< User:Quincy

User:Quincy/Nordic Variant (5e Race)

Nordic Warrior

Warriors of legend. They are feared across the land for their brutality and ruthlessness against their enemies. Also known as Vikings they will not hesitate to burn down a town to kill a single one of their enemies. Be warned not to insult one of these great warriors lest you find yourself getting a sword through the neck.


Creating a Nordic Warrior

Your highest stat should be Strength followed by Constitution. Work with your DM to filter in Nordic gods into your game as well as find out where your Character came from and a suitable backstory for them. Did your character come right from Their hometown or have they been traveling?

Class Features

As a Nordic Warrior Variant you gain the following class features.

Hit Points

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

Proficiencies

Armor: Medium Armor, Shields
Weapons: Club, Greatclub, Spear, Short Bow, Battleaxe, Greatsword, Greataxe, Maul, Warhammer, Longbow, Dagger, Javelin, Halberd, Shortsword, Handaxe
Tools: Rune stones, Herbalism kit, Engraving tools
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Survival. You also know Nordic as a language

Equipment

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

  • (a) Longsword and Shield or (b) Greataxe
  • (a) 5 spears or (b) 2 Handaxes
  • Nordic Pack (see below) and your choice of animal pelt
  • (a) Breast Plate or (b) Scale Mail

Table: The Nordic Warrior Variant

LevelProficiency
Bonus
Features
1st+2Frozen home, Nordic Pact, Valhalla
2nd+2Live off the land, Runes
3rd+2Nordic stubbornness
4th+2Ability Score Improvement, Nordic temper,
5th+3Extra attack, Drunken fighter
6th+3Nordic strength, Rune improvement
7th+3Battle Cry, Call to arms
8th+3Ability Score Improvement
9th+4Ship hand,
10th+4Viking fury, For Valhalla
11th+4Flames of fury, Ship master
12th+4Ability Score Improvement, Extra attack
13th+5Remorseless
14th+5Daring fighter
15th+5Pillage
16th+5Ability Score Improvement, Ruthless,
17th+6Extra attack
18th+6Valkyries
19th+6Ability Score Improvement
20th+6Odins chosen warrior

Frozen home

Living your life in the icy mountains has its benefits. You are now resistant to cold damage and have advantage on saves against cold, taking half on a fail or none on a succeed.

Nordic Pact

As a Nord you worship all of the Nordic gods. Starting at first level you can pick one to put your favor to and will not purposefully upset this god.

Valhalla

Dying in combat is a great honor, for if you die on the battlefield you shall be brought to Valhalla. You gain advantage on death saving throws when not in combat that either you or you party has initiated, OR if you havent rolled to attack yet. Though if you should fall in combat you have disadvantage on death saving throws. If you fail all your death saving throws Valkyries will descend and bring your soul to Valhalla. You cannot be resurrected if you die in combat

Live off the land

When in icy climates you gain proficiency in the Nature and survival skills and have advantage to find food as well as navigating through the terrain.

Runes

Starting at level 2 you gain the ability to carve runes into objects, though this is limited to one rune per object. it takes 3 hours to carve the runes and you need, Engraving tools.

At second level you can carve Isa-Ice, If carved on a melee weapon it deals an extra +2 cold damage once per turn, if carved on armor anyone who attacks you takes 2 cold damage

Ansuz-Vitality, only able to be carved on armor adds +1 AC to your armor, At sixth level you can also carve

Eihwaz-Strength, Must be carved on something wearable You gain +1 to any strength check or saving throw

Tiwaz-Honor, Must be given as a gift to someone else The wearer gets instant respect from any Nordic warrior they come across and is allowed passage through Nordic territory

Sōwilō-Sun, Carved on handheld object When command word Sōwilō is spoken the daylight spell is cast from the object for the duration of the spell it moves with the object

Nordic Stubbornness

Years of Conquest and pillaging have built up. Starting at level 3 you cannot back down from a challenged fight or duel and MUST protect your honor. When in a challenged fight or duel so long as it is only you fighting, you gain +1 AC and gain resistance to any magic attack.

Nordic Temper

Starting at 4th level your temper gives you an extra 10 feet move speed when moving toward any hostile creature within your line of sight.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Drunken Fighter

The years of drinking and fighting have benefits. Starting at 5th level so long as you have had 5 or more cups of ale within an hour before a fight you gain an extra +3 to your attack to hit and +3 to any damage done. Your intoxicated state also gives you a slight pain tolerance, Bludgeoning, piercing and slashing damage is reduced by 1. Since you are in fact intoxicated you have disadvantage on everything other than your attack rolls, and suffer a -1 to all saving throws until the fight is over.

Nordic Strength

Starting at level 6. While not in combat, you can call upon great strength to move objects or bash through doors or Thinner walls giving you a +6 to any check or save for strength and strength based skills for 1 minute. You can use the ability for your strength modifier before needing to complete a short rest or suffer 1 level of exhaustion.

Battle Cry

Starting a level 7. At the very beginning of combat you can use your reaction (if you don't start first) or your bonus action (if you start first) to let out an enormous cry for battle. Any friendly creature within 60 feet of you has advantage on their first attack and has resistance to charm, sleep, stun and frightened for 10 turns.

Call to arms

Starting at level 7. When in combat you can use your action to send out a "Call to Arms" to any non hostile creature or beast withing 100*(proficiency*Strength) feet will come to your withing 1d4 -1 turns. They consider you a friend and ally so long as you do not attack them they will fight along side you and your party. You can only use this ability one per long rest.

Ship hand

Starting at level 9. Your time at sea has given you proficiency with Nordic watercraft.

Viking fury

Starting at level 10 Your fury knows no bounds. You may now use your Nordic Strength in battle. You also gain advantage on grapple checks and may use your full action to throw a grappled creature 15 feet in any direction upon impact it takes 2d6 bludgeoning damage, if it hits another creature they split the damage.

For Valhalla

Starting at level 10 you get an improvement on your battle cry, you and your allies within range of 60 feet get +2 to hit with any melee attack within 5 feet of them for 10 turns.

Flames of fury

starting at level 11. When you take any fire damage you can use your reaction to immediately make a melee attack against the person who caused it. If the person is not within 5 feet of you then you can move your move speed toward them, if you reach them then you may make your melee attack if not then you move your distance toward them.

Ship master

Starting at level 11. You gain proficiency with all watercraft and expertise with Nordic watercraft. You also get +2 to all rolls made while on sea.

Remorseless

Starting at level 13. You are a Remorseless killer, you will kill any and all that stand in your way to kill your enemies without question, no one is safe from your wrath. You take no emotional or physical penalty from killing civilians allied with your enemy, women and children included.

Daring Fighter

Starting at 14th level. When surprised by an enemy you can use your reaction to charge toward them and make an attack against them with advantage. Though in doing that you attack recklessly and all attacks against you have advantage till your next turn.

Pillage

Starting at 15th level. The years of pillaging and burning down towns has given you a keen eye for finding loot. When YOU do the searching for loot you have a higher change of finding rarer items and have advantage on finding hidden compartments for storing loot.

Ruthless

Starting at 16th level. You are a ruthless and merciless fighter. Your Nordic blood gives you +20 feet move speed to catch an enemy that is fleeing from you. As a Nordic warrior you tend not to leave people alive and as such will always try and kill all your enemies.

Valkyries

Starting at the 18th level. Your fighting skills have impressed the gods of Asgard and as such you have the ability to call down 2 Valkyries to assist you in facing a powerful foes (CR of 11 or higher). The Valkyries are level 20 Nordic Warriors, With stats matching yours including max health. They will fight along side you until the foe is slain or until you fall. If you fall they will stop fighting and carry your spirit to Valhalla themselves. You can only use this ability once per week and only if you have not upset the god you made your pact with.

Odin's Chosen warrior

You have mastered the art of war and impressed even the might Odin. You are now welcome to and from Asgard as you wish and can at any time ask for guidance from the might Odin. At the DM's description Odin might send any of the gods as messages to you, to call you to Asgard or even to help you at points in combat. You gain proficiency with all weapons and are given a gift from the mighty Odin, two Winter Wolves names Geri and Freki who will aid you in combat. they cannot fail death saving throws and as such when they drop to 0 HP they simply fall unconscious for 1d4 hours or until they get healed. If you die the wolves get carried with you to Valhalla.

Nordic pack

Included in the Nordic pack is

  Two person Tent
  Bedroll
  Winterized Blanket * 2 
  Nordic clothes (Common clothes in Nordic style)
  Manacles *2
  Insulated Waterskin (takes longer to freeze in cold)
  Backpack
  Torch *15
  Tinderbox
  Mess kit
  Hemp rope 100ft
  Whetstone
  Rations * 7 Days

Multiclassing


Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Strength 15, and Constitution of 12

Proficiencies. When you multiclass into the class, you gain the following proficiencies: All Axes and Swords

gollark: I don't think that works. I can probably make it take the env.
gollark: Quite possibly.
gollark: Truly, safety of all tends ever lower.
gollark: I don't know.
gollark: Oh, for its "run" thing.
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