GB - Fighter - Northlander

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5E Fighter Subclass

The Northlander
nspiring terror in the Frigid North,

I
Northlanders are professional raiders, sailing the
frozen seas in search of new settlements to
pillage. A Northlander raid is a fearsome sight to
behold as they terrify their enemies with an
artistry of brutal combat. While their barbarian
allies rely on unstoppable fury, a trained
Northlander’s coordinated ferocity breaks the spirit of
any who would stand before them.
Bonus Proficiency
3rd-level Northlander feature

Northlanders are experts in navigating longships in the


icy seas. You gain proficiency with the Intimidation skill
and Vehicles (water).
Inspire Fear
3rd-level Northlander feature

As a bonus action, you can attempt to Inspire Fear in a


creature within 60 feet that can see or hear you. The
creature must make a Wisdom saving throw against a
DC equal to 8 + your proficiency bonus + your Strength
or Dexterity modifier (your choice). If you have reduced
a creature to 0 hit points or made a weapon attack that
was a critical hit during this round of combat, the
creature has disadvantage on the saving throw.
On a failure, you gain temporary hit points equal to 1d4
+ half your Fighter level, and the creature is frightened
of you 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 succeeds
or the effect ends, the creature is immune to your
Inspire Fear for the next 24 hours.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended
uses of it when you finish a long rest.
Overwhelm
3rd-level Northlander feature

When attacking a target that is frightened of you, once


on each of your turns, one of your attacks with a weapon
or an unarmed strike can deal an additional 1d6 psychic
damage on hit. The psychic damage dealt increases
when you reach 7th level (1d8), 10th level (d10) and
18th level (d12).

Fighter: Northlander | Gamingbrew 1


Intimidating Presence Will To Survive
7th-level Northlander feature 15th-level Northlander feature

You’ve learned to intimidate the local populace. When When damage reduces you to 0 hit points, you can make
you make an Intimidation checks to influence common a Constitution saving throw with a DC of 5 + the
folk such as tavern keepers and artisans, you gain a damage taken, unless the damage is from a critical hit.
bonus to the check equal to your Strength modifier. On a success, you drop to 1 hit point instead.
In addition, you gain proficiency in Charisma saving You can use this feature a number of times equal to
throws. If you already have this proficiency, you instead your Constitution modifier (a minimum of once), and
gain proficiency in Intelligence or Wisdom saving you regain all expended uses of it when you finish a long
throws (your choice). rest.
Chase Down Unrelenting Ferocity
10th-level Northlander feature 18th-level Northlander feature

You can chase down your enemies when they try to When damage reduces you to 0 hit points or when you
escape. Your movement speed increases by 10 feet. suffer a critical hit, you can attack with a weapon or an
When you make an opportunity attack, you can choose unarmed strike against a creature within reach. You
to move up to half your movement speed immediately have advantage on the attack, and if the attack hits, you
after the target you attacked ends their turn. deal the maximum damage possible.
You can use this feature a number of times equal to
Join the Gamingbrew Community your proficiency bonus, and you regain all expended
Visit the Content Vault for more 5E content uses of it when you finish a long rest.
http://bit.ly/GBVault/

Learn more about the Erenel Campaign Setting


https://bit.ly/Erenel/

2 Fighter: Northlander | Gamingbrew


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