TEXT:  
   
   
   
   
  
  1 
  CREDITS 
  Designer: Christopher Harding 
  Template: Simple Microsoft Word Template by Laura 
  Hirsbrunner 
  Cover Illustrator: Captioned as "The Norns". Under the image 
  a note says, "After the painting by [Karl] Ehrenberg". The 
  three Norns sit by the Urðarbrunnr. 
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast 
  product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
  pp 
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content 
  Agreement for Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2020 by Christopher Harding and published under the Community Content Agreement for Dungeon Masters 
  Guild. 
   
  
  2 
  TABLE OF CONTENTS  
  Credits ................................................................................ 1 
  Table of Contents............................................................... 2 
  Background ........................................................................ 3 
  Acquiring Markings .......................................................... 3 
  Sacrilegious Markings ...................................................... 3 
  Symbols .............................................................................. 4 
  Mystic Symbols .........................................................................4 
  Sacrilegious Mystic Symbols .................................................4 
  Ægishjálmur ......................................................................... 4 
  Draupnir ................................................................................ 4 
  Fenrir ..................................................................................... 4 
  Gungnir ..................................................................................5 
  Huginn and Muginn ............................................................5 
  Jörmungandr ........................................................................5 
  Mjölnir....................................................................................5 
  Sleipnir ...................................................................................5 
  Svefnþorn ..............................................................................5 
  Horns of Odin........................................................................5 
  Vegvisir ................................................................................. 6 
  Yggdrasil ............................................................................... 6 
  Animal Symbols ....................................................................... 6 
  Sacrilegious Animal Symbols ............................................... 6 
  Boar ........................................................................................ 6 
  Bear ........................................................................................ 6 
  Cat .......................................................................................... 6 
  Raven ......................................................................................7 
  Serpent ...................................................................................7 
  Wolf .........................................................................................7 
  Runes .................................................................................. 7 
  Sacrilegious Runes ................................................................... 7 
  Fehu - Cattle .........................................................................7 
  Uruz - Auroch .......................................................................7 
  þurisaz - Thorn ....................................................................7 
  Ansuz - Mouth .....................................................................7 
  Raidho - Wheel .................................................................... 8 
  Kenaz - Torch ...................................................................... 8 
  Gebo - Gift ............................................................................ 8 
  Wunjo - Joy .......................................................................... 8 
  Hagalaz - Hailstone ........................................................... 8 
  Naudhiz - Necessity ........................................................... 8 
  Isa - Ice ................................................................................. 8 
  Jera - Harvest ...................................................................... 8 
  Eihwaz – Yew Tree ............................................................. 8 
  Perþro – Dice Cup ............................................................... 8 
  Elhaz - Elk ............................................................................ 8 
  Sowulo - Sun ........................................................................ 9 
  Teiwaz – Creator ................................................................ 9 
  Berkana – Birch Tree ......................................................... 9 
  Ehwaz - Horse ..................................................................... 9 
  Mannaz - Mortal ................................................................. 9 
  Laguz - Water ...................................................................... 9 
  Inguz - Fertility .................................................................. 9 
  Dagaz - Day .......................................................................... 9 
  Othala - Home ..................................................................... 9 
  Appendix: A ...................................................................... 10 
   
   
   
  
  3 
  BACKGROUND 
  This document presents Nordic symbols and the Elder 
  Futhark runes used by clans and countries from both the 
  Viking Age (793-1066 AD), and Icelandic inspiration or 
  uses of Viking paganism, such as the popular Vegvisir 
  symbol, in an accessible and yet concise way without 
  going into extreme depth. Note, that while they are 
  based on real-world symbols and runes (Younger 
  Futhark), some of the wording will change to be more 
  accurately integrated into a Dungeons and Dragons 
  adventure or campaign. For example, a lot of symbols 
  refer directly to “men” meaning humans, but in your 
  setting there will most likely be more than just humans 
  in which case “mortals” shall be used in place. 
   
  These symbols and runes can be painted onto certain 
  items, carved into materials, or even tattooed onto the 
  skin. Runes are believed to descend from the gods, great 
  fragments of knowledge that should only be inscribed if 
  one is ready to take the benefits and curses upon them. 
  The language of the world is depicted through runes, 
  passed down and interpreted through generations. 
  Those that share an innate connection with these runes 
  and symbols are known as Seers and Volva, beings that 
  bridge the gap between gods and mortals. 
   
  Each rune has a meaning, or even multiple depending on 
  context. Families will usually create their own meaning 
  around a symbol, as well as its culturally understood 
  one. Symbols hold a similar power and meaning as 
  runes; however, their design and intent is much more 
  personal to the user or believer. For example, Vegvisir 
  might help guide a lost wanderer home, whereas for 
  another they may receive a vision on how to get through 
  a troubling situation. The guidance and direction given 
  to the bearer of the Vegvisir symbol is dependent on 
  their need.  
   
  No symbol is a be-all end-all use, there is no perfect 
  symbol to counter death for example. While believed to 
  be powerful and mystical, runes and symbols are 
  typically used in a holistic manner, or for assistance 
  instead of overwhelming power. 
   
