TEXT: Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  EXHAUSTION
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  LEVELS
  FAILURES
  DEATH SAVES
  HIT DICE
  ATTACKS: WEAPONS & CANTRIPS
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  CONDITIONS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Asatru (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  Light
  Medium
  Heavy
  +3
  +2
  30 feet
  +2
  +2
  +2
  -1
  +0
  +1
  +2
  -1
  +2
  +0
  -1
  -1
  +0
  +0
  +1
  +5
  +0
  +2
  -1
  +3
  +1
  +1
  -1
  +2
  +2
  Barbarian 1
  Bear Warriors
  Human
  16
  14
  15
  9
  11
  13
  +5
  -1
  +2
  +0
  +4
  +1
  14
  Greataxe (Heavy, Two-handed)
  Handaxe (Light, Thrown)
  Javelin (Thrown)
  
  
  
  STR
  STR
  STR
  +5
  +5
  +5
  Melee
  20/60
  30/120
  1d12 +3 slash.
  1d6 +3 slash.
  1d6 +3 pierc.
  14
  Unarmored Defence
  1d12
  14
  12
  10
  Vikingr
  Greataxe
  2 Handaxes
  4 Javelins
  Explorer’s Pack: 
   - backpack
   - bedroll
   - mess kit
   - tinderbox
   - 10 torches
   - 10 days of rations
   - waterskin
   - 50 feet of hempen rope strapped
  to the side of the backpack
  Common
  Unarmored Defense
  10 
  +Dex 
  +Con
  Rage
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  ALLIES
  CLAN
  CLASS FEATURES AND NOTES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  RUNE
  ÆTT
  Bear Warriors (Birnir Rekkar)
  Berserkers. Bear-men. Savages. There are a number of epi-
  thets to define the folks from the mountains of Norrvegr 
  and they all describe their lifestyle pretty accurately.
  The Bear Warriors don’t talk much. They are practi-
  cal, spontaneous and tend solve every problem with brute 
  strength. Almost nobody can stop them once they commit.
  A true Bear Warrior will never pass a chance to 
  show his or her strength and will always be at the fore-
  front against any opponent.
  The Bears tend to wear heavy furs – usually bears’ 
  or from other mountain animals – and wield heavy 
  weapons to maximize their strength advantage with 
  devastating effects. Those who are skilled in magic wears 
  totems upon totems, made of bone, wood or any other 
  material avaible at the top of their mountains.
  An ancient motto of the lands of the North says: “It’s 
  not important to be friend with a Bear, what’s import-
  ant is that the Bear is on your side of the shield wall”.
  Heimdallr
  Rage: In battle, you fight with primal ferocity. 
  On your turn, you can enter a rage as a bonus 
  action. While raging, you gain the following ben-
  efits if you aren’t wearing heavy armor: you have 
  advantage on Strength checks and Strength saving 
  throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage 
  roll that increases as you gain levels as a barbarian, 
  as shown in the Rage Damage column of the Bar-
  barian table. You have resistance to bludgeoning, 
  piercing, and slashing damage.
  If you are able to cast spells, you can’t cast them 
  or concentrate on them while raging. Your rage 
  lasts for 1 minute. It ends early if you are knocked 
  unconscious or if your turn ends and you haven’t 
  attacked a hostile creature since your last turn or 
  taken damage since then. You can also end your 
  rage on your turn as a bonus action. Once you 
  have raged the number of times shown for your 
  barbarian level in the Rages column of the Barbar-
  ian table, you must finish a long rest before you 
  can rage again.
  Unarmored Defense: While you are not wearing 
  any armor, your Armor Class equals 10 + your 
  Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  I am extremely loyal to traditions.
  Vikingr
  As Vikingr you are a resolute person, determined, 
  and convinced that the path you have taken is the 
  most direct for gaining glory and immortality, to 
  be worthy of entering the legends. 
  An exceptional fighter, without fear of death, you 
  often give in to excesses: violence and death ac-
  company you as inseparable lovers.
  Brotherhood of Blood: The blood pact that binds 
  you to your fellow raiders is worth more than any 
  family bond. 
  Each of them will put his life at risk in order to 
  protect you and will grant you all their aid, even 
  siding against those who are your superiors. 
  As Vikingr the population nurtures great respect 
  towards you as well as fear.
  Wealth. Raids are a great source of income, 
  risk your life to live better (Neutral)
  I hate those above me in the chain 
  of command.
  I do not know how to calm or moderate 
  my fury.
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  EXHAUSTION
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  LEVELS
  FAILURES
  DEATH SAVES
  HIT DICE
  ATTACKS: WEAPONS & CANTRIPS
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  CONDITIONS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Asatru (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  Light
  Medium
  Heavy
  Thrallr
  +1
  +2
  30 feet
  +2
  +2
  +2
  +0
  -1
  +3
  +2
  +0
  -1
  -1
  +0
  +0
  +1
  -1
  +5
  +1
  -1
  +2
  0
  +3
  +5
  +5
  +0
  +4
  -1
  Bard 1
  Human
  13
  15
  14
  11
  9
  16
  +1
  +0
  +4
  -1
  +2
  +5
  10
  Gjallarhorn
  Longsword (Versatile 1d10)
  Dagger (Finesse, Light, Thrown)
  
