Barbarian

The barbarian warriors of Vinterheim are the embodiment of raw strength, primal fury, and unrelenting aggression. Raised in the harsh, frozen lands of the north, they are hardened by the bitter cold and the constant struggle for survival. From a young age, Vinterheim’s warriors are taught to wield weapons with deadly efficiency, their bodies trained to endure pain and exhaustion, making them fearsome combatants on the battlefield. Unlike the disciplined soldiers of the southern kingdoms, these barbarians do not fight in rigid formations or rely on intricate strategies—they charge into battle with unbridled ferocity, breaking enemy lines through sheer force and brutality.   The defining trait of the Vinterheim barbarian is their ability to harness their battle rage, known among their people as the "Berserker’s Wrath." This is no mere anger, but a state of heightened aggression where pain is ignored, fear is cast aside, and only the thrill of Combat remains. Many warriors fight bare-chested even in the cold, their bodies scarred from past battles, a testament to their resilience. They favor great axes, warhammers, and massive swords, weapons designed for crushing armor and splitting foes in two.   Despite their savage nature, the barbarians of Vinterheim hold a deep respect for strength and honor. Cowardice is despised, and to fall in glorious battle is the highest honor. They believe that dying with a weapon in hand earns them a place in the halls of their gods, where they will feast and fight for eternity.

  Weapons: Club, Dagger, All Axes, Short Bow, Javelin, Mace, All Swords, Spear, Warhammer

  Armor: Leather armor, Studded Leather Armor, Shield

  Hit Points: 1d12 per level

  Class Skills : Athletics, Perception, Stealth, Survival

  Savage: Unless you spend one skill point to learn, you are illerate. Your starting money is reduced to 2d6 x 3 gold pieces. Additionally, you only gain a 5% experience bonus, rather than the normal 10% for humans.

Juggernaut: You can use CON instead of DEX when calculating your AC. Additionally When you wield a melee weapon in two hands, its damage die increases by one (max d12).

Primal Instinct: You have advantage on checks to avoid traps and other hazards you can see or hear.
  Berserker Rage:3/day, gain the following benefits for 3 rounds.
 
  • Reduce the damage you take by 1d4.
  • You have advantage on melee damage rolls.
  • You are immune to fear and enchantment effects.
  Note: You must make a melee attack each turn. If there are no hostile creatures in close range, you must attack the next nearest creature (even if they are an ally) or cause your rage to end. Alternatively you can use an additonal use of your rage, should you have any remaining, to maintain your rage. This extends the original rage's duration by one additional turn only.
  Once your rage ends you are fatigued (-1 to all rolls for each rage used) until the fight is over and you can catch your breath. You cannot go into a rage again until you have done so.
   
 
"A Vinterheim barbarian does not ask for mercy, nor does he grant it. He fights as the storm; wild, relentless, and utterly without fear."

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