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The Raider

A 5e Class by platinumsketch

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Quick Build
Raider You can make a Raider quickly by following these suggestions.
A lightly armored human man runs through combat, cutting First, make Strength your highest ability score, followed by
down all in his way with rage and fury like no other. As his Charisma or Constitution if you plan to go down the Warrior's
foes swing back at him he terrifies them with a powerful roar, Stígur. If you instead plan to go down the Stormbringer's
and then raises his axe, calling his allies forward and telling Stígur or the Jardalanin's Stígur, make your second highest
them to keep fighting with an intimidating battle cry. core Wisdom. Second, choose the outlander background.
Stalking a wyvern not to far away, a half-elf clad in half plate Third, choose to make two of the Aukin Steinn
sneaks across a field. As he gets closer, he whispers a phrase
and closes his hand, calling a bolt of lightning down upon the
wyvern. As it turns to face him, the half-elf is already there,
slashing at him with his frost covered battle axe.
Sitting and praying, the half-orc shaman can be found in the
center of her camp. As his allies awaken they can see her
calling upon the spirits of the dead and the wilds, asking for
guidance. An answer is given and a burst of light flashes from
her and her allies weapons, giving them a persistent glimmer.
Raiders are supreme combatants. Though not as martially
adept as Fighters, they are also not as temperamental as
Barbarians, instead striking a balance. Here they show both
great abilities with weaponry, as well as with commanding,
magics and summoning nature.

Masters of War
Trained combatants, all raiders are adept warriors who
develop a specific style that reflects both how they fight and
their attunement with the world. Some live simply by the way
of their blade, becoming exceedingly terrifying not due to
magic, but rather due to their combat prowess. Others choose
to learn the ways of nature, calling upon it to aid them in and
out of combat, giving them flight and sustaining their bodies.
The few that remain become lesser shamans, the Jardalanin,
gaining knowledge and prowess, though not full mastery over
spirits and their realm.
No matter what they are, all Raiders excel in battle, and live
and die by their weapons, and occasionally spells. This does
not mean they know nothing else however, as all Raiders also
gain access to a unique kind of magic: Runic Magic. They
apply these carvings and small stones or gems to their
weapons, shields and sets of armor to enhance their abilities
and give them a further edge in combat.

Always on the Move


Rarely is a Raider seen simply living out life in a town or city.
Instead, they are more often seen doing as their name
suggests; raiding. Due to this, they are constantly on the move,
looking for their next target, be it a caravan, town or even a
city.
Yet even this comes with its own challenges outside of
battle, as the Raider must be able to provide for themselves
outside of stealing. This has lead most Raiders to become
nomadic, following the patterns of game as they find and track
their next target.

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(a) two handaxes or (b) any simple weapon
(a) an Explorer's Pack or (b) Priest's Pack
Raider Iceborn
Level Proficiency Bonus Features Runes Due to living a life amongst freezing winds, ice and snow, you
1st +2 Iceborn, Töfrar Runes 2 have developed a unique set of abilities. You have resistance to
Cold damage, and ignore difficult terrain caused by ice or
2nd +2 Fighting Style 2 snow.

3rd +2 Raider's Stígur 2


Töfrar Runes
4th +2 Ability Score Increase 2
You have been taught the knowledge of runes and runic
5th +3 Extra Attack, Töfrar Runes 3 carvings. These runes enhance weapons, shields and sets of
6th +3 Ability Score Increase 3 armor, causing them to act like a magical item and require an
attunement slot. However, they can be applied to an already
7th +3 Raider's Stígur Feature 3 magical item that requires and it will only cost one
8th +3 Ability Score Increase 3 attunement slot. Choose two from the following list, and one
9th +4 Töfrar Runes 4
additional at 5th, 9th, 13th and 17th level:

10th +4 Raider's Stígur Feature 4 Isskortur


11th +4 Extra Attack (2) 4 If you apply this to a weapon, it becomes coated in ice, and
deals an additional 1d4 Cold damage on hit. If you apply this
12th +4 Ability Score Increase 4 to your armor or shield, you become immune to Cold damage.

