User:Quincy/Nordic (Outlander)

From D&D Wiki

Jump to: navigation, search
a6ff7656498a5c6e2889f3bcf01676be.jpg
"A cleaved head no longer plots"

Outlanders[edit]

As an Outlander you live away from the hustle and bustle of towns and kingdoms but you never dwell too far away as you have a craving for causing trouble and drinking with fellow "Bar mates" you choose to be either Lawful neutral, True Neutral, or Chaotic Neutral because you don't like associating with other people but when the ability to travel and become something more then a shackled up loner comes across you ears, you bite the arrow and happily join in. You have respect for the land because it gives you all you need to survive the depths of its mysteries, taking only what you need and maybe a little more. if allowed by the DM you may be entitled to a small 10ft x 14ft Homestead outside of a known village, kingdom or town with 1 Acre of land.

Creating an Outlander[edit]

When making a Outlander, you must have a compelling backstory to why you choose such a lonesome life. such as simply they were raised by family outdoors teaching each other basics and instincts? Were they kicked out of their home early in life? Did they feel the need to start over? Or, was it because the town was to much and you needed solitude to focus and become in tune with your primal forges?.

Quick Build[edit]

You can make an Outlander quickly by following these suggestions. First, make Strength or Constitution your highest ability score, followed by either Dexterity or Wisdom. Secondly, Choose a Background that deals with Nature and the Outdoors (Outlander is Perfect... hint... hint).

Class Features

As a Nordic Outlander you gain the following class features.

Hit Points

Hit Dice: 1d12 per Nordic Outlander level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Nordic Outlander level after 1st

Proficiencies

Armor: Light armor and medium armor
Weapons: Spears, Handaxes, Throwing Axes, Improvised Weapons (Small 1d4, Medium 1d6, Large 1d8)
Tools: Skinner's Tools, Brewer's Kit (See Below)

Skinners' Tools: Fleshing tool, skinning knife, filet knife, skinning cleaver, shears, Drying hooks (5 minutes to salvage and skin resources)   
Brewers' Kit: copper pot, 3 flagons, heat rune, salt block, yeast block, honey block, waterskin, Kraken scale (1 day to make 3 flagons)

Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Intimidation, History, Investigation, Religion or Nature.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) hide armor or (b) leather armor
  • (a) two hand axes or (b) two improvised weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) 10 spears or (b) mending pouch (2 needles, 10ft of thread, 4 leather straps, and possibly a parchment of mending vendors if you are familiar with the area)

Table: The Nordic Outlander

Level Proficiency
Bonus
Features
1st +2 Natures Whisper, Trophy Hunter
2nd +2 Warrior's Forte, Tracking
3rd +2 Outlander Archetype, Hills have eyes
4th +2 Ability Score Improvement, Warrior's Forte
5th +3 Extra Attack (2)
6th +3 Rolling Stone's catch no moss, Sportsman's Forte
7th +3 Archetype Feature
8th +3 Ability Score Improvement, Sportsman's Forte
9th +4 Bartenders' Friend
10th +4 Archetype Feature
11th +4 Extra Attack (3)
12th +4 Ability Score Improvement
13th +5 Never a "Milk Drinker"
14th +5 Battering Ram
15th +5 Archetype Feature
16th +5 Ability Score Improvement
17th +6 Challenger Division
18th +6 Siege Weapon
19th +6 Ability Score Improvement
20th +6 Nordic Halvgud


Natures Whisper[edit]

Beginning at 1st level, you have significant experience in thriving within the most foul of lands, as well as dealing with those from the area. You gain proficiency in Perception and Animal Handling. In addition, you may learn up to two additional languages. If allowed by the DM you may gain resistance in non-magical Cold damage cause by the environment. Another Trait of Natures Whisper is that you gain knowledge of all creatures within the lands of which you inhabit as well as an advantage on an Nature roll to learn basic knowledge of an unknown Creature to you, such as how to harvest it once it has been slain as well as possible characteristics. (This ability pertains to Beasts, Dragons, and Monstrosities)

Trophy Hunter[edit]

Also, at 1st level you have a Nords calling to skin any creature you please and piece together parts of multiple skins to wear as a cloak. for every 10 Pelts you skin it becomes a "stack" (you may have up to {your strength modifier + proficiency bonus} stacks) each stack weighs 10 pounds. and then you gain 1d8 permanent hit points. When skinning animals roll a 1d100 per creature carved, on a 1-50% the creature is skinned correctly and can be attached to a "stack", on a 51-75% you scrape and cut incorrectly and it must be repaired with a mending kit (uses 1 needle, 5ft of thread, and 2 leather straps to repair), on a 76-100% the skin is completely destroyed and cannot be mended. If you drop to 1 hit point or less you lose half of your "stacks".

