Ullerpewaz/Skadipewaz Conclaves

Uller is the son of the grain goddess Sif, which makes him stepson of the thunder god Thor. He is known as an excellent archer, hunter, skater, and skier. Uller is often invoked before duels and his combat prowess is such that shields are known as “Uller’s ship.” Uller’s bravery is such that he alone was substituted for Odin when he was in exile. To that end, Uller is also a deity upon whom oaths are sworn.

Ullerpewaz are Uller’s high priests and they exemplify his knack for travel, the rule of law, and archery. A similar cult known as Skadipewaz worships the hunting goddess Skadi.

Uller’s Gifts

You can learn the secret of runecasting or herbal lore when you reach certain levels in this class, as shown in the table below. If you learn a rune, it can be beneficial or cursed runes. The total number of runes or herbs you can have active at one time increases with your ranger level.

You have proficiency in woodcarver’s tools and herbalist’s kit. If you already have proficiency with either of these tools, you can choose another set of tools.

Ranger Level Runes/Herbs Known Runes/Herbs Active
3rd 1 1
5th 2 1
9th 3 2
13th 4 2
17th 5 3

Uller’s Oath

When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Runic Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you can apply any rune you have learned. Once per turn when you fire an arrow from a shortbow or longbow as part of the attack action, you can apply one of your Runic Shot options to that arrow. You decide to use the option before the arrow hits, unless the option doesn’t involve an attack roll. For beneficial effects, you must “hit” an ally by firing the runic arrow over their head (you must still roll to hit the ally’s AC but you do not inflict any damage). For enemies, you must roll to hit the target. For runes that have an area of effect, it centers on where the arrow hit. For effects that last longer than an hour or have permanent effects, the runic shot’s effect lasts for 1 round per ranger level. For effects that use a charge, the runic shot uses up one charge and cannot be reused. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain an additional Runic Shot option of your choice when you reach certain levels in this class: 5th, 9th, 13th, and 17th level.

Cold Skirmisher

At 5th level, you are difficult to pin down during a fight.

You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. Your movement is also unaffected by cold or ice terrain.

Uller’s Ship

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack‘s damage. You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Curving Shot

At 11th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a runic shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Runic Shot remaining, you regain one use of it.

Section 15: Copyright Notice

5E RPG: Viking Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.