Equipment
I have some changes I make to standard D&D equipment.
Sling
Slings should have a better range than the rules say. I change it so that when using a cast bullet, designed for usage in a sling, the range is the same as that of a shortbow. I believe the evidence shows that as a valid correction. When using a found stone, the distance is half of that of a shortbow, due to the random characteristics of the rock.
Foraging Stones
Foraging for stones, when the terrain makes it possible, requires a successful investigation roll. If successful, one stone per point above the DC per minute spent is retrieved. In most situations the DC would be very low, indicating a high probability of finding suitable stones.
Crafting Slings and Bullets
- A character may craft a sling in an hour using 5 copper pieces of material. Scrounged material can be used instead of spending money, but it won't be usable long term.
- Regular (lead) bullets may be purchased in most towns at a cost of 4–5 copper pieces for 20 bullets.
- Silver bullets might be available in marketplaces in larger towns at a cost of 5 SP/bullet.
- Bullets can be cast from metals such as lead or silver using a Sling Bullet Molding Set.
Sling Bullet Molding Set: Costs 1 GP, weighs 2 lbs, comes with a 5-bullet mold, a ladle for pouring the molten metal, and a small pot to melt the metal in. One lead bar (2 CP, 1.5 lbs) can make 20 bullets in 10 minutes. Silver bullets can be made at a cost of 4 SP per bullet.
A competent blacksmith can make a bullet molding set in a day. A business-savvy blacksmith could do it in a few hours for a higher price.
Note: 1.5 lbs (the weight of 20 lead bullets) is 24 oz. Coins are typically 1/3 oz, so each bullet (1.2 oz) takes 4 coins' worth of metal.
Lead and tin can be melted in a typical wood fire. Other metals like iron, steel, silver, and gold must be melted in a forge.
Spear
Wielding a spear two-handed adds the Reach property. This better reflects the reality of using a spear to control the area around the user.
Crafting
- A character with Smith's Tools proficiency can craft a spearhead.
- A character with Carpenter's Tools or Woodcarver's Tools proficiency can craft the shaft.
- Both are required to make a spear.
Cost: 10 SP per spear.
Time: 50 spears/week. A single spear takes a couple of hours. If two characters work on separate parts, time is halved.
If no forge is available, quadruple the crafting time due to building and using a crude forge.
+1 Spear Crafting
- Requires proficiency with Smith's Tools and Arcana.
- Uses a troll’s spleen and 500 GP in materials.
- Takes 2 weeks and a successful DC 8 Arcana check.
- Roll on Xanathar's Crafting Complications table on a natural 1.
Seax
Most Norse would use a seax rather than a Roman-style short sword. In D&D terms, treat it mechanically as a short sword. Single-edged, utilitarian, and common in Scandinavia.
Sword
The swords used by Vikings would be classified as longswords in D&D but are not long enough for two-handed use.
Dart
Darts, including plumbata-style darts, have a range of 40/160. All other dart rules remain the same unless an item, feat, or feature says otherwise.
Shield
Boss-grip round shields were standard. Lightweight, versatile, and easily replaced — but not very durable.
Padded Armor
Widespread and cheap. Often called a Gambeson in later France. In the early Viking age, it might be called a Kaftan or vápntreyja.
Character Building
Most Viking-age people were simple farmers. Even raiders farmed much of the year. Wealth and resources were scarce, especially in the early Viking age.
Custom backgrounds are available and preferred for historical flavor. Starting gear should reflect this.
Most standard D&D classes can be justified, though some fit better than others.
The Elemental Sorcerer is a D&D-VikingWorld homebrew class for characters whose innate elemental magic is shaped directly rather than prepared as ordinary spells. It uses one combined Spell/Sorcery Point pool, a Nova Limit, elemental cantrip forms, and its own metamagic options.
Playable races in the real world = humans. But for kid-friendly games, elves, dwarves, tieflings, dragonborn, and warforged are allowed.
For teaching games, I often use Mastery-based character advancement instead of pure XP or milestone leveling. Mastery advances characters when players show they understand the core rules and their own character options well enough to handle the next level.
Typical Clothing
A typical Scandinavian might wear:
- Turnshoes
- Nalbound socks
- Loose-fitting pants
- Winingas (leg wraps)
- Wool or linen tunics
- One or more thin belts
- Hoods and mittens for cold
Clothing lacked pockets and buttons. Small pouches were worn on belts.
Hybrid 2014 / 2024 Rules
D&D-VikingWorld is a hybrid of the 2014 and 2024 D&D rules, plus the house changes on this page. The live campaign platform at latitude.ronhelwig.com should stay in sync with this page.
2024 rules used in VikingWorld
- Second Wind uses the 2024 Fighter version: regain 1d10 + Fighter level HP as a Bonus Action; 2 uses at Fighter 1–3, 3 uses at 4–9, and 4 uses at 10+. Regain one expended use on a Short Rest and all expended uses on a Long Rest.
- Cure Wounds and Healing Word (and their Mass versions) use the 2024 healing amounts: Cure Wounds 2d8 + spellcasting modifier (plus 2d8 per extra slot), Healing Word 2d4 + spellcasting modifier (plus 2d4 per extra slot).
True Strike (VikingWorld)
True Strike is a Divination cantrip, 1 action, range 30 feet, S, duration 1 round. Target one creature you can see. It makes a Charisma saving throw; on a success the spell ends. On a failed save it is outlined in dim light of a color you choose and you learn its vulnerabilities (if any). If you later cast this on that creature again after learning its vulnerabilities and it fails the save, you learn its resistances (if any).
Until the end of your next turn, you and your allies that can see the target add your proficiency bonus to the first attack roll made on their turn.
Range increases by 30 feet at 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).
Weapon mastery properties from 2024 (Cleave, Vex, Slow, Topple, and so on) are used when a character has them.
Campaign platform rulings that belong here
These are already how Latitude plays and should stay documented on this wiki:
Gritty Rest
A Long Rest begins with a Short Rest. It does not restore hit points automatically. Characters may spend Hit Dice to heal. They regain up to half their maximum Hit Dice.
Exhaustion
VikingWorld exhaustion has 10 levels. Each level reduces Speed by 5 feet (minimum 10 feet). Exhaustion 10 is death.
Character Option No-Nos
Some things are not allowed unless very well justified:
- Plate armor — didn't exist in Viking age
- Greatswords (Zweihänder, claymore, etc.)
Some gear (like crossbows) is not available at character creation, but might be found through gameplay. Crossbows were known but rarely used in Scandinavia.