  
  STR
  DEX
  +3
  +4
  Melee
  Melee, 20/60
  1d8 +1 slash.
  1d4 +2 pierc.
  Longsword
  Dagger
  Leather Armor
  Entertainer’s Pack
   - a Backpack
   - a Bedroll
   - 2 costumes
   - 5 candles
   - 5 days of rations
   - a Waterskin
   - a Disguise kit.
  11+Dex
  Leather armor
  Common
  1d8
  13
  9
  9
  Flute, Liute, Drum
  Hand crossbows, longswords, rapiers, shortswords
  Bardic Inspiration
  Healing Word
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  ALLIES
  CLAN
  CLASS FEATURES AND NOTES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  RUNE
  ÆTT
  Gjallarhorn
  The Gjallarhorns are proud, dedicated and pragmatic.
  They are protectors born and raised, they are ready 
  to go any length to shield their companions, guiding 
  them to fight as single, cohesive force.
  While they carry weapons clothes and armors 
  of vastly superior quality to the Odin’s Eye, the 
  Gjallarhorns tend to favor dark and simple design over 
  lavish and shiny ones. In everyday life and on the battle-
  field, a Gjallarhorn favor actions over words.
  While every Gjallarhorn desires to show her valor 
  in a raid, they are all dedicated to protecting their 
  homeland first.
  A true Gjallarhorn is always ready to abandon 
  any task to rush back and defend the homeland when 
  it’s in peril.
  Freya
  I appreciate the simple joys of life.
  Thrallr
  Life is hard for a Thrallr, who has to settle for a 
  meager meal and a roof over their heads in ex-
  change for all their sweat. 
  Being away from one’s home and the feeling of 
  having no power over one’s own destiny can create 
  strong and tempered personalities. 
  A Thrallr often tries to redeem his life through 
  work or conducting business for his master, this 
  is how he might try to liberate himself. Freedom 
  and independence can be regrets, but also dreams 
  and goals.
  Protected by the Master: You are considered the 
  property of your master and, as such, you have val-
  ue.  You can always count on the support of your 
  master, able to help you in case of need even after 
  having redeemed yourself through your labors. 
  Food and shelter for the night you will always have 
  at your master’s house unless you have escaped or 
  done dishonorable deeds.
  Adventure. I would very much like the chains 
  of monotony of my slave life be broken to let 
  me live an adventure in life. (Chaotic)
  There is a mystery related to my previous life 
  that makes me more than a simple slave.
  Sometimes I forget my place.
  Cantrips:  You know the following cantrips: Minor 
  Illusion, Vicious Mockery
  Spells: You know the following spells:
  Dissonant Whispers, Faerie Fire, Healing Word, 
  Thunderwave. 
  Spell Slots: 2 of 1st level
  Bardic Inspiration: You can inspire others through 
  stirring words or music. To do so, you use a bonus 
  action on your turn to choose one creature other than 
  yourself within 60 feet of you who can hear you. 
  That creature gains one Bardic Inspiration die, a d6.
  Once within the next 10 minutes, the creature 
  can roll the die and add the number rolled to one 
  ability check, attack roll, or saving throw it makes. 
  The creature can wait until after it rolls the d20 
  before deciding to use the Bardic Inspiration die, 
  but must decide before the GM says whether the 
  roll succeeds or fails. Once the Bardic Inspiration 
  die is rolled, it is lost. A creature can have only one 
  Bardic Inspiration die at a time.
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  EXHAUSTION
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  LEVELS
  FAILURES
  DEATH SAVES
  HIT DICE
  ATTACKS: WEAPONS & CANTRIPS
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  CONDITIONS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Asatru (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  Light
  Medium
  Heavy
  +2
  +0
  30 feet
  +2
  +0
  +1
  -1
  +3
  +2
  +0
  -1
  +3
  +5
  +1
  +1
  +3
  +5
  +2
  +2
  +3
  +0
  -1
  +2
  +2
  +2
  -1
  +0
  +3
  Cleric 1
  Human
  14
  11
  13
  9
  16
  15
  +2
  -1
  +0
  +5
  +1
  +4
  9
  Odin's Eye
  Warhammer (Versatile 1d10)
  Shortbow (Two-hand., Amm.)
  
  
  STR
  DEX
  +4
  +2
  Melee
  80/320
  1d8 +2 bludg.
  1d6 +0 pierc.
  Chain Mail
  Shield
  Warhammer
  Shortbow
  20 darts
  Sacred symbol
  Priest Pack:
   - backpack
   - blanket
   - 10 candles
   - tinderbox
  16
  +2
  Chain Mail
  Shield
   - alms box
   - 2 blocks of incense
   - censer
   - vestments
   - 2 days of rations
   - waterskin
   - 50 feet of hempen rope strapped
  to the side of the backpack
  Common
  1d8
  18
  13
  15
  Huscarl
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  ALLIES
  CLAN
  CLASS FEATURES AND NOTES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  RUNE
  ÆTT
  Odin’s Eye (Odhinsauga)
  The Odin’s Eye Clan is the most powerful and feared 
  among the vikingar clans. It’s famous for its brave war-
  riors and great strategists, clad in shining armors and 
  armed with magnificent weapons. They’re able to over-
  whelm any enemy thanks to their superior numbers 
  and the perfect coordination of the warriors behind 
  the shield wall.
  The Odin’s Eyes consider themselves superior to the 
  other Clans and hope to, one day, unify all the people 
  of Midgardr under their banners, creating a kingdom 
  based on law and innovation.
  Freya
  Cantrips: You know the following cantrips: Guid-
  ance, Resistance and Sacred Flame.
  Spells: You know the following spells: 
  Bless, Cure Wounds, Detect Magic, False Life Purify 
  Food and Drink and Shield of Faith.
  Spell Slots: 2 of 1st level
  Ritual of the Honored Offering: At 1st level, as 
  part of a long rest, you can perform a ritual. Choose 
  a number of permanent injures equal to your Wis-
  dom modifier among any number of creatures. For 
  every benefit reaped by the ritual, the participant 
  that contributed can choose one (or more) of these 
  benefits, based on the number of offerings:
  • 
  Benefit of Fortune
  • 
  Benefit of Endurance
  • 
  Benefit of knowledge
  Blessed Scars: At 1st level, every time you take 
  damage while you are already under half your to-
  tal Hit points, you gain temporary Hit Points equal 
  to your Wisdom Modifier, and  you add that same 
  amount to your next attack and damage roll with 
  weapons you make in your next turn. 
  You can’t benefit from this feature if you already 
  have any amount of temporary Hit Points.
  For me, actions are worth more than words.
  Huscarl
  An honorable and respectable occupation with 
  good earnings but high risk. Being a Huscarl 
  means responsibility and integrity but sometimes 
  it is a position occupied by power or to give vent 
  to the bloodlust.
  Huscarl skills: A Huscarl remains such until his 
  death. Only Huscarl who are dishonorable or 
  guilty of crimes, betray the solidarity pact that 
  binds them. With this background, you can count 
  on the support of Huscarl guards, even from other 
  areas, if you are able to prove your membership. 
  Except for situations of open hostility.
  Oath. Nothing on this earth is worth more 
  than the oath of a man. (Lawful)
  What I must really protect I have yet to find.
  I have no half measures; everything for me is 
  black or white.
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  EXHAUSTION
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  LEVELS
  FAILURES
  DEATH SAVES
  HIT DICE
  ATTACKS: WEAPONS & CANTRIPS
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  CONDITIONS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Asatru (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  Light
  Medium
  Heavy
  30 feet
  Druid 1
  Human
  Common
  +2
  Icy Crows
  1d8
  Gothi
  -1
  +2
  30 feet
  +2
  +2
  +2
  +0
  +3
  +1
  +2
  +0
  +3
  +5
  +0
  +0
  +5
  +3
  +1
  -1
  +5
  +2
  0
  +1
  +1
  +1
  +2
  +2
  +3
  Human
  9
  15
  14
  11
  16
  13
  -1
  +2
  +2
  +5
  +2
  +1
  10
  Quarterstaff (Versatile 1d8)
  
