Oath of the Jomsviking

Jomsvikings are those who are staunchly pagan and dedicated to the worship of such deities as Odin and Thor.

They will fight for any lord able to pay their substantial fees. They sally forth from Jomsburg, one of the last pagan strongholds to the old gods.

Tenets of the Jomsvikings

A paladin who takes this oath is indoctrinated by another jomsviking.

  • Defend My Comrades. You are bound to defend your brothers and sisters and avenge their deaths if necessary. Do not speak ill or quarrel with them. Blood feuds between members are mediated by Jomsviking officers.
  • Fearless Against the Odds. You will not show fear or flee in the face of an enemy of equal or inferior strength. You can retreat in the face of vastly outnumbering forces.
  • Share the Spoils. All spoils of battle are equally distributed among the order.
  • Give Mercy Where Warranted. You will not harm the weak, the infirm, the elderly, or children.

Oath Spells

You gain oath spells at the paladin levels listed.

Alternately, you learn two runes at each of the levels below. If you learn runes, you gain proficiency in smith’s tools and woodcarver’s tools.

Paladin Level Runes Known Runes Active Spells
3rd 2 1 command, compelled duel
5th 4 2 enhance ability, enthrall
9th 6 3 bestow curse, fear
13th 8 4 freedom of movement, stoneskin
17th 10 5 circle of power, geas

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Galdralag. As a bonus action, you swear furiously at other creatures in an attempt to lure them into battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
  • Howling Rage. You can use your Channel Divinity to let out a bellowing scream that terrifies your opponents. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.


At 7th level, your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice.

  • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
  • The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.

Once you use this feature you can’t use it again until the start of your next turn.


Starting at 15th level, you move through an attacker, countering before the attack has even started. This effect seeks to defeat the attacker on the mental and physical plane. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.


At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you gain the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

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