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Table of contents 003 Barbarian Path of the Einherjar 004 CLERIC sTRENGTH 005 Druid Circle of Fenrir 006 dRUID CIRCLE OF JORMUNGANDR 007 FIGTHER HUSCARL 008 MONK WAY OF GLIMA 009 PALADIN OATH OF COURAGE 010 RANGER OF THE WILD HUNT 011 SORCERER ymir 012 warlock yggdrasil 013 warlock yggdrasil 014 wizard GOTHI 015-020 BACKGROUNDS 021-022 ENCOUNTER TABLE 023 draugr 024 nykr Sample file Barbarian Path of the Einherjar Odin's spear, Gungnir Einherjar meaning “Army of one” are those who have At 10th level, you can summon a projectile in the died in battle and now get to serve their deity for form of a spectral spear that shoots out of your the rest of eternity as one of the chosen few. Those hand, hitting everything in a 100 foot long and 5 who follow the path of the Einherjar have as their feet wide line. Each creature in the line must succeed ultimate goal to fall in combat and get resurrected on a dexterity save DC of 8 + proficiency bonus + Con in the glorious hall of their deity. Modifier. A creature takes 10d6 force damage on a failed save, or half as much damage on a successful The most common Einherjar are for the norse one. mythology such as Odin or Thor, but it also works for a variety of gods across the worlds of D&D. An Certain settings and followers of certain gods, might example could be Tempus from the forgotten realms, have a different weapon and even different damage or Hextor from Greyhawk. In general deities of war, type. A follower of thor may prefer to have a Hammer battle and honor are prime examples of deities who and lighting damage instead, and a follower of Hextor might use a flail instead of spear. could have Einherjars. Valkyries blessing Last Stand Starting when you choose this path at 3rd level, you Beginning at 14th level, due to your indifference to have the blessing of the valkyries who continue to death and will to keep on fighting even with lethal help you fight even when you should fall. wounds . While raging, having 0 hit points doesn’t knock you unconscious. You still must make death When you are reduced to 0 hit points even if you are saving throws,and if you would die due to failing killed outright you regain hit points equal to your death saving throws, you don’t die until your rage barbarian level + constitution modifier. You can't use ends. You can't receive healing while in this state. this feature again until you finish a long rest. You can use this feature once per long rest. Unflinching At 6th level, wounds and pain give you bursts of energy instead of slowing you down. While raging you can use your reaction, which you take in response to being damaged by a creature within your melee range that you can see to make one melee attack against any creatureSample within your reach. file Cleric Channel Divinity: Peerless strength Strength Domain Starting at 2nd level, you can use your Channel Divinity to hit with unparalleled force dealing The laws of bureaucrats, the wills of feeble additional bludgeoning damage equal to your Cleric people and thoughts of cowards are of no level + strength modifier. meaning to Strength clerics.The only thing that matters is strength. The strength of your hand, the strength of your will or the strength of Channel Divinity: Strength through your magic is all that is of importance. The world many is cold and hard, the weak man falls and dies, but At 6th level, You can use your Channel Divinity to these clerics are here to rid this world of lesser give yourself and another creature within 30 feet people than them. of you, advantage on the next attack roll. Gods of strength include champions of war as well, for examples Thor or Magni in the norse Quick strikes pantheon. In the forgotten realms gods such as At 8th level, you can use a bonus action to make Tempus, Uthgar or Gruumsh are also examples. one weapon attack. Avatar of strength Starting at 17th level, all your weapon attack Cleric level Spells damage rolls. Use the highest number possible 1st Divine favor, Heroism instead of rolling. For example, a warhammer 3rd Magic weapon, Enhance Ability deals 1d8 damage, instead of rolling, you 5th Crusader's Mantle, E lemental Weapon automatically deal 8. 7th Stoneskin, Freedom of Movement 9th Giant Size, Steel wind Strike Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and heavy armor. Strength to carry the world At 1st level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Wearing heavySample armor doesn't impose disadvantage file at stealth. Your proficiency bonus is doubled for athletics checks. Druid Circle of Fenrir Fenrir the terrible beast who shall be released from Pelt thicker than iron the gods tethering when Ragnarök comes. Druids of Starting at 6th level, when you are in any full Fenrir are more beast-like in nature and are often wolf form such as( Wolf, dire wolf, Young winter confused with werewolves due to both of them wolf or any other form of wolf in your setting) sharing similarities with the common wolf. They you have resistance against slashing bludgeoning often lack the preservatory way of many druids and and piercing from non-magical attacks. instead choose to do as they see fit with the wild Flow of the river Ván land around them. These druids often live in colder Taiga biomes, with At 10th level you can conjure up the frothing tall spruce and pine trees and plenty of prey to go stream created by Fenrir's saliva as he lay bound by the god hand. around. Using an action you can summon a fast stream of water that crashes into everything within range. The area can be up to 50 feet long up to 15 feet wide and 15 feet tall. Each creature in the area Half wolf must make a strength saving throw. On a failed Starting at 2nd level, your devotion to the way of save the creature takes 8d8 force damage and is the wolf allows you to transform parts of your washed away the full length of the stream. On a body into wolf form without using wild shape. successful save, the creature takes half as much You can only have one of them active at a time. It damage and isn't washed away. takes a bonus action to change parts. You can use this feature once per long rest. Claws: Your unarmed strike deals 1d6 + dex modifier Fenrir howled as slashing damage. At 14th level you can unleash the howl of Fenrir. Each creature that can hear you within 150 feet of Legs: You get +10 feet in movement speed and can you must succeed on a wisdom saving throw or drop jump 3 times longer. whatever it is holding and become frightened for the duration. Wolf sense: You have advantage on Wisdom (Perception) checks that rely on hearing or smell. While frightened by this feature, a creature must take the Dash action and move away from you by Full wolf the safest available route on each of its turns, You can turn into a Direwolf with your wild shape, unless there is nowhere to move. If the creature ignoring CR limitations. ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom Samplesaving throw. On a successfulfile save, the spell ends for that creature. You have advantage on all attacks against a creature that is frightened by this feature. Circle of JOrmungandr Nine paces walked Jörmungandr, the world serpent. A creature so big it can When Ragnarök comes and Jörmungandr will encircle all of the world and so heavy that not even roll onto land and set the world to flame, he Thor could lift it. The druids who hold Jörmungandr in will also battle Thor. Jörmungandr as all reverence, often live close to lakes, seas or other bodies else meets his end at the hand of Thor, but of water, as they usually work as protectors of the sea. after walking nine steps, Thor shall fall One of their duties is to make sure nothing disturbs the dead from the serpent's poison. great serpents rest until the time has come for him to awaken along with Ragnarök. As a member of this circle At 10th level your poison becomes even more it's your job to ensure the destiny of the world comes to potent, if an opponent uses their movement completion. after you have dealt poison damage to it the earlier round, it takes another 2d4 poison damage, scaling with poisoned fangs to 3d4 at Dweller of the depths 11th level, and 4d4 at 17th level. Starting at 2nd level, you can breathe underwater and you get a 30 feet swimming speed. Lokis son Jörmungandr may be a beast, but he is still Poisoned fangs Loki's son and the one who takes him or his At 2nd level, all your attacks in wild shape that deal followers for a fool is sure to regret it. Piercing damage deal another 1d4 poison damage. This increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 At 14th level you learn to be deceitful in at 17th level. nature,You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus Ouroboros to checks you make with it.