   
  ACQUIRING MARKINGS 
  Across the land, tales of creatures inexplicably entwined 
  the natural order, beings that exist in the space between 
  spaces. These mystical beings go by many names; the 
  most popular being Seers, and Volva, though none have 
  yet revealed what they truly are. If one should be 
  encountered upon one’s travels it would be wise to treat 
  them with kindness and respect, offering something to 
  them  so as not to bring their ire upon you. Volva are 
  much more than seekers of wisdom or divining beings, 
  they are key to imprinting their knowledge and powers 
  to those that seek it.  
   
  Outsiders are typically afraid of the Volva, but for those 
  that settle down in a community with a Volva, they are 
  just another aspect of their life. They become a key part 
  of their community, offering guidance and help with the 
  troubles of everyday life. Families will lean towards 
  certain symbols and runes that speak to them, 
  sometimes literally, in order to gain the best that they 
  can from the services provided.  
   
  When a person is ready, they can approach the Volva and 
  ask to have their chosen symbol or rune etched into their 
  skin using techniques similar to tattooing. The inks and 
  implements are imbued with the very essence and 
  mystical energies of the Volva. The act of being marked 
  by a Volva will give the bearer supernatural abilities and 
  boons that are dependent on the shape and meaning 
  behind the marking. Runes are the easiest to learn and 
  imbue into a person, but this by no stretch means that 
  the task would be easy.  
   
  Those unacquainted with the Volva will be ushered a task 
  to complete to earn the privilege of bearing the mark and 
  gaining their knowledge. A similar sequence of events is 
  required to learn mystic and animal symbols, but due to 
  the power that these have over runes a greater offering 
  and challenge is required. A person may only have 1 
  mystic symbol, 2 animal symbols, and 3 runes at any one 
  time. This includes if a rune is sacrilegious or not. There 
  are stories that say runes and symbols can be removed, 
  however these folk tales always end badly. To say that 
  these markings are permanent wouldn’t be entirely 
  correct, but removing them has a high chance of a death, 
  or even a fate worse than that. 
   
  An alternative to this system would allow characters 
  to be created or born with 1 animal symbol and 1 rune, a a 
  reminder of their past and heritage. 
   
  SACRILEGIOUS 
  MARKINGS 
  While runes and symbols are mostly called upon for 
  protection, guidance, or to improve one’s perspective, 
  there are rare occurrences where evil seeps into the 
  minds of mortals, corrupting the meaning of the runes 
  and symbols. The runes can become imbued with hateful 
  or evil energies, fueled by the selfishness of the bearer 
  and ever so slightly tweaks how they act. From attracting 
  spirits, to reducing the health pool, or even causing the 
  wearer to fly into an uncontrollable rage. Despite this, 
  those that crave power will force the corruption into 
  their markings and gain extraordinary powers, albeit at 
  a cost.  
   
  Symbols and runes are difficult to corrupt by accident, 
  the bearer must actively work to twist and break these 
  markings, casting curses and dark energies on to them 
  to change their form. The only other recorded way is by 
  finding Seer who has disbanded their morals and usual 
  way of life in a bid to gain more power or influence, 
  something that Seers would normally see as petty and 
  for mortals. A rogue Seer would perform the rite to 
  corrupt the symbols, but at a price one is usually 
  reluctant to accept. 
   
  
  4 
   SACRILEGIOUS SYMBOL AND RUNE TRAITS 
   
  SYMBOL AND RUNE TRAITS 
   
  SYMBOLS 
  Symbols are powerful markings that give the bearer 
  impressive powers and increased personal qualities. The 
  strain energy it takes to conjure up these abilities means 
  they are limited in their uses, otherwise the user would 
  become burnt out and possible be sent into a comatose 
  state from overexertion. Each symbol has a unique 
  power attached to it that can be called forth, linking to 
  the mythical meaning an energies behind the shape. 
  MYSTIC SYMBOLS 
  Mystic symbols are the most powerful of the symbols 
  and runes that can be given by Seers and Volva. They 
  possess great powers and abilities to be bestowed upon 
  mortals. These symbols represent figures and relics from 
  the age of the gods, the mere mention of their true 
  names can invoke strength and courage to all who are 
  knowledgeable.  The immense energies that reside 
  within the enchanted sigils is nearly too much for a 
  mortal to handle. There are some who have attempted to 
  have more than one symbol inscribed into their flesh, 
  only to be overwhelmed and collapse, never to awaken 
  from their power overdose. 
  SACRILEGIOUS MYSTIC 
  SYMBOLS 
  These abused and bastardized symbols emit an aura that 
  attract beings from beyond the planes that hunt for the 
  energies the Seers and Volva possess. To add some extra 
  dangers and thrilling encounters, a group of 
  interdimensional wizards could be hunting bearers of 
  sacrilegious marking down, or a religious order or cult 
  wishes to recruit those wearing them for their won 
  mischievous purposes.  
   
  When a mystic symbol becomes sacrilegious, it still 
  performs the way that its counterpart does with these 
  changes: when an ability is used, roll 1d6. On a 3 or below 
  the ability fails and cannot be attempted again until after 
  a long rest. On a success roll on the Esoteric Outcomes 
  table (Appendix: A).  
   
