make a saving throw to resist its effects. The saving throw is calculated as follows:
- Rune save DC = 8 + your proficiency bonus + your Wisdom modifier.
- Algiz (Protection)
As a reaction when you take damage, you can conjure a intangible ward around you, that protects you from harm. You gain a number of temporary hit points equal to 1d10 + your Wisdom modifier, that lasts for 1 hour. The triggering damage reduces these temporary hit points, instead of your hit points. The damage reduction dice increase to 2d10 at 5th level, 3d10 at 11th level and 4d10 at 17th level.
- Ansuz (God)
When you inscribe this rune, choose one god from your Northern Pagan feature. You gain the benefits from this feature related to that god.
- Berkano (Sanctuary)
Whenever a hostile creature enter a space within 10 feet of you for the first time, you can use your reaction to force the creature to make a Wisdom saving throw or its movement is reduced to 0 and it can't target any creature inside the area with an attack or force any creature in the area to make a saving throw. After a success or a fail, the creature targeted by this feature is immune to its effects for the next 24 hours.
- Dagaz (Daylight)
The inscribed object will shine very brightly blinding enemies or showing the way. You can conjure light on the inscribed object. Whenever you cast light in that manner, all creatures within 5 feet of you on the moment you cast it must succeed on a Dexterity saving throw, or be blinded until the end of your next turn.
- Ehwaz (Horse)
You are immune to the effects of extreme cold and heat, and have advantage on saving throws against being exhausted. In addition, you count as one size larger to determine your carrying capacity and the weight you can push, drag or lift.
- Isa (Ice)
You can infuse your strikes with magical frost. When you hit a creature with a melee weapon, you can choose to deal cold damage, instead of the weapon's normal damage, and half the target's speed until the end of your next turn. The target's speed can't be reduced again while this effect is still active.
- Ihwaz (Yggdrasil)
You are immune to disease. In addition, when you are reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. Doing so deactivate the rune until you finish a long rest.
- Jera (Harvest)
When you take the Attack action, you can choose to cause necrotic damage, instead of the regular damage for that weapon. Then, when you cause damage, you can use your reaction to regain the same amount of hit points than the damage dealt. You can use this rune twice, regaining its uses after a short or a long rest.
- Hagalaz (Hail)
You can make two ranged attacks (with ranged or thrown weapons) instead of one when you make an attack. You don't add your ability modifier to the damage of these attacks.
- Kenaz (Torch)
When a creature within 5 feet of you hits you with an attack or start its turn engaged in a grapple with you, you can use your reaction to cause fire damage equal to your Wisdom modifier (minimum 1).
- Laguz (Water)
You can breathe underwater and gain swimming speed of 30 feet.
- Mannaz (Mankind)
You can take the Help action as a bonus action on your turn.
- Odal (Inheritance)
You have advantage on Charisma (Persuasion) checks against creatures able to see you.
- Perthro (Fate)
When you fail a saving throw, ability check or attack roll, you can use your reaction to reroll the result on a failure. Once you use this rune, you can't do it again until you finish a long rest.
- Raido (Journey)
You ignore non-magical difficult terrain, and have a climbing speed of 30 feet.
- Sowilo (Sun)
When you enter in Nordic Rage, you can choose to let your body glimmer with the power of the sun. You shed bright light for 10 feet and dim light for another 10 feet. The bright light is considered daylight. Any creature that moves to the area within the bright light or start its turn there take radiant damage equal to your Wisdom modifier.
- Tiwaz (Justice)
You gain advantage on Wisdom (Insight) checks. In addition, whenever a creature within 5 feet of you is hit by an attack, you can use your reaction to take the attack in its place.
- Thurs (Giant)
You can attempt to grapple creatures up to two sizes larger than you. In addition, you have advantage on Strength checks.
- Thurisaz (Lightning)
You can replace any attack you can make on your turn to force a creature to make a Dexterity saving throw. On a failed save, that creature takes 2d4 lighting damage, or half as much on a success. The damage increases to 2d6 at 11th level.
- Uruz (Ox)
If you move at least 20 feet in a straight line before hitting a a creature with a melee attack, you can force the target to make a Strength saving throw or be knocked prone.
Starting at 3rd level, you gain all your hit dice whenever you finish a long rest, instead of only half. In addition, if you end a short rest and have no hit dice, you regain an amount equal to your proficiency bonus.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, your gods protect you while you are in the frenzy of battle. Whenever you are in your Nordic Rage, you can spend 1 additional rage point to ask for the blessing of one of the gods you serve with the Nordic Pagan feature.
