Beyond The Wall Playbook - The Barbarian Namer
Beyond The Wall Playbook - The Barbarian Namer
Beyond The Wall Playbook - The Barbarian Namer
In the northern homeland of the barbarian folk, you were a child apprentice of the tribe’s Namer, from whom you learned
many secrets and the power of names. After being separated from your people and your ancestral lands, you found a new
home in the village. You still keep the stories and secrets of your people, though now you share them with new friends.
You are durable and wise. Your Constitution and Wisdom begin at 10, and all of your other ability scores begin at 8.
1d12 What was life like in your tribe? What did you learn from them? Gain
Your kinfolk lived in frozen lands and hunted seals and fished in cold fjords in order to survive +2 Con, +1 Str, +1 Wis,
1
the long winters. Skill: Boating
+2 Dex, +1 Int,
2 Your tribe was famous for its great leatherworkers and intricate tooling.
+1 Wis, +1 Cha
+2 Str, +1 Dex,
3 Your tribe was feared by its enemies due to its great and savage warriors.
+1 Con, +1 Cha
Your ancestors were famous for traveling to distant places and trading with the other tribes +2 Cha, +1 Con, +1 Int,
4
along the way. Skill: Haggling
+2 Int, +1 Wis, +1 Cha,
5 Your family were lorekeepers and storytellers for generations and kept the runes.
Skill: Storytelling
+2 Wis, +1 Str,
6 Your mother was the wise and courageous warrior queen of your folk.
+1 Con, +1 Cha
For generations your tribe was bound in servitude to the Dark One. You chafed under his rule +1 Str, +1 Dex, +1 Con,
7
before finding your freedom. +1 Int, +1 Cha
1d8 How did you come to this village in the southern lands? Gain
1 Your family was driven from the tribe for a terrible crime, real or imagined. +2 Wis, +1 Str
2 Wicked raiders came and destroyed your home. Only you escaped. +2 Dex, +1 Int
3 A great imperial power took your land to settle their veterans. +2 Str, +1 Cha
4 The Dark Lord has risen in the north, and it is safe there no more. +2 Int, +1 Dex
5 Your ancestral lands have become barren and the streams hold no fish. +2 Con, +1 Dex
6 Another barbarian tribe stole your people’s lands and forced you south. +1 Str, +1 Wis, +1 Cha
7 You were kidnapped by a sorceress and then accidentally rescued by the miller. +1 Con, +1 Int, +1 Cha
8 Your parents came to the south to look for a better life. +1 Con, +1 Wis, +1 Cha
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha
2 You found a quiet contentment working the loom with Grandmother Weaver. +2 Dex, +1 Wis.
3 One of the shepherds and his flock adore your company. +2 Con, +1 Int
4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex
5 The inkeep gives you a free drink when you share one of your people’s tales. +1 Con, +1 Int, +1 Cha
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con
7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis
You learned the secrets of your people. You become a level 1 Mage. You gain the class abilities Sense Magic and Spell
Casting, the skill Storytelling, the ritual Naming Ceremony, and the cantrip Beast Ken. The tables below will tell you
your other spells. What happened when you learned the ways of names?
1d6 What secrets did the old Namer teach you when you were his apprentice? Gain
Power over and with the animals of the wild places. You learned the following magics: +2 Int,
1
the spell Soothing the Beast, the ritual Bind Familiar, and the cantrip Conjure Sound. spells to left
The ways of the inscrutable and capricious fae of the frozen wastes. You learned the following +2 Wis,
2
magics: the spell Elf Shot, the ritual Faerie Call, and the cantrip Hexing. spells to left
The true language and knowledge of things that grow. You learned the following magics: +2 Wis,
3
the spell Entanglement, the ritual Staff of Might, and the cantrip Druid’s Touch. spells to left
How to keep the tribe alive in the harshest and deadliest of circumstances. You learned the +2 Wis,
4
following magics: the spell Healing Touch, the ritual Goodberry, and the cantrip Blessing. spells to left
The names and histories of the spirits of the unseen world. You learned the following magics: +2 Int,
5
the spell Abjuration, the ritual Circle of Protection, and the cantrip Second Sight. spells to left
How to be a figure of authority among all people. You learned the following magics: +2 Wis,
6
the spell Petrifying Gaze, the ritual Last Call, and the cantrip Druid’s Touch. spells to left
1d6 What craft did you learn from the Namer and now practice in the village? Gain