  ÆGISHJÁLMUR 
  The Helm of Awe as its more commonly known, is a 
  mysterious symbol comprised of eight spiked tridents 
  radiating from a central point. It is used to convey power 
  and to strike fear into the hearts of mortals. This sign is 
  associated with Fafnir the Serpent and can allow the 
  bearer to hold steadfast while paralyzing their opponent 
  with fear. 
  Ability Score Increase. Your Constitution score 
  increases by 2. 
   
  Once per long rest you can become immune to the 
  intimidated and frightened conditions for 1 hour.  
  Once per day you can cast Flesh to Stone, Hold 
  Person, and Detect Poison and Disease at will and at no 
  cost. 
  You have advantage on Charisma (Intimidation) 
  saving throws and skill checks. 
  DRAUPNIR 
  The famed ring of Odin the Allfather, a magical ring able 
  to create gold, duplicate itself eight times every nine 
  nights. Both Odin and his ring are symbols of abundance 
  of knowledge and wealth. In the culture of mortals, one 
  was said to be a “person of the ring” if they pledged 
  fealty to their king, proving that this ring is evidence of 
  kingship amongst mortals and gods. 
  Ability Score Increase. Your Intelligence score 
  increases by 2. 
   
  Once per long rest you can transmute up to a 5ft 
  cube of valuables into their equivalent in gold coins, 
  with a chance to increase their worth. Roll 1d10. On a 9 
  the total wealth is increased by 25%, and on a 10 the 
  total wealth is increased by 50%. Any treasures that 
  have been transmuted this way cannot be transmuted 
  again. 
  FENRIR 
  Fenrir the Great Wolf, He Who Dwells in the Marshes, 
  son of Loki the trickster and the Jötnar giantess 
  D8 
  Result 
  1 
  Babies and children begin to cry when you 
  are near them. 
             2 
  Ne’er do wells are unusually attracted to your 
  company. 
  3 
  When you become angry, the clouds darken 
  ever so slightly. 
  4 
  You have a faint whiff of decaying leaves 
  about you. 
  5 
  Your markings send a minor static shock to 
  those that touch them. 
  6 
  Vermin and carrion birds are intrigued by you 
  and will often follow you for a short duration. 
  7 
  Prolonged exposure to you causes flowers to 
  bow their heads. 
  8 
  You can hear the runes and symbols whisper 
  to you in voices you recognise. 
  D8 
  Result 
  1 
  Your runes and symbols are unusually small 
  or remarkably large. 
             2 
  Your runes and symbols shift and move 
  around your body. 
  3 
  Your runes and symbols glow faintly when in 
  use. 
  4 
  Your runes and symbols tingle when near 
  someone who shares that rune or symbol. 
  5 
  Your runes and symbols tickle when you use 
  them. 
  6 
  Your runes and symbols change color at 
  random. 
  7 
  Your runes and symbols radiate a scent 
  connected to their meaning. 
  8 
  Your runes and symbols whisper their name 
  periodically. 
  
  5 
  Angrboða. He is one of the signs that the age of gods is 
  over. His hatred and rage towards the gods who chained 
  him up would know no bounds. He would break free of 
  his bonds and eat both the sun and the moon before 
  eating the Allfather. Those who would bear this mark on 
  their skin are destined to live a life with their hatred and 
  rage stowed away until being unleashed in a ferocious 
  rampage. 
  Ability Score Increase. Your Strength score increases 
  by 2. 
   
  Once per long rest you can perform a Reckless 
  Multiattack. This ability works the same way as a 
  barbarian’s Reckless attack, except you can take a 
  second attack under the same circumstances, in 
  addition to 1 point of exhaustion. This ability can be 
  used by every class. You have advantage on Charisma 
  (intimidation) saving throws and skill checks. 
  Once per day you can cast Faithful Hound at will and 
  at no cost 
  GUNGNIR 
  The mighty spear of Odin, Gungnir was typically hurled 
  into battle as the first attack to strike fear into their 
  opposition. The spear is adorned with runes carved up 
  the shaft and even on the spear tip itself, granting it 
  magical and overwhelming power. Those that bear this 
  marking will be granted accuracy and power when it is 
  called upon. 
  Ability Score Increase. Your Dexterity score increases 
  by 2. 
   
  Once per long rest you can add +2 to your attack 
  rolls for up to 1 hour, and any melee weapons gain 
  Reach for the duration. If any melee weapons have 
  that property already, increase their range by 5 feet. 
  Critical hits that are performed during this duration 
  deal an additional 1d8 radiant damage. 
  HUGINN AND MUGINN 
  The two sprit raven companions of Odin, these ravens sit 
  on his shoulders whispering all the news they see and 
  hear across the nine realms. They are sent out each day 
  to fly around the world and relay their findings in the 
  evening. Huginn means “thought”, and Muginn means 
  “mind”, granting Odin wisdom over all the realms. Some 
  have alleged that these carrion birds would gain 
  knowledge by imbibing the flesh of the fallen. 
  Ability Score Increase. Your Wisdom score increases 
  by 2. 
   
