The Vikingr in Mannaheim | World Anvil
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The Vikingr

Vikingar are professional raiders. They sail the seas with the hope that they have the favor of the gods and goddesses, especially Thór, God of Thunder, Ægir, God of the Sea, and Rán, Goddess of the Sea, and seek to make their name through conquest and plunder. They excel in coordination, lightning raids and naval combat. Those who train to become Vikingr know the importance of morale alongside strength to become victorious in battle.

Saving Throws

Some of your actions require your target to make a saving throw to resist your features effects. The saving throw DC is calculated as follows.   Feature Save DC = 8 + your proficiency bonus + your Strength or Dextreity modifier (your choice)

A Life at Sea

At 3rd Level, you gain proficiency with Water Vehicles, Navigator's Tools, and the Athletics Skill. If you already have proficiency with any of these, you gain expertise instead.

Longship Combatant

Starting at 3rd Level, you become an expert in both land and sea battle tactics. At 3rd Level, and when you reach 7th, 10th, and 15th levels, you can chose from 1 of the following options:   Agitation of Battle. Once per Short Rest, when you are rolling for initiative for an encounter, you add your Constitution modifier as temporary hit points. These hit points go away after the encounter ends.   You can choose this option more than once, adding an aditional Constitution modifier as temporary hit points when you do so.   Board Warder. When someone tries to board your ship and you are near boarder, you gain an opportunity attack against that enemy. Additionally, instead of making an opportunity attack, you can make a Strength (Athletics) check with advantage against the target's Strength (Athletics) or Dexterity (Acrobatics) check throwing it overboard if you are successful.   Boarding Expertise. You make your ranged attack to hook an enemy ship with a grapnel with advantage.   Additionally, you have advantage on cutting grapnels ropes or pulling them off your ship.   Campaign Resiliance. You have advantage on your saving throws against environmental hazards found at sea.   Fire Fighter You are an expert and extinguishing fires. Rather than taking an action, you can pour a water bucket on a fire as a bonus action as long as you have one free hand.   Additionally, you are an expert in wrecking ships that are ablaze. Whenever a ship is on fire, you deal an additional die of your weapon damage to the ship on your attacks.   Plank Jumper: From ship to ship, you can ignore any difficult terrain under you when you are boarding an enemy ship. Additionally, you have advantage on your Strength (Athletics) checks to jump or climb, and Dexterity (Acrobatics) checks to hold onto ropes or nets within the ship.   Quartermaster. You can teach your crew members the traditions of your ship. You roll and additional 1d100 to not lose your crew's traditions and take the higher value.   Additionally, you have advantage on your checks with Navigator's Tools to navigate your ship.   Vigilant Attacker. You have advantage on your initiative roll when boarding an opponent ship or when encountering an enemy warband.

Battle Shouts

At 7th Level, you learn battle shouts. You gain the following shouts:   Distracting Shout. While a creature is within 15 feet of you and in melee range of one of your allies, you can shout at it to distract it as a bonus action. The creature must succeed on an Intelligence saving throw or it is distracted and your ally can make an oppertunity attack against the target.   Discouraging Shout When you make a successful attack on a creature, you can use your reaction to target a hostile creatures within 30 feet of you. The creature must succeed on a Wisdom saving throw or become frightened until the end of their next turn. Once used, you cannot use this feature again until you finish a short rest.   Encouraging Shout. At the beginning of combat, as a reaction, you can shout words of encouragement to your allies within 30 feet of you. They have advantage on their initiative rolls.   At this level you can make 2 shouts per short rest, this number becomes 3/short rest at 10th Level, 4/short rest at 15th level, and 5/short rest at 18th level.

Blood Feud.

Starting at 10th Level, whenever you take a critical hit from a creature, you can use your reaction to make an opportunity attack to the same creature.   Additionally, if you are Bloodied, you add 1d4 to the damage of your weapons. This extra damage becomes 1d6 when you reach 15th level.

Savagery

Starting at 15th Level, whenever you land a critical hit on a creature, you can use your bonus action to make an additional attack to that creature.

Warmonger

Starting at 18th Level, if an attack or spell drops you down to 0 hit points, you drop to 1 hit point instead. Each time you drop to 1 hit point this way, you gain a warmonger die (D10) that you can use as a bonus on your damage roll, and you also regain use of Battle Shouts.   Your dice and regained shouts reset when you proceed to a short rest. You can drop to 1 hit point a number of times equal to your Constitution modifier (minimum once).

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