Warrior's Forte[edit]

At 2nd level, you adopt a particular warrior's style as a specialty. You can take one additional Style at 4th level. Choose one of the following options:

Njords' Arm[edit]

You gain a +2 bonus to attack rolls you make with ranged weapons.

Skadis' Shield[edit]

As long as you are wearing Medium or Heavy Armor, you gain a +1 bonus to AC.

Sifs' Grace[edit]

When two-weapon fighting, you gain a +2 bonus to attack rolls with your offhand weapon as well as an advantage with attack rolls while in a 1 vs 1 combat situation.

Tyrs' Tactics[edit]

When engaging a group of enemies, the first enemy you target gain an extra 1d4+2 damage on hit. This effect ends if your target is attacked by someone other then you.

Aegirs' Game[edit]

As long as you are not wearing heavy or medium armor, or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +2 bonus to AC.

Tracking[edit]

Once you achieve 2nd level, you have learned how to track and eliminate your targets'. You can cast hunter's mark twice, When you finish a long rest, you regain your uses of this spell. This increases to 3 times at 5th level, 4 times at 9th level, 5 times at 13th level, and 6 times at 17th level. As long as you have a target marked, you may expend a use of the spell to refresh its duration.

Outlander Archetypes[edit]

At 3rd level, you choose an archetype that will allow you to Fight the outdoors head-on or resist it's cruel torture. Choose either Huntsman or Survivalist, detailed at the end of the class description. The archetype you choose grants you features at 3rd level, and then later at 7th, 10th, and 15th level.

Hills Have Eyes[edit]

Once you reach 3rd level, you intuitively can locate game creatures when they are nearby. You gain advantage on a perception roll when hunting for Beasts.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Along with another Warrior's Forte. (As a Nordic Outlander you lose the ability to choose a Feat. in place of the Ability Score increase)

Extra Attack[edit]

Beginning at 5th level, you can attack twice, whenever you take the Attack action on your turn. You gain an additional extra attack at 11th level. If your extra attack is with an improvised weapon gain advantage on the attack roll.

Rolling Stone's Catch No Moss[edit]

Starting at 6th level, you are no longer affected by difficult terrain outdoors; also, while outdoors in combat movement speed is doubled. In addition you take no disadvantage from leaving combat indoors or outdoors.

Sportsman's Forte[edit]

Once you achieve 6th level you obtain a Sportsman's forte commonly referred by the Nords as an "Ullers' Sport", you gain another forte once again at 8th Level.

Odins' War[edit]

You benefit from a hard understanding of the lands, gain advantage to attack rolls as well as an extra 1d6+1 damage when attacking a Beast, Dragon, or Monstrosity.

Hels' Love[edit]

Gain resistance to Necrotic, Poison, and acidic damage, as well as advantage on Constitution saves.

Freys' Fertility[edit]

Enemy Plant-like, Sylvan, or fey creatures roll disadvantage on attacking you. Fire damage you do to these creatures is doubled.

Forsetis' Law[edit]

You gain the ability to pinpoint weak spots on certain enemies, roll an extra 1d8 as damage on true humans or a 1d6 on Humanoid Creatures.

Aegirs' Storm[edit]

You have become a hardened and skilled warrior, while having a handaxe, spear or Bow equipped gain +1 AC on land or +2 AC in water (rain included).

Bartenders' Friend[edit]

Beginning at 9th level, You gain proficiency in Persuasion; also, Whenever you are inside a Tavern, bar, Inn, Etc. Gain Temporary proficiency on Deception as well as Insight.

Never a "Milk Drinker"[edit]

Starting at 13th level, you have advantage on an Intimidation (Charisma) check as well as an extra 1d6+2 damage with improvised weapons (this increases to a 1d8+2 at 16th level) when you have consumed 1 Krakens' Mead you've created, Lasts 1 Hour per drink consumed.

Battering Ram[edit]

Starting at 14th level, you have advantage on initiative as well as attack rolls when surprising an enemy, also gain advantage on grappling and shoving (Strength/ Athletics) while in any combat situation.

Challenger Division[edit]

At 17th level, you've learned that you can succeed even when you fail. Up to (1d4) times per long rest you can choose to reroll a failed roll and must take the last outcome (This ability cannot be used to reroll a Critical Fail).

Siege Weapon[edit]

Starting at 18th level, you have won the battle with the lands and can now harness its power to assist you, Gain triple advantage (3d20) Strength checks (friendly buffs do not stack with this ability such as Bulls' Strength, enlarge, etc.) when utilizing large objects (toppling trees, tossing large rocks, flipping wagons, Etc.) as well as carrying Ballista's and Battering Rams (with half movement speed) and pulling around Trebuchets and Catapults (with Quarter movement speed) while doing double damage to structures with the weapons stated.