  STR
  +1
  Melee
  1d8 -1 bludg.
  Quarterstaff
  Wooden Shield
  Leather Armor
  Druidic Focus
  Explorer’s Pack
   - Backpack
   - bedroll
   - mess kit
   - tinderbox
   - torch (10)
   - rations (10)
  11+Dex
  Leather armor
   - waterskin
   - hempen rope (50 feet)
  Common, Druidic
  1d8
  15
  13
  15
  Herbalism Kit
  Clubs, daggers, darts, javelins, maces, 
  quarterstaffs, scimitars, sickles, slings, spears
  Healing Word
  +2
  Shield
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  ALLIES
  CLAN
  CLASS FEATURES AND NOTES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  RUNE
  ÆTT
  Icy Crows (Jokullsrafn)
  The Icy Crows are famous for being meditative, serene 
  and intelligent.
  A member of the Icy Crows often has visions of 
  future events or cast the runes to peer beyond the veil 
  of fate. The Icy Crows are also experts of ancient magic 
  rituals passed on orally within the clan.
  A true Icy Crow live to serve the circle and its prin-
  ciples, she would do anything to preserve them.
  An Icy Crow will never pass the opportunity to tell 
  a story, recall a legend or pass down a myth. It doesn’t 
  matter how urgent are her obligations, she will always 
  find time to tell about the way of the Gods and keep the 
  culture of the Nordic people alive.
  Heimdallr
  I feel a great concern for the future that never 
  abandons my thoughts.
  Gothi
  Other Gothar through oral recognition of respect 
  for traditions educates the Gothi, as a child. Usu-
  ally, second-generation students choose this path, 
  but it is not strictly necessary, just like the social 
  class. This path is prohibited to slaves and rene-
  gades. These figures have the responsibility of pass-
  ing on traditions, rites and religious ceremonies to 
  future generations, keeping alive the spirituality of 
  the community. The common defects in a Gothi 
  are their excessive attachment to ancient traditions 
  and a lascivious infatuation with new ways, which 
  is completely opposed to his formation. Typical de-
  fects of the Gothi is neglecting their duties or ex-
  ploiting their social position for their own benefit.
  Good wishes and hospitality: As Gothi you are 
  welcome in any community that respects the tradi-
  tions of the Ancient Gods. You will be welcomed 
  in the halls of the Jarlr or the village chief; you 
  will be offered food and shelter for the night in 
  exchange for auspicious rituals. This welcome also 
  extends to those who accompany you.
  Tradition. My strength is that of the ancient 
  traditions, in that knowledge there is all that is 
  needed in my life. (Lawful)
  I put my community before all else.
  I do not accept versions of the world other 
  than that recounted in the traditions.
  Cantrips: You know the following cantrips: 
  Shillelag, Thorn Whip
  Spells: You know the following spells:
  Entangle, Faerie Fire, Goodberry, Healing Word. 
  Spell Slots: 2 of 1st level
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  EXHAUSTION
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  LEVELS
  FAILURES
  DEATH SAVES
  HIT DICE
  ATTACKS: WEAPONS & CANTRIPS
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  CONDITIONS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Asatru (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  Light
  Medium
  Heavy
  +3
  +1
  30 feet
  +2
  +1
  +2
  -1
  +1
  +0
  +3
  -1
  +3
  +1
  -1
  -1
  +1
  +1
  +0
  +5
  +1
  +1
  -1
  +0
  +0
  +0
  -1
  +1
  +3
  Fighter 1
  Human
  16
  13
  15
  8
  12
  10
  +5
  -1
  +1
  +1
  +4
  +0
  12
  Odin's Eye
  Chain Mail
  Assault Axe
  2 Handaxes
  Shield
  Explorer’s Pack: 
   - backpack
   - bedroll
   - mess kit
   - tinderbox
   - 10 torches
   - 10 days of rations
  16
  Chain Mail
   - waterskin
   - 50 feet of hempen rope strapped
  to the side of the backpack
  Common
  1d10
  18
  13
  11
  Handaxe (Light, Thrown)
  
  STR
  STR
  +5
  20/60
  1d6 +3 slash.
  Bondhi
  Second Wind
  +2
  Shield
  Assault Axe (Finesse)
  
  +5
  Melee
  1d8 +3 slash.
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  ALLIES
  CLAN
  CLASS FEATURES AND NOTES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  RUNE
  ÆTT
  Odin’s Eye (Odhinsauga)
  The Odin’s Eye Clan is the most powerful and feared 
  among the vikingar clans. It’s famous for its brave war-
  riors and great strategists, clad in shining armors and 
  armed with magnificent weapons. They’re able to over-
  whelm any enemy thanks to their superior numbers 
  and the perfect coordination of the warriors behind 
  the shield wall.
  The Odin’s Eyes consider themselves superior to the 
  other Clans and hope to, one day, unify all the people 
  of Midgardr under their banners, creating a kingdom 
  based on law and innovation.
  Heimdallr
  I believe that in order to obtain anything you 
  need sacrifice effort and commitment.
  Bondhi
  Being a Bondhi is in itself a matter of pride, per-
  sonal independence, a plot of land to cultivate and 
  to be able to say he is the lord in his own home are 
  goals to defend, whether they have been conquered 
  with prowess in battle, or through hard work and 
  commitment. Sometimes, however, this is not 
  enough and a Bondhi aspires to larger estates or 
  positions that are more prestigious.
  A Hearth to Return to: When choosing this back-
  ground, you also choose a location on Midgardr. 
  In that place, you have a plot of land with a house 
  and, at your discretion, a family waiting for you. 
  You are welcome by the community of that loca-
  tion and you can turn to them in times of need. 
  Ambition. I aspire to become something more 
  than just a landowner, the position of Jarlr or 
  even the glory of the Gods await me! (Any)
  Someone plots to have me lose what I have 
  conquered.
  Sometimes I forget my most important treas-
  ure: my home.
  Second Wind: You have a limited well of stami-
  na that you can draw on to protect yourself from 
  harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. 
  Once you usethis feature, you must finish a short 
  or long rest beforeyou can use it again.
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  EXHAUSTION
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  LEVELS
  FAILURES
  DEATH SAVES
  HIT DICE
  ATTACKS: WEAPONS & CANTRIPS
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  CONDITIONS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Asatru (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  Light
  Medium
  Heavy
  30 feet
  Monk 1
  Human
  Common
  +2
  Bear Warriors
  1d8
  Huscarl
  Human
  Common
  Shortsword (Finesse) 
  
  STR
  Melee
  Common
  +3
  +2
  +2
  +1
  +0
  +2
  -1
  +4
  +0
  +2
  +2
  +2
  +0
  +2
  +4
  -1
  +5
  +2
  +2
  +0
  -1
  -1
  -1
  +0
  +2
  +2
  16
  14
  13
  11
  15
  9
  +5
  +0
  +4
  +2
  +1
  -1
  9
  +5
  1d6+3 slash.
  Shortsword
  Darts x10
  Explorer’s Pack
   - Backpack
   - bedroll
   - mess kit
   - tinderbox
   - torch (10)
   - rations (10)
   - waterskin
   - hempen rope (50 feet)
  Common
  14
  12
  12
  Cook’s utensils
  Shortsword
  Unarmed Strike
  