  You are resistant to being charmed or frightened. 
  Once per long rest you can cast Arcane Eye, Beast Sense, 
  or Legend Lore once each at will and at no cost. You 
  have advantage on all divination spells cast. 
  JÖRMUNGANDR 
  The Midgard Serpent, or Great Beast is one of the sons of 
  Loki, a colossal snake that reaches all around the world. 
  Jörmungandr is fated to slay Thor in the end times, his 
  final poisonous bite, Thor will fall after nine paces. His 
  motif shows him biting his own tail, entangled and 
  entwined within himself. The cycle and of the realms, 
  rebirth and the fates are all interwoven within each 
  other. Ragnarök is just another part of life, the end of 
  one and the beginning of another. 
  Ability Score Increase. Your Constitution and Wisdom 
  score increases by 1 each. 
   
  Once per long rest you can add 1d8 poison, or acid 
  damage to all physical attacks you make for 1 hour. 
  You are immune to being poisoned and resistant to 
  poison damage. Once per day you can cast Poison 
  Spray, Ray of Sickness, Melf’s Acid Arrow, or Vampiric 
  Touch at will and at no cost. 
  MJÖLNIR 
  Mjölnir, the dwarf forged hammer, weapon favored by 
  Thor, the god of Thunder holds an almighty power 
  within itself. Its creation was a gift from the dwarfs in a 
  challenge to see who the best smith in the realms was. 
  Thor’s trusty hammer used to smite Jötnar can only be 
  used by those worthy of wielding it, as its destructive 
  power and control over storms is not a force to be trifled 
  with. 
  Ability Score Increase. Your Strength score increases 
  by 2. 
   
  Once per long rest you can add 1d8 lightning 
  damage to all physical attacks you make for 1 hour. 
  Attacks made against giants have advantage to hit. 
  Once per day you can cast Call Lightning, Conjure 
  Barrage, and Sleet Storm each at will and at no cost. 
  SLEIPNIR 
  Odin’s valiant eight-legged steed and son of Loki, 
  Sleipnir is the best among all horses in every conceivable 
  way. In addition to being the fastest across land, Sleipnir 
  can fly across the sky at incredible speeds. 
  Ability Score Increase. Your Dexterity score increases 
  by 2. 
   
  Your speed is permanently increased by 10 ft. Once 
  per long rest you can cast Misty Step and Longstrider at 
  will and at no cost. In addition to this, once per day 
  you can cast Phantom Steed with these changes: A 
  phantasmal steed can be conjured for the entire party 
  as clones of the original. Due to this, if the original 
  phantom steed (the steed summoned using this spell) 
  is damaged or the spell is dismissed, all other steeds 
  disappear. 
  SVEFNÞORN 
  The meaning of this symbol is moderately unknown due 
  it is many variations and forms. However, Svefnþorn has 
  been depicted as a weapon used to induce sleep or 
  possibly paralysis in enemies – its name translating to 
  sleep thorn. 
  Ability Score Increase. Your Charisma score increases 
  by 2. 
   
  Your calming demeanor allows you to defuse hostile 
  situations and calm people down. You have advantage 
  on Charisma based saving throws and skill checks. 
  You can cast Charm Person, Calm Emotions, and Sleep 
  once per day at will and at no cost. You are resistant to 
  being put to sleep my magical means. 
  HORNS OF ODIN 
  The three interlocking horns of Odin symbolize the 
  connection between wisdom, poetic inspiration, and 
  Odin himself. Mead made from the blood of the wisest 
  man, Kvasir, is kept in these horns, Óðrœrir, Boðn, and 
  
  6 
  Són. It is said that each horn can grant immense 
  knowledge and poetic ability and verse to those who 
  drink from it. 
  Ability Score Increase. Your Charisma score increases 
  by 2. 
   
  You have advantage on all Charisma based saving 
  throws and skill checks. 
  Once per day you can cast Comprehend Languages, 
  Mass Suggestion, and Hypnotic Pattern at will and at no 
  cost. 
  Once per day  you can turn up to 1 gallon of non-
  magical liquid into mead, a favored drink of the gods. 
  Those that drink this mead gain 1d6 inspiration die, 
  and have advantage on Charisma (Performance) 
  saving throws and skill checks. 
  VEGVISIR 
  Vegvisir is a patterned group of nine magical staves used 
  by the bearer to help guide them through rough weather, 
  difficult times, or point them in the right direction for 
  life. When tattooed on a body, when the symbol is called 
  upon it can grant the bearer insight into their next task, 
  or gently nudge them toward the right path. 
  Ability Score Increase. Your Wisdom score increases 
  by 2. 
   
  Once per day you can cast Guidance, Speak with 
  Animals, and Locate Object at will and at no cost. 
  When in an area unfamiliar to you, you can carve 
  the Vegvisir symbol into trees, walls, and the ground. 
  After 10 minutes these symbols will become visible 
  only to you, glowing bright blue to help you find your 
  way. You can carve a maximum of 8 symbols per day. 
  Each symbol lasts for 3 hours. 
  If lost, you can call upon Vegvisir to guide you. 
  Small animals will lead you to temporary shelter. 
  YGGDRASIL 
  The mighty tree of life at the center of the cosmos, its 
  branches hold up each of the nine realms. Yggdrasil 
  symbolizes life, health, and the interconnectedness of 
  lives, yet the creatures gnawing at it show that nothing 
  will live forever. 
  Ability Score Increase. Your Constitution score 
  increases by 2. 
   
