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Tools of the Gods
\pagebreak # The Gods' Tools - A Magic Item Compendium ## Foreword: Introduction and Balance ### ###### Everything made within this compendium has been made with the ideas that they will be used as Artifacts within a DM's world. As such, the DM should only put them within the players' reach if they want the group to be able to get them. ###### Most of these items are also made with the mind that the players will be able to gather either parts of the set, or the whole set. Why else would I make them give cool benefits when you get all three? By themselves, each item was made to be cool and unique, but not overly powerful (hopefully). ###### Also, each of the sets are intended to allow the owner to emulate the power of the god it represents from Norse mythology. Take note that the actual god, if they exist in your campaign, might already have some of the named items. In that case, just change the name of the item, and always assume that the god either has a more powerful version of the item, or has abilities that make them better. ###### Some items may make mentions of bonuses above the normal +3, and some may make mention of levels beyond 20. Even still some make mentions of Mythic Boons. This can be completely ignored if it A: Confuses someone, or B: Doesn't fit your game. Currently I'm using Marc Altfuldisch's Epic Characters from the DMsGuild, but I won't force anyone to buy something to use this free compendium. ## Foreword: Secrets, Myth, and Sacrifice ### A couple items in here give certain bonuses for missing body parts. An Eye or a hand. The DM has final judge on whether or not a player is able to gain those benefits. I strongly encourage the DM to take it as RAI and not RAW ("Read as intended" and "Read as written", respectively). It wouldn't be in the intended spirit to have players removing their hand for a mechanical bonus, rather than because the story needed it. I give some guidelines on this for each item that has it. Now, the Identify spell. It can cause some problems if you let it tell the players that a certain item will gain specific abilities if they get the whole set. Rather I would just tell them that the certain aspect of the item gets better. These *are* artifacts, and shouldn't, in my opinion, be an open book to a 1st level spell. \columnbreak ## Foreword: Letters ### ###### I use some letters that aren't in the English alphabet in this compendium. I'll list some and rough pronunciations as a guideline. * Þ --- This is the lowercase "Thorn" letter, examples are: The "Th" in "Thor" or "This". * ð --- This is the lowercase "Eth" letter, examples are: The "Th" in That. * ó --- The "o" in "rode" vs "wrote" * ǫ --- Say "Aw", but round your lips. * á --- Long version of ǫ If you want to hear these letters I *strongly* recommend *Dr. Jackson Crawford*. He's made a video on this very topic of Old Norse pronunciation. Here's the link: https://www.youtube.com/watch?v=R_zjXZwD42Q&t If you don't trust that link, the video is called "Pronunciation of Old Norse (Medieval / Reconstructed)" ## Foreword: Artistic Liberties taken. I fully acknowledge that some of the items created have no bearing within the actual mythology sources, the Eddas mostly. Or some of the items may have connections to people or places, but aren't representing the person or place as in the Eddas. * Ymir's Crown is a great example of this. As the Crown ascends someone to near minor godhood, but Ymir himself was not a god. Nor was he particularly a ruler, but the Crown makes someone a ruler. Ymir was slain and made into the world as we know it, but the Crown makes someone a giant, near minor godhood, and nothing to do with creating the world. ## Contacting me: Feel free to comment on any of my posts on Reddit to ask questions or give suggestions on this compendium, I'd love to hear your ideas or concerns. Reddit user is u\Durins_Cat. \pagebreak
# Table Of Contents - #### **[1 Leviathan Axe](#p4)** - **[2 Runes](#p5)** - [Rune Mechanics](#p5) - **[3 Leviathan Axe Runic Attacks](#p6)** - [3 Light Runic Attacks](#p6) - [4 Light Runic Attacks](#p6) - [5 Heavy Runic Attacks](#p8) - #### **[6 Blades of Chaos](#p9)** - **[7 Blades of Chaos cont.](#p10)** - **[8 Runes](#p11)** - [Rune Mechanics](#p11) - **[9 Blades of Chaos Runic Attacks](#p12)** - [9 Light Runic Attacks](#p12) - [10 Heavy Runic Attacks](#p13) - #### **[11 Blade of Olympus](#p14)** - #### **[12 þórr's Trinity](#p15)** - **[13 þórr's Trinity cont.](#p16)** - **[14 þórr's Trinity cont.](#p17)** - **[15 Runes](#p18)** - [Rune Mechanics](#p18) - **[16 Mjǫllnir Runic Attacks](#p19)** - [16 Light Runic Attacks](#p19) - [17 Heavy Runic Attacks](#p20) - #### **[18 Ymir's Crown](#p21)** - **[19 Ymir's Crown cont.](#p22)** - **[20 Ymir's Crown cont.](#p23)** - **[21 Ymir's Crown cont.](#p24)** - **[22 Ymir's Crown cont.](#p25)** - #### **[23 Surtr's Inferno](#p26)** - [The Sword of Ragnarǫk](#p26) - [The Crown of Embers](#p27) - [The Heart of Muspellheim.](#p28) - [The Fate of Muspellheim.](#p29) - [The Seed of Yggdrasil.](#p30) - [An Essence of Ginnungagap.](#p31) - #### **[29 Týr's Unifiers](#p32)** - **[30 Týr's Unifiers](#p33)** - **[31 Týr's Unifiers Thematic Flavour Ideas ](#p34)** - **[32 Runes](#p35)** - [Rune Mechanics](#p35) - **[33 Allrgarðr Runic Attacks](#p36)** - **[33 ***Allrgarðr's Light***](#p36)** - [33 Light Runic Attacks](#p36) - [34 Heavy Runic Attacks](#p37) - #### **[35 Oðinn's Knowledge](#p38)** - **[36 Oðinn's Knowledge cont.](#p39)** - **[37 Oðinn's Knowledge cont.](#p40)** - #### **[38 The Godhand of Ghaznaziik](#p41)** \columnbreak - #### **[39 The Úlfhéðnar](#p42)** - **[40 The Úlfhéðnar](#p43)** - #### **[41 Heimdallr's Sight](#p43)** - #### **[42 Non-Paired Items](#p44)** - **[43 Non-Paired Items](#p45)** - #### **[44 Spells](#p46)** - #### **[45 Statblocks](#p47)** - **[46 Draugr](#p48)** - **[47 Cleansed Draugr](#p49)** - **[48 Minor Jotunn](#p50)** - #### **[49 References & Credits](#p51)** - #### **[50 Versions](#p52)**
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# Leviathan Axe (Battle Axe) This battle axe is infused with icy powers. Forged by the same smiths that made ***Mjǫllnir***, it is said to be a near rival to its power. ## Tier 0 – Starting Point ### Attuned Attuning to this cold, icy headed battleaxe allows you to harness the power of its icy powers. * **+1** Weapon #### Freezing Throw You throw the axe, encapsulating the target with a thick layer of ice, allowing you time to re-organize. * The ***Leviathan Axe*** has **10** **Charges**. You can expend **1** **charge** and make a ranged weapon Attack with the ***Leviathan Axe***, hurling it as if it had the **Thrown** property with a normal range of **20**/**60ft**. If the Attack hits, the ***Leviathan Axe*** unleashes a burst of icy power. The target must succeed on a **DC** **13** **Constitution saving throw** or become **frozen** for **1 minute**. If the ***Axe*** is removed, the creature immediately becomes **unfrozen**. The creature can make the saving throw again at the end of their turn, ending the effect on a success. The ***Leviathan Axe*** regains **1d6 + 4** expended **Charges** daily at dawn. * A **frozen** creature in under the following effects: * A **frozen** creature is encased, along with any object it is wearing or carrying, by solid ice. Its weight increases by a factor of ten. * The creature is incapacitated (see the condition), can’t move or speak, and is aware of its surroundings. * Attack rolls against the creature have advantage. * The creature automatically fails Strength and Dexterity Saving Throws. * The creature has Resistance to all damage. * The creature is immune to external poisons and diseases, a poison or disease already in its system still effects the creature. ### Tier 1 To get the Axe to tier 1 you must infuse it with a lump of Frozen Flame. ###### Infusing the axe with a mythical material such as fire that has been frozen is the key to empowering the axe. * **+2** Weapon * **+1d6 Cold** Damage. * The ***Leviathan Axe*** becomes a **thrown weapon**, with a range of **60ft**/**120ft**. * You can call the ***Leviathan Axe*** to your hand. (No action required) The ***Leviathan Axe*** flies at speed of **60ft** per turn to your hand. If you throw the ***Leviathan Axe*** and elect to call it back immediately after it hits or misses your target, the Axe immediately returns to your hand. * The **DC** on your **Freezing throw** goes up by **1**, for a total of **14**. * You may use **Runic attacks**. See **Runes** page. * Your **Runic Attack level** is **1**. ### Tier 2 To get the Axe to tier 2 you must infuse it with a lump of Frozen Flame. ###### Infusing the axe again with frozen flame only serves to increase the ferocity of the cold emanating off of the axehead. * **+3** weapon. * **+1d6 Cold** Damage in addition to the previous tier's bonus. * The **thrown range** of the ***Leviathan Axe*** becomes **80ft**/**140ft**. * The rate at which the ***Leviathan Axe*** flies to your hand becomes **120ft** per turn, instead of **60ft**. If you throw the ***Leviathan Axe*** and elect to call it back immediately after it hits or misses your target, the Axe immediately returns to your hand. * The ***Leviathan Axe*** can now dig through all natural materials when called to your hand. This digging can only happen when the axe is called to you. * The **DC** on your **Freezing throw** goes up by **1**, for a total of **15**. * Your **Runic Attack level** is **2**. ### Tier 3 To get the Axe to tier 3 you must infuse it with a lump of Frozen Flame. ###### Infusing the axe with frozen flame for a third time, unlocks the full intensity of ice that was trapped within the axe. * **+4**/**+5**/**+6** weapon. (+4 at level 25, +5 at level 30, +6 at 5 Mythic Boons.) * **+1d6 Cold** Damage in the additon to the previous tiers' bonus. * The **DC** on your **Freezing throw** goes up by **2**, for a total of **17**. * The ***Leviathan Axe*** ignores the effects of **Strong Winds** when regarding thrown attack rolls. * Your **Runic Attack level** is **3**. \pagebreakNum
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# Runes ## Rune Mechanics * **Runes** must be put into the axe head to able to use. * Only **2** **Runes** may be active at any given time. To **activate** a different **Rune** you must first **deactivate** a current Rune. You cannot **deactivate** **inert** **Runes**. This costs no actions. * You may only have **1** **Light** and **1** **Heavy** **Rune** activated at a time. * **Runes** can be put into the axe head during a **long rest**. * When activated a **Rune** will go **inert**. It will recharge over time becoming **charged**. At the beginning of your turn roll a **Runic Recharge check** for each **Rune** type, **Light** and **Heavy**. On a success the **inert** **Rune** will become **charged**. * This **Runic Recharge check** is not tied to any ability, but it does have a **DC**. * The **DC** starts at **22**. Every time you fail, the **DC** goes down by **2**.
\pagebreakNum # Leviathan Axe Runic Attacks
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# Light Runic Attacks ### Hel's Touch – 1 Attack - Light The axe releases a brilliant light and frightening cold from its blade. * Creatures within **5 feet** of you must succeed on a **Constitution saving throw** **DC 13** or take **1d4 Cold** damage and become **blinded** for **1 minute**. On a successful save a creature takes half damage and isn’t **blinded**. A creature can make this saving throw again at the end of its turn, ending the effect on a success. * Level 2: **DC 15**, **1d6 Cold** Damage. * Level 3: **DC 17** or **(8 + Your Proficiency Bonus + Your Strength Modifier)**, **1d8 Cold** Damage. ### Fury of the Ice Troll – 1 Attack - Light The axe releases a radial shockwave of ice and cold. * Creatures within a **10-foot** radius of you must succeed on a **Dexterity saving throw** **DC 13** or take **3d6 Cold** damage on a failed save, or half as much damage on a successful save. * Level 2: **DC 15**, **4d6 Cold** damage, you may use **2** attacks instead of **1** to increase the radius to a **20-foot** radius. * Level 3: **DC 17** or **(8 + Your Proficiency Bonus + Your Strength Modifier)**, You no longer need to use **2** attacks to increase the radius. **6d6 Cold** damage. ### Njörðr's Tempest - Action - Light You conjure freezing waters around you in a whirlpool as you become a sping swiftly around. * You gain an aura around you of swirling freezing water, the aura is a **5-foot** radius around you. . Additionally, as you whirl around with the ***Leviathan Axe***, creatures that either start their turn in, or move into, the aura must succeed on a **DC** **13** **Dexterity saving throw** take **2d8** **Slashing** damage. This aura ends at the end of your next turn. * Level 2: **DC** **15**, Each creature that either starts its turn in, or moves into, the aura must succeed on a **DC** **15** **Constitution saving throw** or take **2d8** **Cold** damage. Additionally, you may use your action to extend the **Runic Attack**, you may extend this **Runic Attack** **3** times. If you do not extend the **Runic Attack**, it ends at the end of your next turn. * Level 3: **DC** **17**, the aura becomes a **10-foot** radius. **4d8** **Cold** damage. **4d8** **Slashing** damage. You may extend this **Runic Attack** **6** times instead of **3** times. \columnbreak ### Týr's Revenge - Action - Light You toss the ***Leviathan Axe*** towards a target, the ***Axe*** spins by itself mid-air, hacking into the target. After the spin, it slams into the target. * Choose a target within **30 feet**, the target must succeed on a **DC** **13** **Dexterity saving throw** or take **2d8* **Slashing** damage, **1d6** **Cold** damage, and is knocked prone. On a success a creature takes half as much damage, and isn't knocked prone. * Level 2: **DC** **15**, **3d8** **Slashing** damage, **2d6** **Cold** damage. * Level 3: **DC** **17**, **4d8** **Slashing** damage, **4d6** **Cold** damage. Additionally all creatures within 10 feet of the target must make a Dexterity saving throw or take **4d6** **Cold** damage and be knocked **prone**. On a successful save, the creature takes half as much damage, and isn't knocked prone. ### Leviathan's Wake - 1 Attack - Light You throw the axe forward in a line as it propels itself through enemies. * Creatures in a **5-foot** wide **60-foot** long line in front of you must succeed on a **Dexterity saving throw** **DC 13** or take **2d8 Cold** damage, and be pushed up to **10 feet** away from you if it is Large or smaller. The Leviathan Axe lands at the end of the line. You may use your **Freezing Throw** ability with this ability, targeting 1 creature at the end of the line, roll the attack roll to see if the ***Freezing Throw*** hits the target, regardless if the ***Leviathan Axe*** hits the target or not, it still is effected by the **Runic Attack** and its effects.. * Level 2: **DC 15**, **3d8 Cold** damage. * Level 3: **DC 17** or **(8 + Your Proficiency Bonus + Your Strength Modifier)**, **4d8 Cold** damage, creatures within **5 feet** of a target that failed its save, must also make a saving throw with the same **DC**. On a failure they take 2d8 Cold damage, as the axe explodes on targets damaging nearby creatures. \pagebreakNum
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### Strike of Utgarð – 1 Attack Minimum - Light The axe's swings release a devastating shockwave in its wake. * Creatures in a **15-foot** cone in front of you must succeed on a **Dexterity saving throw** **DC 13** or take **2d8 Cold** damage for each attack spent, or half as much damage on a successful save. * Level 2: **DC 15**, If you spend **2** or more attacks, treat it as having spent **1** additional attack. If you spend **2** or more attacks, the **Runic Recharge DC** goes down by **1**, instead of **2**. * Level 3: **DC 17** or **(8 + Your Proficiency Bonus + Your Strength Modifier)**, **4d8 Cold** damage per attack spent. If you spend 2 or more attacks, the **Runic Recharge DC** goes down by **1**, instead of **2**.