13th +5 Töfrar Runes 5


Aukin Steinn
14th +5 Ability Score Increase 5 When applied to a weapon, shield or set of armor, that item
15th +5 Raider's Stígur Feature 5 becomes a +1, magical version of the item.

16th +5 Ability Score Increase 5 Langt Nær


17th +6 Töfrar Runes 6 When applied to a weapon, its range increases by 5 ft. (for a
ranged weapon, both of its increments increase by 10 ft.).
18th +6 Raider's Stígur Feature 6 When applied to your armor or shield, you ignore all difficult
19th +6 Ability Score Increase 6 terrain.

20th +6 Legendary Raider 6 Hvítur Gangari


If you apply this to a weapon, shield or set of armor, you ignore
the stealth disadvantage imposed by armor, or add a +2 to
Stealth.

Lífið Þjófur
If you apply this to a weapon, you heal equal to your wisdom
Class Features modifier on hit once per turn. If you apply this to a shield or a
As a Raider, you gain the following class features set of armor, you reduce damage taken by your Wisdom
modifier once per turn.

Hit Points
Illviðri Klettur
Hit Dice: 1d10 per Raider level
Hit Points at 1st Level: 10+Constitution modifier When applied to a weapon, one attack per turn forces a
Hit Points at Higher Levels: 6 (1d10)+Constitution modifier creature to make DC 12 Con save or become Deafened until
the end of your next turn. When applied to a shield or set of
Proficiencies armor, one attack against you per turn forces the attacker to
Armor: light armor, medium armor, shields make a DC 12 Con save or become Deafened until the end of
Weapons: simple weapons, martial weapons their next turn.

Vehicles: longships
Eldingar Utskorið
Saving Throws: Strength, Wisdom When applied to a weapon, it deals an additional 1d4
Skills: Choose two from Athletics, Intimidation, Medicine, Lightning damage on hit. When applied to a shield or set of
Nature, Perception, Religion, and Survival. armor, one attack against you per turn causes the attacker to
Equipment take 1d4 Lightning damage.

You start with the following equipment, in addition to the


equipment granted by your background: Heppni Merki
When applied to a weapon, you can reroll an attack roll once
(a) chain shirt or (b) studded leather per day. When applied to a shield or set of armor, you can
(a) a martial weapon and shield or (b) longbow and 20 reroll a saving throw once per day.

arrows

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Archery
Segja Verkfall You gain a +2 bonus to attack rolls you make with ranged
If applied to a weapon, you can mark a creature once per day, weapons.

which gives you advantage on the next attack against that


creature. If applied to a shield or weapon, you can mark a Defense
creature that attacks you once per day, giving advantage to the While wearing armor, you gain a +1 benefit to AC.

next attack against that creature.

Great Weapon Fighting


Stöðva Brún When you roll a 1 or 2 on a damage die with a weapon that
If applied to a weapon, you can use your reaction to increase you are wielding with two hands, you can reroll the die and
your AC by 1d6 against the next attack targeting you. If must use the new result, even if the roll is a 1 or a 2. The
applied to a shield or set of armor, you can use your reaction weapon must have the two-handed or versatile property for
to attack a creature that attacked you.

you to gain this benefit.

Bogagöng Máttur Protection


If applied to a weapon, it deals an additional 1d4 Force When a creature you can see attacks a target other than you
damage on hit. When applied to a shield or set of armor, you that is within 5 feet of you, you can use you reaction to impose
add +2 on all saves against magic and magical effects.

disadvantage on the attack roll. You must be wielding a shield.

Reiki Blað Raider's Stígur


When applied to a weapon, if you charge at least 15 ft. At 3rd level, you choose a Raider's Stígur, which reflects both
towards a creature before making an attack, you deal an extra your character's style of fighting, and their attitude towards
1d6 damage on the first attack made after that charge. When the world and life.

applied to a shield or set of armor, you can charge 15 ft.


towards a creature, and then use a bonus action to attempt to Ability Score Increase
shove it 10 feet.