  Once per day you can cast Cure Wounds, Sanctuary, 
  Aura of Life, and Glyph of Warding at will and at no cost. 
  Once per long rest you can “gift” one of your hit die to 
  another character, allowing them to roll your die and 
  gain the healing from it. You have advantage on 
  Constitution saving throws and skill checks. 
  ANIMAL SYMBOLS 
  Every being that follows the belief, or one close to those 
  associated with the Seers all believe that animals play a 
  crucial part in the working of the world. It’s been said 
  that all beings have animal spirits that are parallel to 
  their own be it a bear, a cat, or a wolf. These spirits are 
  tied to personalities, morals, and on rare occasions some 
  physical attributes have yet to fully manifest themselves. 
  SACRILEGIOUS ANIMAL 
  SYMBOLS 
  Despite animal spirits being a pure form of energy and 
  life, they are not immune to being corrupted and used 
  for heinous rituals and wrongdoings. The spirits have to 
  be conjured, beaten and broken into submission, 
  whereas normally they would work in conjunction with 
  their counterpart. When they become sacrilegious ty are 
  more aggressive to outsiders but submissive to their 
  master. 
  When an animal symbol becomes sacrilegious, it still 
  performs the way that it originally does with these 
  changes: when animal symbol is used, roll 1d6. On a 1 the 
  summon takes place, but the summoned animal or 
  animals are hostile to you and will attack as soon as they 
  are able. On a 2 or 3 the summon fails and cannot be 
  attempted again until after a long rest. On a successful 
  summon, roll on the Esoteric Outcomes table (Appendix: 
  A). 
   
  BOAR 
  Boars are ferocious and territorial creatures, willing to 
  charge at any that stand in its way. Their spirit is called 
  upon to help guide the way or enhance the fierceness of 
  its summoner in battle. 
   
  Once per long rest you can summon the spirit of a 
  boar to work beside you. This is an augmented Find 
  Familiar spell. The caveat is that the boar will not 
  actively attack a target, instead they are there to 
  protect an area to their last breath. The boar has the 
  stats of a standard boar with these changes: it is 
  immune to the frightened condition. 
  When summoned the caster grows tufts of fur 
  across their body and two short spectral tusks 
  protrude from their lower jaw. You can make a charge 
  attack identical to the boar. At 11th level you can 
  summon a giant boar. Your charge becomes the same 
  as the giant boar. 
  BEAR 
  The word “bear” was very rarely used, as it was said that 
  to speak of the creature would cause one to appear. They 
  Berserkers were warriors similar to Úlfhéðnar that 
  would utter “bear” and imbue themselves with the spirit 
  of the björn. 
   
  Once per long rest you can summon the spirit of a 
  brown bear to work beside you. This is an augmented 
  Find Familiar spell. The bear will protect the 
  summoner as much as they can, even going so far as 
  to hunt down potential threats. Your teeth elongate 
  and your hands appear to be wrapped in “bear paw 
  gloves”, the spectral claws sharp and ready for 
  fighting. You can now use the black bear’s claw attack 
  as an unarmed attack for the duration. At 11th level you 
  can summon a brown bear, using its claws attack as 
  your own unarmed strike. 
  CAT 
  Freyja, the goddess of love and luck has her chariot 
  pulled by cats, specifically the skogkatt. Cats have a 
  unique symbolism and ability to tell the future and shape 
  one’s destiny. Their connection with luck is strong and 
  can help change the outcome of an event. 
  
  7 
  Once per long rest you can summon 1d6 forest 
  lynx’s to aid you in battle or to help find a way out of 
  dense woodland. This effect lasts 8 hours, or until all 
  summoned forest lynx’s have perished or been 
  dismissed. You also gain the forest lynx’s reaction, 
  Feline Grace. At 11the level roll 2d6 for the number of 
  summoned forest lynx’s. 
  RAVEN 
  Odin’s most favored companions, Huginn and Muginn. 
  While mortals typically use both falcons and ravens as 
  hunting companions, ravens are revered as a sign of 
  Odin for the intelligence and wisdom. 
   
  Once per long rest you can summon a swarm of 
  ravens to protect yourself and gain guidance or 
  knowledge from. This effect lasts for 4 hours. You can 
  speak to them and they understand you fully. They 
  can be send out up to 1 mile away as scouts to relay 
  information back to you. Once while this effect is 
  active, you can scry through the eyes of the swarm for 
  5 minutes. At 11th level you can send out 2 swarms of 
  ravens up to 2 miles from your current location, and 
  scry through them each twice. 
  SERPENT 
  Snakes, serpents, dragons, and wyrms are all symbolized 
  the same way; poisonous, sneaky, and avaricious 
  creatures that covet treasures. They are heavily 
  associated with putrefaction and decay, acting as aspects 
  of disease and poisons. 
   