  STR
  Melee
  +5
  1d4+3 bludg.
  Unarmored Defense
  10 
  +Dex 
  +Wis
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  ALLIES
  CLAN
  CLASS FEATURES AND NOTES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  RUNE
  ÆTT
  Bear Warriors (Birnir Rekkar)
  Berserkers. Bear-men. Savages. There are a number of epi-
  thets to define the folks from the mountains of Norrvegr 
  and they all describe their lifestyle pretty accurately.
  The Bear Warriors don’t talk much. They are practi-
  cal, spontaneous and tend solve every problem with brute 
  strength. Almost nobody can stop them once they commit.
  A true Bear Warrior will never pass a chance to 
  show his or her strength and will always be at the fore-
  front against any opponent.
  The Bears tend to wear heavy furs – usually bears’ 
  or from other mountain animals – and wield heavy 
  weapons to maximize their strength advantage with 
  devastating effects. Those who are skilled in magic wears 
  totems upon totems, made of bone, wood or any other 
  material avaible at the top of their mountains.
  An ancient motto of the lands of the North says: “It’s 
  not important to be friend with a Bear, what’s import-
  ant is that the Bear is on your side of the shield wall”.
  Freya
  Huscarl
  An honorable and respectable occupation with 
  good earnings but high risk. Being a Huscarl 
  means responsibility and integrity but sometimes 
  it is a position occupied by power or to give vent 
  to the bloodlust.
  Huscarl skills: A Huscarl remains such until his 
  death. Only Huscarl who are dishonorable or 
  guilty of crimes, betray the solidarity pact that 
  binds them. With this background, you can count 
  on the support of Huscarl guards, even from other 
  areas, if you are able to prove your membership. 
  Except for situations of open hostility.
  Being a guard does not mean being surly, I am 
  very nice and I love socializing.
  Protection. Those who have the strength to 
  defend themselves must first defend others. 
  (Honorable)
  I am here because I want to protect someone 
  in particular.
  I am tired of my life.
  Unarmored Defense: Beginning at 1st level, while 
  you are wearing no armor and not wielding a 
  shield, your AC equals 10 + your Dexterity modifi-
  er + your Wisdom modifier. 
  Martial Arts: At 1st level, your practice of martial 
  arts gives you mastery of combat styles that use 
  unarmed strikes and monk weapons, which are 
  shortswords and any simple melee weapons that 
  don’t have the two-handed or heavy property. You 
  gain the following benefits while you are unarmed
  or wielding only monk weapons and you aren’t 
  wearing armor or wielding a shield:
  • You can use Dexterity instead o f Strength for the
  attack and damage rolls of your unarmed strikes 
  and monk weapons.
  • You can roll a d4 in place o f the normal damage
  of your unarmed strike or monk weapon. This die
  changes as you gain monk levels, as shown in the
  Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed
  strike or a monk weapon on your turn, you can 
  make one unarmed strike as a bonus action. For ex-
  ample, if you take the Attack action and attack with 
  a quarterstaff, you can also make an unarmed strike 
  as a bonus action, assuming you haven’t already tak-
  en a bonus action this turn.
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  EXHAUSTION
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  LEVELS
  FAILURES
  DEATH SAVES
  HIT DICE
  ATTACKS: WEAPONS & CANTRIPS
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  CONDITIONS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Asatru (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  Light
  Medium
  Heavy
  +2
  +1
  30 feet
  +2
  +1
  +3
  -1
  +0
  +1
  +1
  +1
  +0
  +2
  -1
  -1
  +0
  +0
  +1
  +4
  +0
  +1
  -1
  +3
  +1
  +1
  -1
  +1
  +0
  Paladin 1
  Human
  15
  13
  16
  8
  10
  12
  +2
  -1
  +1
  +2
  +3
  +3
  Gjallarhorn
  Chain Mail
  Shield
  Longsword
  5 Javelins
  Sacred symbol
  Explorer’s Pack: 
   -backpack
   -bedroll
   -mess kit
   -tinderbox
   -10 torches
  16
  +2
  Chain Mail
  Shield
   -10 days of rations
   -waterskin
   -50 feet of hempen rope strapped
  to the side of the backpack
  +4
  +4
  1d6 +2 pierc.
  1d8 +2 slash.
  Common
  13
  1d10
  18
  10
  12
  Longsword (Versatile 1d10)
  
  STR
  Melee
  Javelin (Thrown)
  
  STR
  30/120
  Jarlr
  Divine Sense
  Lay on Hands
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  ALLIES
  CLAN
  CLASS FEATURES AND NOTES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  RUNE
  ÆTT
  Gjallarhorn
  The Gjallarhorns are proud, dedicated and pragmatic.
  They are protectors born and raised, they are ready 
  to go any length to shield their companions, guiding 
  them to fight as single, cohesive force.
  While they carry weapons clothes and armors 
  of vastly superior quality to the Odin’s Eye, the 
  Gjallarhorns tend to favor dark and simple design over 
  lavish and shiny ones. In everyday life and on the battle-
  field, a Gjallarhorn favor actions over words.
  While every Gjallarhorn desires to show her valor 
  in a raid, they are all dedicated to protecting their 
  homeland first.
  A true Gjallarhorn is always ready to abandon 
  any task to rush back and defend the homeland when 
  it’s in peril.
  Freya
  Jarlr
  Being a Jarlr means having great honor and respect 
  but it also means great expectations. 
  From an early age you grew up with the heroic tales 
  of your ancestors and you are expected to be wor-
  thy of their name. 
  Educated in the oral traditions of the Gods and in 
  the laws of your land, you must remember that you 
  are not superior to other men. 
  For a Jarlr the border between pride and arrogance 
  is likely to be very subtle, as well as the desire to 
  become more powerful or aspire to become king.
  Heroes Blood: When choosing this background, 
  you also choose a Midgardr location. In the chosen 
  location, you are considered the leader. 
  You, or your family, own the largest house in the vil-
  lage, which is also the center of the town’s social life. 
  Your opinion is highly valued as if it were the law. The 
  ardor of your ancient ancestors has been handed down 
  in your blood and elevates you among the proudest of 
  men. Great respect is due to you, and no one will ever 
  refuse you an audience or hospitality, you are worthy of 
  the name you hold among your peers.
  I feel like an ordinary person and reveal my 
  heritage only when necessary.
  Destiny. The hand of fate and the gods guides 
  me on the path to glory. (Any)
  I have a sacred task entrusted to me by an ora-
  cle, only I can accomplish it.
  Behind the mask of a powerful woman, there 
  is one weak and fearful.
  Divine Sense: As an action, you can open your 
  awarness to detect the presence of strong evil or 
  powerful good. Until the end of your next turn, you 
  know the location of any celestial, fiend or undead 
  within 60 feet of you that is not behind total cov-
  er. You know the type (celestial, fiend, or undead) 
  of any being whose presence you sense, but not its 
  identity. Within the same radius, you also detect 
  the presence of any place or object that has been 
  consecrated or desecrated, as with the Hallow spell.
  You can use this feature 2 times. When you finish a 
  long rest, you regain all expended uses.
  Lay on Hands: You have a pool of healing power 
  that replenishes when you take a long rest. With 
  that pool, you can restore up to 5 hit points. As an 
  action, you can touch a creature and draw power 
  from the pool to restore a number of hits points to 
  that creature, up to the maximum amount remain-
  ing in your pool.
  Alternatively, you can expend 5 hit points from 
  your pool of healing to cure the target of one de-
  sease or neutralize one poison affecting it.
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  EXHAUSTION
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  LEVELS
  FAILURES
  DEATH SAVES
  HIT DICE
  ATTACKS: WEAPONS & CANTRIPS
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  CONDITIONS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Asatru (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  Light
  Medium
  Heavy
  +0
  +3
  30 feet
  +2
  +3
  +1
  -1
  +2
  +2
  +3
  -1
  +4
  +2
  -1
  -1
  +2
  +2
  +2
  +2
  +2
  +3
  -1
  +4
  +2
  +2
  -1
  +3
  +4
  Ranger 1
  Human
  11
  16
  13
  9
  15
  14
  +2
  -1
  +5
  +2
  +1
  +2
  11
  Wolves of the Shadow
  Bearded Axe (Finesse, Light and Thrown)
  Leather Armor
  2x Bearded Axes
  Dungeoneer's Pack:
   - backpack
   - crowbar
   - hammer
   - 10 piton
   - 10 torches
   - tinderbox
   - 10 torches
   - 10 days of rations
  14
  Leather Armor
   - waterskin
   - 50 feet of hempen rope strapped
  to the side of the backpack
  
  DEX
  +5
  Melee, 20/60
  1d6 +3 slash.
  Common
  1d10
  14
  14
  12
  Vikingr
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  ALLIES
  CLAN
  CLASS FEATURES AND NOTES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  RUNE
  ÆTT
  Wolves of the Shadow (Myrkir Vargar)
  The Wolves of the Shadow are famous as ferocious war-
  riors, skilled in taking advantage of terrain in battle, 
  using simple – yet effective – team tactics to strike down 
  their enemies ta best possible moment. Among he Wolves 
  of the Shadow There are many Úlfheðnar, warrior-sha-
  mans that fight covered only in wolves’ pelts.
  The Wolves use simple equipment of low quality 
  and they wear wolves pelts and fangs as clothes or orna-
  ments. This makes them even more feral and savage in 
  the eyes of the other clans.
  The clan lives in harmony with nature, following 
  the Nine Virtues. According the Wolves reuniting the 
  clans under a single ruler would weaken the linage and 
  would be a terrible shame in the eyes of Aesir and Vanir. 
  They truly enjoy the natural competition between the 
  warriors of the North.
  Tyr
  I take maniacal care of my person, my body is 
  a temple dedicated to the gods.
  Vikingr
  As Vikingr you are a resolute person, determined, 
  and convinced that the path you have taken is the 
  most direct for gaining glory and immortality, to 
  be worthy of entering the legends. 
  An exceptional fighter, without fear of death, you 
  often give in to excesses: violence and death ac-
  company you as inseparable lovers.
  Brotherhood of Blood: The blood pact that binds 
  you to your fellow raiders is worth more than any 
  family bond. 
  Each of them will put his life at risk in order to 
  protect you and will grant you all their aid, even 
  siding against those who are your superiors. 
  As Vikingr the population nurtures great respect 
  towards you as well as fear.
  Challenge. My life is a constant challenge of 
  fate and the Gods, they will have to work hard 
  to end it. (Chaotic)
  My companions are my real family.
  I have no respect for anyone outside of what is 
  shown on the battlefield.
  Favored Enemy - Beasts: You have advange on 
  Wisdom (Survival) checks to track your favored 
  enemy, as well as on Intelligence checks to recall 
  information about them. 
  Natural Explorer - Forest: When you make an In-
  telligence or Wisdom check related to your favored 
  terrain, your profency bonus is doubled if you are 
  using a skill that you’re proficient in. While travel-
  ing for an hour or more in your favored terrain, you 
  gain the following benefits:
  • 
   Difficult terrain doesn’t slow your group’s 
  travel.
  • 
  Your group can’t become lost except by mag-
  ical means.
  • 
   Even when you are engaged in another activ-
  ity while traveling (such as foraging, navigat-
  ing, or tracking), you remain alert to danger.
  • 
   If you are traveling alone, you can move 
  stealthily  at a normal pace.
  • 
   When you forage, you find twice as much 
  food as you normally would.
  • 
   While tracking other creatures, you also learn 
  their exact number, their sizes, and how long 
  ago they passed through the area.
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  EXHAUSTION
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  LEVELS
  FAILURES
  DEATH SAVES
  HIT DICE
  ATTACKS: WEAPONS & CANTRIPS
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  CONDITIONS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Asatru (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  Light
  Medium
  Heavy
  Wolves of the Shadow
  Shortbow (Ammunition, Two-handed)
  Leather Armor
  Shortbow
  Quiver with 20 arrows
  Assault axe
  2 Daggers
  Thieves' tools
  Burglar’s Pack: 
   - backpack
   - bag of 1000 ball bearings
   - 10 feet of string
   - 5 candles
  14
  Leather Armor
   - crowbar
   - hammer
   - 10 pitons
   - hooden lantern
   - 2 flasks of oil
   - tinderbox
   - 5 days of rations
   - waterskin
   - 50 feet of hempen rope strapped
  to the side of the backpack
  
  DEX
  +5
  80/320
  1d8 +3 pierc.
  30 feet
  +2
  Rogue 1
  Human
  -1
  +2
  9
  16
  11
  14
  12
  13
  +3
  +0
  +2
  +1
  +1
  +3
  -1
  +4
  +5
  +1
  +0
  +1
  +2
  +1
  +1
  +3
  +2
  +1
  +1
  +3
  -1
  +1
  +7
  +2
  +1
  +5
  +1
  +2
  +5
  +2
  Common
  Thieves' tools
  +2
  Assault Axe (Finesse)
  
  DEX
  +5
  Melee
  1d8 +3 slash.
  Dagger (Finesse, Light, Thrown)
  
