Creating an Outlander

When making a Outlander, you must have a compelling backstory to why you choose such a lonesome life. such as simply they were raised by family outdoors teaching each other basics and instincts? Were they kicked out of their home early in life? Did they feel the need to start over? Or, was it because the town was to much and you needed solitude to focus and become in tune with your primal forges?.

Quick Build

You can make an Outlander quickly by following these suggestions. First, make Strength or Constitution your highest ability score, followed by either Dexterity or Wisdom. Secondly, Choose a Background that deals with Nature and the Outdoors (Outlander is Perfect… hint… hint).

Class Features

As a Nordic Outlander you gain the following class features.
Hit Points
Hit Dice: 1d12 per Nordic Outlander level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Nordic Outlander level after 1st


Armor: Light armor and medium armor
Weapons: Spears, Handaxes, Throwing Axes, Improvised Weapons (Small 1d4, Medium 1d6, Large 1d8)
Tools: Skinner’s Tools, Brewer’s Kit (See Below)
Skinner’s Tools: Fleshing tool, skinning knife, filet knife, skinning cleaver, shears, Drying hooks (5 minutes to salvage and skin resources)
Brewer’s Kit: copper pot, 3 flagons, heat rune, salt block, yeast block, honey block, waterskin, Kraken scale (1 day to make 3 flagons)
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Intimidation, History, Investigation, Religion or Nature.


You start with the following equipment, in addition to the equipment granted by your background:
(a) hide armor or (b) leather armor
(a) two hand axes or (b) two improvised weapons
(a) a dungeoneer’s pack or (b) an explorer’s pack
(a) 10 spears or (b) mending pouch (2 needles, 10ft of thread, 4 leather straps, and possibly a parchment of mending vendors if you are familiar with the area)

Table: The Nordic Outlander

Level Proficiency Bonus Features
1st +2 Darwinism, Trophy Hunter
2nd +2 Warrior’s Forte, Tracking
3rd +2 Outlander Archetype, Hills Have Eyes
4th +2 Ability Score Improvement, Warrior’s Forte
5th +3 Extra Attack (2)
6th +3 Rolling Stones Catch No Moss, Sportsman’s Forte
7th +3 Archetype Feature
8th +3 Ability Score Improvement, Sportsman’s Forte
9th +4 Bartender’s Friend
10th +4 Archetype Feature
11th +4 Extra Attack (3)
12th +4 Ability Score Improvement
13th +5 Never a “Milk Drinker”
14th +5 Battering Ram
15th +5 Archetype Feature
16th +5 Ability Score Improvement
17th +6 Challenger Division
18th +6 Siege Weapon
19th +6 Ability Score Improvement
20th +6 Nordic Halvgud

Darwinism Beginning at 1st level, you have significant experience in thriving within the most foul of lands, as well as dealing with those from the area. You gain proficiency in Perception and Medicine. In addition, you may learn up to two additional languages. If allowed by the DM you may gain resistance in 1 damage type (Cold, Fire, etc. possible basis of your homeland)

Trophy Hunter
Also, at 1st level you have a Nords calling to skin any creature you please and piece together parts of multiple skins to wear as a cloak. for every 10 Pelts you skin it becomes a “stack” (you may have up to {your strength modifier + proficiency bonus} stacks), and then you gain 1d6 “permanent/ Temporary” hit points. You may also salvage the creature for bones, meat, Etc.if allowed by the DM. When skinning animals roll a 1d100 per creature carved, on a 1-50% the creature is skinned correctly and can be attached to a “stack”, on a 51-75% you scrape and cut incorrectly and it must be repaired with a mending kit (uses 1 needle, 5ft of thread, and 2 leather straps to repair), on a 76-100% the skin is completely destroyed and cannot be mended. When you obtain “stack’s” and finish a combat situation in which you lose 50% of your Hit Points, roll a d100 per stack, use the same table as before but in order to repair an entire stack it requires double material.