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# Heavy Runic Attacks ### Ivaldi's Anvil - Action - Heavy The axe is plunged into the ground with great force, radiating ice from the impact and freezing enemies in place. * Creatures within a **10-foot** radius of you must succeed a **Constitution saving throw** **DC 13** or take **2d8 Cold** damage and become **restrained** for **1 minute**. To break out, a restrained creature can use its **action** to make a **Strength check** **DC 13**. On a success, the target escapes and is no longer **restrained** by the ice. * Level 2: **DC 15**, you may use a **Bonus Action** to release another burst of cold after the initial blast. This burst has the same **DC** and does the same damage. * Level 3: **DC 17** or (8 + Your Proficiency Bonus + Your Strength Modifier), The radius increases to a **20-foot** radius, **4d8 Cold** damage. ### Blessings of the Frost – Action - Heavy The axe's blade begins to glow with a faint blue energy. * For **1 minute**, attacks made with the Leviathan Axe deal an additional **1d8 Cold** damage. * Level 2: You may choose to have the effect do **2d6 Cold** damage instead of **1d8**. If you do so, the **Runic Recharge DC** goes down by **1**, instead of **2**. * Level 3: You may choose to have the effect do **2d8 Cold** damage instead of **1d8**. If you do so, the **Runic Recharge DC** goes down by **1**, instead of **2**. And this option cannot be chosen again until **4 hours** has past. Additionally, the bonus **d6s** from the weapon turn into d8s** when under this effect. \columnbreak ### Breath of Thamur – Action - Heavy The axe begins to let out frightening winds that carry snow and ice on their gale. * You create a small blizzard in a **20-foot** radius sphere centered on you. The sphere extends around corners, and its area is **heavily obscured**. * Each creature, besides those you designate as immune, that starts its turn in the blizzard, or enters it, takes **4d6 Cold** damage and its speed is reduced by **10 feet** until the end of its turn. This effect can be maintained on each of your turns as an **action**. You can continue to maintain the effect for up to **1 minute**. The blizzard stops at the end of your turn. * Level 2: **6d6 Cold** damage. * Level 3: **8d6 Cold** damage. No longer a cap on length you maintain the blizzard, but for each **action** you spend past **1 minute** maintaining the blizzard you must make a **DC 15** **Constitution saving throw** or take **1** level of **exhaustion**. Each time you make the save, success or failure, the **DC** goes up by **5**. ### Glaive Storm - Action - Heavy You throw the axe and allow it to fly on its own, orbiting and striking your enemies. * You make up to **5** attacks against up to **5** targets that you can see within **30 feet** of you. ### River of Knives - Action - Heavy You rake the ground below you in a line, causing spikes of ice to travel in front of you. * Creatures within a **5-foot** wide **30-foot** line must succeed on a **DC** **13** **Dexterity saving throw** or take **1d6** **Piercing** damage and **1d6** **Cold** damage and be knocked **prone**. If a creature succeeds it takes half damage, isn't knocked **prone**, and is pushed **10 feet** back. If the creature is large or larger, it cannot be knocked **prone** by this effect, if it fails it is pushed **10 feet** back. If it succeeds, it takes half damage and is pushed only **5 feet** back. * Level 2: **DC** **15**, **60-foot** length, **2d6** **Piercing** damage, **2d6** **Cold** damage. * Level 3: **DC** **17**, **15-foot** wide, **3d6** **Piercing** damage, **3d6** **Cold damage**.
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# Blades of Chaos (Twin Shortswords) These jagged twin shortswords are infused with the power of Chaos. Chains bind them to their wielder's arms, burning into them when fusing. This item is considered 1 weapon, that uses both hands, even though it's technically 2 weapons. ## Tier 0 – Starting Point ### Attuned: * **+1** Weapon * You can make an additional attack using a **bonus action**. If you have gained attacks from somewhere else that uses **bonus action**, like the ***Haste*** spell or the Berserker ***Frenzy*** ability , this ability adds **1** attack to the ability, as long as the additional attack are made using the ***Blades of Chaos***. This ability emulates the Dual-Wielding aspect of the two shortswords. * You can pull the ***Blades of Chaos*** back into your hand by making a **Strength (Athletics)** check **DC** **12**, as a free action (No action required). If you have proficiency with **Athletics**, then you don't need to make the check. #### Burning Strike * The ***Blades of Chaos*** have **10** **Charges**. When making an attack you can expend **1** **charge** and make the attack a ranged weapon Attack with the ***Blades of Chaos***, flinging them as if they had the **Thrown** property with a range of **20**/**60ft**. If the Attack hits, the ***Blades of Chaos*** unleash a burst of fiery power. The target must succeed on a **DC** **13** **Constitution saving throw** or become **burning** for **1 minute**. The creature can make the saving throw again at the end of their turn, ending the effect on a success. The ***Blades of Chaos*** regains **1d6 + 4** expended **Charges** daily at dawn. * A **burning** creature in under the following effects: * While **burning**, a creature takes **1d4** **Fire** damage at the start of their turn. * The creature can use an **action** to pat out the fire to extinguish the flames. * After **2** turns of **burning**, flammable materials start to burn. This includes: **scrolls, light armor, capes, pouches, and paper**. \columnbreak ### Tier 1 To get the Blades to tier 1 you must infuse them with a lump of Chaos Flame. * **+2** Weapon * **+1d4 Fire damage** Damage. * The ***Blades of Chaos*** becomes a **Reach** weapon, with a total reach of **10ft**. * You can aim and throw the ***Blades*** with more precision and range. You can use **2** attacks to make **1** attack with a range of **40 feet**. * The **DC** on your **Burning Strike** goes up by **1**, for a total of **14**. * You may use **Runic attacks**. See **Runes** page. * Your **Runic Attack level** is **1**.
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### Tier 2 To get the Blades to tier 2 you must infuse then with a lump of Chaos Flame. * **+3** Weapon * **+1d4 Fire** Damage in addition to the previous tier's bonus. * Your **Burning Strike's** **burning** condition now does **1d6** **Fire** damage, instead of **1d4**. * You can make an additional attack using a **bonus action**, in addition to the previous tiers' bonus. For a total of **2** additional attacks. If you've gained attacks from somewhere else that uses a **bonus action**, like the ***Haste*** spell or the Berserker ***Frenzy*** ability , this ability add **2** additional attacks to that ability, instead of **1** additional attack, as long as the additional attacks are made using the ***Blades of Chaos***. * You can use the ***Blade of Chaos*** to climb. Any natural materials are climbable. * The **DC** on your **Burning Strike** goes up by **1**, for a total of **15**. * Your **Runic Attack level** is **2**. \columnbreak ### Tier 3 To get the Blades to tier 3 you must infuse then with a lump of Chaos Flame. * **+4**/**+5**/**+6** weapon. (+4 at level 25, +5 at level 30, +6 at 5 Mythic Boons.) * Your **Burning Strike's** **burning** condition now does **2d4** **Fire** damage, instead of **1d6**. * **+1d4 Fire** Damage in the addition to the previous tiers' bonus. * The **DC** on your **Burning Strike** goes up by **2**, for a total of **17**. * Your **Runic Attack level** is **3**.
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# Runes ## Rune Mechanics * **Runes** must be put into the blades to be able to use. * Only **2** **Runes** may be active at any given time. To **activate** a different **Rune** you must first **deactivate** a current Rune. You cannot **deactivate** **inert** **Runes**. This costs no actions. * You may only have **1** **Light** and **1** **Heavy** **Rune** activated at a time. * **Runes** can be put into the blades during a **long rest**. * When activated a **Rune** will go **inert**. It will recharge over time becoming **charged**. At the beginning of your turn roll a **Runic Recharge check** for each **Rune** type, **Light** and **Heavy**. On a success the **inert** **Rune** will become **charged**. * This **Runic Recharge check** is not tied to any ability, but it does have a **DC**. * The **DC** starts at **22**. Every time you fail, the **DC** goes down by **2**.
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# Blades of Chaos Runic Attacks # Light Runic Attacks \pagebreakNum
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# Heavy Runic Attacks \pagebreakNum
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# Blade of Olympus (GreatSword) ## Tier 0 – Starting Point This greatsword is made of ancient materials, said to be forged by a god, it can grant its user many powers when fully charged. ### Attuned: * **+1** Weapon #### Godly Infusion 1 - A Godly Weapon * You may drain your life essence into the blade to power it. For every **10** hp you spend past **5**, which also reduces your maximum hp, the ***Blade of Olympus*** does an extra **+1d8 Radiant** damage, to a maximum of **+20d8**. This reduction and boon lasts for **1 minute**. ### Tier 1 To get the ***Blade of Olympus*** to tier 1 you must infuse it with ***Godly Power***, either in the form of a deity's power, or as an infusion of raw power. * **+2** Weapon * **+1d6 Radiant** Damage. #### Godly Infusion 2 - Force of a god * You may drain your life essence into the blade to power it. You can spend **10** hp, which also reduces your maximum hp. Doing so allows the sword to ignore **resistances**, and increases your **AC** by **2**. This reduction and boon lasts for **1 minute**. ### Tier 2 To get the ***Blade of Olympus*** to tier 2 you must infuse it with ***Godly Power***, either in the form of a deity's power or as an infusion of raw power.. * **+3** Weapon * **+1d6 Radiant** Damage in addition to the previous tier's bonus. #### Godly Infusion 3 - Strength of a god * You may drain your life essence into the blade to power it. You can spend **30** hp, which also reduces your maximum hp. Doing so allows the sword to ignore **immunities**, and increases your **Strength** by **4**. This reduction and boon lasts for **1 minute**. \columnbreak #### Godly Infusion 4 - Life of a god * You may drain your life into the blade to power it. For every **10** hp you spend past **20**, the ***Blade of Olympus*** heals you for **+1d6** hp on every hit. This lasts for **1 minute**. Hp drained for this benefit does not reduce your maximum hp. #### Godly Infusion 5 - A god's battle * You may drain your life essence into the blade to power it. You can spend **50** hp, which also reduces your maximum hp. Doing so you cast ***Haste*** on yourself for **1 hour**. This does not require concentration. Additionally, once during the duration of your ***Haste***, if you would drop to **0** hp you instead go to **25** hp. ### Tier 3 To get the ***Blade of Olympus*** to tier 3 you must infuse it with ***Godly Power***, either in the form of a deity's power or as an infusion of raw power. * **+4**/**+5**/**+6** weapon. (+4 at level 25, +5 at level 30, +6 at 5 Mythic Boons.) * **+2d6 Radiant** Damage in the addition to the previous tiers' bonus. #### Godly Might You may discharge the ****Godly Infusions*** within the blade. Forcing them outwards, or into yourself. Doing either requires that you expel **3** ***Godly Infusions***. * You can expel the ***Godly infusions*** within the ***Blade of Olympus*** to send a shockwave out in a **100-foot** radius centered on you. Every creature in that area must succeed on a **DC** **17** **Constitution saving throw** or become **paralyzed** for **1 hour**. A creature may make this save again at the end of its turns, ending the effect on a success. If a creature fails this save by **10**, it is banished to a plane of existance where it came from. If the creature's home plane is the one you are on, the creature is banished into a demiplane that mimics the plane. * You infuse yourself with the ***Godly Infusions***, channeling it into your **Strength**. You may set your **Strength** score to **34**. You can keep your **Strength** at **34** by attuning to the ***Godly Infusion*** within you, as if it were a magical item.