When you reach 4th level, and again at 6th, 8th, 12th, 16th,
Orn Auga and 19th level, you can increase on ability score of your choice
When applied to a weapon, you ignore disadvantage imposed by 2, or you can increase two ability scores of your choice by 1.
by a creature being invisible. When applied to armor or a As normal, you can't increase an ability score above 20 by this
shield, you gain a +2 to Perception.

method.

Kennari Frá Jurtir Extra Attack


When applied to a weapon, it deals an additional 1d4 Poison Beginning at 5th level, you can attack twice, instead of once,
damage on hit. When applied to a shield or set of armor, you when you take the Attack action on your turn.
gain advantage on saves against poison.

The number of increases to three when you reach 11th level


Styrkja Galdur in this class.

If applied to a weapon, shield or set of armor, you gain a +1 Legendary Raider


bonus to any ability score.

As a master of war, combat and runes, you have learned many


Risi Morðingi abilities. You gain the following benefits:
When applied to a weapon, it deals an additional 1d6 damage Your movement speed increases by 10 ft.
against all creatures with the size Large or higher. When You can now apply two runes to each weapon, shield and
applied to a shield or set of armor, you can grapple creatures set of armor.
three size categories higher than you.
You gain another Fighting Style.

Kónguló Klifrari
When applied to weapon, shield or set of armor, you gain a Raider's Stígur
climb speed of 20 ft.

Whether it be by blade, bow or magic, Raiders have a


Stjórnandi Sundmaður preferred way of exterminating their foes. This shows not only
If applied to a weapon, you ignore the penalties of fighting their natural aptitudes towards certain weapons, but also their
underwater. If applied to a shield or set of armor, you gain attitudes and outlooks on life, as one who wields a blade is
swim speed of 20 ft. and can hold you breath for 10 minutes often more hot tempered, while one who casts spells is often
plus minutes equal to your Constitution modifier.

more patient and understanding. These culminate in three


Stígurs, or Paths, those being the Warrior's Stígur, the
Fighting Styles Stormbringer's Stígur and the Jardalanin's Stígur.

At 2nd level, you adopt a particular style of fighting as your


specialty. Choose one of the following options. You can't
choose the same Fighting Style option twice, even if you later
get to choose again.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Warrior's Stígur Swift Winds
By 7th level, you can call upon the winds to give you power.
You are born and bred to be a warrior, a trait that often shows Once per long rest, you can use a bonus action to envelope
with a quick temper and a near artful use of weaponry. As yourself in strong winds, giving yourself a fly speed of 30 ft.
you've learned how to fight, you've also adopted a particular and no longer taking opportunity attacks for the next minute.

style, which involves the brutal assault of all in your way.

Thunderous Cacophony
Unbridled Fury At 10th level, you've entirely mastered the storm and can
At 3rd level, when you are attacked by a creature, you deal command thunder. Once per long rest, you can choose to let
additional damage equal to your proficiency modifier to that out a blast of thunder with each step as a bonus action. For
creature until the beginning of your next turn.

the rest of your turn, when you move, every creature within 30
ft. of every 5 ft. space you walked through must make a
Unstoppable Force Wisdom save (DC 8 + your proficiency bonus + your Wisdom
At 3rd level, you add 3 to your maximum HP, and gain an modifier) or be frightened until the end of your next turn.
additional 1 to your maximum HP every time you level up.

Additionally, they must also make a Constitution save (DC 8 +


Battle Cry
your proficiency bonus + your Wisdom modifier) or be
Deafened for 1 minute.

Beginning at 7th level, you can use your action to release a


powerful battle cry. This boosts the moral of all allies within Frozen Spark
30 ft., giving them a number of temporary hit points equal to Starting at 15th level, you've managed to bring the powers of
twice your level. You can do this once every short or long rest.

ice fully to your side. You deal an additional 1d4 Cold damage
Terrifying Roar
on attacks, and are immune to Cold damage. Additionally,
once per long rest you can send out a burst of frost and flash
Starting at 10th level, you can use your reaction after being hit freeze everything within 30 ft. of you. All creatures within
to let out a horrifying yell. This causes all enemies within 10 ft. range must make a Constitution save (DC 8 + your proficiency
of you to make a Wisdom save or be Frightened until the end bonus + your Wisdom modifier) or become restrained and
of your next turn. The DC is equal to 8 + your proficiency take 2d6 Cold damage on your turn until they use an action to
bonus + your Charisma modifier. You can do this a number of break the ice they are trapped in. On a success they are not
times equal to your Charisma modifier (minimum of 1) per restrained and take half damage. The area becomes difficult
short or long rest.

terrain for the next day.

