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Subclass Fighter Viking
The Viking is a Fighter subclass built around northern resilience, momentum, and the mastery of axes, swords, and spears. Seaborne at Level 3 grants Advantage on Strength and Dexterity saves against being moved, pushed, or knocked prone. Viking Weapon Mastery adds Proficiency Bonus to damage rolls with Battleaxe, Longsword, or Spear when you have Mastery with those weapons. Savage Charge at Level 7 adds a Bonus Action Dash after a single melee attack hit. Call of the Northlands at Level 10 grants Cold Resistance and Advantage against Dragons, Giants, and Large-or-bigger creatures.
| LEVEL | FEATURE |
|---|---|
| 3 | Seaborne, Viking Weapon Mastery |
| 7 | Savage Charge |
| 10 | Call of the Northlands |
Seaborne You are used to being aboard rocking ships and other vehicles. You have Advantage on all Strength and Dexterity saving throws and checks to avoid being pushed, having the Prone condition, or otherwise being moved against your will.
Viking Weapon Mastery If you have Weapon Mastery with a Battleaxe, Longsword, or Spear, you can add your Proficiency Bonus to a damage roll with that weapon.
Savage Charge As an Attack action, make a single melee attack. If the attack hits, you can use a Bonus Action to take the Dash action. Movement granted by this Dash action does not provoke Opportunity Attacks.
Call of the Northlands You are accustomed to the harsh conditions and vicious monsters of the Northlands. You have Resistance to Cold damage. You have Advantage on attack rolls against Dragons, Giants, and Large or bigger creatures.
The Viking is the northern martial Fighter — a damage-optimized subclass that rewards Weapon Mastery investment in specific northern weapons and specializes against large, powerful enemies. Viking Weapon Mastery at Level 3 adds Proficiency Bonus directly to damage rolls with Battleaxe, Longsword, or Spear when you have Mastery — at Level 5 that's +3 damage per hit, scaling to +4 at Level 9. With Extra Attack, this becomes +6 to +8 per Attack action.
Seaborne provides defensive stability — Advantage on forced movement saves prevents prone on difficult terrain and protects against enemy abilities that rely on repositioning you. In fights with multiple enemies or positioning-dependent enemies, not being knocked prone is a significant defensive benefit.
Savage Charge at Level 7 extends your mobility after a successful hit: attack once as your Attack action, then Dash without Opportunity Attacks as a Bonus Action. This turns every melee hit into an effective repositioning — you can close distance, hit, then move to a better tactical position or disengage from dangerous melee.
Call of the Northlands at Level 10 is the defining combat specialty: Advantage against Dragons, Giants, and Large+ creatures. In the late game, these are precisely the enemies the Fighter needs to challenge most — bosses and powerful monsters are frequently Large or bigger. Cold Resistance adds passive survivability in the same thematic niche.
Fighter, Arcane Archer, Banneret, Battle Master, Cavalier, Champion, Eldritch Knight, Psi Warrior, Rune Knight, Viking