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# þórr's Trinity ## Tier 0 – Starting Point ## Mjǫllnir (Warhammer - Heavy) Forged by dwarves, this maul has a shortened haft. During the forging of the weapon, a mistake was made that rendered most of the haft unusable. The hammer head is decorated with runic symbols and designs, magical work of the dwarves that inscribed them. The hammer is said to be incredibly heavy, and is unwieldy to smaller folk. To use the weapon in its fullest capacity, one must be extremely strong. The hammer is said to give the bearer of it control of weather and immense strength. ##### Unattuned: * **+1** weapon. ### Attuned: To **attune** to ***Mjǫllnir***, you must be **wearing** a pair of "**Gauntlets of Ogre Power**", --and-- a "**Belt of Giant Strength**" (Any variety). If you spend **1 week** with all **3** items, you no longer have to be **wearing** a pair of "**Gauntlets of Ogre Power**", --and-- a "**Belt of Giant Strength**" (Any variety) to continue your **attunement**. If you ever lose **attunement** and wish to **reattune**, you must be wearing a pair of "**Gauntlets of Ogre Power**", --and-- a "**Belt of Giant Strength**" (Any variety) * Your **Strength** score goes up by **4**, and can exceed **20**, but not **30**. * When you roll a **20** on an **Attack roll** made with this weapon against a **giant**, the **giant** must succeed on a **DC** **17** **Constitution saving throw** or die. #### Thundering Throw * ***Mjǫllnir*** also has **5** **Charges**. While attuned to it, you can expend **1** **charge** and make a ranged weapon Attack with the Hammer, hurling it as if it had the **Thrown** property with a normal range of **20 feet** and a long range of **60 feet**. If the Attack hits, the Hammer unleashes a thunderclap audible out to **300 feet**. The target and every creature within **30 feet** of it must succeed on a **DC** **13** **Constitution saving throw** or be **Stunned** until the end of your next turn. The Hammer regains **1d4 + 1** expended **Charges** daily at dawn. * If a creature is immune to the **Deafened** condition, or is already **Deafened**, it is immune to this effect. \columnbreak ### Tier 1 To get ***Mjǫllnir*** to ***tier 1*** you must infuse it with a lump of ***Storming Thunder***. ###### Infusing ***Mjǫllnir*** with a mythical material such as thunder that storms without lightning is the key to empowering it. * **+2** Weapon * Your **Strength** maximum is **32**, instead of **30**. * **+1d6 Lightning** Damage. * ***Mjǫllnir*** becomes a **thrown weapon**, with a range of **60ft**/**120ft**. * You can call ***Mjǫllnir*** to your hand. (No action required) ***Mjǫllnir*** flies at speed of **60ft** per turn to your hand. If you throw ***Mjǫllnir*** and elect to call it back immediately after it hits or misses your target, ***Mjǫllnir*** immediately returns to your hand. * The **DC** on your **Thundering throw** goes up by **1**, for a total of **14**. * You may use **Runic attacks**. See **Runes** page. * Your **Runic Attack level** is **1**. ### Tier 2 To get ***Mjǫllnir*** to ***tier 2*** you must infuse it with a lump of ***Storming Thunder***, and it must be at ***tier 1***. ###### Infusing ***Mjǫllnir*** with again with storming thunder only serves to increase the immense strength held within its runes. * **+3** Weapon * Your **Strength** maximum is **34**, instead of **32**. * **+1d6 Thunder** Damage in addition to the previous tier's bonus. * Whenever you hit a **Giant** or a creature of **Giant** descent, such as **Half-Giants**, with ***Mjǫllnir*** the attack does an extra **2d6** **Bludgeoning** damage. * The **thrown range** of ***Mjǫllnir*** becomes **80ft**/**140ft**. * The rate at which ***Mjǫllnir*** flies to your hand becomes **120ft** per turn, instead of **60ft**. If you throw ***Mjǫllnir*** and elect to call it back immediately after it hits or misses your target, ***Mjǫllnir*** immediately returns to your hand. * ***Mjǫllnir*** can now dig through all natural materials when called to your hand. This digging can only happen when the hammer is called to you. * The **DC** on your **Thundering throw** goes up by **1**, for a total of **15**. * Your **Runic Attack level** is **2**. \pagebreakNum
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### Tier 3 To get ***Mjǫllnir*** to ***tier 3*** you must infuse it with a lump of ***Storming Thunder***, and it must be at ***tier 2***. ###### Infusing ***Mjǫllnir*** with storming thunder for a third time, unlocks the gale of thunder within it. * **+4**/**+5**/**+6** weapon. (+4 at level 25, +5 at level 30, +6 at 5 Mythic Boons.) * **+1d6 Thunder** Damage, and **+1d6 Lightning** Damage in the addition to the previous tiers' bonus. * The **DC** on your **Thundering throw** goes up by **2**, for a total of **17**. * Your **Runic Attack level** is **3**. * ***Mjǫllnir*** ignores the effects of **Strong Winds** when regarding thrown attack rolls. * You may use the following abilities, each ability can be used a certain amount of times per day, the amount will be specified within the ability. The **DC** for them is **17**. ##### Properties * **Storm Bringer**: You can cast **Control Weather** without concentration. You can only go up in steps, not down. You use this ability **3 times a day**. * **Religious Icon**: You may use ***Mjǫllnir*** to cast ***Ceremony***. You can use this ability **as many times as you want per day**. You can use ***Mjǫllnir*** to crush silver into the **25 golds worth of powdered silver** required to cast the spell. Additionally, if you use **50 golds worth of powdered silver** you can affect **2** targets instead of **1**. * **Hammer of Lightning**: You may use ***Mjǫllnir*** to cast ***Call Lightning***. You can use either an **Action or a Bonus Action** for the original casting, and any subsequent use of the spell. You can use this ability **1 time per day**. * **Voice Like Thunder**: You can gain the following features: * Your voice becomes **three times as loud**, and carries up to **300 feet**. Doing so is a **free action** (no actions required). You can use this ability **as many times as you want per day**. * You can cause rain clouds to form in a **30-foot** radius sphere at an area you can see within **120 feet**. The rain falls for **10 minutes** and any uncovered fire source is put out, if it is under the rain clouds. Doing so is a **Bonus Action** or **Action**. You can use this ability **as many times as you want per day**. * You cause harmless tremors in the ground in a **30-foot** radius around you for **1 minute**. Doing so is a **Bonus Action** or **Action**. You can use this ability **as many times as you want per day**. * You create a sound of thunder that originates from a point of your choice within **30 feet** of you. Doing so is a **Bonus Action** or **Action**. You can use this ability **as many times as you want per day**. * You cause winds to stir up **60 feet** around you. The wind is not powerful enough to lift anything except loose snow, leaves, tiny pebbles, and loose dirt. Doings so is a **Bonus Action** or **Action**. You can use this ability **as many times as you want per day**. * You alter your appearance to appear as one of lightning. You can make your eyes be filled with lightning, and you can make lightning sparks fly from your body. This appearance lasts until deactivated. Doing so is a **Bonus Action** or **Action**. You can use this ability **as many times as you want per day**. This is not an illusion.
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### Járngreipr The Gauntlets of Thunder. This pair of stone and iron gauntlets is carved with runic designs and runes of power. The gauntlets are said to be magically connected to ***Mjǫllnir*** and ***Megingjörð***, items of strength and the thundering skies. These gauntlets are said to be able to hold thunder that storms without a source. * If attuned with a ***Belt of Giant Strength***, both items take up **1** **attunement slot** collectively. * ***Járngreipr*** can hold **1** lump of **Storming Thunder** in it. ##### Unattuned: * You ignore the effects of **High Altitude** and **Cold Climate**. * ***Járngreipr*** counts as a pair of ***Gauntlets of Ogre Power*** when regarding **attunement** purposes. * You have advantage on **Strength (Athletics)** checks to climb stone objects. * If you are Small sized you may ignore the penalty for wielding weapons with the **Heavy** property. * You gain advantage on **Strength (Athletics)** checks related to Grappling ##### Attuned: * You gain **resistance** to **Thunder** damage. * You may hurl large objects just like a giant. Objects the size of boulders gain a range of **40/70ft** and do **1d8** **Bludgeoning** damage. * Your **Strength** becomes **19**, unless it is higher. ##### Attuned with Mjǫllnir --or-- a Belt of Giant Strength. * You gain the ability to choose to be **immune** to the **Deafened** condition, at will. (No action required) * Your strength increases allowing your hurling to be more effective. You may throw boulders at a range of **80/140ft**, dealing **2d8** **Bludgeoning** damage. ##### Attuned with Mjǫllnir --and-- a Belt of Giant Strength. * You gain immunity to **Thunder** damage. * You may change the form of ***Mjǫllnir*** as an action. The forms available are Mauls and Warhammers. Because of the weight of ***Mjǫllnir***, it will always have the **Heavy** property regardless of form. If ***Mjǫllnir*** is in Maul form, you can choose to have it do **1d12 Bludgeoning** damage, instead of **2d6**. \columnbreak ### Megingjörð This mighty belt is made of thick hides and various metals. Golds and silvers primarily. The belt has been etched with runes of power that are said to grant its user immense strength. The belt is also said to be magically connected to ***Mjǫllnir*** and ***Járngreipr***, items of strength and the thundering skies. This belt is said to able to hold thunder that storms without a source. * If attuned with a pair of ***Gauntlets of Ogre Power***, both items take up **1** **attunement slot** collectively. * ***Megingjörð*** can hold **1** lump of **Storming Thunder** in it. ##### Unattuned: * You gain the ability to cast ***Thaumaturgy***. * ***Megingjörð*** counts as a **Belt of Giant Strength** when regarding **attunement** purposes. ##### Attuned: * Your **Strength** becomes **24**, unless it is higher. ##### Attuned with Mjǫllnir --or-- Gauntlets of Ogre Power. * Your **Strength** becomes **28**, unless it is higher. * You gain resistance to **Lightning** damage. ##### Attuned with Mjǫllnir --and-- Gauntlets of Ogre Power. * Your **Strength** becomes **30**, unless it is higher. * You gain immunity to **Lightning** damage.
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# Runes ## Rune Mechanics * **Runes** must be put into **Mjǫllnir's** head to be able to use. * Only **2** **Runes** may be active at any given time. To **activate** a different **Rune** you must first **deactivate** a current Rune. You cannot **deactivate** **inert** **Runes**. This costs no actions. * You may only have **1** **Light** and **1** **Heavy** **Rune** activated at a time. * **Runes** can be put into **Mjǫllnir's** head during a **long rest**. * When activated a **Rune** will go **inert**. It will recharge over time becoming **charged**. At the beginning of your turn roll a **Runic Recharge check** for each **Rune** type, **Light** and **Heavy**. On a success the **inert** **Rune** will become **charged**. * This **Runic Recharge check** is not tied to any ability, but it does have a **DC**. * The **DC** starts at **22**. Every time you fail, the **DC** goes down by **2**.
\pagebreakNum # Mjǫllnir Runic Attacks
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# Light Runic Attacks ### Mjǫllnir's Light – 1 Attack - Light Mjǫllnir's releases a brilliant light and frightening boom. * Creatures within **5 feet** of you must succeed on a **Constitution saving throw** **DC 13** or take **1d4 Thunder** damage and become **blinded** for **1 minute**. On a successful save a creature takes half damage and isn’t **blinded**. A creature can make this saving throw again at the end of its turn, ending the effect on a success. * Level 2: **DC 15**, **1d6 Thunder** Damage. * Level 3: **DC 17** or **(8 + Your Proficiency Bonus + Your Strength Modifier)**, **1d8 Thunder** Damage. ### Fury of the Storm – 1 Attack - Light ***Mjǫllnir*** releases a radial shockwave of lightning. * Creatures within a **10-foot** radius of you must succeed on a **Dexterity saving throw** **DC 13** or take **3d6 Lightning** damage on a failed save, or half as much damage on a successful save. * Level 2: **DC 15**, **4d6 Lightning** damage, you may use **2** attacks instead of **1** to increase the radius to a **20-foot** radius. * Level 3: **DC 17** or **(8 + Your Proficiency Bonus + Your Strength Modifier)**, You no longer need to use **2** attacks to increase the radius. **6d6 Lightning** damage. ### Swirl of Mjǫllnir - Action - Light You command ***Mjǫllnir*** to swirl around you at such speeds that thunder erupts from it. * You gain an aura around you as ***Mjǫllnir*** circles you, the aura is a **5-foot** radius around you. As ***Mjǫllnir*** circles around, creatures that either start their turn in, or move into, the aura must succeed on a **DC** **13** **Dexterity saving throw** take **2d8** **Bludgeoning** damage. This aura ends at the end of your next turn. * Level 2: **DC** **15**, Each creature that either starts its turn in, or moves into, the aura must succeed on a **DC** **15** **Constitution saving throw** or take **2d8** **Thunder** damage as ***Mjǫllnir*** flies so fast that it creates a constant thunder. Additionally, you may use your action to extend the **Runic Attack**, you may extend this **Runic Attack** **3** times. If you do not extend the **Runic Attack**, it ends at the end of your next turn. * Level 3: **DC** **17**, the aura becomes a **10-foot** radius. **4d8** **Thunder** damage. **4d8** **Bludgeoning** damage. You may extend this **Runic Attack** **6** times instead of **3** times. \columnbreak ### Hammer of Storms – 1 Attack Minimum - Light You loft ***Mjǫllnir*** in front of you releasing a devastating blast of lightning. * Creatures in a **15-foot** cone in front of you must succeed on a **Dexterity saving throw** **DC 13** or take **2d8 Lightning** damage for each attack spent, or half as much damage on a successful save. * Level 2: **DC 15**, If you spend **2** or more attacks, treat it as having spent **1** additional attack. If you spend **2** or more attacks, the **Runic Recharge DC** goes down by **1**, instead of **2**. * Level 3: **DC 17** or **(8 + Your Proficiency Bonus + Your Strength Modifier)**, **4d8 Lightning** damage per attack spent. If you spend 2 or more attacks, the **Runic Recharge DC** goes down by **1**, instead of **2**. ### Mjǫllnir's Charge - 1 Attack - Light You throw ***Mjǫllnir*** forward in a line as it propels itself through enemies. * Creatures in a **5-foot** wide **60-foot** long line in front of you must succeed on a **Dexterity saving throw** **DC 13** or take **2d8 Bludgeoning** damage, and be pushed up to **10 feet** away from you if it is Large or smaller. ***Mjǫllnir*** lands at the end of the line. You may use your **Thunderous Throw** ability with this ability, targeting **1** creature at the end of the line, roll the attack roll to see if the ***Thunderous Throw*** hits the target, regardless if ***Mjǫllnir*** hits the target or not, it still is effected by the **Runic Attack** and its effects. * Level 2: **DC 15**, **3d8 Bludgeoning** damage. * Level 3: **DC 17** or **(8 + Your Proficiency Bonus + Your Strength Modifier)**, **4d8 Bludgeoning** damage, creatures within **5 feet** of a target that failed its save, must also make a saving throw with the same **DC**. On a failure they take **2d8 Thunder** damage, as **Mjǫllnir** explodes on targets damaging nearby creatures. \pagebreakNum
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# Heavy Runic Attacks ### The Mountain's Roar - Action - Heavy ***Mjǫllnir*** is plunged into the ground with great force, erupting with a thunderous boom from the impact and sending shockwaves into the ground, knocking enemies prone. * Creatures within a **10-foot** radius of you must succeed a **Constitution saving throw** **DC 13** or take **2d8 Thunder** damage and become knocked prone. The ground in this area is ruptured and considered **difficult terrain** for **1 minute**. * Level 2: **DC 15**, you may use a **Bonus Action** to release another burst of cold after the initial blast. This burst has the same **DC** and does the same damage. * Level 3: **DC 17** or (8 + Your Proficiency Bonus + Your Strength Modifier), The radius increases to a **20-foot** radius, **4d8 Thunder** damage. ### Blessings of the Storm – Action - Heavy ***Mjǫllnir's*** head begins to crackle with a lightning. * For **1 minute**, attacks made with ***Mjǫllnir*** deal an additional **1d8 Lightning** damage. * Level 2: You may choose to have the effect do **2d6 Lightning** damage instead of **1d8**. If you do so, the **Runic Recharge DC** goes down by **1**, instead of **2**. * Level 3: You may choose to have the effect do **2d8 Lightning** damage instead of **1d8**. If you do so, the **Runic Recharge DC** goes down by **1**, instead of **2**. And this option cannot be chosen again until **4 hours** has past. \columnbreak ### Storm of Þórr – Action - Heavy ***Mjǫllnir*** begins to let out storm winds that form into a cloud around you. * You create a small storm in a **20-foot** radius sphere centered on you. The sphere extends around corners, and its area is considered **lightly obscured**, the area is filled with **Strong Winds**, meaning creatures must yell to be able to hear each other, and ranged weapon attack rolls have disadvantage. * Each creature, besides those you designate as immune, that starts its turn in the storm, or enters it, takes **4d6 Lightning** damage and its speed is reduced by **10 feet** until the end of its turn. This effect can be maintained on each of your turns as an **action**. You can continue to maintain the effect for up to **1 minute**. The storm stops at the end of your turn. * Level 2: **6d6 Lightning** damage. * Level 3: **8d6 Lightning** damage. No longer a cap on length you maintain the storm, but for each **action** you spend past **1 minute** maintaining the storm you must make a **DC 15** **Constitution saving throw** or take **1** level of **exhaustion**. Each time you make the save, success or failure, the **DC** goes up by **5**. ### Fury of the Mountains – Action - Heavy You loft ***Mjǫllnir*** in front of you releasing a devastating blast of lightning. * You make **3** attacks against a creature within **5 feet** of you. * Level 2: If you spend your **bonus action**, you can make **1** additional attack. If you spend your **bonus action**, the **Runic Recharge DC** goes down by **1**, instead of **2**. * Level 3: If you spend your **bonus action** and all of your movement, you can make an additional **2** attacks instead of **1**. If you spend your **bonus action**, the **Runic Recharge DC** goes down by **1**, instead of **2**. If you also spend your movement, the **Runic Recharge DC** starts at 26, instead of 22.