  You are resistant to poisons and diseases. Once per 
  long rest you can summon a swarm of poisonous snakes 
  or 3 constrictor snakes for 4 hours. They obey your 
  commands, and are excellent at seeking out riches. Once 
  per hour you can command them to search for treasure 
  using via an Intelligence (Investigation) check with a +5 
  modifier. 
  At 11th level you can summon either a giant poisonous 
  snake or a giant constrictor snake. The bonus to 
  Investigation checks increases to +7. 
  WOLF 
  Wolves are particularly important in culture, with links 
  to Fenrir, Hati, and Sköll. They symbolize the primal 
  aggression and hunter nature in mortals. Warriors 
  inhabited by the spirit of the wolf are known as 
  Úlfhéðnar, similar to lycanthropes and shapeshifters. 
   
  Once per long rest you can summon a dire wolf 
  companion to aid you on your quests for the duration 
  of 4 hours. You gain the wolf’s Keen Hearing and Smell. 
  While the wolf is summoned your movement speed is 
  increased by 10 feet. 
  At 11th level you can summon a winter wolf, and can 
  utilize its Snow Camouflage. In addition to this, you 
  will be able to mount the winter wolf to use as a mode 
  of transport. 
   
  RUNES 
  Runes are a way of communicating with the gods, 
  protecting oneself and their family or properties, or even 
  boosting the confidence of a bearer when speaking in 
  public to groups. Runes have a vast array of meanings, 
  representations, an usage. Generally there is no one way 
  to interpret a rune as they are remembered and used in a 
  subjective, personal manner. However, despite this there 
  is a loose thread that connects the themes. For example, 
  Kenaz is a rune of knowledge, but can be used to mean 
  teaching, learning, and understanding. Its connection is 
  with torches, which means that knowledge can bring 
  light on a situation, and help us see with clarity. 
  SACRILEGIOUS RUNES 
  When a rune becomes sacrilegious, it still performs 
  the way that it normally would, with these changes: 
  when a rune is used, roll 1d6. On a 1 the rune fails to 
  activate. You cannot attempt to activate this rune again 
  until after a long rest. Roll an additional 1d6 and refer to 
  the chart below to take 1d4 of that type. At 4th, 7th, 12th, 
  and 15th level increase the damage taken by 1d4. 
   
  FEHU - CATTLE 
  Fehu is a rune of power and control, representing both 
  new beginnings and transient wealth such as money and 
  credit. It is a rune that gives us the power to obtain and 
  hold wealth. 
   
  You have advantage on Intelligence (Investigation) 
  checks. You are more likely to find wealth when 
  searching for it, and opportunities to invest it are 
  more common 
  URUZ - AUROCH 
  Uruz is also a rune of power, but unlike Fehu it is a power 
  that we can neither own nor control. Casting this rune 
  can grant personal success, though for charms and 
  talismans it will grant healing powers. 
   
  You can re-roll hit die and take the higher number. 
  You have advantage on Charisma (Persuasion) checks 
  and saving throws. 
  ÞURISAZ - THORN 
  This is a rune of protection against unwanted conflicts 
  or change, allowing us to resolve them in a passive 
  manner. This rune can warn the bearer of possible 
  change incoming. 
   
   You are more sensitive to changes in the 
  atmosphere of a room, allowing you to leave or 
  prevent an unwelcome situation from unfolding. You 
  have advantage on Charisma checks. Once per long 
  rest you can add 1d4 to any Charisma based roll. 
  ANSUZ - MOUTH 
  Ansuz is a rune symbolizing stability and order. This 
  rune also affects intellectual activities, while also 
  directly representing the divine breath of all creation. 
  D6 
  Damage Type 
  1 
  Thunder 
  2 
  Acid 
  3 
  Psychic 
  4 
  Fire 
  5 
  Radiant 
  6 
  Poison 
  
  8 
  You have advantage on Intelligence skill checks. 
  People see you as a voice of reason and knowledge. When 
  you make Charisma (Persuasion or Deception) saving 
  throws or checks, you can add your Intelligence modifier 
  to the roll. 
  RAIDHO - WHEEL 
  This rune allows us to focus our energy to obtain our 
  goals. However, to do so effectively we must be in the 
  right place at the right time. The wheel of fate keeps 
  turning whether we like it or not. The best bet for 
  success and peace is take what comes at us in our stride 
  and settle in for the journey. 
  Ability. 
  KENAZ - TORCH 
  This is a rune of knowledge, understanding, learning, 
  and teaching. It can allow us to view situations with 
  increased clarity than usual. 
   
  You have advantage on Intelligence (Perception and 
  Insight) skill checks. You seem to have a more 
  structured way of understanding situations, seeing 
  past the fluff an subjectivity. You are much better at 
  getting to the root of an issue an learning from 
  mistakes than your compatriots. 
  GEBO - GIFT 
  Gebo represents the honor and connection that is built 
  between people when they exchange gifts with each 
  other. The connection with honor is similar to the 
  connection to the gods giving life. 
   