Relentless Nature's Warden


By 15th level, you have grown strong enough to give one final By 18th level, you have mastered all forms of the tempest and
hurrah before you are downed. Once you reach 0 hit points, storm, calling upon their powers at will. You are now resistant
you attack as if you took the attack action, and then fall to Lightning and Thunder damage, and take no fall damage.
unconscious. This does not occur if the attack would Additionally, you can unleash the entirety of nature's wrath
otherwise instantly kill you, such as disintegration.

once per long rest as a bonus action. This causes you to deal
Frenzied Assault
an extra die of weapon damage on all attacks, and become
resistant to all forms of non-magical damage for the next 1
Beginning at 18th level, you attack three times instead of twice minute, and the save DC on Lightning Strikes, Thunderous
when you take the Attack action.

Cacophony and Frozen Spark increase by 2.

Stormbringer's Stígur Jardalanin's Stigur


A Stormbringer isn't simply a shaman, nor are they purely a You have become a scholar of spirits and their magics. As you
warrior. Instead, they are adept fighters and masters of nature, have studied either alone or under a full shaman, you have
who use their powers to better both their ability to survive in picked up on the spells and magic they use; allowing you to
and out of combat.

cast similar spells. This knowledge and connection doesn't


Survivalist just give you spells however, as it also grants you special
abilities revealed as you sustain this connection to their
Once you choose this Stígur at 3rd level, you gain a certain supernatural realm, eventually culminating in increased
expertise in survival. It takes you two days of no sleep or food power to all of your magics.

to gain a level of exhaustion. Additionally you only need half


the normal amount of rations everyday.

Spell Casting
Lightning Strikes Once you choose this Stígur at 3rd level, you gain the ability to
cast spells, likely previously taught to you or revealed by
Beginning at 3rd level, you can call the storms to aid you. As a nature itself.

bonus action, you can call down lightning upon a foe within 60
ft., forcing them to make a Dex save (DC 8 + your proficiency Cantrips
bonus + your Wisdom modifier) or take 3d6 plus your You know 2 cantrips of your choice from the shaman spell list.
Wisdom modifier lightning damage on a failed save. On a You learn additional cantrips of your choice at higher levels, as
success they take only half damage. This can be done a shown in the Cantrips Known column of the Jardalanin Magic
number of times equal to your Wisdom modifier (minimum of table.

1) per day.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spell Slots By 18th level, you have mastered your form of magic. You deal
The Shaman Magic table shows how many spell slots you additional damage or heal an additional amount equal to your
have to cast your spells of 1st level and higher. To cast one of Wisdom modifier (minimum of 1) on every spell you cast.
these Shaman spells, you must expend a slot of the spell's Additionally, you can cast a spell that uses a 3rd level or lower
level or higher. You regain all spell slots when you finish a long spell slot once a day without using a spell slot and as a Bonus
rest.

Action.

Cantrips
Preparing Spells Level Known 1st 2nd 3rd 4th
You can prepare a set amount of Jardalanin spells, which is
equal to your Wisdom modifier + half your Raider level 3rd 2 2 __ __ __
(minimum of 1). You can change the spells you have prepared 4th 2 3 __ __ __
over the course of a long rest.