+2 Dex, +1 Con,
1 Secret signs and marks which tell a worthy recipient’s story.
Skill: Tattooing
+2 Str, +1 Int,
2 The ancient and closely guarded riddle of steel.
Skill: Blacksmithing
+2 Wis, +1 Dex,
3 The ways of shaping tree and branch.
Skill: Woodworking
+2 Con, +1 Wis,
4 The making of potions, poisons, and poultices.
Skill: Herbalism
+2 Cha, +1 Int,
5 Singing the ancient rhymes and stories of the northlands
Skill: Singing
+2 Int, +1 Wis,
6 The keeping of old lore and histories.
Skill: Ancient History
A warband of violent barbarians from your forgotten, rival tribe arrived to pillage. The friend +2 Int,
1
to your right rallied the village as you frightened them away, and gains +1 Int. Spell: The Howling
When a band of enormous, intelligent spiders came upon the village at night, few were awake.
+2 Int,
2 The friend to your right slew one of the largest while you trapped the others using their own
Spell: Web
tricks, and gains +1 Int.
A cruel knight errant and his retinue came to raid the village. The friend to your right struck +2 Con,
3
the knight a terrible blow while you forced the warband away, and gains +1 Con. Spell: Frozen Wind
The champion of a rival village came to town and won a brawling contest, but then refused to
+2 Con,
4 leave and began attacking the villagers. The friend to your right demanded he face a warrior
Spell: Ancestor’s Prowess
or leave before you bested him, and gains +1 Con.
Twisted goblins burst from a hole near the well and began putting fire to buildings. The friend +2 Wis,
5
to your right slew their leader while you dispatched his guards, and gains +1 Wis. Spell: Mystical Shield
The ghost of a wronged villager refused to rest and was haunting many folks. The friend to your +2 Wis, Spell: Ghostly
6
right bravely refused to flee while you commanded the spirit to depart, and gains +1 Wis. Commandment
3. Jot down your skills, class abilities, and starting equip- 8. Your Fortune Points are 3.
ment, as well as any other pieces of gear you may want
to buy. The Barbarian Namer begins with the following 9. Your hit points are 6 plus your Constitution bonus.
equipment: dagger, simple clothing, a healing poultice,
provisions for yourself and your friends for a week, the 10. Fill in your saving throws using the chart on the back
True Names of three spirits, and one silver coin. of this booklet.
4. Pick an alignment. Your character may be Lawful, Cha- 11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
otic, or Neutral. If you can’t decide, simply choose to be ons you think you might use. Your to hit bonus for a melee
Neutral; most people are. weapon is your BAB plus your Strength bonus, while you
use your Dexterity bonus instead for any missile weapons.
5. Your Base Attack Bonus comes from your class. As a Your Strength bonus also adds to the damage of any melee
level 1 Mage, you have a BAB of +0. weapon.
Base Breath
Attack Poison Weapon Polymorph Spell Magic Item
Level Experience Bonus Save Save Save Save Save
1 0 +0 14 15 13 12 11
2 2,500 +1 14 15 13 12 11
3 5,000 +1 14 15 13 12 11
4 10,000 +2 14 15 13 12 11
5 20,000 +2 14 15 13 12 11
6 40,000 +3 13 13 11 10 9
7 80,000 +3 13 13 11 10 9
8 150,000 +4 13 13 11 10 9
9 300,000 +4 13 13 11 10 9
10 450,000 +5 13 13 11 10 9
92 Copyright © 2020 Flatland Games, icons by Lorc under CC-BY