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# Ymir's Crown (Crown) This crown is made of Ice from Niflheimr, it is crystal clear, and extremely cold. The cold is balanced out by the magma that sits within the ice, as if they were gems. The connection to the primordial planes of fire and ice keeps the crown from melting or dimming. The magma collides with the ice, and mists rise from the crown. This gives way to the alternate name for the crown, The Crown of Mists, or the Misted Crown. The Misted Crown was said to have been worn by Ymir himself, father of all giants. Rulers wore this crown throughout the ages, imitating Ymir and his rulership, and were known as the Kings of Mist, or the Misted Kings. #### Unattuned: Upon donning this sacred, misted crown, the wearer is filled but an ounce of the power that resides within the ancient relic. Should one do more than just wear the ***Crown***, they follow the path of ***Ymir*** and the many great kings that ruled after him. * When you put on the ***Crown of Ymir*** for the first time, you grow in proportional height to your race. The amount gained is equal to half the average height of your race. This growth is completely natural, and as such cannot be ***"dispelled"*** or ***"removed cursed"*** * ***Dwarves***: **4-5 foot** average. As such ***Dwarves*** would grow **2 feet** and **3 inches**. Your weight also increases by **1d4*50** lbs. * ***Elves***: **5-6 foot** average. As such ***Elves*** would grow **3 feet** and **6 inches**. Your weight also increases by **1d4*25** lbs. * ***Halflings***: **3 foot** average. As such ***Halflings*** would grow **1 foot** and **6 inches**. Your weight also increases by **1d4*20** lbs. * ***Humans***: **5-6 foot** average. As such ***Humans*** would grow **3 feet** and **6 inches**. Your weight also increases by **1d4*40** lbs. * ***Dragonborn***: **6+ foot** average. As such ***Dragonborn*** would grow **3 feet**. Your weight also increases by **1d4*50** lbs. * ***Gnome***: **2-4 foot** average. As such ***Gnomes*** would grow **2 foot** and **6 inches**. Your weight also increases by **1d4*25** lbs. * ***Half-Elves***: **5-6 foot** average. As such ***Half-Elves*** would grow **3 feet** and **6 inches**. Your weight also increases by **1d4*20** lbs. * ***Half-Orcs***: **5-6+ foot** average. As such ***Half-Orcs*** would grow **3 feet** and **9 inches**. Your weight also increases by **1d4*35** lbs. * ***Tieflings***: **5-6 foot** average. As such ***Tieflings*** would grow **3 feet** and **6 inches**. Your weight also increases by **1d4*20** lbs. * If you remove the ***Crown***, and do not put it back on for at least **1 minute** within **24 hours**, your height will gradually reduce back to its norm in **2 days**. \columnbreak #### Attuned: If one attunes to ***Ymir's Crown*** they start their passage on the road ascension. ***Ymir's Crown*** held his own essence within it, and grants the bearer of it many boons. * Your **attunement** to the **Crown** ends when the **Crown** has been more than **100 feet** away from you for **1 week**. * While **attuned** to ***Ymir's Crown***, you gain the ability to cast ***Enlarge/Reduce*** on yourself **once per day**. You may only use the Enlarge portion of the spell. * You gain **advantage** on all ***Charisma*** checks with ***Giants*** and Giant descendants, like ***Half-Giants*** and ***Ogres***. * While **attuned** or **unattuned**, you know which direction the **Crown** is from you at all times. You also know the vague distance of it from you. * You know if the **Crown** is within **100 feet**, **500 feet**, and **1000 feet.**. This lasts for **1 month** if you're **unattuned** to it. If the **Crown** is held by a creature under the effect of the **Nondetection** spell, you lose your sense of direction and distance to the **Crown**, this also happens if the **Nondetection** spell is cast on the **Crown** itself. #### Attuned with the either ***Mjǫllnir***, the ***Leviathan Axe***, the ***Crown of Embers***, the ***Heart of Muspellheim***, or the ***Blade of Olympus*** Those who attune with the ***Misted Crown***, and another relic of the Giant kind, find themselves further unlocking the hidden potential of the ***Crown***. But only those of sufficient power can use the ***Crown's*** full essence. * While **attuned** to ***Ymir's Crown***, you can cast ***Enlarge/Reduce*** **2 times per day** instead of **1 time per day**. You may still only use the Enlarge portion of the spell. * While **attuned** to ***Ymir's Crown***, you gain **+1** to your **Charisma score** to a maximum of **21**. * Once a **month**, and when you gain the ability for the first time, while **attuned** to ***Ymir's Crown***, you may choose **2** damage type from the following list to become **resistant** to. * **Fire** * **Cold** * **Lightning** * **Thunder** * **Necrotic** * **Radiant** \pagebreakNum
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#### Attuned with 1 of the afore listed items and are at least level 8. The ***Misted Crown*** will bond with its wearer once the wearer has shown sufficient power. The ***Crown*** will shine bright when such a bond is made, as the flames of ***Muspellheim*** and the ice of ***Niflheimr*** further cement their connection to the crown. * You can cast ***Enlarge/Reduce*** **3 times per day** instead of **2 times per day**. * While **attuned** to ***Ymir's Crown***, when you are under the effects of ***Enlarge/Reduce's*** Enlarge function, you add a **d6** instead of a **d4** to damage. You may still only use the Enlarge portion of the spell. * If you are using a race from ***SwordMeow's Jotungard***, your **d4** from being **Large** changes to a **d6**, in addition to ***Enlarge/Reduce's*** die becoming a **d6**. * While **attuned** to ***Ymir's Crown***, you gain the ability to speak, read, and write ***Giant***. If you already know ***Giant***, you instead can learn ***Dwarvish*** or ***Primordial***. * You can cast ***Light***. * Once a **month**, while **attuned** to ***Ymir's Crown***, you may choose **3** damage types, instead of **2**, from the following list to become **resistant** to. This replaces your previous ability to do so. * **Fire** * **Cold** * **Lightning** * **Thunder** * **Necrotic** * **Radiant** \columnbreak #### Attuned with 1 of the afore listed items and are at least level 12. When one who wears the ***Crown*** shows that they are worthy of more than just power, the ***Misted Crown*** will bond deeper with the wearer, granting them the rulership that ***Ymir*** and many other great kings and queens had. But the ***Crown*** will only do so once the wearer has proven themselves sufficient. * While attuned to ***Ymir's Crown***, and at least level **12**, you gain proficiency with **4** skills your of choice from ***Animal Handling, Arcana, Deception, History, Insight, Intimidation, Medicine, Nature, Performance, Persuasion, and Religion***. If you are already proficient with the chosen skill, you instead gain expertise with that skill. * While **attuned** to and wearing ***Ymir's Crown*** you can give a speech for **1 hour**. If you do so, you can grant up to **40** allies ***temporary hp*** equal to your ***level + a skill bonus***. Talk with the DM on what skills are applicable. I'd say ***Athletics, Stealth, Medicine, Perception, and Survival*** are inapplicable. * This **temporary hp** cannot benefit a creature more than **once per** **short** or **long rest**. * If you have the ***Inspiring Leader feat***, you may add your ***proficiency bonus*** and ***Charisma*** bonus to this ***temporary hp***. This bonus is separate to whatever skill you chose, so it is added even if you chose a ***Charisma*** based skill.
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#### Attuned with 1 of the afore listed items and are at least level 14. The bond between the ***Crown of Mists*** and its wearer has deepened to such an extend that the crown flares with light from the icy ***Niflheimer*** and fiery ***Muspelheim***. The ***Crown*** grants the user the ability to fully become like ***Ymir*** and his heirs. * While **attuned** to ***Ymir's Crown***, when you are under the effects of ***Enlarge/Reduce's*** Enlarge function, you can choose to become **Huge** sized instead of one size larger. Doing so increases your bonus damage die, to **2** bonus damage dice. * For example, you'd normally go from **Medium** to **Large** and gain **1d4**. Now you'd go to **Huge**, regardless of size, and gain **2d4**. (Though because of the previous ability at level **8**, they'd be **d6s** instead of **d4s**.) * When you become **Huge**, your reach with melee weapons increases by **5 feet**, for a total of **10 feet**. Or **15 feet** with ***Reach*** weapons. * Additionaly when you become **Huge** your speed increases by **10 feet**. * If you are using a race from ***SwordMeow's Jotungard***, you would grow to **Huge**, and still get **2d6** even though you're only growing **1** size category instead of **2**. * While **attuned** to ***Ymir's Crown***, during a long rest, you may choose to either gain a **Climb** speed or a **Swim** speed equal to your walking speed. * While **attuned** to ***Ymir's Crown***, when you cast ***Light*** on the ***Crown***, the radius increases to **40 feet of bright light** and **40 feet of dim light**. * Once a **month**, while **attuned** to ***Ymir's Crown***, you may choose **4** damage types, instead of **3**, from the following list to become **resistant** to. This replaces your previous ability to do so. * **Fire** * **Cold** * **Lightning** * **Thunder** * **Necrotic** * **Radiant**
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#### Attuned with 1 of the afore listed items are at least level 16. At this point, the bond between ***Crown*** and wearer has deepened so much that they may as well be one. The ***Crown*** is a beacon of rulership now, flaring to life with the full light of the clash between ice and fire. The owner of the ***Crown*** becomes a true ruler, maybe not in action, but in spirit. They gain the strength and leadership of the lords before them. * While **attuned** to **Ymir's Crown** and you are at least level **16**, your lifespan now increases by **Quadraguple (40)** of its normal limit. If you ever are **unattuned** to the ***Misted Crown*** for more than **1 month**, your life span begins to catch up on you. Every year you age when **unattuned** counts as **40**. If you **reattune** to the ***Crown***, your aging reverts back to **1** year equaling **1** year. * A human whose life span is around **100**, would extend their lifespan to **4000** * While **attuned** to ***Ymir's Crown***, you can now cast ***Enlarge/Reduce*** **as many times per day as you want**. Requiring no **concentration**. The spell lasts until you end it. You may still only use its Enlarge portion. Also, the effect is now natural, and as such cannot be ***dispelled***. * While **attuned** to ***Ymir's Crown***, your **Charisma score** increases by **5**, to a maximum of **26**. * While **attuned** to ***Ymir's Crown***, you gain proficiency with **4** skills your of choice from ***Animal Handling, Arcana, Deception, History, Insight, Intimidation, Medicine, Nature, Performance, Persuasion, and Religion***. If you are already proficient with the chosen skill, you instead gain expertise with that skill. * When you cast ***Light*** on the ***Crown***, while **attuned** to it, the radius increases to **120 feet of bright light** and **120 feet of dim light**. * You may turn the **bright light** within your ***Light*** spell into **dim light**. * As a **Bonus Action** to flare the ***Crown's*** light, increasing the radius to **240 feet of bright light** and **240 feet of dim light**. This lasts for **1 hour**. This does not blind anyone. * As an **Action** you may flare the ***Crown's*** light intensely, increasing the radius of the light to, **360 feet of bright light** and **360 feet of dim light**. This lasts for **1 hour**. This does not blind anyone. * If you use your **Bonus Action** and **Action** to flare the ***Crown***, you can increase the radius of the ***Light*** to, **600 feet of bright light** and **600 feet of dim light**. This lasts for **1 hour**. Doing so can send a ripple of light across the skies within a **100 mile** radius, if you want it to. * Any time while you have both flares up, any creatures within **100 feet** of you, that have Sunlight Sensitivity, are effected by this light as if it were Sunlight. * Any time you have both flares up, any creature that is within **10 feet** of you is under the effects that true Sunlight would effect it with. * For example, Vampires would treat your light as Sunlight, if they are within **10 feet** of you. * Once a **year**, while **attuned** to ***Ymir's Crown***, you may choose **8** damage types, instead of **4**, from the following list to become **resistant** to. Additionally, you can spend **2** of these **resistances** to become **immune** to **1** damage type. This replaces your previous ability to do so. * **Fire** * **Cold** * **Lightning** * **Thunder** * **Necrotic** * **Radiant** * **Poison** * **Acid** * **Psychic** * **Force** * While **attuned** to ***Ymir's Crown***, during a **long rest**, you may choose to gain one of the following abilities. This replaces your previous ability to choose a **Climb** speed or **Swim** speed. This is natural and cannot be **"dispelled"**. * A **Climb** speed equal to your walking speed and **immunity** falling damage up to **2.5** times your **total level**. * A **Swim** speed equal to your walking speed and become **amphibious**, able to breathe air and water.