Warrior’s Forte
At 2nd level, you adopt a particular warrior’s style as a specialty. You can take one additional Style at 4th level. Choose one of the following options:
Njords’ Arm
You gain a 2 bonus to attack rolls you make with ranged weapons.
Skadis’ Shield
As long as you are wearing Medium or Heavy Armor, you gain a +1 bonus to AC.
Sifs’ Arena
When duel wielding melee weapons, you gain a +2 bonus to attack rolls with your offhand weapon, as well as an advantage with attack rolls while in a 1 vs 1 combat situation. (once another member of either party enters the “arena” you lose the advantage)
Tyrs’ Tactics
When engaging a group of enemies with your party, you command the situation and your party may now “vote” on a specific target before combat that you as well as 1 other party member you choose gain an extra 1d4
2 damage on hit.
Aegirs’ Game
As long as you are not wearing heavy or medium armor, or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +2 bonus to AC.

Once you achieve 2nd level, you have learned how to track and eliminate your targets’. You may now cast the spell “Hunter’s Mark” as a 1st level spell without expending any spell slots up to twice per long rest. This increases to 4 times per long rest at 5th level, 6 times per long rest at 9th level, 7 times per long rest at 13th level, and 8 times per long rest at 17th level. As long as you have a target marked, you may expend a use of the spell to refresh its duration.

Outlander Archetypes
At 3rd level, you choose an archetype that will allow you to Fight the outdoors head-on or resist it’s cruel torture. Choose either Huntsman or Survivalist, detailed at the end of the class description. The archetype you choose grants you features at 3rd level, and then later at 7th, 10th, and 15th level.

Hills Have Eyes
Once you reach 3rd level, you intuitively can sense when enemies are around. You gain +5 when choosing to roll a perception check when looking for Humans and Beasts.

Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Along with another Warrior’s Forte. (As a Nordic Outlander you lose the ability to choose a Feat. in place of the Ability Score increase)

Extra Attack
Beginning at 5th level, you can attack twice, whenever you take the Attack action on your turn. You gain an additional extra attack at 11th level. If your extra attack is with an improvised weapon gain advantage on the attack roll.

Rolling Stone’s Catch No Moss
Starting at 6th level, you are no longer affected by difficult terrain also, while outdoors in combat movement speed is doubled. In addition you take no disadvantage from leaving combat indoors or outside.

Sportsman’s Forte
Once you achieve 6th level you obtain a Sportsman’s forte commonly referred by the Nords as an “Ullers’ Sport”, you gain another forte once again at 8th Level.
Odins’ War
You gain a hard understanding of the lands, gain a 4 bonus to attack rolls as well as an extra 1d61 damage, when targeting a beast, dragon, or monstrosity.
Hels’ Love
Gain resistance to Necrotic, Poison, and acidic damage, as well as advantage on Constitution saves.
Freys’ Fertility
Enemy Plant-like, Sylvan, or fey creatures roll disadvantage on attacking you. Fire damage you do to these creatures is doubled.
Forsetis’ Law
You gain the ability to pinpoint weak spots on certain enemies, roll an extra ((1d4)d6) as damage on true humans or a ((1d4)d4) on Humanoid Creatures.
Aegirs’ Storm
You have become a hardened and skilled warrior, while having a handaxe, spear or Bow equipped gain +1 AC on land or +2 AC in water (rain included).

Bartenders’ Friend
Beginning at 9th level, You gain proficiency in Persuasion also, Whenever you are inside a Tavern, bar, Inn, Etc. Gain Temporary proficiency on Deception as well as Insight.

Never a “Milk Drinker”
Starting at 13th level, you have advantage on an Intimidation (Charisma) check as well as an extra 1d6+2 damage with improvised weapons (this increases to a 1d8+2 at 16th level) when you have consumed 1 Krakens’ Mead you’ve created, Last 1 Hour per drink consumed.

Battering Ram
Starting at 14th level, you have advantage on initiative as well as attack rolls when surprising an enemy, also gain advantage on grappling and shoving (Strength/ Athletics) while in any combat situation.

Challenger Division
At 17th level, you have learned that you can succeed even when you fail. Up to (1d4) times per long rest you can choose to minimally succeed a failed roll (even a Critical Fail).

Siege Weapon
Starting at 18th level, you have won the battle with the lands and can now harness its power to assist you, Gain triple advantage (3d20) Strength checks (friendly buffs do not stack with this ability such as Bulls’ Strength, enlarge, etc.) when utilizing large objects (toppling trees, tossing large rocks, flipping wagons, Etc.) as well as carrying Ballistas and Battering Rams (with half movement speed) and pulling around Trebuchets and Catapults (with Quarter movement speed) while doing double damage to structures with the weapons stated.

Nordic HalvGud
At 20th level, you’ve reached a potential most only dream of. When you drop below half Hit Points the sky roars out in a symphony of Horns heard within 600ft anyone within this area can easily locate the origin of sound and may investigate (DM’s Discretion), you also gain resistance to All damage attacks against you, then you begin to regain 8+ your Constitution modifier+ Strength modifier hit points at the start of each of your party members turns. (maximum of 3 rounds, the horns last an entire “combat scenario”) this ability may be used once after a long rest.


The archetypical Hunter thirsts for the thrill of the hunt regardless of what his target is, if it’s dead he’s happy.

Quarry Hunting
For a 3rd level medieval hunter, focusing on getting the kill while not scaring away nearby game so you may thrive and feed becomes your priority, gain proficiency with the Longbow. Ranged attacks more than 30ft gain +2 to hit, and if you are able to drop the target with a single blow creatures with a 4 or less Intelligence do not notice their fallen, unless they are investigated.

Primitive Warrior
Starting at 7th level, you have unlocked your ancestry and how they survived in the most unforgiving of lands, gain the ability to craft or upgrade old arrows/ spears into +2 arrows/ +2 spears (Damage) using stone and wood (Maximum of 10/5 each daily), and advantage on Survival and Nature rolls.

Mongolian Draw
Starting at 10th level, you have learned your way around the longbow and the pain it can inflict, while less than 30ft from a target using the longbow you disregard its disadvantage, if struck you inflict an extra 2d8 damage, and stun the target for 1 round (Targets between Large and Gargantuan may make a Constitution saving throw to deny the stun)

Coup de Grace
Starting at 15th level, you are out to seek blood and glory any way possible. Prior to initiating combat, you can roll advantage on stealth as well as attack for triple damage with a ranged attack if you stealth and hit are successful. While in combat with the same target using a bladed melee weapon; less than 5ft from your target, gain +2 for your attack rolls and if you hit, double the damage (Critical successes would then Quadruple the damage done).


The archetypical Survivalist thrives on adapting to his environment, as we’ll as staying out of danger if avoidable, if not it’s all about survival of the fittest. all about the 10 P’s (Piss Poor Preparation leads to Piss Poor Performance, Piss Poor Performance lead to Pain)

Piss Poor
Once you achieve 3rd level, You are use to living in minimal conditions and sneaking past those who would gladly use your bones as fertilizer, gain proficiency in Survival and Stealth, when making rolls using those abilities your proficiency bonus is doubled.

Starting at 7th level, you’ve distinguished the difference between safety and danger, and that you may have to fight those who are in your way. Before combat you may learn the locations of all hostilities within your line of sight (Traps, Enemies, Etc.) and cannot be surprised, this effect lasts 2 hours and you can use it once per short or long rest. during the 2 hours all enemies who attack you with melee weapons have disadvantage.

Beginning at 10th level, you prefer to dodge, duck, dip, dive and dodge attacks when a creature targets you, gain +4 AC to a single enemy primarily focusing you with their attacks. if the attack misses you and they are in range of your equipped weapon you gain a counter attack roll on them, +2 to hit and add an 1d8 damage. (this ability can be used twice per long rest)

Starting at 15th level, you have figured that being first to attack can make or break an operation. When you roll initiative, you gain +4 or -4 (your choosing). If you are the 1st to initiate you gain an extra attack that does double damage as well as stuns an enemy for 1 round, if you are last to attack you can act before combat begins to hide, gain a +(1d12) to your stealth roll and you can use teammates, enemies, or objects as your hiding location.