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Dungeons and Dragons Fifth edition.

Barbarian
archetype

Barbarian archetype: Path of the Jötunn


Lord
Jötunn
The Jötunn (often written as either Jotunn or Jotun) are the giant lords of nature from Norse
pantheon. These giants can cause blizzards, Cause Rivers to spill its banks and winds that
can uproot trees. Most fear the giants, though some through runes and markings have
managed to harness their power. The barbarians who follow this path mark their bodies
with rune tattoos, which call the names of the Jotunn they embody or the element of nature
they command. When raging these barbarians can use these runes to become a force of
nature that know no mercy.

Nature's warrior
At 3rd level, when you adopt this path you choose an elemental Jotun and gain its feature.
You must create a tattoo that symbolises this Jotun, these are often written in Giant, and
place it onto your body. When you invoke its ability the tattoo will often glow, also at your
option strange things may happen when you make your tattoo. For example if you take the
Frost Jotun you skin might appear cold and small pieces of snow might appear in your hair
or beard despite the weather.

Frost Jotun. When you are raging you gain resistance to cold damage and additionally when
you are wielding a melee weapon in one hand and no other weapons, you deal an additional
1d6 cold damage on successful attacks.

Nature Jotun. As an action you slam your weapon into the ground and cause vines and roots
to spread in a 15ft radius centered on you. This lasts 1 minute, for the duration this area is
difficult terrain for everyone but you. In addition each creature of your choice in the area
when the plants appear must succeed on a DC (8 + your proficiency bonus + your
Constitution modifier) Strength saving throw or become restrained. A creature can use its
action to make a DC (8 + your proficiency bonus + your Constitution modifier) Strength
check, freeing itself or another entangled creature within reach on a success. You can only
do this once per rage.

Fire Jotun. When raging as a bonus action and wrap yourself in fire. At the start of each turn
you take 5(1d10) fire damage. However whenever an enemy hits you in melee they take 5
(1d10) fire damage. This lasts as long as you are raging and you can only do this once per
rage. You can stop the fire as a bonus action on your turn.
Nature's blessing
At 6th level, you gain a magical benefit based on the Jotun you praise.

Wind Jotun. By spending an hour attuning to a weapon you are proficient with you can
inscribe runes that invoke the lord of the wind. From then on you can make ranged attacks
with this weapon (normal range of 30ft long range of 60ft. immediately after the attack the
weapon flies back into your hand.)

Raven Jotun. You and up to 6 creatures within 30ft of you can now ignore difficult non-
magical terrain. As a bonus action you can move up to half your movement speed (rounded
up) towards a hostile creature that you can see.

Cave Jotun. You gain advantage on athletics checks to grapple or escape grapple checks.
You also gain advantage on checks against being shoved or knocked prone.

Knowledge of the Ancients


At 10th level you can cast the commune spell, but only as a ritual. When you do so, 2 ravens
appear on your shoulders and give you the information.

Nature's Wrath
At 14th level, you gain a magical benefit based on the Jotun you praise.

Storm Jotun. As a bonus action. You swing your weapon in front of you hitting 3 adjacent
squares within your threatened area. You make a single attack roll and apply it to all targets
within this area.

Earth Jotun. When you are grappling an enemy. That target has disadvantage on all attack
rolls. Also when you land a successful melee attack against the target they take an
additional 2d8 damage. The damage type is the same as of that of the weapon.

Inferno Jotun. When raging as an action you make a single melee attack against a target. On
a successful attack the target takes normal damage. However they are ignited and take 4d8
fire damage at the start of their turn. The target must make a DC (8 + your proficiency bonus
+ your Constitution modifier) Constitution saving throw. On a failure the target becomes
ignited and take 4d8 fire damage at the start of their turn. The target can make the saving
throw at the end of their turn. This effect last 1 minute or until a successful saving throw

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