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### Coronation of Ymir's Heir Upon reaching at least level **16**, if you have a seat of power, a throne or similar location, you can send word of your ascension to the throne. Upon sitting in your throne while wearing the ***Crown***, if you spend the entirety of **9 hours** concentrating on the heavens above you can have the following effects happen at the end of the **9th hour**. * At the end of the **9th hour** you can send light waves across the sky. One for each hour spent. You can decide what the light looks like, here are some examples: * A cool blue light, signifying the ascension of a ***Frost giant*** or ***Ice elemental*** as ***Ymir's*** heir. * A warm red light that mimics the flow of magma, signifying the ascension of a ***Fire giant*** or ***Fire elemental*** as ***Ymir's*** heir. * A beam of pure light, signifying the ascension of ***Ymir's*** heir. * A beam of swaying multicolored light, like the Aurora Borealis, signifying the ascension of a creature in-tune with both the planes ***of Fire and of Ice, Muspellheim and Niflheimr*** as ***Ymir's*** heir. * The light should signify something about who is being coronated. It should be obvious, and is designed to alert the nearby world of its happening. * The light wave goes across ***200 miles*** in a radius around you before ending. (The light would travel across the entirety of Europe if originating from the Alps) * You gain the ability to cast ***Control Weather*** at will. Without concentration. * If you are sitting upon your throne, you can control weather within **20 miles** of you. * You can cast ***Scrying*** from your throne. With no material costs. * You may grant people a **keyword** or **keyphrase**, this **keyword** or **keyphrase** can be created by you for this particular purpose. If you are sitting on your throne when someone says the **keyword** or **keyphrase**. You may **concentrate** on what they are saying, allowing you to hear their words to you for ***1 hour***. * Additionally, you may cast ***Scrying*** immediately on them. * The target does not get save, but you can allow them to know if your are watching them, by giving them a "feeling of being connected to you". * If you are not on your throne when someone calls to you, you can receive the first **5** words of the message. * If someone calls to you, you can ignore their message. * You can no longer die of old age or disease, unless the disease was made to kill beings on par with minor gods. * You only lose **attunement** to ***Ymir's Crown*** if it is more than **100 feet** away from you for ***5 years***. Or if you wish to end **attunement** on it. * Additionally, if you spend **25 years** with the ***Crown*** on for **16 hours a day**, you gain a **3rd** **attunement slot**, that only ***Ymir's Crown*** can fill. This **attunement slot** stays with you forever. * Your **Charisma score** is increase by **8**, in addition to the previous increases from ***Ymir's Crown***. To a maximum of **34**. ### Huge Sized Clarifications While **Huge** sized, you follow the following rules. * Effectively this allows you to play as a Giant. * You require **16** times as much food as normal. * Your armor requires **16** times the materials to be made. It is about that much more expensive. You also require larger shields, which are more common, but give no bonus to **AC** outside the norm. (Because you grow from the ***Enlarge/Reduce*** spell, all equipment your have is grown as well. This calculation is only for making things that are **Huge** sized) * You need **Gargantuan** sized mounts. * Your push, drag, lift, and carrying capacity are all calculated for **Huge** size. Push, drag, and lift are **120** times your **Strength score** while carrying capacity multiplies your **Strength score** by **60**.
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# Surtr's Inferno ## The Sword of Ragnarǫk This great sword is made of pure, bright, fire. It is similar to the sun itself with its destructive properties. ### Attunement * The Sword of Ragnarǫk is a +3 weapon. * The Sword of Ragnarǫk does an additional 1d20 Fire damage and 1d20 Slashing damage. * The Sword of Ragnarǫk will burn any burnable object, that isn't being worn or carried, when struck. * The Sword of Ragnarǫk grants the wielder **Resistance** to **Fire** damage. ### Attuned along with another item of Surtr's Inferno * The Sword of Ragnarǫk is a +4 weapon. * The Sword of Ragnarǫk gains 9 charges, and recharges 1d6+3 charges at dawn. * You can cast the following spells through the Sword of Ragnarǫk: Fireball (3 charges) with a DC of 15 ### Attuned along with 2 other items of Surtr's Inferno * The Sword of Ragnarǫk is a +5 weapon. * The Sword of Ragnarǫk grants the wielder **Immunity** to **Fire** damage. * The Sword of Ragnarǫk gains 15 charges, for a total of 24. The Sword of Ragnarǫk regains 3d6+6 charges at dawn. * You can cast the following spells through the Sword of Ragnarǫk: Heat Metal (2 charges) and Magma Wave (3 charges) * The sword's Spell DC goes up by 1, for a total of 17. * You can channel the heat of Muspellheim into the area around you. You can expend charges to increase the number of targets Heat Metal can effect. For every 2 charges you spend, you can effect 1 more target. \columnbreak ### Attuned along with 3 other items of Surtr's Inferno * The Sword of Ragnarǫk does an addition 1d20 Fire damage and 1d20 Slashing damage, for a total of 2d20 Fire damage and 2d20 Slashing damage. * The Sword of Ragnarǫk gains 12 charges, for a total of 36. The Sword of Ragnarǫk regains 5d6+6 charges at dawn. * You can cast the following spells through The Sword of Ragnarǫk: Magma Storm (4 charges) * The sword's Spell DC goes up by 1, for a total of 18. * You can channel the heat of Muspellheim into the area around you. You can expend charges to increase the amount of Magma Storms that are created with a single action. For every 4 charges you spend you can create 1 more instance of the Magma Storm spell. ### Attuned along with 4 other items of Surtr's Inferno * The sword's Spell DC goes up by 2, for a total of 20. ### Attuned with the entire set of Surtr's Inferno * The Sword of Ragnarǫk is a +6 weapon. * The sword's Spell DC goes up by 2, for total of 22. * If the Sword of Ragnarǫk is plunged completely into lava or magma, the Sword of Ragnarǫk regains all of its charges. It takes an action to do this. \pagebreakNum
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## The Crown of Embers This black stone crown is made of Muspelheimian magma that has hardened into a metal like substance. ### Attunement * ***The Crown of Embers*** grants the wearer **advantage** on **Charisma checks** when regarding **Elementals**. * You learn the ***Ignan*** language while attuned to ***The Crown of Embers***. * Your **Charisma score** increases by **1** to a maximum of **21**. * **Once per day** you may cast ***Conjure Minor Elementals***, with out **concentration**. * You can cast ***Conjure Minor Elementals*** as an **Action** ### Attuned along with another item of Surtr's Inferno * Your **Charisma score** increases by an additional **1** to a maximum of **22**. * You may cast ***Conjure Minor Elementals*** **2 times per day**, instead of **1 time per day**. * You gain **Resistance** to **Fire** damage. ### Attuned along with 2 other items of Surtr's Inferno * Your **Charisma score** increases by an additional **1** to a maximum of **23**. * You may cast **Conjure Minor Elementals*** **3 times per day**, instead of **2 times per day**. * You may cast **Conjure Minor Elementals*** as a **Bonus Action** or **Action**. * Any **Elementals** you summon or conjure gains a bonus to damage equal to **1d4 Fire** damage per half your **proficiency bonus** rounded up. * **+1d4 at +2**, **+2d4 at +3**, **+2d4 at +4**, **+3d4 at +5**, **+3d4 at +6**. ### Attuned along with 3 other items of Surtr's Inferno * Your **Charisma score** increases by an additional **1** to a maximum of **24**. * **Once per day** you can conjure a **Cleansed Draugr**, as an **Action**, without **concentration**. **The Cleansed Draugr** lasts for **1 hour**, or until killed. * Any **Elementals** you summon or conjure gains a bonus to damage equal to **1d6 Fire** damage per half of your **proficiency bonus** rounded up. This replaces your previous bonus. * **+1d6 at +2**, **+2d6 at +3**, **+2d6 at +4**, **+3d6 at +5**, **+3d6 at +6**. * Any **Elementals** you summon or conjure ignores any **Resistances** to **Fire** damage a target of it has. Unless the target gained its **Resistance** from an Artifact level magical item. ### Attuned along with 4 other items of Surtr's Inferno * Your **Charisma score** increases by an additional **1** to a maximum of **25**. * You may conjure a **Cleansed Draugr** **2 times per day**, instead of **1 time per day**. * Any **Elementals** you summon or conjure gains a bonus to damage equal to **1d8 Fire** damage per half of your **proficiency bonus** rounded up. This replaces your previous bonus. * **+1d8 at +2**, **+2d8 at +3**, **+2d8 at +4**, **+3d8 at +5**, **+3d8 at +6**. * Any **Elementals** you summon or conjure ignores any **Immunities** to **Fire** damage a target of it has. Unless the target gained its **Resistance** from an Artifact level magical item. ### Attuned with the entire set of Surtr's Inferno * Your **Charisma score** increases by an additional **1** to a maximum of **26**. * You may conjure a **Cleansed Draugr** **3 times per day**, instead of **2 times per day**. * You can now conjure **Cleansed Draugr** as a **Bonus Action**. * You can now conjure a **Minor Jotunn - Muspellheim** **once per month**, **at any point during the month**, with out **concentration**. Doing so takes **1 hour**. You can teleport a **Minor Jotunn - Muspellheim** to you as an **Action**. * Any **Elementals** you summon or conjure from the ***Crown of Embers***, no longer disappears after **1 hour**. They stay until killed or dismissed by you. * Any **Elementals** you summon or conjure gains a bonus to damage equal to **1d10 Fire** damage per half of your **proficiency bonus** rounded up. This replaces your previous bonus. * **+1d10 at +2**, **+2d10 at +3**, **+2d10 at +4**, **+3d10 at +5**, **+3d10 at +6**. \pagebreakNum
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## The Heart of Muspellheim. This heart pulses with liquid magma. To **attune** to it, you must hold it to your chest for **1 hour**. Doing so will merge your heart with the ***Heart of Muspellheim***. If **attunement** with the ***Heart of Muspellheim*** ends, you take **10d20 Fire** damage which cannot be reduced nor negated, unless the heat can be cooled with ice from ***Niflheimr***. ### Attunement ### Attuned along with another item of Surtr's Inferno ### Attuned along with 2 other items of Surtr's Inferno * The Heart of Muspellheim requires no attunement slots. ### Attuned along with 3 other items of Surtr's Inferno ### Attuned along with 4 other items of Surtr's Inferno ### Attuned with the entire set of Surtr's Inferno \pagebreakNum
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## The Fate of Muspellheim. This small gem fits is able to fit within the Crown of Embers, but will work when placed in other places. ### Attunement ### Attuned along with another item of Surtr's Inferno ### Attuned along with 2 other items of Surtr's Inferno * The Fate of Muspellheim requires no attunement slots. ### Attuned along with 3 other items of Surtr's Inferno ### Attuned along with 4 other items of Surtr's Inferno ### Attuned with the entire set of Surtr's Inferno \pagebreakNum
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## The Seed of Yggdrasil. This blackened seed holds within it a small segment of the World Tree. The seed will only open when Ragnarǫk has come and passed. It will open, nourished by the ash of the old world, and will support the world in place of the old Yggdrasil. ### Attunement ### Attuned along with another item of Surtr's Inferno ### Attuned along with 2 other items of Surtr's Inferno ### Attuned along with 3 other items of Surtr's Inferno ### Attuned along with 4 other items of Surtr's Inferno ### Attuned with the entire set of Surtr's Inferno \pagebreakNum
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## An Essence of Ginnungagap. ### Attunement ### Attuned along with another item of Surtr's Inferno ### Attuned along with 2 other items of Surtr's Inferno * The Essence of Ginnungagap requires no attunement slots. ### Attuned along with 3 other items of Surtr's Inferno ### Attuned along with 4 other items of Surtr's Inferno ### Attuned with the entire set of Surtr's Inferno \pagebreakNum
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# Týr's Unifiers ## Allrgarðr This Longsword has a hilt of Mithril, Gold that is decorated with various depictions of knots and crosses. The entirety of the sword is made from the essences of the Nine Realms, ***Yggdrasill***, and the space between the world. This sword is said to have been wielded by the one-handed god, ***Týr*** himself. It represents the power that connects all Realms together. The World Essences inside the sword make it much heavier than normal, as such, ***Allrgarðr*** gains the ***Heavy*** property. Conversely, because the blade is filled with the essence of the Nine Realms, it is also incredibly balanced. Thus ***Allrgarðr*** is also a **Finesse** weapon. ### Unattuned: * The sword is a **+1** weapon. ### Attuned: * The sword becomes a **+2** weapon. * The sword has **9** charges which you can use to cast the following spells through the sword: ***Zone of Truth*** (2 charges) and ***Heroism*** (1 charge). * The sword regains **1d6 + 3** charges at dawn. * You can use Runic Attacks. * Your Runic Attack level is **1**. ### Attuned with Týr's Sacrifice. * **+3**/**+4**/**+5**/**+6** weapon. (+4 at level 25, +5 at level 30, +6 at 5 Mythic Boons.) * The sword now does an additional **1d6 Force**. * The sword now holds **18** charges. Regaining **2d6 + 5** charges at dawn. * The sword can now cast the following spell through it: ***Crusader's Mantle***(3 charges) * Your Runic Attack level increases by **1**. ### Attuned --and-- missing a hand. * Gain proficiency in ***Insight***, if already proficient gain **expertise**. * You gain **Truesight** within **5ft** of you. \columnbreak ### Attuned with Týr's Sacrifice --and-- missing a hand. * The sword now does an additional **1d6** **Force** damage. (On top of the normal benefit of attuning with ***Týr's Sacrifice***) * Your **Truesight** range increases by **5ft**, to a total of **10ft**. * The sword now holds **27** charges, and regains ***3d6 + 9*** charges at dawn. * You can use the sword to cast the following spell without material components: ***True Seeing*** (7 charges) * Your Runic Attack level increases by **1**. ## Týr's Sacrifice These blood-stained, cloth strips form a wrap around your arm, infusing you with power from the one-handed god. ### Attuned: * All allies within **10ft** of you gain a **+1** bonus to **AC**. * The wraps have **9** charges which you can use to cast the following spells: ***Shield*** (1 charge), ***Shield of Faith*** (1 charge), and ***Compelled Duel*** (1 charge), ***Healing Word***(1 charge), ***Warding Bond*** (2 charges). * charges: **9** regains **1d6 + 3** at dawn. ### Attuned with Allrgarðr. * The radius in which allies gain **+1** to **AC** increase by **10ft**, to a total of **20ft**. * You become **immune** the **Frightened** condition. ### Attuned --and-- missing a hand. * The **AC** bonus granted to allies by ***Týr's Sacrifice*** increases to **+2**. * Allies within your **AC** bonus radius have **advantage** on saves against the **Frightened** condition. If they would gain **advantage** from another source, they instead gain a **+5** bonus to their roll in addition to their **advantage**. ### Attuned with Allrgarðr --and-- missing a hand. * There is no longer a limit on how many spells you can concentrate on. * Whenever you make a **concentration check**, if you fail, you lose **concentration** of **1** of the spells you have active, instead of all of them. * The amount of charges ***Týr’s Sacrifice*** holds becomes **27**. The wraps recharge **3d6 + 9** charges at dawn. * You can use ***Týr's Sacrifice*** to cast the following spell: ***Temple of the Gods*** (7 charges). * You can spend charges to increase the **DC** of ***Compelled Duel***. For every **2** charges, increase the **DC** by **1**. * The **AC** bonus granting radius increases to **30ft**.