At the start of each of your turns, you can keep spending an additional rage point to keep that blessing active. While you have active blessings, you can change what blessing you have on you as a bonus action.
You are blessed with the wisdom and cunning of Odin. At the start of each turn, you can give yourself advantage on all your Ability checks, attack rolls or saving throws (choose one) until the start of your next turn.
Tyr blesses you with his nobility and bravery. You shed an aura of 10 foot radius around you until the start of your next turn. You and any friendly creature within the aura area are cured from the frightened and charmed conditions, and are immune to these conditions while within the aura. In addition, any unconscious friendly creature within the aura is stabilized and can act as normal if it starts its turn within the aura.
The blessing of Heimdallr grants you the ability to see all your enemies. You are immune to blindness and can see trough magical darkness. You also gain the benefits of truesight up to a range of 60 feet until the start of your next turn.
While you are blessed by Thor, once in each of your turns when you hit a creature with a melee weapon, that creature must succeed on a Constitution saving throw or take additional 2d4 lighting damage, be pushed 5 feet back and knocked prone.
Your movements are deceiving as those of Loki. At the start of each turn, you gain the benefits of the Dash, Disengage or Hide action.
Also at 6th level, after killing an enemy, you can release a blood-chilling yell. Any enemy within a 10 foot radius has to make wisdom saving throw of a DC of 8 + your Strength Modifier + your proficiency bonus. On a failed save they are frightened by you for 1 minute.
The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. The effect also ends on that target if it hits you with a melee attack. After a successful save, a creature is immune to this feature for the next 24 hours.
Once you use this ability, you can't use it again until you finish a short or a long rest.
At the 9th Level, when charging an enemy, your steps sound like Thor hammering the skies, causing your enemies to cower in fear. Whenever you take the Dash action and end your movement within 5 feet of a hostile creature, that creature must succeed on a Wisdom saving throw, or is frightened by you until the end of your next turn.
Starting at 10th level, you discover that alcohol can embolden your heart, numb the pain and give you courage before the battle. As a bonus action, you can take a swig from a bottle or jug of an alcoholic beverage, gaining the following effects:
- You also have advantage on saving throws against the frightened condition.
- If you start your turn without temporary hit points, you gain a number of temporary hit points equal to your Constitution modifier.
- You can use your Action to make a melee attack against any number of creatures within reach, with a separate attack roll for each target. These attacks are made at advantage.
- You are poisoned.
You can end this your alcoholic poisoning by spending 1 hit die during a short rest.
Starting at 11th level, whenever you activate your Nordic Rage, you no longer have to spend additional points to gain the benefits of your Valhalla Blessing. In addition, you can change your blessing at the start of each turn, without any action.
Live for the Fight
Starting at 14th level, when you are surprised by your enemies, you can take your action to Dash and move towards the nearest enemy. You must end your movement closer than when you begin.
Fury of the North
At 15th level, when your Nordic Rage features is active, your attacks with melee weapons score a critical on a roll of 19-20 on the d20.
In addition, whenever you hit a creature with a critical, that creature is frightened until the end of your next turn.
Favor of the Gods
Path of the Runic Warrior
Odin has gifted mortals with the runes of power, inscriptions that, when inscribed by someone with the proper knowledge of its power, can be used to imbue the inscribed object with magic. Runic warriors are Nordic Warriors that use the power of runecrafting to infuse weapons and armors, using their magical power in battles.
- Rune Inscribing
Starting at 1st level, you gain proficiency with the woodcarver's tools and mason's tools, if you don't already have it.
In addition, you learn how to cast a weaker version of comprehend languages. This version can only be cast as a ritual, and allow you only to understand written languages.
- Lesser Runes
Also at 1st level, you learn how to inscribe lesser runes to enhance the properties of an armor, weapon or shield. Whenever you finish a long rest, choose a number of objects equal to your Wisdom modifier to inscribe. The magic of the inscribed objects ends when you finish a long rest.
The inscribed objects gain the following benefits:
- Weapon. While inscribed, this weapon have a bonus equal to +1 to its attacks and damage rolls. These bonus wear out after a number of successful attacks equal to half your level in this class (rounded down). The last successful attack deals additional 1d6 force damage and the rune is deactivated.
- Shield. The shield gain a pool of d6's equal to your proficiency bonus. Whenever a creature is hit by an attack while wielding this shield, it can spend any amount of dice of this pool and add to its AC as a reaction, potentially causing that attack to miss.