  DEX
  +5
  20/60
  1d4 +3 pierc.
  +3
  8
  1d8
  14
  11
  11
  Skògarmadhr
  Hand crossbows, longswords, rapiers, shortswords
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  ALLIES
  CLAN
  CLASS FEATURES AND NOTES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  RUNE
  ÆTT
  Wolves of the Shadow (Myrkir Vargar)
  The Wolves of the Shadow are famous as ferocious war-
  riors, skilled in taking advantage of terrain in battle, 
  using simple – yet effective – team tactics to strike down 
  their enemies ta best possible moment. Among he Wolves 
  of the Shadow There are many Úlfheðnar, warrior-sha-
  mans that fight covered only in wolves’ pelts.
  The Wolves use simple equipment of low quality 
  and they wear wolves pelts and fangs as clothes or orna-
  ments. This makes them even more feral and savage in 
  the eyes of the other clans.
  The clan lives in harmony with nature, following 
  the Nine Virtues. According the Wolves reuniting the 
  clans under a single ruler would weaken the linage and 
  would be a terrible shame in the eyes of Aesir and Vanir. 
  They truly enjoy the natural competition between the 
  warriors of the North.
  Heimdallr
  Expertise: At 1st level, choose two of your skill 
  proficiencies, or one of your skill proficiencies and 
  your proficiency with thieves’ tools. Your proficien-
  cy bonus is doubled for any ability check you make 
  that uses either of the chosen proficiencies.
  Sneak Attack: Beginning at 1st level, you know 
  how to strike subtly and exploit a foe’s distraction. 
  Once per turn, you can deal an extra 1d6 damage 
  to one creature you hit with an attack if you have 
  advantage on the attack roll. The attack must use a 
  finesse or a ranged weapon.
  You don’t need advantage on the attack roll if an-
  other enemy of the target is within 5 feet of it, that 
  enemy isn’t incapacitated, and you don’t have dis-
  advantage on the attack roll.
  Thieves’ Cant: During your rogue training you 
  learned thieves’ cant, a secret mix of dialect, jargon, 
  and code that allows you to hide messages in seem-
  ingly normal conversation. Only another creature 
  that knows thieves’ cant understands such mes-
  sages. It takes four times longer to convey such a 
  message than it does to speak the same idea plainly.
  In addition, you understand a set of secret signs 
  and symbols used to convey short, simple messag-
  es, such as whether an area is dangerous or the ter-
  ritory of a thieves’ guild, whether loot is nearby, or 
  whether the people in an area are easy marks or will 
  provide a safe house for thieves on the run.
  I grieve for the times in which I lived 
  in society.
  Skògarmadhr
  Being a Skògarmadhr is the lowest and most de-
  grading of human conditions. In your past, there 
  are terrible and dishonorable acts that have cost 
  you exile from your community. 
  The purpose of a Skògarmadhr is mainly to see the 
  dawn of the next day and make do with what you 
  can to survive. 
  But not all Skògarmadhr deserve the fate they face, 
  some are betrayed or framed by their enemies. 
  They can try to redeem their name, although it is 
  almost impossible.
  False Identity: After surviving in the woods during 
  the winter you have moved to an area far enough 
  away that no one knows your name or your story 
  and you have built a second fake identity, pretend-
  ing to be an oracle beggar, a freed slave or the only 
  survivor of a dark tragedy. 
  Meet other Skògarmadhr like yourself, scattered 
  throughout safe hiding places in the depths of 
  Midgardr’s forests.
  Traditions. Living far from society does not 
  prevent me from continuing to live according 
  to the customs of my people. (Lawful)
  I have a man who has sworn to kill me 
  on my heels.
  I feel constantly hunted and do not trust 
  anyone.
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  EXHAUSTION
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  LEVELS
  FAILURES
  DEATH SAVES
  HIT DICE
  ATTACKS: WEAPONS & CANTRIPS
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  CONDITIONS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Asatru (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  Light
  Medium
  Heavy
  Icy Crows
  Quarterstaff (Versatile 1d8)
  Leather Armor
  Quarterstaff
  2 Daggers
  Set of wooden Runes
  Arcane focus
  Rune carving set
  Priest Pack:
   -backpack
   -blanket
   -10 candles
   -tinderbox
  13
  Leather Armor
   -alms box
   -2 blocks of incense
   - censer
   -vestments
   -2 days of rations
   -waterskin
   -50 feet of hempen rope strapped
  to the side of the backpack
  
  STR
  +2
  Melee
  1d6 +0 bludg.
  30 feet
  +2
  Rune Master 1
  Human
  +0
  +2
  11
  14
  15
  13
  16
  9
  +2
  +2
  +1
  +3
  -1
  +2
  0
  +1
  +4
  +5
  +2
  -1
  +1
  +5
  +5
  +1
  +1
  +3
  +3
  -1
  +0
  +5
  +2
  +1
  -1
  -1
  -1
  +1
  +2
  +5
  Common
  +4
  1d4 +2 pierc.
  +2
  Rune carving set
  10
  1d8
  13
  15
  15
  Dagger (Finesse, Light, Thrown)
  
