Vikings expands the familiar raider-and-longship trope into a full, encounter-ready hierarchy designed for 5e play. Rather than treating Vikings as a single brute-force threat, this supplement presents a complete ladder of clan life and war—from children and common folk through hardened warriors, disciplined shieldbearers, feared berserkers, ritual seers, and commanding jarls—each built to fill a specific role at the table.
Whether you need vulnerable noncombatants to establish stakes, aggressive raiders to break enemy lines, disciplined formations to hold ground on ship decks or narrow passes, elite household guards to protect leaders, or a warlord whose presence turns a skirmish into a saga, Vikings provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing encounters to grow from coastal raids and village defenses into full warband assaults and campaign-defining clashes. Magic is present but restrained, expressed through ritual, prophecy, and morale rather than battlefield spectacle.
Each Viking type is designed with a clear battlefield purpose, strong internal synergy, and GM-friendly abilities that emphasize formation fighting, momentum, leadership, and cultural cohesion. Use them as raiders, settlers, mercenaries, explorers, or conquering warbands—the structure is provided, the saga they carve into history is yours.
Viking Child (CR 0): Noncombatant youth raised within the clan. Harm to a child often provokes immediate and violent retaliation from nearby Vikings.
Viking Commoner (CR 0): Farmer, fisher, or craftsperson hardened by labor but untrained for war, armed only with tools or a simple axe when pressed.
Viking Youth (CR 1/8): Adolescents eager to earn their place through blood and courage, reckless in battle and dangerous in numbers.
Viking Thrall (CR 1/8): Enslaved laborer or captive forced into combat, poorly equipped and driven by fear rather than loyalty.
Viking Warrior (CR 1/4): Standard clan fighter armed with axe, spear, and shield, trained to fight in formation and support allies.
Viking Shieldbearer (CR 1/2): Disciplined frontline defender who anchors shield walls, protects allies, and holds ground under pressure.
Viking Raider (CR 1): Aggressive shock trooper trained for coastal assaults and boarding actions, built to break lines and exploit momentum.
Viking Scout (CR 1): Lightly equipped outrider skilled in terrain, stealth, and pursuit, used to guide warbands and harass enemies before battle.
Viking Berserker (CR 2): Frenzied warrior who fights through pain and fear, trading defense for overwhelming violence and relentless pressure.
Viking Huscarl (CR 3): Elite household guard sworn to a leader, disciplined, heavily trusted, and deadly in close formation.
Viking Rune Seer (CR 4): Ritual mystic who shapes battle through omens, runes, and restrained magic focused on control and morale.
Viking Champion (CR 5): Renowned hero of the clan whose presence inspires allies and turns the tide through superior skill and endurance.
Viking Jarl (CR 6): Clan leader and battlefield commander who directs warriors through authority, tactics, and personal reputation.
Viking Skald-Seer (CR 7): Saga-singer and prophet whose chants and curses influence fate itself, bolstering allies and unraveling foes.
Viking Warlord (CR 8): Supreme leader of a great warband whose command transforms raids into full-scale campaigns and decisive battles.
Viking Village: Maps specifically designed for Viking encounters and adventures.
License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)