- Armor. While inscribed, this armor grants a bonus equal to +1 to your AC. After the wearer takes damage from a number of attacks equal to half your level in this class (rounded down), the magic ends on the armor. The last successful attack have its damage reduced in 1d6.
- Runic Secret
Starting at 7th level, you can unlock secret properties in each rune. You learn 2 runic secrets, that are always active, regardless of the rune you uncover that secret from is active or not. Choose two of the runic secrets from the list bellow:
- Algiz (Protection). While your Nordic Rage is active, once in each round you can add 1d6 to a saving throw or reduce 1d6 from an attack roll made against you (no reaction required). This lasts for the duration of the Rage. When you use this rune secret, you can't use it again util you finish a short or a long rest.
- Berkano (Sanctuary). When you take damage, you can use your reaction to reduce the damage taken by an amount equal to half your level in this class.
- Kenaz (Torch). You can force all creatures within 5 feet of you to make a Dexterity saving throw, or take fire damage equal to twice your Wisdom modifier.
- Raido (Journey). You gain a flight speed of 30 feet, but you must end your movement on the ground, or else you fall. At 11th level, you no longer need to end the movement in the ground.
- Tiwaz (War). Any creature within 5 feet of you that can see you have disadvantage on any attack rolls not made against you.
- Thurisaz (Lightning). You summon a powerful bolt of lighting. All creatures in a line of 5-foot by 60-foot must succeed on a Dexterity saving throw, or take 4d6 lighting damage. The damage increase to 6d6 at 11th level and 8d6 at 17th level. Once you use this rune secret, you can't use it again until you finish a short or a long rest.
- Uruz (Ox). When you hit the same creature two times on the same turn with melee weapons, that creature must succeed on a Strength saving throw or be knocked prone.
- Magic Explosion
Starting at 13th level, whenever you hit a creature with a weapon inscribed with a rune, you can use your bonus action to cause that rune to glow and explode with magic. That creature takes force damage equal to the damage of the weapon, without modifiers.
At 17th level, over the course of a long rest, you can carve a rock with special runes and infuse it with magical power creating a Thunderstone. When you finish the long rest, the thunderstone is created and you lose a hit dice.
While you wear the thunderstone, you are resistant to lightning and thunder damage. You can fling the thunder stone on a place within 120 feet of you, forcing all creatures within 60 feet of the point of impact to make a Dexterity saving throw. On a failed save, they take 4d8 lighting damage plus 4d8 thunder damage, are knocked prone and become stunned until the start of your next turn and deafened for 1 minute. On a success, the creatures take half damage and no extra effect. Any object, structure or construct in the area take twice the damage.
Path of the Wrathful
Drawing the power from their instincts and rage, Nordic Warriors that follow the path of the Wrathful train their bodies diligently before the battle, letting the tactics and techniques become engraved in their muscle memory, so when the battle come they can let their passion and hate guide their swords.
- Dreadful Ravager
At 1st level, you gain proficiency in the Intimidation skill, if you don't already have it.
- Battle Eager
Starting at 1st level, you have advantage on your initiative rolls. In addition, if you hit a creature with a melee attack during the first turn of combat, you deal additional damage equal to your Constitution modifier in each successful attack.
- Warrior's Frenzy
At 7th level, when you are in your Nordic Fury, you can enter in a frenetic state without spending an action. While you are frenetic, once in each of your turns when you hit a creature, you can use your reaction and roll a d10. When you do so, you lose an amount of hit points equal to the number rolled, and cause additional damage equal to twice that amount.
- Restless Rage
At 13th level, for each 3 turns you spend in Nordic Rage, you regain 1 rage point.
- Furious Rampage
At 17th level, when you are in Nordic Rage and hit a melee attack on a creature, you can choose to double any damage caused by that attack on that turn. That creature must succeed on a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Strength modifier, or is frightened by you for 1 minute.
In addition, whenever a creature is frightened by you while you are in Nordic Rage, you can move additional 10 feet towards that creature at the start of each of your turns.
Path of the Champion of the Gods
Nordic warriors are normally very devoted to their gods, but some decide to become avatars of the Aesir. They are rewarded by the worship with divine power, and during combat their enemies can feel the godly presence on the battlefield.
|—Spell Slots per Spell Level—|
You are rewarded by your worship with the ability to cast spells.
- Starting at 1st level, you learn a cantrip based on the god you worship trough your Nordic Pagan feature. Each god you worship grants you a cantrip, as shown bellow.
- Spell Slots
- The Champion of the Gods Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Preparing spells of 1st Level and Higher
- Starting at 3rd level, you gain access to the spells related to your god. Each time you choose another god with the Northern Pagan feature, you gain access to the list of spells related to that god.
