The Alle
In Mannaheim, there are those who attempt to match the feats of heroes from days long past by channeling the divinity of their chosen god through them. These warriors, clad in iron and faith, swear oaths that grant them runic powers that both terrify and inspire. These men and women are called the 'alle'.
Hit Points At 1st Level: 10 + your Constitution Modifier
Hit Points At Higher Levels: 1D10 (or 6) + your Constitution modifier per Alle level after 1st
Weapon Proficiencies: All Simple and Martial Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.(a) a simple melee weapon and a shield or (b) two simple melee weapons
(a) five javelins or (b) any simple melee weapon
An Alle's pack, a Chainmail Hauberk and a holy symbol
Oath of Ægir
Oath of Baldr
Oath of Bragi
Oath of Freyja
Oath of Heimdallr
Oath of Óðinn
Oath of Thór
Oath of Týr
The Oathbreaker
Blessed Warrior You learn two cantrips of your choice from the Gothi spell list. They count as Alle spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Close Quarters Fighter As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Bless
Ceremony
Command
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Heroism
Protection From Evil And Good
Purify Food and Drink
Searing Smite
Shield of Faith
Thunderous Smite
Wrathful Smite
Aid
Branding Smite
Circle of Truth
Find Steed
Gentle Repose
Lesser Restoration
Locate Object
Magic Weapon
Prayer of Healing
Protection from Poison
Warding Bond
Aura of Vitality
Blinding Smite
Create Food and Water
Daylight
Dispel Magic
Elemental Weapon
Magic Circle
Remove Curse
Spirit Shroud
Warrior’s Mantle
Aura of Life
Aura of Purity
Banishment
Death Ward
Find Greater Steed
Locate Creature
Staggering Smite
Under the Allfather’s Eye
Banishing Smite
Circle of Power
Destructive Wave
Dispel Evil and Good
Geas
Holy Weapon
Revivify
Summon Asgardian
Sentinels of the Highest Order
Though your Oath is sworn in the name of your god, the Oath itself is sworn to a man or woman who holds the title of Jarl or King. You are sworn to be their bodyguard and to be the living embodiment of your god and their virtues within their court. You may, depending on your rank, be asked to perform ceremonial duties as retainers and acclaimars and perform some tasks that involve the enforcement of laws, especially in cases of treason and conspiracy. Also, perhaps most importantly, you are considered the last line of defense, not only to a Lord's person, but to a Township's survival. If walls, enchantments and mere men of arms fail, all three can be found in you.The Elite
Perhaps more than any other Class, you are seen as among the highest echelons of society. Slaves and even other Karls are expected to bow when greeting you or when passing you on the street or path. Hospitality is withheld from you at the risk of enraging both your lord and your god. Even a lord on bad terms with your master would be wise to consider the consequences of molesting you. The average person sees you as the valiant slayer of monsters and a classical hero at best and the iron fisted tyranny of a cruel lord at worst.A Word of Caution
With great powers comes great responsibilities. To be an Alle is to be elevated to the most prominent position in Astari society. You are expected to be a living embodiment of your god and your Oath is considered unbreakable. You are not to undertake any task as a warrior without your Lord's permission and only they can release you from your bond to them. Any disobedience to them can be considered a violation of your Oath and only they can absolve you of your transgressions. Oathbreakers are reviled by every race and an Alle who has broken their Oath is likely to find themself stripped of both clothing and honor and left hanging from the branch of an ash tree.Class Features
Hit Points
Hit Dice: 1D10 per Alle LevelHit Points At 1st Level: 10 + your Constitution Modifier
Hit Points At Higher Levels: 1D10 (or 6) + your Constitution modifier per Alle level after 1st
Proficiencies
Armor Proficiencies: All Armor, ShieldsWeapon Proficiencies: All Simple and Martial Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
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