5th 2 3 __ __ __
Spell Casting Ability 6th 2 3 __ __ __
Wisdom is the spellcasting ability for you Jardalanin spells. 7th 2 4 2 __ __
Your magics come from an understanding of and ability to
commune with spirits. You use your Wisdom whenever a 8h 2 4 2 __ __
Jardalanin spell refers to your spellcasting ability. 9th 2 4 2 __ __

Spell Save DC = 8 + your proficiency bonus + 10th 3 4 3 __ __


your Wisdom modifier 11th 3 4 3 __ __
12th 3 4 3 __ __
Spell attack modifier = your proficiency bonus +
your Wisdom modifier 13th 3 4 3 2 __
Ritual Casting 14th 3 4 3 2 __
You can cast a Shaman spell as a ritual if that spell has the 15th 3 4 3 2 __
ritual tag and you have it prepared.

16th 3 4 3 3 __
Earth Speaker 17th 3 4 3 3 __
Once you reach 7th level, you gain the ability to communicate
with plants and animals. Additionally, you learn the Shillelagh 18th 3 4 3 3 __
and Vine Whip cantrips if you did not already know them.

19th 3 4 3 3 1

Allfather's Guidance 20th 3 4 3 3 1


By 10th level, you've learned how to read the future enough to
get a glimmer of events to come, and prepare yourself
accordingly. You can cast Augury without using a spell slot
once a day. If the answer is Weal, you and all of your allies gain
a +1 to all Charisma checks, if the answer is Woe, you and all
allies deal +1 weapon damage on all attacks. If the answer is
Weal and Woe, you can choose between either benefit.
Alternatively, if the answer is nothing, you ignore the 25%
accumulative penalty for casting Augury.

Spirit's Warning
At 15th level, you have become so attuned to hearing the
spirits and dead around you that you can actively heed their
warning and advise. When you are an ally are attacked, you
can use your reaction to quickly heal them as if you casted
Healing Word at 3rd level. You can do this a number of times
per long rest equal to your Wisdom modifier (minimum of 1).
Additionally, you automatically succeed one Death saving
throw when you are dropped to 0 HP.

Final Judgment

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Jardalanin Spell List

Healing Word Hold Person Remove Curse


Cantrips (0 Level) Hex Lesser Restoration Revivify
Guidance Inflict Wounds Locate Animals or Plant Sending
Mending Protection from Evil and Locate Object Slow
Produce Flame Good Magic Weapon Speak with Dead
Resistance Purify Food and Drink Misty Step Vampiric Touch
Spare the Dying Ray of Sickness Moonbeam
Thaumaturgy Sanctuary Prayer of Healing 4th Level
Shillelagh Shield of Faith Protection from Poison Banishment
Thorn Whip Speak with Animals Ray of Enfeeblement Blight
Unseen Servant Speak with Plants Confusion
1st Level Death Ward
Witchbolt
Animal Friendship 3rd Level Divination
Bane 2nd Level Beacon of Hope Dominate Beast
Bless Aid Bestow Curse Freedom of Movement
Charm Animal Augury Call Lightning Giant Insect
Cure Wounds Animal Messenger Clairvoyance Grasping Vine
Detect Evil and Good Barkskin Dispel Magic Guardian of Faith
Detect Magic Beast Sense Fear Locate Creature
Detect Poison and Disease Calm Emotions Haste Phantasmal Killer
Entangle Darkvision Mass Healing Ward Polymorph
Find Familiar Enhance Ability Meld into Stone Stoneskin
Goodberry Flame Blade Plant Growth
Guiding Bolt Gentle Repose Protection from Energy

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Multiclassing
As with most homebrew, multiclassing can cause unexpected
results. The following are rules on how to do so, though do so
at your own risk.
Prerequisites
To qualify for your new class, you must meet both the
prerequisites for your new class, shown in the Prerequisites
table, and the prerequisites of your current class.
Prerequisites
Class Ability Score Minimum
Raider Strength 13 and Wisdom 13

Proficiencies
When you gain a level in a class other than your first, you only
gain some of that class's starting proficiencies, as shown in
the Multiclassing Proficiencies table.
Multiclassing Porficiencies
Class Proficiencies Gained
light armor, medium armor, shields, simple
Raider weapons, martial weapons, one skill from the class's
skill list

Credits
Author: u/platinumsketch

Thanks to Reddit and r/UnearthedArcana for providing


feedback as well as simply checking out this class.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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