Viking, Variant (5e Class)
Creating a Viking
- Quick Build
You can make a Viking quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the Sailor background. Third, choose Spear, Sword, Axe, and Shield or Short bow and Quiver
Class Features
As a Viking you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Viking level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Viking level after 1st
- Proficiencies
Armor: Light and Medium armor, Shield
Weapons: Spears, Axes, Swords, Shortbows
Tools: Vehicle(Water)
Saving Throws: Strength and Constitution (Or Charisma)
Skills: Choose two from Athletics(Or Acrobats), Animal Handling, Nature, Preception, or Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Battle Axe and Sheild or (b) Short Bow and Quiver
- (a) Chainshirt or (b) Leather Armor
- (a) Dungeoneer's Pack or (b) Explorer's pack
- Boat(Small)
Level | Proficiency Bonus | Features | Berserk |
---|---|---|---|
1st | +2 | Berserk | 1 |
2nd | +2 | Fighting Style, Survival Instincts | 1 |
3rd | +2 | Viking Achetype | 1 |
4th | +2 | Ability Score Improvement, Ability Score Improvement | 1 |
5th | +3 | Extra Attack | 2 |
6th | +3 | Viking Path | 2 |
7th | +3 | — | 2 |
8th | +3 | Ability Score Improvement | 2 |
9th | +4 | — | 3 |
10th | +4 | — | 3 |
11th | +4 | — | 3 |
12th | +4 | Ability Score Improvement | 3 |
13th | +5 | — | 4 |
14th | +5 | Viking Path | 4 |
15th | +5 | — | 4 |
16th | +5 | Ability Score Improvement | 4 |
17th | +6 | — | 5 |
18th | +6 | — | 5 |
19th | +6 | Ability Score Improvement | 5 |
20th | +6 | — | 5 |
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- Beserk
Starting at 1st level 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. Berserk only last 1 minuet per use. While Berserk, you lose one hit point at the start of each of your turns, gaining the following benefits:
-If a creature is aware of you and begins it's turn within 10ft of you when you begin your beserk, 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, however if you choose to do so then you will suffer a -2 to attack rolls on both weapons. You may wield versatile weapons the same way but will suffer a -1 to attacks instead of the -2
-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 knocked unconscious. You regain all spent uses of Berserk when you finish a long rest.
- Fighting Style
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.
Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling 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
- Sea Travler
Beginning at 2nd level
-You always know which way is north while travling in a boat
-You always know the number of hours left before the next sunrise or sunset.
- Archtype
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.
- Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
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Archetypes
- SKALD
- MARAUDER
- JARL
Raging Song A Jarl is trained to inspire his allies to feats of strength and ferocity. At 3rd level, a Jarl can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day. Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the character is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs. If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first. At 9th level, a skald can start a raging song as a move action instead of a standard action. At 15th level, a skald can start a raging song as a bonus action instead.
Inspired Rage (Su) At 3rd level, affected allies gain a +2 to attack rolls and a +1 to Damage rolls, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the Jarl cannot use any Charisma-, Dexterity-, or Intelligence-based skills or any ability that requires patience or concentration. At 7th level and every 4 levels thereafter, the song’s bonuses on Damage rolls increase by 1; the penalty to AC doesn’t change. At 11th and 15th levels, the song’s bonuses to attacks rolls increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, or Vikings inspired rage or Berserk), she may use the attacks and damage bonuses, as well as AC penalties, based on her own ability and level instead of those from the Jarl (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers.
Second wind You have a limited well of stamina that you can draw on to protect yourself from harm. Starting at 6th level On your turn, you can use a bonus action to regain hit points equal to 1d10 + Viking level. Gain an additional die every 4 levels Once you use this feature, you must finish a short or long rest before you can use it again.
MotivationAt 14th level, a Jarls inspired rage no longer gives allies a penalty to AC, nor limits what skills or abilities they can use. Allies with rage class abilities may use features dependent on those abilities without restriction, such as a barbarian’s rage powers. Finally, when making a full attack, affected allies may make an additional attack each round.
Levels most likely to receive archetype features:
Level 3 is the most likely to gain archetype features, because that is the level most classes choose their archetype. Even spellcasters who choose an archetype early still usually gain something from that archetype at this level, just to keep some balance with the mundane classes.
Level 6 is the second most likely to gain archetype features. This seems to be a standard for most classes with standard or latent spellcasting ability.
Level 14 is the third most likely to gain archetype features. This is the final archetype feature level for 5 of the 12 archetype groups.
Levels 1, 2, and 10 are the next most likely to gain archetype features. Levels 1 and 2 typically only appear in spellcaster archetypes, as they typically choose their archetype earlier.
Level 7 is unlikely to receive an archetype feature. Only 4 archetype groups grant a feature at this level.
Level 15 is very unlikely to receive archetype features.
Levels 9, 11, 17, and 18, are even less likely to gain features from an archetype.
Levels 5, 8, 13, 16, and 20 pretty much never gain archetype features. Only one class grants a level 20 archetype feature, and this is probably due to most classes giving the capstone feature, rather than deriving it from an older feature. Levels 8 and 16 are ability score increases for most classes, so it makes sense to shy away from adding features at these levels.
Levels 4, 12, and 19 have never received archetype features from any class. These are where most classes receive their ability increases, so it makes sense that most features would be considered overpowered when paired with this.
Spell List
You know all of the spells on the basic spell list and additional spells based on your archetype.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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