  DEX
  20/60
  Gothi
  Create the Futhark Circle
  Maintain the Futhark Circle
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  ALLIES
  CLAN
  CLASS FEATURES AND NOTES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  RUNE
  ÆTT
  Icy Crows (Jokullsrafn)
  The Icy Crows are famous for being meditative, serene 
  and intelligent.
  A member of the Icy Crows often has visions of 
  future events or cast the runes to peer beyond the veil 
  of fate. The Icy Crows are also experts of ancient magic 
  rituals passed on orally within the clan.
  A true Icy Crow live to serve the circle and its prin-
  ciples, she would do anything to preserve them.
  An Icy Crow will never pass the opportunity to tell 
  a story, recall a legend or pass down a myth. It doesn’t 
  matter how urgent are her obligations, she will always 
  find time to tell about the way of the Gods and keep the 
  culture of the Nordic people alive.
  Heimdallr
  Cantrips: You know the Guidance cantrip.
  Spells: Comprehend Languages, Cure Wounds, Her-
  oism, Shield of Faith, Tunderwave. 
  Spell Slots: two 1-st level spell slots.
  Futhark Circle: You can cast a rune circle, carv-
  ing with your magic the Futhark alphabet on the 
  ground. To do so, you use an action on your turn to 
  choose a point on the ground within 60 feet from 
  you, creating a 10 feet radius Futhark Circle.
  To maintain the circle active, you must use a bonus 
  action each turn, and you must be able to see it. 
  When a creature you can see attacks a target other 
  than you that is inside the circle, you can expend on 
  of yours Futhark Circle dice as a reaction and subtract 
  it to the enemy’s attack roll made against him. 
  You have a number of Futhark Circle dice equal to 
  your Wisdom modifier (a minimum of once), You 
  regain any expended Futhark Circle dice when you 
  finish a long rest. Your Futhark Circle die is a d6, and 
  changes when you reach certain levels in this class.
  I entrust myself to the Gods for every aspect 
  of my life.
  Tradition. My strength is that of the ancient 
  traditions, in that knowledge there is all that is 
  needed in my life. (Lawful)
  One day, in the world, there will exist no other 
  Gods but mine.
  I do not think I have the respect or considera-
  tion that I deserve.
  Gothi
  Other Gothar through oral recognition of respect 
  for traditions educates the Gothi, as a child. Usu-
  ally, second-generation students choose this path, 
  but it is not strictly necessary, just like the social 
  class. This path is prohibited to slaves and rene-
  gades. These figures have the responsibility of pass-
  ing on traditions, rites and religious ceremonies to 
  future generations, keeping alive the spirituality of 
  the community. The common defects in a Gothi 
  are their excessive attachment to ancient traditions 
  and a lascivious infatuation with new ways, which 
  is completely opposed to his formation. Typical de-
  fects of the Gothi is neglecting their duties or ex-
  ploiting their social position for their own benefit.
  Good wishes and hospitality: As Gothi you are 
  welcome in any community that respects the tradi-
  tions of the Ancient Gods. You will be welcomed 
  in the halls of the Jarlr or the village chief; you 
  will be offered food and shelter for the night in 
  exchange for auspicious rituals. This welcome also 
  extends to those who accompany you.
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  EXHAUSTION
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  LEVELS
  FAILURES
  DEATH SAVES
  HIT DICE
  ATTACKS: WEAPONS & CANTRIPS
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  CONDITIONS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Asatru (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  Light
  Medium
  Heavy
  -1
  +0
  30 feet
  +2
  +0
  +2
  +1
  +2
  +3
  +0
  +1
  +2
  +4
  +1
  +1
  +2
  +4
  +3
  -1
  +2
  +0
  +3
  +3
  +5
  +3
  +1
  +0
  +2
  Sorcerer 1
  Human
  9
  11
  15
  13
  14
  16
  -1
  +1
  +0
  +2
  +4
  +5
  Jotun's Sons
  +2
  1d6 +0 pierc.
  Shortbow
  20 darts
  2 Daggers
  Dungeoneer's Pack:
   -backpack
   -crowbar
   -hammer
   -10 piton
   -10 torches
   -tinderbox
   -10 torches
   -10 days of rations
   -waterskin
   -50 feet of hempen rope strapped
  to the side of the backpack
  Common
  Daggers, Darts, Quartestaffs, Slings, Spears, Light 
  Crossbow
  +2
  1d4 +0 pierc.
  8
  1d6
  12
  14
  Shortbow (Two-hand., Amm.)
  
  DEX
  80/320
  Dagger (Finesse, Light, Thrown)
  
  DEX
  20/60
  Vaeringi
  10
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  ALLIES
  CLAN
  CLASS FEATURES AND NOTES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  RUNE
  ÆTT
  Jotun Sons (Jothnarsønir)
  The Jotun Sons are mellifluous, cunning and full of tricks.
  It is a Clan of outcasts, proud of their dissolute 
  lifestyle and openly mocking the Nine Virtues. Their 
  clothes and equipment are usually eccentric, yet func-
  tional. They are, in fact, great experts of traps, poisons 
  and other obscure contraptions.
  Barring some rare accidents, the Jotun Sons try 
  to keep a neutral facade toward the other Clans: the 
  last thing they want is becoming the common enemy of 
  every other Clan of North.
  When a Jotun Son goes into battle, she always 
  takes time to find the best way to win without dying 
  and – although considered a dishonorable behavior by 
  many – this is a clear sign of the clan’s superior strategic 
  abilities. These qualities and their vast knowledge of the 
  magical arts makes them very sought after allies for over-
  sea raids, in spite of the outcast status. 
  Tyr
  Cantrips: You know the following cantrips: 
  Mage Hand, Message, Minor Illusion, and Ray of Frost
  Spells: You know the following spells: 
  Sleep, Thunderwave. 
  Spell Slots: 2 of 1st level.
  Son of Jotunheimr: The infinite cold is part of 
  you; like an endless source of power, once you have 
  used its magic potential it starts seeping on your 
  very flesh. 
  At 1st level, the first time you use all your spell slot of 
  a certain level, your body transforms into partial ice. 
  This transformation invigorates you, healing a num-
  ber of Hit points equal to the spell slot that triggered 
  the transformation plus your level, and you gain three 
  times that number as temporary Hit points.
  While you are in this state, you gain some benefits: 
  you gain resistance to Cold Damage and, as an ac-
  tion, you can inflict freezing pain with your touch. 
  Make a melee spell attack; if it hits, you deal damage 
  equal to 1d6 + Your Charisma modifier + the spell 
  slot level that triggered the transformation.
  These effects, as well as temporary Hit Points gained 
  from this feature, last for a minute.
  Once you used this feature for a particular spell slot 
  level, you cannot use it again for that level until you 
  perform a long rest.  
  I do not know the meaning of regret 
  and nostalgia.
  Vaeringi
  You are independent, curious and awake; you 
  are not interested in power but certainly in gold, 
  sometimes too much. 
  You have no ties to your native land and the world, 
  beyond the sea, you think is a land of opportunity 
  and income.
  Sacred Oath: The oath taken on the sword that 
  every Vaeringi carries when joining a merchant 
  group is considered sacred and more important 
  than any other bond on Midgardr. 
  Like Vaeringi you will always find passage by ship 
  or work to earn some money. You can even get help 
  from other Vaeringjar with whom you are not in 
  conflict.
  Dishonesty. I will do anything to get more 
  than I should from each transaction, especially 
  by using deception. (Dishonorable)
  I left because I was no longer welcome
   in my home.
  I leave everything behind a little too easily.
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  EXHAUSTION
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  LEVELS
  FAILURES
  DEATH SAVES
  HIT DICE
  ATTACKS: WEAPONS & CANTRIPS
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  CONDITIONS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Asatru (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  Light
  Medium
  Heavy
  +1
  +0
  30 feet
  +2
  +0
  +2
  -1
  +2
  +3
  +0
  -1
  +2
  +2
  -1
  -1
  +4
  +2
  +5
  +1
  +2
  +0
  -1
  +5
  +3
  +5
  -1
  +0
  +2
  Warlock 1
  Human
  13
  10
  15
  9
  14
  16
  +1
  -1
  +0
  +4
  +2
  +5
  10
  Jotun's Sons
  Leather Armor
  Spear
  Short Bow
  20 darts
  Arcane focus
  Dungeoneer's Pack:
   -backpack
   -crowbar
   -hammer
   -10 piton
   -10 torches
  11
  Leather Armor
   -tinderbox
   -10 torches
   -10 days of rations
   -waterskin
   -50 feet of hempen rope strapped
  to the side of the backpack
  Spear (Thrown, Versatile 1d8)
  
  STR
  +2
  +3
  20/60
  1d6 +0 pierc.
  1d8 +1 pierc.
  Common
  1d8
  11
  12
  12
  Short Bow (Two-hand., Amm.)
  