  Any spells cast that restore hit points now have a 
  chance to heal extra. Twice per long rest you can add 1d6 
  to any roll that restores hit points, whether it be to 
  yourself or cast on another creature. Treasures, gifts, 
  and presents that you give away to creatures have a 
  bigger impact on them than usual. They find themselves 
  content with the gift and have a cheerier and welcoming 
  disposition when you are around. 
  WUNJO - JOY 
  This rune can be used to show the balance between all 
  things in life, even when in a chaotic world, as well as a 
  symbol of common goals, fellowship, and wellbeing to 
  all things. Those that encounter this rune in a reading is 
  sure to have good fortune in the near future. 
   
  Tasks completed with others reap greater rewards 
  for all – all party members have advantage on 
  Intelligence (Investigation) checks when searching 
  for treasures. Once per day when using a hit die, roll 
  1d20. On a 19-20 your hit die was not expended from 
  your pool when used 
  HAGALAZ - HAILSTONE 
  Similar to Isa, Hagalaz represents the slowing down and 
  constriction of time. Similarly, time will wear down the 
  hailstone and melt it away, showing that the times will 
  eventually begin to flow smoothly. 
   
  Once per day you can take a second turn of combat 
  within the same round. You are resistant to cold 
  damage, and learn the cantrip Ray of Frost. 
  NAUDHIZ - NECESSITY 
  This rune can represent how our needs and wants can 
  bind us, even constrain us at times. It restricts us from 
  opening our mind to new tasks but also holds the power 
  to break free from it. 
   
  You have advantage on Charisma (Persuasion) 
  checks, but disadvantage on Charisma (Deception) 
  checks. When learning a new skill it takes half the 
  time, however you cannot learn a new skill for 1d4 
  months. 
  ISA - ICE 
  Like an icicle formed in winter, this rune is represented 
  as ice. It’s symbolic of a standstill in life, waiting for the 
  seasons to change and free . 
   
  You are resistant to cold damage. Once per short 
  rest you can add 1d6 cold damage to melee or ranged 
  attack that is not a spell. Once per 1d6 days you can 
  force yourself into a state of frozen meditation for 1d4 
  days. 
   When in this state you can still hear what is going 
  on around you, but will be unable to react until you 
  have come out of your state. You no longer need to eat 
  or drink when in this state, however for all intents 
  and purposes you are now counted as petrified. 
   
  JERA - HARVEST 
  Standing for harvest, year, and season, Jera is the rune 
  that represents the cycle of life. Birth, to life, to death, 
  much as the harvest we are but crops waiting to be 
  reaped. 
   
  You are always able to find some form of shelter in the 
  environment you are in even if it is enough for just one 
  person. When Jera is invoked you can cast Create Food 
  and Water once per day at no cost. 
  EIHWAZ – YEW TREE 
  Eihwaz the yew tree. This rune is specifically used as a 
  magical protector and facilitator of events, showing us 
  that the end is just a new beginning. 
   
  When lost or at a dead end you can cast Guidance at 
  will and at no cost once per long rest. Once per day 
  you can cast Shield at will and at no extra cost. You 
  have advantage on Constitution saving throws and 
  checks. 
  PERÞRO – DICE CUP 
  Perþro, rune of the dice cup. This rune reminds us of the 
  uncertainties in life, representing freewill and 
  consequence to our circumstances. It is commonly 
  viewed as a rune of memory and problem solving. 
   
  You have advantage on Wisdom saving throws and 
  checks. Once per day you perfectly recall one piece of 
  information that you have forgotten. Once per long 
  rest you can add a 1d4 inspiration die to a Charisma 
  roll. 
  ELHAZ - ELK 
  A rune of great restraint and power, defense, and 
  protection. Elhaz stands for both an elk and protection. 
  
  9 
  This rune is used in charms and talismans to protect 
  oneself and their property. 
   
  You are resistant to the stunned condition. If you 
  haven’t moved for 3 rounds of combat, you gain 
  advantage on any attacks as long as you remain on the 
  same spot. When attempting to dodge melee attacks, 
  you can add +1 to the roll. 
   
  SOWULO - SUN 
  With the help of this rune we can see things more clearly 
  much in the same way that light uncovers the darkness. 
  The rune represents the sun and can help us find the 
  light in dark times. 
   
  Once per long rest you can cast Light at will and at 
  no cost. When underground or somewhere that the 
  sun doesn’t shine, you can feel where the general 
  direction of sunlight is within 1 mile. You have 
  advantage on Wisdom (Insight) saving throws and 
  skill checks. 
  TEIWAZ – CREATOR  
  This rune stands for “creator”, promising success in our 
  actions without personal sacrifice. The god of war Tyr is 
  associated with it, as well as assuring success in legal 
  matters provided the bearer was in the right. 
   
  When arguing or in debate you have advantage on 
  Charisma (Persuasion and Deception) saving throws 
  and skill checks. You have proficiency in all tools. You 
  can add your proficiency modifier one additional time 
  to leatherworker’s tools, smith’s tool, and poisoner’s 
  kit. 
  BERKANA – BIRCH TREE 
  A birch tree is most commonly linked with Berkana, as 
  like the birch tree, it represents a new beginning. It is a 
  powerful rune of birth and new life. 
   
  Once per day you can cast Aura of Life at no cost. At 
  the dawn of each day roll 1d6 and refer to the table 
  below. You have advantage on saving throws for the 
  corresponding ability score. 
   