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#### Protection of the Realms * As an **Action** you may increase your **AC** bonus granting radius to **60ft**, this lasts for **two of your turns**. Ending at the start of your **third turn**. * **E.G.** **Turn 1**: Use ability, **Turn 2**: Do something, **Turn 3**: Effect ends. ### Spells ***Týr's Unifiers*** use either your **Charisma modifier** or your **Wisdom modifier** for **Spell Save DCs** and such. ### The Missing Hand If your hand was lost willingly to either aid others, uphold truths and oaths, or unify people, these items require no attunement slots to attune to. The DM may give you this boon even if you lost your hand in situations not related to the previously mentioned, if you've acted in the afore mentioned ways. ### Bonding with the Realms. If you find a way to reignite the bond between ***Allrgarðr*** and the Realms, it grows in strength. Rebonding the sword will automatically give you the boon of ***The Missing Hand***, if you are missing a hand when the bonding is complete. Here are a couple of ideas on how one could reignite the bond: * You travel through ***Yggdrasill***, cast yourself off of its branches, plummeting into the realm between realms. If you survive, the sword might be rebound. * You could ascend to a form of godhood, including declaring yourself ***Ymir's Heir***. * Visiting each realm, and infusing their power into the blade could rebind the sword. #### Here are the bonuses gained from this. * ***Allrgarðr*** now does **1d10** **Slashing** damage, instead of **1d8**. * ***Allrgarðr*** can now be reformed when in the realm between realms. Doing such, you can make ***Allrgarðr*** becomes one of the following weapons. * Battleaxe * Longsword * ***Allrgarðr*** gains an additional **2d6** **Force** damage. On top of any other damage benefits it has gained, * You may spend **2** charges from either ***Allrgarðr*** or ***Týr's Sacrifice*** to use ***Protection of the Realms*** as a **Bonus Action** instead of an **Action**. * **Religious Icon**: You may cast ***Ceremony***. You can use this ability **as many times as you want per day**. Additionally, if you use **50 golds worth of powdered silver** you can affect **2** targets instead of **1**. * **Voice of the Realms**: You can gain the following features: * Your voice becomes **three times as loud** or **six times as loud**, and carries up to **300 feet** or **600 feet**. Doing so is a **free action** (no actions required). You can use this ability **as many times as you want per day**. * You cause winds to stir up **60 feet** around you. The wind is not powerful enough to lift anything except loose snow, leaves, tiny pebbles, and loose dirt. Doings so is a **Bonus Action** or **Action**. You can use this ability **as many times as you want per day**. * You cause harmless tremors in the ground in a **30-foot** radius around you for **1 minute**. Doing so is a **Bonus Action** or **Action**. You can use this ability **as many times as you want per day**. * You create a booming sound, that originates from a point of your choice within **30 feet** of you. Doing so is a **Bonus Action** or **Action**. You can use this ability **as many times as you want per day**. * You cause winds to stir up **60 feet** around you. The wind is not powerful enough to lift anything except loose snow, leaves, tiny pebbles, and loose dirt. Doings so is a **Bonus Action** or **Action**. You can use this ability **as many times as you want per day**. * You alter your appearance to appear as one of **stars**, **any spectrum of visual light**, or even **nebulous**. The effect should relate to the essence of all Realms. You can make your eyes be filled with the chosen effect, and you can make the chosen effect fly from your body. This appearance lasts until deactivated. Doing so is a **Bonus Action** or **Action**. You can use this ability **as many times as you want per day**. This is not an illusion. \pagebreakNum
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# Týr's Unifiers Thematic Flavour Ideas ## Allrgarðr * Normal looking sword * Abnormal looking sword * Window to the realm between realms - sword blade shows nebulous clouds. * Radiant power - extremely bright sword. ## Týr's Sacrifice * Bloodstained cloths * Glowing faintly red * No passive effect * Looks as if the arm stump is still bleeding. ### AC granting Bonus * Invisibile aura * Visible aura * Protective shield surrounds effected creatures. * Tether between you and effected creatures. ## Runic attacks ### Fury of the Realms * Nebulous clouds blast out the blade in a wave around it. * Bright light blasts out of the blade in a wave around it. * A ripple in the air blasts outwards. ### Sword of Nine Realms * Nebulous light bursts forth and seeps into creatures. Visible clouds hang on the victim. ### Fate of Nine Realms * Nebulous clouds or light gather on the sword's blade, attaching to the target's body. ### Howl of Fates * Streaks of color fly about. Greens, blues, reds, purples. Any color you might see in a nebula. Loud rumbling and whooshing is heard. ### Blessing of the Worlds * The sword flares with nebulous clouds. * The sword flares with colors. ### Fury of the Realms * You point the sword at a creature, lights burst forth, blasting the creature. \pagebreakNum
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# Runes ## Rune Mechanics * **Runes** must be put into the blade of ***Allrgarðr*** to be able to use. * Only **2** **Runes** may be active at any given time. To **activate** a different **Rune** you must first **deactivate** a current Rune. You cannot **deactivate** **inert** **Runes**. This costs no actions. * You may only have **1** **Light** and **1** **Heavy** **Rune** activated at a time. * **Runes** can be put into the blade during a **long rest**. * When activated a **Rune** will go **inert**. It will recharge over time becoming **charged**. At the beginning of your turn roll a **Runic Recharge check** for each **Rune** type, **Light** and **Heavy**. On a success the **inert** **Rune** will become **charged**. * This **Runic Recharge check** is not tied to any ability, but it does have a **DC**. * The **DC** starts at **22**. Every time you fail, the **DC** goes down by **2**. \pagebreakNum
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# Allrgarðr Runic Attacks # ***Allrgarðr's Light*** ###### Whenever you use one of ***Allrgarðr's*** ***Runic Attacks***, you can project the light of the realm between realms out of the blade. Creating **20 feet** of bright light, and **20 feet** of dim light, in a radius around the blade. The light is blueish and # Light Runic Attacks ### Truth's Light – 1 Attack - Light ***Allrgarðr*** releases a brilliant light and frightening boom. * Creatures within **5 feet** of you must succeed on a **Constitution saving throw** **DC 13** or take **1d4 Thunder** damage and become **blinded** for **1 minute**. On a successful save a creature takes half damage and isn’t **blinded**. A creature can make this saving throw again at the end of its turn, ending the effect on a success. * Level 2: **DC 15**, **1d6 Thunder** Damage. * Level 3: **DC 17** or **(8 + Your Proficiency Bonus + Your Charisma or Wisdom Modifier)**, **1d8 Thunder** Damage. ### Fury of the Realms– 1 Attack - Light ***Allrgarðr*** releases a radial shockwave of Realm essence. * Creatures within a **10-foot** radius of you must succeed on a **Dexterity saving throw** **DC 13** or take **3d6 Force** damage on a failed save, or half as much damage on a successful save. * Level 2: **DC 15**, **4d6 Force** damage, you may use **2** attacks instead of **1** to increase the radius to a **20-foot** radius. * Level 3: **DC 17** or **(8 + Your Proficiency Bonus + Your Charisma or Wisdom Modifier)**, You no longer need to use **2** attacks to increase the radius. **6d6 Force** damage. \columnbreak ### Sword of Nine Realms – 1 Attack - Light You loft ***Allrgarðr*** in front of you releasing a devastating blast of power that weakens enemies. * Creatures within **5 feet** of you must succeed on a **Constitution saving throw** **DC 13** or take **1d4 Force** damage and become **Weakened** for **1 minute**. On a successful save a creature takes half damage and isn’t **Weakened**. A creature can make this saving throw again at the end of its turn, ending the effect on a success. * A **Weakened** creature must reduce their **Attack rolls** and **Saving throws** by **1d4** * Level 2: **DC 15**, **1d6 Force** Damage. **1d6** reduction. * Level 3: **DC 17** or **(8 + Your Proficiency Bonus + Your Charisma or Wisdom Modifier)**, **1d8 Force** Damage. **1d8** reduction. ### Fate of Nine Realms – 1 Attack - Light You draw the essence of the Realms into ***Allrgarðr*** channels the destructive force within. * The creature you hit of you must succeed on a **Constitution saving throw** **DC 13** or take **1d4 Force** damage and have its **AC** reduced by **1d4** for **end of their next turn**. Additionally, until the **start of the creature's next turn**, attacks against it have **Advantage**. On a successful save, the creature takes half the damage, and subtracts **half the die rolled**. * Level 2: **DC 15**, **1d6 Force** Damage. **1d6** reduction. * Level 3: **DC 17** or **(8 + Your Proficiency Bonus + Your Charisma or Wisdom Modifier)**, **1d8 Force** damage.**1d8** reduction. Reduction now effects the target's **Saving throws**. \pagebreakNum
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# Heavy Runic Attacks ### Howl of Fates – Action - Heavy ***Allrgarðr*** begins to let out the incredible forces that form from Yggdrasill into a swirl around you. * You create a small storm in a **20-foot** radius sphere centered on you. The sphere extends around corners, and its area is considered **lightly obscured**, the area is filled with **Strong Winds**, meaning creatures must yell to be able to hear each other, and ranged weapon attack rolls have disadvantage. * Each creature, besides those you designate as **immune**, that **starts its turn in the storm, or enters it**, takes **4d6 Force** damage and its speed is reduced by **10 feet** until the end of its turn. This effect can be maintained on each of your turns as an **action**. You can continue to maintain the effect for up to **1 minute**. The storm stops at the **end of your turn**. * You may change who is designated for this effect at any time. * **Additionally you can designate any amount of other creatures to be under the following effect**,: * You may change who is designated for this bonus at any time. * Each creature that **starts its turn in the storm, or enters it**, heals for **4d6** health, and it gains a **+2** bonus to **AC** and **Saving Throws**. * If a creature is at **0** health when it would gain health from this effect, it does not gain any health from this. It instead may make **Death Saving Throws** at **Advantage** with a **+2** bonus. * You **do not benefit** from the healing, but **do benefit** from the **AC** and **Saving Throw** bonuses * Level 2: **6d6 Force** damage, **6d6** healing. * Level 3: **8d6 Force** damage, **8d6** healing. No longer a cap on length you maintain the storm, but for each **action** you spend past **1 minute** maintaining the storm you must make a **DC 15** **Constitution saving throw** or take **1** level of **exhaustion**. Each time you make the save, success or failure, the **DC** goes up by **5**. \columnbreak ### Blessings of the Worlds – Action - Heavy ***Allrgarðr*** begins to radiate with the very essence of the Nine Realms. * For **1 minute**, attacks made with ***Allrgarðr*** deal an additional **1d8 Force** damage. * Level 2: You may choose to have the effect do **2d6 Force** damage instead of **1d8**. If you do so, the **Runic Recharge DC** goes down by **1**, instead of **2**. * Level 3: You may choose to have the effect do **2d8 Force** damage instead of **1d8**. If you do so, the **Runic Recharge DC** goes down by **1**, instead of **2**. And this option cannot be chosen again until **4 hours** has past. ### Fury of the Realms – Action - Heavy You loft ***Allrgarðr*** in front of you releasing a devastating blast consisting of the essences of the Nine Realms. * You make **3** attacks against a creature within **5 feet** of you. * Level 2: If you spend your **bonus action**, you can make **1** additional attack. If you spend your **bonus action**, the **Runic Recharge DC** goes down by **1**, instead of **2**. * Level 3: If you spend your **bonus action** and all of your movement, you can make an additional **2** attacks instead of **1**. If you spend your **bonus action**, the **Runic Recharge DC** goes down by **1**, instead of **2**. If you also spend your movement, the **Runic Recharge DC** starts at 26, instead of 22. \pagebreakNum
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# Oðinn's Knowledge ### Spell Casting Any spell cast using items from Óðinn's Knowledge uses your Wisdom modifier as you spell casting modifier. Calculations: * Spell Save DC: 8 + Your Proficiency bonus + Your Wisdom Modifier. * Spell Attack bonus: Your Proficiency bonus + Your Wisdom Modifier. ### The Charms The Charms are ancient songs known by Oðinn, they allow him mastery over certain parts of life. They are technically available to many different being at once since they are technically just knowledge. Oðinn gained this knowledge by sacrificing himself to "the runes". #### The Songs ###### 1: The first is called help, | and help it can bring thee | In sorrow and pain and sickness. ###### 2: A second I know, | that men shall need | Who leechcraft long to use. ###### 3: A third I know, | if great is my need | Of fetters to hold my foe; Blunt do I make | mine enemy's blade, Nor bites his sword or staff. ###### 4: A fourth I know, | if men shall fasten | Bonds on my bended legs; So great is the charm | that forth I may go, The fetters spring from my feet, Broken the bonds from my hands. ###### 5: A fifth I know, | if I see from afar | An arrow fly 'gainst the folk; It flies not so swift | that I stop it not, If ever my eyes behold it. ###### 6: A sixth I know, | if harm one seeks | With a sapling's roots to send me; The hero himself | who wreaks his hate | Shall taste the ill ere I. ###### 7: A seventh I know, | if I see in flames | The hall o'er my comrades' heads; It burns not so wide | that I will not quench it, I know that song to sing. ###### 8: An eighth I know, | that is to all | Of greatest good to learn; When hatred grows | among heroes' sons, I soon can set it right. ###### 9: A ninth I know, | if need there comes | To shelter my ship on the flood; The wind I calm | upon the waves, And the sea I put to sleep. ###### 10: A tenth I know, | what time I see | House-riders flying on high; So can I work | that wildly they go, Showing their true shapes, Hence to their own homes. ###### 11: An eleventh I know, | if needs I must lead | To the fight my long-loved friends; I sing in the shields, | and in strength they go Whole to the field of fight, Whole from the field of fight, And whole they come thence home. ###### 12: A twelfth I know, | if high on a tree | I see a hanged man swing; So do I write | and color the runes | That forth he fares, And to me talks. ###### 13: A thirteenth I know, | if a thane full young | With water I sprinkle well; He shall not fall, | though he fares mid the host, Nor sink beneath the swords. ###### 14: A fourteenth I know, | if fain I would name | To men the mighty gods; All know I well | of the gods and elves, Few be the fools know this. ###### 15: A fifteenth I know, | that before the doors | Of Delling sang Thjothrörir the dwarf; Might he sang for the gods, | and glory for elves, And wisdom for Hroptatyr wise. ###### 16: A sixteenth I know, | if I seek delight | To win from a maiden wise; The mind I turn | of the white-armed maid, And thus change all her thoughts. ###### 17: A seventeenth I know, | so that seldom shall go | A maiden young from me ###### 18: An eighteenth I know, | that ne'er will I tell | To maiden or wife of man,-- The best is what none | but one's self doth know, So comes the end of the songs,-- Save only to her | in whose arms I lie, | Or who else my sister is.
