Path of the War God (5e Subclass)

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Path of the War God[edit]

Onward into the heart of the battle fought the Sons Of Odin even though they were out numbered. Blood poured forth from their wounds deep into the earth. Hela awaited for the broken bodies of the Sons to fall into her domain, but Odin claimed them that day for the glory of Valhalla. And in their hour of need Odin sent forth unto them, the berserker rage. Now gods and men, they rose up from the ground screaming like wild animals, such is the gift of absolute power no blade or weapon would harm them. They killed them and horses alike and all who stood before them died that day.
—Thurmin, human, bard, Son Of Odin, Manowar song

The gift of absolute power is given only to the worthy. Barbarians who die in battle and are raised again can serve as a God of War for Odin. They gain more power and durability and even brief moments of immortality. Some legends claim that these warriors will lead the Sons Of Odin against all that would stand in the way of the ancient Norse gods return to power.

Thundering Blows

At 3rd level, your weapons are treated as if created by the smiths of Asgard. Your melee weapon attacks cause additional 1d4 thunder damage while you are raging. This increases to 1d6 at 10th level and 1d8 at 14th level.

This thunder damage is multiplied by your Brutal Critical feature.

Iron Bones

Also at 6th level, while you are raging, whenever you take bludgeoning, slashing or piercing damage, you reduce that damage by your rage bonus damage. This damage reduction is applied after your resistance is used.

Vicious Strikes

At 6th level, Odin bestows the gift of unmatched battle prowess upon you. When you are raging, any weapon you wield is considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.

Unhindered Rage

At 10th level, your Rage cannot be subdued. While you are using the Rage feature, you gain the benefits of freedom of movement for the duration.

In addition, you gain advantage on saving throws against spells.

Immortal

At 14th level, you can become briefly invulnerable at the cost of your durability. As a reaction when you take damage, you can become invulnerable to damage (including the triggering one) until the end of your next turn.

You can only use this reaction when you are raging and, when you do so, your rage ends.

Optional Class Feature[edit]

Ragnarok

Replaces Primal Champion

At 20th level, you can raise the dead to return to life and fight again. You can cause a creature that have been dead for less than 1 minute within 60 feet to return to life, with all its hit points.

Alternatively, if you die and have a use of this feature, you can choose to return to life, with all your hit points. When you return to life in this manner you summon three berserkers. Each berserker add your proficiency bonus to their attacks rolls and saving throws. Whenever you rage while the berserkers are summoned, they gain the benefits of your rage. They disappear after 1 hour.

Once you use any of the versions of this feature, you can't use it again for the next 7 days.

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