Barbarian Primal Path of The Viking

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Barbarian Primal Path of the Viking

In addition, you can reroll a saving throw that you fail.


Viking If you do so, you must use the new roll, and you can't use
Barbarian Seafarers from northern lands, these warriors this feature again until you finish a long rest. You can use
are feared for their raids and combat skills. this feature twice between long rests starting at 14th level
Vikings are normally seen by the “civilized” as violent, and three times between long rests starting at 18th level.
piratical heathens or as intrepid adventurers of the sea.
Intimidating Presence
Seafarer Beginning at 10th level, you can use your action to frighten
Starting at 3rd level, as long as you are not wearing heavy someone with your menacing presence. When you do so,
armor or using a shield, you have a swimming speed and a choose one creature that you can see within 30 feet of you.
climbing speed equal to your normal speed, and you gain a If the creature can see or hear you, it must succeed on a
+1 bonus to AC. Wisdom saving throw (DC equal to 8 +your proficiency
In addition, you become proficient with Water bonus + your Charisma modifier) or be frightened of you
Vehicles. until the end of your next turn. On subsequent turns, you
can use your action to extend the duration of this effect on
Looter the frightened creature until the end of your next turn. This
At level 3, you gain one of the following Fighting Styles of effect ends if the creature ends its turn out of line of sight
your choice. or more than 60 feet away from you. If the creature
Dueling. When you are wielding a melee weapon in succeeds on its saving throw, you can't use this feature on
one hand and no other weapons, you gain a +2 bonus to that same creature again for 24 hours.
damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a Ruthless
damage die for an attack you make with a melee weapon At 14th level, you develop exceptional resilience in battle.
that you are wielding with two hands, you can reroll the At the start of each of your turns, you regain hit points
die and must use the new roll, even if the new roll is a 1 or equal to your Constitution modifier if you have no more
a 2. The weapon must have the two-handed or versatile than half of your hit points left. You don't gain this benefit
property for you to gain this benefit. if you have 0 hit points.
Two-Weapon Fighting. When you engage in two- In addition, you have advantage on any checks made to
weapon fighting, you can add your ability modifier to the avoid becoming frightened.
damage of the second attack.
Legal Text
In addition to this Fighting Style, you now have DUNGEONS & DRAGONS, D&D, Wizards of the
advantage on Intelligence (Investigation) checks made to Coast, Forgotten Realms, the dragon ampersand, and all
find valuable objects. other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in
Pillager the USA and other countries.
Starting at level 6, you double your carrying capacity and
This work contains material that is copyright Wizards
the amount of weight that you can push, drag, or lift. You
of the Coast and/or other authors. Such material is used
also deal double damage to objects and structures.
with permission under the Community Content Agreement
In addition, when you make a running long jump, the
for Dungeon Masters Guild.
distance you can cover increases by a number of feet equal
All other original material in this work is copyright
to your Strength modifier.
2016 by Caio Caldeira Brant Sandy and published under
Improved Critical the Community Content Agreement for Dungeon Masters
Beginning at 6th level, your weapon attacks score a critical Guild.
hit on a roll of 19 or 20.

Brute
Starting at 10th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or
Constitution check you make that doesn't already use your
proficiency bonus.

BARBARIAN: PRIMAL PATH OF THE VIKING 1.1

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