Path of the Techno Viking

The path of the techno viking is one paved with long hair, guitar riffs, and blood. Rather than keep their fury to themselves, they can spread it to others. A single techno viking can turn an entire party into raving savages, crushing any who stand in their way. Like a synth weaver, they are in touch with the Beat of the World, just to a lesser degree.

Rave

When you choose this path at 3rd level, you Rage changes in some key ways. Tapping into the Beat changes your rage ability in these ways.

  • You have advantage on Dexterity checks and Dexterity saving throws in addition to Strength.
  • When you make a melee weapon attack using Strength or Dexterity, you choose to gain the rage bonus, to the attack or damage roll, that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the barbarian table. Additionally, you can use your reaction to add the rage bonus to any Strength or Dexterity saving throws.
  • You gain +2 to your AC as long as you are not wearing heavy armor
  • Your unarmed strikes deal 1d4 + your Strength modifier bludgeoning damage.

Musical Skill

Starting when you choose this path at 3rd level, you gain proficiency with one instrument of your choice. You can use this instrument as a weapon as well. It deals 1d6 + your Strength modifier bludgeoning damage and you are proficient with the attack. Each time you attack with the weapon, you must make a Constitution saving throw (using your ability modifier) for your instrument (DC 5), breaking the instrument on a failure. The DC increases by +1 for every attack you make with the instrument, until the start of your next turn. The damage dice increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. Additionally, you become proficient with the Performance skill, or double your proficiency if you already are proficient.

Rip and Tear

Starting at 6th level, whenever you grapple an enemy, you can use a reaction to hurt the enemy you have grappled. This attack automatically hits but the enemy can make another check to escape your grapple after taking damage from this feature. If you have a species ability that allows you to bludgeon, bite, or claw the opponent, you can use that attack. Otherwise, it is considered an unarmed attack as you bludgeon, bite, or claw at the grappled foe.

Jammer Slammer

Starting at 6th level, when you are raging and hit a creature with a musical instrument, the sound reverberates into you allies and grants a bonus to those within 30 feet that heard the sound. Until the start of your next turn, allied creatures have +1 to attack and damage rolls made against that creature.

You can use this feature as many times as you like within a single rage but can only use it during a single rage before finishing a short or long rest.

Mosh

Beginning at 10th level, you can use a bonus action to bestow or impose some of your rage upon another creature. Choose a creature within 5 feet and punch them. This is not intended to cause serious damage and, as long as the creature does not resist, they will only take 1 bludgeoning damage from the attack. If they do not wish to be hit you can still make an unarmed attack against them, dealing damage normally on a hit. Once they have taken the damage, they become empowered by your ferocious energy and gain the same rage bonus to their Strength based damage rolls that you receive. If they are concentrating on a spell, they lose that concentration. This bonus lasts until your current rage ends. You may bestow this bonus to 2 creatures. This increases to 4 creatures at 14th level and again to 6 creatures at 20th level.

Beat Saber

At 14th level, you can create a weapon made out of pure musical energy when you begin to rage. This weapon can be any melee weapon you are proficient with, including your musical instrument. The weapon glows bright light in a 30-foot radius and dim light 30 feet beyond that. It deals thunder damage and lands a critical hit on a 19 or 20. Once per rage, if you roll a 1 on an attack roll with this weapon, you can use a your reaction to attempt to get yourself back on beat, rerolling the attack and using the new number instead. For each consecutive hit you make with this weapon during a single rage, the damage the weapon deals increases by +1 (to a maximum of +10), resetting if you miss an attack or your rage ends. The weapon dissipates when your rage ends.

Section 15: Copyright Notice

Lasers & Liches: Tales from the Retroverse - Test Wave 3 Player's MTX Creator(s) Chris Lock, Lluis Abadias Copyright 2021

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