  DEX
  80/320
  Thrallr
  +5
  1d10 force
  Eldritch Blast
  
  CHA
  120
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  ALLIES
  CLAN
  CLASS FEATURES AND NOTES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  RUNE
  ÆTT
  Jotun Sons (Jothnarsønir)
  The Jotun Sons are mellifluous, cunning and full of tricks.
  It is a Clan of outcasts, proud of their dissolute 
  lifestyle and openly mocking the Nine Virtues. Their 
  clothes and equipment are usually eccentric, yet func-
  tional. They are, in fact, great experts of traps, poisons 
  and other obscure contraptions.
  Barring some rare accidents, the Jotun Sons try 
  to keep a neutral facade toward the other Clans: the 
  last thing they want is becoming the common enemy of 
  every other Clan of North.
  When a Jotun Son goes into battle, she always 
  takes time to find the best way to win without dying 
  and – although considered a dishonorable behavior by 
  many – this is a clear sign of the clan’s superior strategic 
  abilities. These qualities and their vast knowledge of the 
  magical arts makes them very sought after allies for over-
  sea raids, in spite of the outcast status. 
  Heimdallr
  My eyes hide a great sadness.
  Thrallr
  Life is hard for a Thrallr, who has to settle for a 
  meager meal and a roof over their heads in ex-
  change for all their sweat. 
  Being away from one’s home and the feeling of 
  having no power over one’s own destiny can create 
  strong and tempered personalities. 
  A Thrallr often tries to redeem his life through 
  work or conducting business for his master, this 
  is how he might try to liberate himself. Freedom 
  and independence can be regrets, but also dreams 
  and goals.
  Protected by the Master: You are considered the 
  property of your master and, as such, you have value. 
  You can always count on the support of your mas-
  ter, able to help you in case of need even after hav-
  ing redeemed yourself through your labors. 
  Food and shelter for the night you will always have 
  at your master’s house unless you have escaped or 
  done dishonorable deeds.
  Escape. Every day may be the right day 
  to escape and rediscover my freedom. 
  (Dishonorable)
  Plot a dishonorable deed together with 
  other servants.
  Resentment builds in me day by day.
  Cantrips: You know the Eldritch Blast and Mage 
  Hand cantrips.
  Spells: Hex, Shield. 
  Spell Slots: one 1-st level spell slot.
  Ranchor: You have an almost bestial behaviour. 
  Your skin is unnaturally tough and you react to any 
  menace with unbridled fury. Starting at 1st level, 
  while you are not wearing any armor, your Armor 
  Class is 13 + your Dexterity Modifier.
  As a reaction, when you are hit by a melee attack, 
  you lash out at your attacker, dealing force damage
  equal to your Charisma Modifier (minimum 1).
  Ageless Spite: Starting at 1st level, every time you 
  deal damage to a creature with a warlock spell or 
  cantrip and one or more damage dice rolls a 1, you 
  heal 1 hit point per such die.
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  EXHAUSTION
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  LEVELS
  FAILURES
  DEATH SAVES
  HIT DICE
  ATTACKS: WEAPONS & CANTRIPS
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  CONDITIONS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Asatru (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  Light
  Medium
  Heavy
  Icy Crows
  30 feet
  Wizard 1
  Human
  Common
  +2
  1d6
  Quarterstaff (Versatile 1d8)
  
  STR
  Melee
  Gothi
  Human
  Common
  +2
  +0
  +1
  +2
  +1
  +2
  +3
  +2
  -1
  +1
  +3
  +2
  +4
  +5
  +3
  +2
  +2
  -1
  +0
  +4
  +1
  +5
  -1
  -1
  -1
  +3
  +1
  +2
  11
  13
  14
  16
  15
  9
  +0
  +5
  +1
  +4
  +2
  -1
  8
  +2
  1d8 +0 bludg.
  Quartestaff
  Arcane Focus
  Spellbook
  Explorer’s Pack
   - Backpack
   - bedroll
   - mess kit
   - tinderbox
   - torch (10)
   - rations (10)
   - waterskin
   - hempen rope (50 feet)
  Common
  11
  12
  14
  Daggers, darts, slings, quarterstaffs, 
  light crossbows
  Fire Bolt
  
  INT
  120 feet
  +5
  1d10  fire
  
  Journey To Ragnarok © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  ALLIES
  CLAN
  CLASS FEATURES AND NOTES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  RUNE
  ÆTT
  Icy Crows (Jokullsrafn)
  The Icy Crows are famous for being meditative, serene 
  and intelligent.
  A member of the Icy Crows often has visions of 
  future events or cast the runes to peer beyond the veil 
  of fate. The Icy Crows are also experts of ancient magic 
  rituals passed on orally within the clan.
  A true Icy Crow live to serve the circle and its prin-
  ciples, she would do anything to preserve them.
  An Icy Crow will never pass the opportunity to tell 
  a story, recall a legend or pass down a myth. It doesn’t 
  matter how urgent are her obligations, she will always 
  find time to tell about the way of the Gods and keep the 
  culture of the Nordic people alive.
  Tyr
  Gothi
  Other Gothar through oral recognition of respect 
  for traditions educates the Gothi, as a child. Usu-
  ally, second-generation students choose this path, 
  but it is not strictly necessary, just like the social 
  class. This path is prohibited to slaves and rene-
  gades. These figures have the responsibility of pass-
  ing on traditions, rites and religious ceremonies to 
  future generations, keeping alive the spirituality of 
  the community. The common defects in a Gothi 
  are their excessive attachment to ancient traditions 
  and a lascivious infatuation with new ways, which 
  is completely opposed to his formation. Typical de-
  fects of the Gothi is neglecting their duties or ex-
  ploiting their social position for their own benefit.
  Good wishes and hospitality: As Gothi you are 
  welcome in any community that respects the tradi-
  tions of the Ancient Gods. You will be welcomed 
  in the halls of the Jarlr or the village chief; you 
  will be offered food and shelter for the night in 
  exchange for auspicious rituals. This welcome also 
  extends to those who accompany you.
  I spent much time as a foreigner, wandering 
  from one village to another, that I no longer 
  feel comfortable in the life of the community.
  Tradition. My strength is that of the ancient 
  traditions, in that knowledge there is all that is 
  needed in my life. (Lawful)
  I had a vision of the Gods and I want to find 
  them in person.
  Sometimes I change traditions or divination 
  results, to gain personal advantage.
  Cantrips: You know the following cantrips: 
  Fire Bolt, Light, Prestidigitation.
  Spells: Burning Hands, Find Familiar, Mage Armor, 
  Magic Missile, Shield, Sleep. 
  Spell Slots: two 1-st level spell slots.
  Arcane Recovery: You have learned to regain some 
  of your magical energy by studying your spellbook. 
  Once per day when you finish a short rest, you can 
  choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or 
  less than half your wizard level (rounded up), and 
  none of the slots can be 6th level or higher.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mana Project/Journey to Ragnarok - Pregen Characters Pack.pdf