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A 5e Class by platinumsketch
1
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.
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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.
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.
arrows
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.
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.
Kónguló Klifrari
When applied to weapon, shield or set of armor, you gain a Raider's Stígur
climb speed of 20 ft.
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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.
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.
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.
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.
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 __ __
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
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
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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
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.
This document was lovingly created
using GM Binder.