Monday, February 16, 2015

Aesir Race breakdown for 5e


Aesir

The Aesir find their home in Asgard, a far-northern mountainous nation which is permanently glaciated.

They are a race of hunters and warriors who live by tribal units with its own king, each residing in timber-roofed great halls.

All Aesir worship Ymir, the frost giant. They are the blood enemies of the Vanir.

At the close of each winter, the Aesir begin their yearly raids, riding south on horseback to pillage townships of their cattle, wealth, and women. Men who surrender to Aesir warriors are usually spared. Those who resist are slain in a gruesome fashion. Aesir rarely burn a village they plunder, preferring to leave their targets fairly intact to allow the survivors to rebuild and provide another lucrative target in the future.

In battle, Aesir prefer the broadsword or battleaxe. Additionally, they rely upon their chain-mailed shirts, horned helmets, and wooden shields to protect them from the weapons of their enemies. Many Aesir learn to use the throwing axe, but most will refuse to learn the spear or bow, weapons they think are cowardly.

Only by dying in battle, with sword or axe in hand and courage in the heart, can an Aesir find his way to Valhalla, the after-life paradise sought by all Norsemen.

The Aesir live by conquest. When two Aesir fight, the winner takes his choice of the loser’s women, children, and animals.

Traits

First 2 Barbarian, then choose from Barbarian, Fighter, or Rogue

Traits

Ability Score Increase - Strength +2
Alignment Lawful Neutral
Size The Aesir are a tall race, standing between 5 to over 6 foot.
Speed 30 ft
Cultural Bravery: You have Advantage against Fear Savings Throws
Feats: Choose between Shield Master, Savage Attacker, or Charger
Languages: Nordheimr

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