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##### Attuned The Charms allow you to cast the following spells, each can be cast 3 times per day. * Cure Wounds * Disguise Self * Hold Person * Calm Emotions * Shield of Faith * Speak with Dead * Enhance Ability * Charm Person ##### Attuned with Gungnir --or-- the Raven Eye The Charms allow you to cast the following spells, all spell cast through the Charms can now be cast 6 times per day. * Freedom of Movement. * Wall of Force (Effect projectiles only). * Divine Rebuke (see spell list). * Control Flames/Wall of Fire. * Control Water. * Control Wind. * Dominate Person. ###### The Charms increase the benefit of the following spells: * You can cast Shield of Faith on up to 3 targets. * Calm Emotions now bypasses any immunities to effect that would resist this spell. ##### Attuned with Gungnir --and-- the Raven Eye The Charms allow you to cast the following spells, all spells cast through the Charms can now be cast 9 times per day. * Antipathy/Sympathy (Target 1 creature. Antipathy only. Lasts for 50 years.). * Invulnerability (Only Bludgeoning, Piercing, and Slashing. Lasts until dispelled. Only one person at a time). * Speak Names (see spell list). * The Unknown 18th Song. For the unknown 18th Song, I suggest the ability to cast True Ressurection on yourself when you die, with no material cost. I would also allow the spell to work on you if you die of old age, and allow you to be raised at any location that you have been. ###### The Charms increases the benefit of the following spells: * You can cast Shield of Faith on up to 9 targets. ##### DM Note: Because the Charms are just knowledge rather than an actual item, consider making them not use an attunement slot. Also consider making the item in three parts, so that someone can have the full *Charms* but not have *Gungnir* or *the Raven Eye*. \columnbreak ### Gungnir ##### Attuned * Gungnir becomes a +1 weapon. * As a free action you can cause the runes on Gungnir to come to life, producing 40ft of bright light and 40ft of dim light in a radius around it. * When thrown Gungnir flies at its target. Gungnir has a range of 60/120 ft. * Gungnir will return to its wielder's hand in a flash of radiant light when called as a free action. * Gungnir has 9 charges which you can use to cast the following spells: Detect Magic (1 charge), * Gungnir regains 1d6+3 charges at dawn. ##### Attuned with the Charms --or-- the Raven Eye * Gungnir becomes a +2 weapon. * You may use your Wisdom modifier instead of Strength for the attack and damage rolls of Gungnir. * Gungnir gains 9 charges, for a total of 18. You can cast the following spells: Conjure Barrage (3 charges) and Lightning Arrow (3 charges) (Lightning Arrow does Radiant damage). * Gungnir regains 2d6+6 charges at dawn. * Gungnir does an additional 1d12 Radiant damage. ##### Attuned with the Charms --and-- the Raven Eye * Gungnir becomes a **+3**/**+4**/**+5**/**+6** weapon. (+4 at level 25, +5 at level 30, +6 at 5 Mythic Boons.) * Gungnir gains the ability to cast the following spells, each can be cast 3 times: Dawn, Daylight, and Conjure Volley. * Any oath sworn on Gungnir can only willingly be broken with a DC 30 Charisma saving throw. * Gungnir does an additional 1d12 Radiant damage. * Gungnir gains 18 charges, for a total of 36. Recharging 5d6+6 at dawn. You may cast the following spell through Gungnir: Heroes' Feast (6 charges) * Gungnir can cast *Guards and Wards* twice per day. The spell becomes permanent if you use both uses in one casting. \pagebreakNum
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### The Raven Eye This gem is small and dark. It's roughly the size of an eye. ##### Attuned * You gain proficiency with the Perception skill. If you already have proficiency in the Perception skill, you or the DM can choose a replacement skill. * You gain proficiency with the Insight skill. If you already have proficiency in the Insight skill, you or the DM can choose a replacement skill. * The Eye has 9 charges, and recharges 1d6+3 charges at dawn. The Eye can cast the following spells: Comprehend Languages (1 charge), Identify (1 charge), and Find Familiar (1 charge). ##### Attuned with Gungnir --or-- the Charms * You can add double your proficiency bonus to the Perception skill. * You can add double your proficiency bonus to the Insight skill. * The Eye gains 18 charges, for a total of 27. The Eye recharges 3d8+3 charges at dawn. The Eye can cast the following spells: Arcane Lock (2 charges), Detect Thoughts (2 charges), and Knock (2 charges). ##### Attuned with Gungnir --and-- the Charms * The Eye gains the ability to cast the following spells 2 times per day: See Invisibility, and Counterspell. * The Eye gains the ability to cast the following spells once per day: Telepathy and Legend Lore. ##### The Missing Eye: If your eye was sacrificed in the pursuit of powerful knowledge, the Raven Eye can be placed in your eye socket, gaining the following benefits: * The Raven Eye will turn into smoke as long as it is in your eye socket and attuned to. The smoke stays in your eye as long as you are attuned to it, and the smoke is only faintly perceptible. This effect will negate any penalty gained from missing an eye. * The Raven Eye no longer requires an attunement slot. * The Raven Eye grants you 2 Raven familiars. * You gain the ability to see through any ravens' eyes, no matter where they are, as long as you can either see them or know of them. This works across different planes as well. Per the *Find Familiar* spell * Your Wisdom score is increased by 10, up to a maximum of 30. **Example:** Óðinn sacrificed his eye as payment to Mímir as payment for a drink from the Well of Urd. \columnbreak ### The Ultimate Knowledge If you have the 18 Charms as well as have the Raven Eye, and are missing your eye. You gain the option to undertake a journey or trial to gain even more knowledge. Talk with your DM about this journey. If you succeed, you gain the following benefits: * Your Wisdom score goes up by 10, to a maximum of 40. * Whenever you make an Arcana, History, Investigation, Religion, Insight, Perception, or any check to recall knowledge, you can spend charges, from any item that you have to add a bonus to your roll. For every 5 charges you expend, you gain a +1 bonus to your roll. **Example:** Óðinn hung from Yggdrasil for 9 days and 9 nights, on the edge of death. He refused all help, and banned the gods from helping him. During his hanging, he was also stabbed by his own spear. At the of this ordeal, the Runes or Charms (I think they're the same thing sort of) revealed themselves to him. \pagebreakNum
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# Godhand of Ghaznaziik ### Attuned * +3 to hit and damage. * **+4d6** **Radiant** damage. * Critically hits on a roll of **18-20**. * Decapitates/Delimbs on a **19-20**. * A creature dies if it is decapitated. A creature is immune to death from this effect if it is immune to **Slashing** damage, doesn't have or need a head, has legendary Actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. If the target is too large to decapitate/delimb instead deal and extra **12d6** **Slashing** damage (Because a **19-20** is a crit, the extra **12d6** also get doubled, as following critical damage rolls). * Ignore **Resistances** to **Slashing** damage. ### Empowered With the Fruit of the Cosmic Tree * +4 to hit and damage. * Extra **Radiant** damage goes up to **+8d6**, instead of **+4d6**. * Critical hit range increases to a roll of **17-20**, instead of **18-20**. * Decapitates on **18-20**, extra damage increase to **+24d6** instead of **+12d6**. * Ignores **Immunities** to **Slashing** damage, and ignores **resistances** to **Radiant** damage. ### Mjothvitnar's Unmakyr * +6 to hit and damage. * Extra **Radiant** damage goes up to **+16d6**, instead of **+8d6**. * Critical hit range increases by **1**, critically hitting on **16-20**, instead of **17-20**. * Decapitate/Delimb range increases by, activating on **17-20s**, instead of **18-20**, additionally the extra **Slashing** damage increases to **48d6** instead of **24d6**. * Ignores **Immunities** to both **Slashing** damage and **Radiant** damage. * Treat targets not at least **Resistant** to **Slashing** damage as being **Vulnerable** to **Slashing** * The wielder of this weapon may change the damage dice for this weapon to whatever dice they desire, as long as the damage die is greater or equal to **d6s**. The resulting dice must equal the same average damage as the standard dice of **d6s**. * Average regular greatsword damage: **2d6+6 (13)** * Average **Radiant** damage: **16d6 (56)** * Average Decapitation/Delimb **Slashing** damage: **48d6 (168)** \pagebreakNum
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# The Úlfhéðnar ### Úlfhéðnar Pelt – Attunement This wolf's pelt is said to grant the user protection in the heat of battle. #### Barbarian Benefits If you are a Barbarian of any level, you can gain the following benefits: * If you have at least 1 level in the ***Barbarian*** class, you gain an additional use of your ***Rage***. ##### Berserker's Hide. * If you have at least 3 levels in the ***Barbarian*** class, once per day, while *raging*, you may spend 2 of your rages to become immune to *bludgeoning*, *piercing*, and *slashing* damage until the end of your next turn. * You gain an additional use of your ***Rage***. ##### Blessed Resistance * If you have at least 5 levels in the ***Barbarian*** class, your rage damage goes up by 1. * You gain resistance to *Fire* damage while raging. * You gain an additional use of your ***Rage***. ##### Berserker's Blessing * If you have at least 10 levels in the ***Barbarian*** class, your rage damages goes up by 2, in addition to the normal Rage damage bonus from the Úlfhéðnar Pelt. * You gain an additional use of your ***Rage***. * Additionally, while *raging*, once per day, you may spend 2 of your ***rages*** to become immune to *bludgeoning*, *piercing*, and *slashing* damage as a reaction to being damaged. This immunity lasts until the end of your next turn. ##### Improved Berserker's Blessing and Blessed Resistance * If you have at least 13 levels in the ***Barbarian*** class, your rage damages goes up by 2, in addition to the normal Rage damage bonus from the Úlfhéðnar Pelt. * You gain immunity to *Fire* damage while raging. * You gain an additional use of your ***Rage***. * You may use *Berserker's Hide* and *Berserker's Blessing* 2 times a day, rather than 1 time a day. \columnbreak ##### Blessed War Leader * If you have at least 15 levels in the ***Barbarian*** class, once per day, while raging, you can use an action to howl to the gods above, in doing so all allies of your choice within 20ft of you gain temporary hp equal to your level. * You may use *Berserker's Hide* and *Berserker's Blessing* 3 times a day, rather than 2 times a day. * You gain an additional use of your ***Rage**. #### Pledging yourself to battle. If you have at least 20 levels in the Barbarian class, you can choose to make a bond with this pelt. Doing so cements you into becoming an Úlfhéðnar gaining you the following effects: * When you do so, your Rage damage goes up by 5, in addition to the normal Rage damage bonus from the Úlfhéðnar Pelt. * You gain proficiency with *Wisdom saving throws*, and you must make a **DC 25** *Wisdom saving throw* when you Rage or become *Enraged*. (WIP) * If you become *Enraged*, you no longer see Friend from Foe, and see every creature as an enemy. * Spells such as *Calm Emotions* can allow you to see previous allies as allies rather than enemies, but not previous enemies as allies. * Every time you attack an ally while *Enraged*, you may make the saving throw again. On a success you are no longer *Enraged*. * This item no longer requires attunement for you. * You may use an action to Howl with might of ***Skoll and Hati***, ***Fenris***, or ***Geri and Freki***. You choose which wolves to howl for each long rest. The effects of which are listed below. You may use this ability once per day, recharging at dusk. \pagebreakNum
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#### The Howl You unleash a guttural howl to heavens, inciting the power of your chosen wolves. * ***Skoll and Hati:*** You cast the area into the darkness, emulating the effect of Skoll and Hati swallowing the Sun and Moon. You can cast ***Hunger of Hadar***. Doing **4d6 Cold** damage and **4d6 Acid** damage. The **DC** for this effect is **16**. You can ignore the darkness from this effect. * ***Fenris:*** Your howl emulates that of the Great Wolf Fenris, whose howl strikes fear into the gods themselves. Each creature within **60ft** of you must make a **DC 16** **Wisdom saving throw** or become **frightened** of you for **1 minute**. A creature has advantage on this save if you or your allies are fighting it. A creature can repeat this saving throw at the end of its turn to end the effect when it cannot see you. You may choose any number of creatures to be immune to this effect. * ***Geri and Freki:*** Your howl emulates the howl of Geri and Freki, whose howls announce the presence of Oðinn himself. Blinding light fills a 60ft radius sphere around you. Each creature within the light must make a DC 16 Constitution saving throw or become blinded for 1 minute and take 4d6 Fire damage and 4d6 Radiant damage, half on a success. A creature can repeat this saving throw to end the effect at the end of its turn. You can choose any number of creatures to become immune to this effect. #### Non Barbarians Benefits If you are a Barbarian of any level, you can gain the following benefits: You gain the ability to enter a Battle-Trance 3 times per long rest. * Doing so grants you resistance to *Piercing*, *Slashing* and *Fire* damage. * You gain the Reckless Attack ability when in a *Battle-Trance*. * You gain +1 to damage rolls when in a *Battle-Trance*. \pagebreakNum
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# Heimdallr's Sight ### Spell Casting Any spell cast using items from Heimdallr's Sight uses your Wisdom modifier as you spell casting modifier. Calculations: * Spell Save DC: 8 + Your Proficiency bonus + Your Wisdom Modifier. * Spell Attack bonus: Your Proficiency bonus + Your Wisdom Modifier. ### Hǫfuð The hilt of this longsword is made of the bones of the same Ram that the Gjallarhorn is made of. ##### Unattuned * Hǫfuð is a +1 longsword. ##### Attuned * Hǫfuð becomes a +2 longsword. * Hǫfuð has 9 charges, you may cast the following spells: Detect Magic (1 charge) and Detect Thoughts (2 charges). * Hǫfuð regains 1d6+3 charges at dawn. ##### Attuned with the Gjallarhorn --or-- Heimdallr's Gem. * Hǫfuð gains 6 charges, for a total of 15. Hǫfuð regains 2d6+3 charges at dawn. * You can now cast the following spells through Hǫfuð: Detect Evil and Good(1 charge) and Protection from Good and Evil (1 charge). ##### Attuned with the Gjallarhorn --and-- Heimdallr's Gem. * Hǫfuð becomes a +3 longsword ### Gjallarhorn This horn is fashioned from the horn of great Ram that once roamed the lands. The horn is said to be able to summon allies to user's help. ##### Attuned * The Gjallarhorn has 12 charges, you may cast the following spells: Alarm (1 charge) and Sending (3 charges) * You can cast Thaumaturgy and Minor Illusion, only making noises, through the Gjallarhorn. ##### Attuned with Hǫfuð --or-- Heimdallr's Gem * You can use the Gjallarhorn to summon a warrior from Valhal. Twice per day, using this ability, you may cast Guardian of Faith. ##### Attuned with Hǫfuð --and-- Heimdallr's Gem * The Gjallarhorn gains 18 charges, for a total of 30, you can cast the following spell: Planar Ally (6 charges). * You can use the Gjallarhorn to cast the following spells once per day: Conjure Celestial and Gate. * Any spells you cast using the ability from the Gjallarhorn are no longer concentration. ### Heimdallr's Gem This mithril pendant contains a gem of both diamond and emerald. This formation is completely natural and the two gem types are conjoined. The pendant is said to grant the wearer higher perception over the realms. ##### Attuned * Heimdallr's Gem has 12 charges, you may cast the following spells: Locate Animals or Plants (2 charges) and Locate Object (2 charges). * You gain proficiency with the Perception skill. If you already have proficiency with the Perception skill, you and the DM can choose a replacement skill. * You gain +1 to your initiative. ##### Attuned with Hǫfuð --or-- the Gjallarhorn * Heimdallr's Gem gains 24 charges, for a total of 36, you may cast the following spells: Locate Creature (4 charges) and Arcane Eye (4 charges). * You gain a bonus to your initiative equal to half your proficiency bonus. ##### Attuned with Hǫfuð --and-- the Gjallarhorn * Heimdallr's Gem gains 39 charges, for a total of 75, you may cast the following spells: Scry (6 charges) and Project Image (7 charges) * You gain a bonus to your initiative equal to your proficiency bonus. This is in addition to all previous bonuses from this item. For a total calculation of: 1+1/2 your Proficiency bonus+ Your Proficiency bonus. * You cannot be surprised while awake. * You can add twice you proficiency bonus to your Perception skill. * You only need 1 hour of rest a day, and when you do rest you can be awoken extremely easily. * Any spell cast through Heimdallr's Gem no longer requires concentration. \pagebreakNum
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# Non-Paired Items ### Draupnir This iron ring has emeralds embedded in it. Once a week the bearer may concentrate for an hour on the ring. Doing so will produce 8 identical rings, each worth 100gp. ### Tanngrisnir and Tanngnjóstr - þórr's Goats These two bags of goat bones can be ressurected into real goats. You can speak the command word to ressurect the goats. The goats are edible, and make for a great stew. If killed, they cannot be ressurected until the next dawn. If the bones are cracked or broken, the corresponding goat will have the same break or crack in their leg. If attached to a chariot big enough to hold **2** people, the goats can pull the chariot through the air at a **Flying speed** of **60 feet** a turn. ### Sumarbrandr - Attunement This golden longsword gleams in the sun, and is extraordinarily light. Its magic enhances its user's combat prowess. * The longsword is a +3 weapon * You can use a Bonus Action to toss this magic sword into the air and speak the Command Word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your Attack roll and ability score modifier to Damage Rolls. * While the sword hovers, you can use a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the sword to Attack one creature within 5 feet of it. It can make as many attacks as you can. * If within 10ft of you, the sword will protect you from attacks, granting you +5 to your AC. After the hovering sword attacks for the Twentieth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. ### Dainsleif - Attunement * This longsword is a +3 weapon. * This longsword has been cursed the by the Dwarves that made it. When drawn the wielder must make a DC 20 Wisdom saving throw or try and kill one humanoid when they notice one. * When struck by the sword and the hit is a Crit, the target must make a DC 20 Constitution saving throw, on a failure it can't heal wounds from this weapon for 1 month. \columnbreak ### Tyrfing - Attunement * This shortsword is a +3 weapon. * When drawn the wielder must make a DC 20 Wisdom saving throw or try and kill one humanoid when they notice one. * The sword never degrades. * The sword can cut through iron and stone as easily as cloth. This sword ignores any benefit that non-magical armor give its user. Unarmored Defense and magical items still grant their benefits.
