The Winterborne expands the arctic barbarian archetype into a full, encounter-ready tribal hierarchy designed for 5e play. Rather than treating northern raiders as a single brute stat block, this supplement presents a complete ladder of snow-born hunters, axe-wielding warriors, spirit-bound champions, and winter witches—from camp-tenders and scouts to berserkers, warcallers, and frost-marked chieftains—each built to serve a distinct role at the table.
Whether you need watchful snow scouts shadowing the party across frozen tundra, stealthy ice stalkers emerging from whiteout conditions, relentless berserkers crashing into the front line, ritual witches cursing foes beneath the aurora, or a frost chieftain uniting rival clans for a decisive raid, The Winterborne provides mechanically distinct stat blocks at every tier of play. The ladder scales naturally, allowing encounters to evolve from isolated hunting bands and survival conflicts into coordinated tribal assaults and mythic winter rites.
Each Winterborne role emphasizes terrain advantage, cold resilience, stealth in snow and ice, and brutal axe-focused melee combat. Their strength lies not in drilled formations or rigid military hierarchy, but in kin-bands, temporary alliances, spiritual leadership, and ferocious charges. Use them as tundra nomads, glacier raiders, coastal seal-hunters, spirit-bound witch clans, or seasonal war-hosts—the structure is provided, the frozen frontier is yours.
Winterborne Child (CR 0): Hardened youth raised in snow camps and ice-carved shelters. Already acclimated to cold and scarcity, they learn survival before they learn speechcraft.
Winterborne Commoner (CR 0): Hunters, fishers, hide-workers, and bone-carvers who sustain the tribe. Not professional warriors, but fully capable of defending camp when threatened.
Winterborne Snow Scout (CR 1/8): Light trackers and sentries who move silently across snowfields. They serve as the tribe’s eyes and vanish at the first sign of overwhelming force.
Winterborne Axeling (CR 1/4): Initiated warriors bearing hand axes and round shields. They fight in tight kin-groups and test their worth through small raids.
Winterborne Ice Stalker (CR 1/2): Stealth ambushers who use drifts, ridgelines, and whiteout conditions to isolate prey before striking.
Winterborne Fur Raider (CR 1): Core raiding force clad in layered hides and furs. Fast, direct, and brutal in close combat.
Winterborne Frost Berserker (CR 2): Rage-driven shock warriors resistant to cold and indifferent to pain. They lead the charge and refuse to retreat.
Winterborne Spirit Whisperer (CR 3): Tribal witch who communes with ancestral spirits and winter forces. Uses curses, blessings, and omen-reading to shape the battlefield.
Winterborne Blizzard Hunter (CR 4): Elite predator-warriors nearly invisible in snowfall or storm. They stalk targets across miles of frozen wilderness.
Winterborne Ice Witch (CR 5): Coven leader and ritualist who binds spirits, shapes frost, and protects the tribe with bone charms and winter rites.
Winterborne Warcaller (CR 6): Charismatic raid-leader who unites allied clans temporarily. Inspires feral charges rather than disciplined formations.
Winterborne Totem Bearer (CR 7): Spirit-bound champion embodying the primal aspects of wolf, bear, or mammoth. A living symbol of tribal strength.
Winterborne Storm Seer (CR 8): High witch who reads omens in the aurora and calls blizzards upon enemies. Feared even among allied clans.
Winterborne Frost Chieftain (CR 8): Dominant tribal leader chosen by strength and omen. Commands loyalty through reputation and victory, not bureaucracy or standing armies.
Winterborne can be found at the Winter Ice Wall or any of the arctic wilderness maps.
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