Homebrew Aesir Marks Species Details
An elf manipulates a lord into giving him more fortune than he should, a warrior unleashes a thunderstorm around him, a huntress spots an ambush designed to kill her. Each of these people possesses a Æsir mark, markings etched on the skin in vivid colors, magical power made flesh. Possessors of an Æsir Mark are powerful mortals, often given an important position in tribes and cities when they are not living on the fringes of society, set on goals only they understand. It is said that those Marks are tied to ancestry from Norse gods, also known as Aesir, intertwining their bloodlines with that of mortals. Powers came from such unions, profoundly altering the lives of those it touched. A Mark manifests in a person around adolescence, as streaks of paint like pigments appear over their body, though not every heir manifests the mark
Aesir Marks Traits
Aesir Marks (Norse God descendants)Corrupted Mark: The Mark of Ymir
Where most of the Aesir have left their mark on a race, there is another mark. Much less known, and often hidden because of the stigma it carries. Ymir the first giant was slain, but his essence didn't leave the world, tainting it instead. Many dwarves were affected by it, and their descendants bear this distinctive mark. It grants many powers, but also brings shame to families, shunning away their childbearing the mark.
Ymir: Primordial Giant
Ymir is the personification of the chaos before creation. Ymir had great power over the element of ice, which was what its Jotnar children inherited from him. He was tremendously durable and strong, being able to fight alone against the Aesir.
Ability Score Increase
Your Constitution score increases by 1.
Ice Body
You have resistance to cold damage and ignore exhaustion caused by cold environments.
Primordial toughness.
While not wearing any armor your AC is equal to 13 + your Dexterity Modifier. You can equip a shield and still retain this benefit
Stupendous might
When you make a Strength (Athletics) check you can roll a d4 and add the number rolled to the ability check.
Speed
You have a movement speed of 25 feet
Variant Dwarf: Mark of Týr
Týr: Justice, Law and War
Tyr was the Norse god of war, a brave warrior and member of the Aesir tribe, he championed order and justice. He lost his arm to Loki's ferocious offspring Fenrir, the giant wolf. The one-armed god of the Norse pantheon, Tyr was represented war and bloodshed. Yet he was also known as a bringer of justice and order. Those bearing his mark represent that duality, fierce in battle but also fair in their judgment
Ability Score Increase
Your Wisdom or Strength score increases by 1
Thoughtful justice
When you make a Wisdom (Insight) check you can roll a d4 and add the number rolled to the ability check
Forged by war
Bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by 1
Lawful protection
Once per long rest if a creature you can see within 60 feet of you takes damage, you can use your reaction to reduce that damage by 2d10 and take that amount of damage instead.
Variant Elf: Mark of Freyja
Freyja: Love, Fertility and Death
Freyja (“Lady”), most renowned of the Norse goddesses, who was in charge of love, fertility, battle, and death. Her father was Njörd, the sea god. Pigs were sacred to her, and she rode a boar with golden bristles. A chariot drawn by cats was another of her vehicles. Greedy and lascivious, Freyja was also credited with the evil act of teaching witchcraft to the Aesir. Legend says that Freyja traveled through the world seeking a lost husband and weeping tears of gold. Her descendants are often sages amongst their village
Ability Score Increase
Your Wisdom or Charisma score increases by 1.
Primal understanding
You can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. The ability you increased with this subclass is your spellcasting ability for these spells.
Inherited wisdom
You gain proficiency in two of the following skills: Nature, Medicine, Arcana, Animal handling.
Variant Elf: Mark of Loki
Loki: Trickster and Schemer
Loki, in Norse mythology, a cunning trickster who had the ability to change his shape and sex. Although his father was the giant Fárbauti, he was included among the Aesir He was the principal cause of the death of the god Balder. Loki was bound to a rock as punishment. He is also father to many monstrous creatures said to cause the advent of Ragnarök. His descendants are known to also cause discord and dissent among the people they meet
Ability Score Increase
Your Charisma score increases by 1
Trickster's Magic
You know the Vicious mockery cantrip. Once you reach 3rd level, you can cast the Charm person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells. If you have the Spellcasting or the Pact Magic class feature, these spells are added to the spell list of your spellcasting class.
Schemer’s disguise
Once per short rest, you can cast the spell Disguise self, targeting yourself only.
Variant Human: Mark of Hod
Hod, blind and betrayed
Hod is a blind god and a son of Odin and Frigg in Norse mythology. Tricked and guided by Loki, he shot the mistletoe arrow which was to slay the otherwise invulnerable Baldr. Legend says that he was then slain by the gods. But perhaps he survived, and his powers manifest still in his descendants. He is blind, but the gods would desire that no occasion should rise of naming this god, for the work of his hands shall long be held in memory among gods and men
Ability Score Increase
Your Dexterity score increases by 2, and your Constitution score increases by 1
Godly Hands
You gain proficiency in Dexterity Checks (Sleight of hand) and with 2 artisan's tools of your choice. Whenever you make a check with any of these proficiencies you can add a d4 to the roll
Betrayed
You have advantage on Wisdom (Insight) checks to determine if someone is lying to you or trying to betray you.
Blindsight
You have blindsight to a range of 30ft
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/28/2021 12:33:57 AM
|
38
|
8
|
1
|
Coming Soon
|
Comments