Homebrew Norse Species Details
The Norse are storm-born seafarers and mountain warriors from the fjord-scarved lands of Scandinavia. They live by axe, oar, and saga—raiding distant shores, trading with ice spirits, and defying gods who would see them kneel. In a world of dragons and giants, the Norse do not cower; they berserk.
History and Culture
Norse society is built on longships and longhouses. Jarls rule by strength and generosity; skalds keep the tales alive; goðar mediate between men and the old gods—or the new Christ, depending on the fjord. Runes are carved on blades to bite deeper, on prows to calm storms. Berserkers and úlfhéðnar strip to bear- or wolf-skins, bite shields, and charge into dragonfire without fear.
In a world of magic and monsters, the Norse are the monsters’ equals. They sail into Jörmungandr’s wake, duel frost giants on glacier fields, and drag sea-serpent carcasses home for mead-hall feasts. Death is a door, not an end—Valhalla or Hel awaits, and either is better than a straw death.
Roleplaying a Norse Character
You are a storm in human shape. You swear by Thor’s hammer, laugh at omens, and keep a tally of foes on your shield rim. You might be a shield-maiden with a dragon-prow ship, a rune-carver who speaks to storms, or a berserk who howls Odin’s name as exhaustion claims you. Your word is iron, your laughter thunder, and your grave will be the deck of a burning ship.
Norse Traits
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet
Seafarer
You have proficiency with vehicles (water) and ignore difficult terrain caused by ice or snow.
Berserk
Once per long rest, as a bonus action, you may enter a berserk state for 1 minute. While berserk:
You are immune to charmed and frightened.
When you take damage, you may use your reaction to make one melee weapon attack against the source (if within reach).
You have advantage on Strength checks and saving throws.
Your melee weapon attacks deal extra damage equal to your level.
You must end each turn having moved toward or attacked the nearest creature you can perceive (friend or foe); if none exist, the state ends early.
When the state ends, you gain one level of exhaustion. The berserk ends early if you fall unconscious or don heavy armor.







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