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### Gramr – Attunement This sword was thrust into a tree at the celebration of Sigmund's sister Sigyn's birthday. It was used by Sigmund's son to kill the dragon Fafnir. * This greatsword is a +3 weapon. * Whenever Gramr hits an object, the hit becomes a critical hit. ### Skofnung Sword and Stone - Attunement * This longsword is a +3 weapon. * This sword is imbued with the spirits of the king's 12 Berserkr bodyguards. You can use command word to summon the King’s 12 Berserkr bodyguards (Stat block given later) * When struck by the sword, the target must make a DC 20 Constitution saving throw, on a failure it can't heal wounds from this weapon unless rubbed by the Skofnung Stone. Optionally you may use one or both of the following rules if you want to follow the myth fully: * The sword must not be drawn in presence of women. If this happens the sword becomes non-magical for a time. * The sun must never shine on the hilt. If this happens the sword becomes non-magical for a time. The amount of time is not specified. It is up to the DM. I suggest a week. \pagebreakNum
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# Spells ## Speak Names ### 9th level Divination #### Casting Time: Action #### Range: Self #### Components: Verbal #### Duration: Instantaneous ### You suddenly gain the knowledge that gives you the names of every mortal or immortal being in existance. ## Divine Rebuke ### 6th level Abjuration #### Casting Time: Reaction #### Range: Self #### Components: Verbal, Somatic #### Duration: Instantaneous ### As a reaction to being damaged by an attack, you gain immunity to all damage types involved in the attack, until the start of your next turn. Additionally the triggering damager and any future damagers that do the same damage type(s) that you become immune to, take damage equal to half the amount they would have done to you. \columnbreak ## Magma Wave ### 3rd level Conjuration #### Casting Time: Action #### Range: 120ft #### Components: Verbal, Somatic, Material (a drop of magma) #### Duration: Instantaneous ### You conjure up a wave of magma that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature within the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 Fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The magma then spreads out in all directions in 30 feet, and cools. Forming a 1 foot layer of hardened stone. ## Magma Storm ### 4th level Evocation #### Casting Time: Action #### Range: 300ft #### Components: Verbal, Somatic, Material (a drop of magma) #### Duration: Instantaneous ### A hail of rock-hard magma pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 fire damage on a failed save, or half as much on a successful one. The magma stones turn the storm's area of effect into difficult terrain until the end of your next turn. \pagebreakNum
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# Statblocks ___ > ## Berserker Bodyguard Wraith >*Medium Undead (Humanoid), lawful neutral* > ___ > - **Armor Class** 16 (Chainmail) > - **Hit Points** 40 (4d8 + 12) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|16 (+3)|19 (+4)|10 (0)|14 (+2)|11 (0)| >___ > - **Skills** Perception +5 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** Darkvision 60ft., passive perception 13 > - **Languages** Common > - **Challenge** 2 > ___ >**Battle Frenzy**: Once reduce to 10 HP the Berserker Bodyguard Wraith gains advantage on all attacks. > > > > ### Actions > ***Multiattack***. The Berserker Bodyguard Wraith makes three attacks with its battleaxe. > > **Battle Axe**. *Melee Weapon Attack*. +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage when used one-handed or 10 (1d10 + 4) when used in two hands. \pagebreakNum
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___ > ## Draugr - Muspelheim >*Medium Elemental (Humanoid), lawful evil* > ___ > - **Armor Class** 13 (Ramshackle Armor) > - **Hit Points** 32 (4d8 + 12) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|15 (+2)|6 (-2)|13 (+1)|6 (-2)| >___ > - **Skills** Perception +3 > - **Damage Vulnerabilities** cold > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** fire, poison > - **Condition Immunities** poisoned > - **Senses** Darkvision 60ft., passive perception 13 > - **Languages** Ignan > - **Challenge** 2 > ___ > > **Elemental Fortitude**. If damage reduces the Draugr to **0** hit points, it must make a **Constitution saving throw** with a **DC** of **5 + the damage taken**, unless the damage is **cold**. On a success, the Draugr drops to **1** hit point instead. > >**Made of Fire**. At the start of each of the Draugr’s turns, each creature within 5 feet of it takes **7 (2d6) Fire** damage. A creature that touches the Draugr or hits it with a melee attack while within **5 feet** of it takes **7 (2d6) Fire** damage. > ### Actions > ***Muspelheim Axe.*** *Melee weapon attack:* +5, Reach 5ft, one target. *Hit:* 8 (1d8 + 3) slashing damage plus 5 (1d8) fire damage. \columnbreak ___ > ## Draugr - Niflheimr >*Medium Elemental (Humanoid), lawful evil* > ___ > - **Armor Class** 13 (Ramshackle Armor) > - **Hit Points** 32 (4d8 + 12) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|15 (+2)|6 (-2)|13 (+1)|6 (-2)| >___ > - **Skills** Perception +3 > - **Damage Vulnerabilities** fire > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** cold, poison > - **Condition Immunities** poisoned > - **Senses** Darkvision 60ft., passive perception 13 > - **Languages** Aquan, Terran > - **Challenge** 2 > ___ > > **Elemental Fortitude**. If damage reduces the Draugr to **0** hit points, it must make a **Constitution saving throw** with a **DC** of **5 + the damage taken**, unless the damage is **Fire**. On a success, the Draugr drops to **1** hit point instead. > >**Made of Ice**. At the start of each of the Draugr’s turns, each creature within 5 feet of it takes **7 (2d6) Cold** damage. A creature that touches the Draugr or hits it with a melee attack while within **5 feet** of it takes **7 (2d6) Cold** damage. > ### Actions > ***Niflheimr Axe.*** *Melee weapon attack:* +5, Reach 5ft, one target. *Hit:* 8 (1d8 + 3) slashing damage plus 5 (1d8) cold damage. \pagebreakNum
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___ > ## Cleansed Draugr - Muspelheim >*Medium Elemental (Humanoid), lawful evil* > ___ > - **Armor Class** 15 (Ramshackle Armor and Shield) > - **Hit Points** 63 (7d8+28) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|12 (+1)|18 (+4)|6 (-2)|15 (+2)|6 (-2)| >___ > - **Skills** Perception +5 > - **Damage Vulnerabilities** cold > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** fire, poison > - **Condition Immunities** poisoned, frightened > - **Senses** Darkvision 60ft., passive perception 15 > - **Languages** Ignan > - **Challenge** 5 > ___ >**Made of Fire**. At the start of each of the Draugr’s turns, each creature within 5 feet of it takes **10 (3d6) Fire** damage. A creature that touches the Draugr or hits it with a melee attack while within **5 feet** of it takes the same damage. > >**Eternal Flame**. If damage reduces the Draugr to **0** hit points, it appears dead, unless the damage is **Cold**. At the start of its next turn, the Draugr revives at **1** hp and uses ***Armor of Surtr*** as a free action (no action required). > >**Heroic Protection**. When the Draugr rolls for intiative, if it isn’t under the effects of “Armor of Surtr” it immediately gains its benefits. > >Innate Spellcasting The Draugr has innate spellcasting. Its **Spellcasting ability** is **Wisdom** (**Spell save DC** **13**, **+5 to hit** with spell attacks). It can innately cast the following spells, requiring no material components: > >At will: ***Firebolt*** > >1/day: ***Hellish Rebuke*** > >The Cleansed Draugr is a 5th level caster. > ### Actions > ***Multiattack.*** The Cleansed Draugr makes 2 melee weapon attacks. > > ***Shard of Ragnarǫk.*** *Melee weapon attack:* +7, Reach 5ft., one target. *Hit:* 8 (1d8 + 4) slashing plus 18 (4d8) fire damage. > > **Armor of Surtr**. The Cleansed Draugr can cast the effects of the spell ***Armor of Agathys*** on itself, dealing **Fire** damage. Any attacks against the creature in this armor have **disadvantage** as long as the creature has temporary Hit Points. ___ > ## Cleansed Draugr - Niflheimr >*Medium Elemental (Humanoid), lawful evil* > ___ > - **Armor Class** 15 (Ramshackle Armor and Shield) > - **Hit Points** 63 (7d8+28) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|12 (+1)|18 (+4)|6 (-2)|15 (+2)|6 (-2)| >___ > - **Skills** Perception +5 > - **Damage Vulnerabilities** fire > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** cold, poison > - **Condition Immunities** poisoned, frightened > - **Senses** Darkvision 60ft., passive perception 15 > - **Languages** Aquan, Terran > - **Challenge** 5 > ___ >**Made of Ice**. At the start of each of the Draugr’s turns, each creature within 5 feet of it takes **10 (3d6) Cold** damage, A creature that touches the Draugr or hits it with a melee attack while within **5 feet** of it takes **10 (3d6) Cold** damage. > >**Eternal Frost**. If damage reduces the Draugr to **0** hit points, it appears dead, unless the damage is **Fire**. At the start of its next turn, the Draugr revives at **1** hp and uses ***Armor of Niflheimr*** as a free action (no action required). > >**Heroic Protection**. When the Draugr rolls for intiative, if it isn’t under the effects of “Armor of Niflheimr” it immediately gains its benefits. > >**Innate Spellcasting**. The Draugr has innate spellcasting. Its **Spellcasting ability** is **Wisdom** (**Spell save DC** **13**, **+5 to hit** with spell attacks). It can innately cast the following spells, requiring no material components: > >At will: ***Ray of Frost*** > >1/day: ***Hellish Rebuke***(Cold damage) > >The Cleansed Draugr is a 5th level caster. > ### Actions > ***Multiattack.*** The Cleansed Draugr makes 2 melee weapon attacks. > > ***Shard of Niflheimr.*** *Melee weapon attack:* +7, Reach 5ft., one target. *Hit:* 8 (1d8 + 4) slashing plus 18 (4d8) cold damage. > > ***Armor of Niflheimr.*** The Cleansed Draugr can cast the effects of the spell ***Armor of Agathys*** on itself. Any attacks against the creature in this armor have **disadvantage** as long as the creature has temporary Hit Points.
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___ > ## Minor Jotunn - Niflheimr > *Huge Elemental (Giant), lawful evil* > ___ > - **Armor Class** 13 (Natural Armor) > - **Hit Points** 104 (10d12 + 40) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|8 (-1)|19 (+4)|6 (-2)|10 (0)|10 (0)| >___ > - **Skills** Perception +4 > - **Damage Vulnerabilities** fire > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** cold, poison > - **Condition Immunities** poisoned > - **Senses** Darkvision 60ft., passive perception 14 > - **Languages** Aquan, Terran, