Viking (5e Class)

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Known as brutes, pilligers, murderers, thieves, sailors, and/or savages. However, few know their lighter nature. From drinking songs to ballads of love, Vikings are a passionate people with some rather rough edges.


Vikings were Northern European seafarers, mainly Norsemen speaking the Old Norse language, who raided and traded from their homelands across wide areas of northern, central, eastern and western Europe, during the late 8th to late 11th centuries. And explored westwards to Iceland, Greenland, and finland but they reached as far as italy sicily france and england. The term is also commonly extended in modern English and other vernaculars to the inhabitants of Norse home communities during what has become known as the Viking Age. This period of Nordic military, mercantile and demographic expansion constitutes an important element in the early medieval history of Scandinavia, Estonia, the British Isles, France, Kievan Rus' and Sicily. Facilitated by advanced sailing and navigational skills, and characterised by the longship, Viking activities at times also extended into the Mediterranean littoral, North Africa, the Middle East and Central Asia. Following extended phases of (primarily sea- or river-borne) exploration, expansion and settlement, Viking (Norse) communities and governments were established in diverse areas of north-western Europe, Belarus, Ukraine and European Russia, the North Atlantic islands and as far as the north-eastern coast of North America. This period of expansion witnessed the wider dissemination of Norse culture, while simultaneously introducing strong foreign cultural influences into Scandinavia itself, with profound developmental implications in both directions. Popular, modern conceptions of the Vikings—the term frequently applied casually to their modern descendants and the inhabitants of modern Scandinavia—often strongly differ from the complex picture that emerges from archaeology and historical sources. A romanticised picture of Vikings as noble savages began to emerge in the 18th century; this developed and became widely propagated during the 19th-century Viking revival. Perceived views of the Vikings as alternatively violent, piratical heathens or as intrepid adventurers owe much to conflicting varieties of the modern Viking myth that had taken shape by the early 20th century. Current popular representations of the Vikings are typically based on cultural clichés and stereotypes, complicating modern appreciation of the Viking legacy. These representations are not always accurate — for example, there is no evidence that they wore horned helmets.

Creating a Viking[edit]

Quick Build

You can make a Viking quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma or Constitution. Second, choose the Sailor or outlander background.recommend handaxe battleaxe short sword and sheild as main weapons leather and chainmail for armour as vikings liked to keep agile

Class Features

As a Viking you gain the following class features.

Hit Points

Hit Dice: 1d12 per Viking level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Viking level after 1st


Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: Vehicles (Water)
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Nature, Perception, Performance and Survival


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

  • (a) a battleaxe or (b) a shortsword
  • (a) any martial weapon or (b) a shield and a simple weapon
  • (a) an expolorer's pack or (b) a dungeoneer's pack
  • (a) a horn or (b) a drum
  • (a) leather armor or (b) dice game/game pack

Table: The Viking

Level Proficiency
Berserk Uses Ballads Known Features
1st +2 1 -- Berserk, Fighting Style
2nd +2 1 1 Ballads
3rd +2 1 1 Clan Devotion
4th +2 1 1 Ability Score Improvement, #stat improvement
5th +3 2 1 Extra Attack
6th +3 2 2 Path Feature
7th +3 2 2 Feral Instinct
8th +3 2 2 Ability Score Improvement, #stat improvment
9th +4 3 2 #Action Surge
10th +4 3 2 Path Feature
11th +4 3 3 #Extra Attack
12th +4 3 3 Ability Score Improvement, #stat improvment
13th +5 4 3 #Feat
14th +5 4 3 #Extra Attack
15th +5 4 3 #Great Weapons Master
16th +5 4 4 Ability Score Improvement, #stat improvment
17th +6 5 4
18th +6 5 4
19th +6 5 4 Ability Score Improvement
20th +6 5 4 #stat improvment


As a bonus action, you may go berserk. You may do so a number of times based on your level as noted on the Viking table. While Berserk, you lose one hit point each turn, gaining the following benefits:

-If a creature is aware of you and begins it's turn within your melee range, it must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours. DC = 8 + your proficiency bonus + your Charisma modifier.

-You may wield two-handed weapons with one hand. While doing so, you have the benefits both from wielding them with two hands and with one hand.

-Before you make an attack roll, you may choose to add all or part of your Charisma modifier to your attack roll. On a hit, you may add the remainder of your Charisma modifier to your damage.

-You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while berserk.

Berserk lasts until you end it as a bonus action. It ends early if you are incapacitated or knocked unconscious.

You regain all spent uses of Berserk when you finish a long rest.

Fighting Style[edit]

At 1st level, 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.


You gain a +2 bonus to attack rolls you make with ranged weapons.


While you are wearing armor, you gain a +1 bonus to AC.


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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


Once you reach 2nd level, you may use a horn or drum to play ballads. These do not count as spells, though they function similarly. As ballads do not have levels like spells do, they each increase in power as your Viking level increases.

You may perform ballads a number of times equal to your proficiency bonus. You regain all spent uses of your ballads after completing a long rest.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 20th 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.

Clan Devotion[edit]

Vikings live in large communities with different "clans" which specialize in certain aspects of Viking life.

Beginning at 3rd level, you choose a clan, gaining features and traits at 3rd level as well as additional features and traits as you continue to level.

Feral Instinct[edit]

By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your bezerk before doing anything else on that turn.

Shield wall[edit]

Vikings that have taken to using more than just axes and swords, But shields as well.

<sheild wall>

<whilst adjacent to a fellow comrade you both gain a plus 1 to ac this increases to plus 2 ac at level 8 and plus 3 ac at level 15 must have a sheild equipped for this to take effect ->


Berserkers are the heavy weights of the Viking clans. They are always up for a fight, but when they aren't fighting, they settle for intimidating just about anyone.

Battle Lust

Starting at 3rd level, while berserk, you have advantage on intimidate checks.

When you use a bonus action to end berserk, you gain temporary hit points equal to your Viking level.

Bezerkers Mindset

Beginning at 6th level, you can't be charmed or frightened while in bezerk. If you are charmed or frightened when you enter your bezerk, the effect is suspended for the duration of the bezerk.

Ancestoral Protection

Beginning at 10th level while in bezerk, a creature you can see within 30ft. makes an attack against you and hits. You can reduce the damage taken by 2d8. When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 14th level.

Viking Ballad List[edit]

When you learn Ballads, you may choose them from the following list.

Beginning a ballad normally requires an action, while continuing a ballad on subsequent turns requires a concentration check (DC13), on a fail you must use an action to restart the ballad. To use a bonus action, you must be able to play a horn or drum with one hand. A ballad can be continued 9 times for a total of 10 rounds. You may only have one ballad active at a given time. The name and effect of each ballad (on the turn it begins and each following round that it is continued) is listed here:

Solveig's Assault

Each turn that you start or continue this ballad, you and any allies within 30 ft receive a bonus to attack rolls equal to your proficiency modifier until the beginning of your next turn.

Leif the Wanderer

Non-magical difficult terrain does not cost extra movement and perception is increased by your proficiency modifier for you and any allies within 30 ft. This traveling song may be continued for up to 6 hours.

Gunnar's Last Stand

Gunnar's Last Stand does not require an instrument, and you must be berserk in order to start or continue this ballad. You lose hit points equal to your proficiency modifier from berserk each turn instead of the 1 hit point as usual. You have advantage on attack rolls, and may add your Charisma modifier to the damage dealt. You may not speak on a turn that you begin or continue this ballad.

Gunhild's Shield

When you start this ballad and each time that you continue it, you grant a number of temporary hit points equal to twice your proficiency modifier to yourself and allies within 30 ft.

Sif's Fancy

This short, innocent sounding balled does not require a musical instrument. You and allies within 30 ft have a number of uses of advantage equal to half your proficiency modifier which can be used on the Slight of hand, Deception, or Persuasion skill checks or Charisma saving throws. Un-expended uses are lost when you complete a short or long rest.

The Life of Ingrid

You may only start this ballad during a short rest. At the end of the rest, you and any allies within 30 ft gain hit points equal to your viking level plus charisma modifier (minimum 1). You may not continue this ballad when you are not resting.


Prerequisites. To qualify for multiclassing into the Viking class, you must meet these prerequisites: Strength score of 13 or higher & Charisma or Constitution score of 13 or higher

Proficiencies. When you multiclass into the Viking class, you gain the following proficiencies: Pick 2 from the Viking proficiency list

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