   
  EHWAZ - HORSE 
  Ehwaz is typically thought of as embodying a horse in 
  meaning. It is used to remind us that in order to succeed 
  we must respect the natural flow of the task at hand. It 
  can help realize the good intentions of the user. 
   
  You have advantage on Wisdom (Insight and 
  Perception) saving throws and checks. When you call 
  upon the power of Ehwaz, your carrying capacity 
  increases by 50 lbs., and your movement speed increases 
  by 5 feet. Once per day you can cast Freedom of Movement 
  at no cost. 
  MANNAZ - MORTAL 
  Mannaz is translated as “man” though more accurately 
  referring to mortals. It has many powers such as 
  allowing us to achieve our fullest potential, understand 
  that we all have shared experiences in life, and can be 
  used to gain the upper hand in arguments or disputes. 
   
  When traveling in a party you have a profound 
  feeling of accomplishment, no matter how small the 
  troupe. Once per day you can increase or decrease 
  your size by one category for 6 hours. You can 
  willingly revert back to your original size at no cost. 
  You have advantage on Charisma checks, and 
  advantage on Wisdom (Insight) checks. 
  LAGUZ - WATER 
  Laguz stands for water or lake depending on the context. 
  It represents the power of water and its flowing nature. 
  It encourages us to “go with the flow” and take the 
  challenges of life in our stride. 
   
  You can find a clean water source within 1 mile of 
  yourself. Rivers or liquid obstructions that would 
  impede your movement no longer do. Water-based 
  difficult terrain counts as standard terrain. 
  INGUZ - FERTILITY 
  This rune symbolizes fertility; however, it allows the 
  user to spread their energy far and wide. It’s primarily a 
  protective rune to look after homes and properties. 
   
  Once per day you can cast Glyph of Warding to 
  protect your friends, family, and properties. Once per 
  long rest you can cast Protection from Energy with the 
  following changes: you can choose two creatures to 
  touch, each able to receive pr0tection from a different 
  damage type. 
  DAGAZ - DAY 
  Dagaz stands for day, representing the stability between 
  day and night. It can be used to stop harmful energy 
  affecting a person while allowing the good energy to 
  pass through, like a mystic filter. 
   
  You can cast Detect Good and Evil at will and at no 
  cost once per long rest. If you willingly use yourself as 
  a shield for another creature, you become resistant to 
  necrotic and radiant damage for the duration you are 
  acting as a shield. 
  OTHALA - HOME 
  Othala stands for home, or its alternative Odla means 
  sacred ancestral land. Much like Fehu this is a rune of 
  wealth, though it represents wealth that cannot be sold. 
  Wealth like family, friends, and heritage that is passed 
  down, it represents the way of life as it currently is. 
   
  When inside the home of a friend or family 
  member, or an ancestral or religious buildings you 
  find yourself calm and at ease, as though you are 
  home. At these sites you gain the benefits of a long 
  rest from taking a short rest. 
  D6 
  Ability Score 
  1 
  Strength 
  2 
  Dexterity 
  3 
  Constitution 
  4 
  Wisdom 
  5 
  Intelligence 
  6 
  Charisma 
  
  10 
   
  APPENDIX: A 
  ESOTERIC OUTCOMES 
   
  D8 
  Result 
  1 
  A specter appears to drain the energy from 
  you. 
             2 
  You take 2d6 psychic damage. 
  3 
  You suffer 2 points of exhaustion. 
  4 
  You have disadvantage on all attacks for the 
  next 1d8 hours. 
  5 
  Non-magical food and water grant no 
  nutrition for the next 1d8 hours 
  6 
  Your legs feel weak and frail. Your movement 
  speed I reduced by 10 feet until you take a 
  long rest. 
  7 
  The next time you cast a spell, roll on the 
  Wild Magic table in the PHB. 
  8 
  The next failed usage of a sign is ignored. 
  Medium beast, unaligned 
  Armor Class 12 
  Hit Points 12(2d6 +3) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  15 (+2) 
  4 (-3) 
  16 (+3) 
  7 (-2) 
  Saving Throws Acrobatics +4 
  Skills Stealth +6 
  Damage Resistances cold 
  Senses darkvision 60 ft., passive Perception 13 
  Languages telepathy 
  Challenge 1/4 (50 XP) 
  Keen Sight and Hearing. The forest lynx has advantage on 
  Wisdom (perception) checks that rely on sight and hearing. 
  Chariot of Gods. If six or more forest lynx are summoned, they 
  are willing to be leashed to a sled or cart and will pull it. Their 
  dexterous nature and heightened senses mean that they can 
  pull the cart through an optimal path in the wilderness. A cart 
  pulled this way has a speed of 60 feet and is unaffected by 
  difficult terrain. 
  Multiattack. The forest lynx can perform two claw attacks, or 
  one bite and one claw attack. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage. 
  Feline Grace. If the forest lynx is hit by a melee or ranged 
  attack it ca see, it can move up to 5 ft. away from its attacker 
  without provoking an opportunity attack. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Nordic Ancestry - Part 1 - Runes & Symbols.pdf