- You can prepare a number of spells equal to half your level in this class + your Wisdom modifier. You prepare your spells by praying for 1 minute per spell prepared, over the course of a long rest.
- Spellcasting Ability
- Wisdom is your spellcasting ability for the champion of the gods spells, since you learn this power from the gods. You use your Wisdom whenever a spell refers to his spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a champion of the gods spell you cast and when making an attack roll with one.
- Ritual Casting
- You can cast a champion of the gods spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Starting at 1st level, you have been instructed in the ceremonies and rites of your people. You gain proficiency in Religion, if you don't already have it. In addition, you learn how to cast the spell ceremony. This spell is not count as a spell you know, and when casting with this feature, you can't do it as a ritual.
To cast this spell, you must perform a sacrifice for your god. The sacrifice must be any living creature with a CR of at least 1/8. You must have the creature during all the duration of the spell, killing it when you finish the casting time. If you sacrifice a willing creature, not compelled by any means (such as a charmed condition), the effects of the ritual lasts for 7 days, if it last for a 24 hours; or for 30 days, if it lasts for 7 days.
- Divine Rage
- Odin. When you cast a spell of 1st-level or higher that has the casting time of an action, you cast it as if it were a level higher, and as a bonus action on your turn. In addition, you add your Wisdom modifier to the damage of your cantrips.
- Thor. When you cast a spell, your body become engulfed in divine lightning. You can fly 30 feet to any direction immediately after casting the spell, and you can throw any melee weapon at a range of 30 feet. The weapon returns to your hand after each attack. In addition, you cause additional 1d6 lightning or thunder damage with each successful attack from a melee weapon.
- Tyr. Whenever you cast as spell as an action, you can make an attack as a bonus action on your turn. In addition, whenever an allied creature within 30 feet is hit by an attack, you can use your reaction to make an attack or cast a can-trip against that attacker.
- Loki. When you cast a spell, you can become invisible until the end of your next turn. While invisible, you can make an attack with a weapon that has the finesse or light property as a bonus action, causing additional 2d6 damage on a hit.
- Heimdallr. Whenever a creature moves towards the reach of your spell for the first time, you can cast that spell as a reaction. In addition, whenever you cast a spell of 1st-level or higher against a creature, you gain one of the following information about the target of that spell: one resistance, one invulnerability, one vulnerability, the creature's AC, the creature's current amount of hit points.
- Godly Replenishment
Starting at 13th level, as a reaction when you are reduced to 0 hit points, you can spend a spell slot to regain a number of hit points equal to 2d6 per level of the spell slot spent, being reduced to the amount rolled on the dice instead.
- Hammer of Gods
When you reach the 17th level, you can imbue one of your Attacks with the power of the gods as a bonus action. Choose any spell that has the casting time of 1 action and spend the appropriated spell slot.
When you hit the attack, you unleash the spell, centered on the creature you have hit. If the spell have an area of effect, it doesn't affect you.
Once you use this ability, you can't do it again until you finish a short or a long rest.
- Champion of the Gods Spells
- Cantrip: guidance
- 1st-level: detect magic, find familiar (raven only)
- 2nd-level: magic weapon, find steed
- 3rd-level: spirit guardians, glyph of warding
- 4th-level: find greater steed, divination
- 5th-level: legend lore, commune
- Cantrip: thunderclap
- 1st-level: thunderous smite, thunderwave
- 2nd-level: barkskin, enlarge
- 3rd-level: call lightning, thunder step
- 4th-level: elemental bane, storm sphere
- 5th-level: control winds, tree stride
- Cantrip: sacred flame
- 1st-level: heroism, compelled duel
- 2nd-level: warding bond, zone of truth
- 3rd-level: crusader's mantle, life transference
- 4th-level: aura of purity, death ward
- 5th-level: holy weapon, hallow
- Cantrip: minor illusion
- 1st-level: silent image, disguise self
- 2nd-level: mirror image, invisibility
- 3rd-level: major image, hypnotic pattern
- 4th-level: greater invisibility, hallucinatory terrain
- 5th-level: mislead, seeming
- Cantrip: true strike
- 1st-level: detect evil and good, hunter's mark
- 2nd-level: locate object, see invisibility
- 3rd-level: clairvoyance, wind wall
- 4th-level: arcane eye, locate creature
- 5th-level: scrying, wall of light
Proficiencies. When you multiclass into the Nordic Warrior class, you gain the following proficiencies: Light armor, medium armor, shield, simple weapons, martial weapons, vehicle (sea).