OPEN GAME CONTENT: NORSE SUBCLASSES FOR FANTASY RPGS
Hervor Dying After the Battle of the Goths and Huns, by Peter Nicolai Arbo is in the Public Domain via Wikimedia Commons |
For links to my other D12 Subclasses Tables so far:
- Experts/Specialists (soon to be a full book including three more subclasses for demi-humans, three new classes for Alchemists, Demolitionists, and Inventors, new equipment, information on guilds and patrons, and more!)
- Wilderness
- City/Urban
- Naval/Sea
- Horror
- Fairy Tale
- Sword & Planet
- Criminal
- Slavic Folklore
- B/X Sorcerer Bloodlines
- You can also check out the subclasses tag for the latest updates
Offering by Lund, by Johann Ludwid Lund, is in the Public Domain via Wikimedia Commons |
Roll |
Subclass |
Class Modifications |
Cleric |
|
|
1 |
Godi |
A leader responsible for religious structure and
communal feasts, and one who does not engage in sorcery. Turn undead ability only works on arcane magic-users
(not undead). Must cast runestones when using cleric spells. Must shave their
heads and paint their lips, eyes, and upper ears black. |
2 |
A seeress
with the ability to foretell future occurrences. Can
use magic wands as if a magic-user. Once per week, can make a Wisdom ability
score check (roll 1d20 under Wisdom score, rolled in secret by the referee)
to divine the answer to one yes or no question. The ceremony involved to ask
the question takes 24 hours of uninterrupted meditation. The referee may
impose penalties on the roll based on the nature of the question. Cannot wear
plate mail, chainmail, or use a shield. Usually female, and possibly addicted
to henbane. |
|
Dwarf |
|
|
3 |
Dverge |
Wise smiths born of the blood and bones of
primordial giants. Can use magical research to
create magic armor, shields, swords, and weapons (see Classic Fantasy: Treasures).
Does not have the dwarf ability to detect construction tricks. It is possible
they know, or even guard, the location of doorways between worlds. |
Elf |
|
|
4 |
Álfar |
Luminous beings, related to the
race of gods known as the Vanir. Can cast either
cure disease or cause disease as a cleric once per week, but
the spell only works against humans. The offer of a gift and a roll of 12+ on
the Monster Reaction Roll table (see Encounters in Core
Rules) against an NPC álfar can counter the disease. Does not have
the elf ability to detect secret doors. Expects others to celebrate them at
an annual ceremony every autumn. May or may not be reincarnated humans. |
Fighter |
|
|
5 |
Berserker |
Warriors who fight in a trance-like fury, and part
of an animal cult dedicated to bears (Berserker), boars (Jöfurr), or wolves (Úlfhéðnar). Immune to non-magical fire. Reduces all damage
from iron weapons by 1 hp. Cannot wear armor. Gains +2 to AC if not wearing
armor. Must wear the skin of its cult animal. |
6 |
Shield Maiden |
Powerful, battle-scarred warriors who charge at the
forefront of battle, inspiring others and noting the bravest fighters for
recognition in the afterlife. Must use
a shield. Any companion fighting within 10’ of a shield maiden gains +1 to
saving throws versus fear effects. Anyone who dies fighting alongside a
shield maiden is considered worthy to enter the realm of the gods. |
7 |
Viking |
Seafaring raiders, warriors, explorers, and traders
who farm, fish, or craft when not at sea. Not affected by
fighting on unstable surfaces (see Unstable Surfaces under Other
Combat Issues in Core Rules). As an expert navigator,
has only a 2-in-6 chance of becoming lost while at sea. Cannot wear plate
mail. |
Halfling |
|
|
8 |
Nisse |
A
household spirit and guardian who protects a family and its animals from evil
and misfortune. May choose to go adventuring to keep its charges safe. Must
pick another family to watch over and protect. Once per day, can try to scare
a target within 10’. The target must be someone who has threatened the family
protected by the nisse. If the target fails to save versus spells, it
believes the Nisse to be a powerful monster and will attempt to flee. The
target may make a save attempt each round to break the effect. Undead and
non-intelligent creatures are not affected. Short tempered and will play
tricks on those who offend it. Probably has a white beard and a red hat.
Loves to celebrate the winter solstice. |
Magic-User |
|
|
9 |
Vitki |
The vitkar are sorcerers and magicians who seek
knowledge through learning new runes and have a special connection with
animals. 2-in-6 chance to know a rune
concerning history, animals, or magic. Increases to 3-in-6 at 3rd
level, 4-in-6 at 7th level and 5-in-6 at 11th level. Can
have one animal companion with a total number of Hit Dice not exceeding the
Vitki’s level. The referee makes a monster reaction roll with a result of 9
or higher indicating the animal becomes the Vitki’s companion. Only wild
animals may become companions and once attached to a Vitki, they never check morale.
Animal companions that die may be replaced at the following level. |
10 |
Seiðkona |
A practitioner of magic relating to both the telling
and shaping of the future, including the ability to commune with the dead. Adds remove curse and curse to the list
possible spells known and must learn both spells at 5th level. Victims
of a seiðkona’s
curse save at -2. Once per week, can attempt to speak with the dead with a 1-in-6
chance, limited to three yes or no questions. The dead speak with the same
language they had in life. If the body has been dead longer than a week, only
two questions may be asked, and longer than a year, only one question may be
asked. Answers are brief and often ambiguous. Speak with dead increases to 2-in-6
at 4th level, 3-in 6 at 7th level, 4-in-6 at 10th,
and 5-in-6 at 13th level. Usually wears a blue cloak with a
headpiece of black lamb’s wool trimmed with white ermine and carries a
distaff to represent the spinning threads of fate. |
Thief |
|
|
11 |
Raider |
Younger people who do not stand to inherit much from
their parents; ambitious but dissatisfied with their lot in life, and who
want to better themselves. As an expert navigator, has only a 2-in-6 chance of becoming lost
while at sea. +1 to attack rolls with swords or spears. At 2nd
level, gains 1d4+1 raiders (see Pirates in Classic Fantasy
Monsters) with +1 morale. Does not gain the thief abilities to Read Languages
or Use Scrolls. |
12 |
Skald |
A composer and reciter of poems that honor heroes
and their deeds. Companions within 10’ of
the skald gain a +2 bonus on saving throws versus fear effects, and NPCs in
the skald’s party within 10’ gain a +2 bonus to loyalty and/or morale. The
skald must recite epic poems or stories during battle using fanciful wordplay
known as kennings. Companions who cannot hear the skald do not gain the above
bonuses. 2-in-6 chance to know lore related to history, folk tales, and
legends. Increases to 3-in-6 at 3rd level, 4-in-6 at 7th
level and 5-in-6 at 11th level. Does not have the thief skills of Climb
Sheer Surfaces, Find/Remove Treasure Traps, Open Locks, or Pick Pockets. |
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