Nordic HalvGud[edit]

At 20th level, you've reached a potential most only dream of. When you drop below half Hit Points the sky roars out in a symphony of Horns heard within 600ft, anyone within this area can easily locate the origin of sound and may investigate (DM's Discretion), you also gain resistance to All non-magical attacks against you, afterward you begin to regain 8+ your Constitution modifier+ Strength modifier hit points at the start of each of your party members turns. (maximum of 2 rounds, the horns harmonize for an entire "combat scenario") this ability activates on its own once per long rest.

Huntsman[edit]

The archetypical Hunter thirsts for the thrill of the hunt regardless of what his target is, if it's dead he's happy.

Quarry Hunting[edit]

For a 3rd level medieval hunter, focusing on getting the kill while not scaring away nearby game so you may thrive and feed becomes your priority, gain proficiency with the Longbow. Ranged attacks more than 30ft gain +2 to hit, and if you are able to drop the target with a single blow creatures with a 4 or less Intelligence do not notice their fallen, unless they are investigated.

Primitive Warrior[edit]

Starting at 7th level, you have unlocked your ancestry and how they survived in the most unforgiving of lands, gain the ability to craft or upgrade old arrows/ spears into +2 arrows/ +2 spears (Damage) using stone and wood (Maximum of 10/5 each daily), and advantage on Survival and Nature rolls; also, you may now make your Primitive Traps deadlier. This includes Punji Traps, Deadfall Traps and Serrated Leg-Holds (Bear Traps). Creature now take 1d4 damage when they fail the Dexterity save and 2 damage on every failed Strength check to remove themselves from the trap.

Mongolian Draw[edit]

Starting at 10th level, you have learned your way around the longbow and the pain it can inflict, while less than 30ft from a target using the longbow you inflict an extra 2d8 damage, and if the target is sized as tiny or medium it will be stunned on your initial hit. (this can only happen once per creature)

Coup de Grace[edit]

Starting at 15th level, you are out to seek blood and glory any way possible. Prior to attacking a creature, you can roll advantage on stealth as well as attack for double damage with a ranged attack. If both rolls are successful while in combat with the same target using a bladed melee weapon; less than 5ft from your target, gain +2 for your attack rolls.

Survivalist[edit]

The archetypical Survivalist thrives on adapting to his environment, as we'll as staying out of danger if avoidable, if not it's all about survival of the fittest. Focusing on the 10 P's. (Piss Poor Preparation leads to Piss Poor Performance, Piss Poor Performance lead to Pain)

Piss Poor[edit]

Once you achieve 3rd level, You are use to living in minimal conditions and sneaking past those who would gladly use your bones as fertilizer, gain proficiency in Survival and Stealth, twice per long rest when making rolls using those abilities your proficiency bonus can be doubled.

Preparation[edit]

Starting at 7th level, you've distinguished the difference between safety and danger, and that you may have to fight those who are in your way. Before combat you may learn the locations of all hostilities within your line of sight (Traps, Enemies, Etc.) and cannot be surprised, this effect lasts 2 hours and you can use it once per short or long rest. during the 2 hours all enemies who attack you with melee weapons have disadvantage; also, when you've located a Beast with Hills Have Eyes you gain the ability to adopt a trait of certain creatures if it is a Beast with the listed abilities such as Pack Tactics, Relentless, Hold Breath, Mimicry or Web Walker you may adopt a single trait for up to 1 hour unless the ability has a use timer included. This can only be used once per long rest.

Performance[edit]

Beginning at 10th level, you prefer to dodge, duck, dip, dive and dodge attacks when a creature targets you, gain +4 AC to a single enemy primarily focusing you with their attacks. if the attack misses you and they are in range of your equipped weapon you gain a counter attack roll on them, +2 to hit and add a 1d8 damage. (this ability can be used twice per long rest)

Pain[edit]

Starting at 15th level, you have figured that being first to attack can make or break an operation. When you roll initiative, you gain +4 or -4 (your choosing). If you are the 1st to initiate you gain an extra attack that does double damage as well as stuns an enemy for 1 round (this ability can happen once per long rest), if you are last to attack you can act before combat begins to hide, gain an extra 1d12 to your stealth roll and you can use teammates, enemies, or objects as your hiding location.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Nordic Outlander class, you must meet these prerequisites: Strength 13 or Constitution 13.

Proficiencies. When you multiclass into the Nordic Outlander class, you gain the following proficiencies: light armor, medium armor, Spears, Handaxes, Throwing Axes, Improvised Weapons, and obtain the brewers' and skinners' tools

Home of user-generated,
homebrew pages!


Advertisements: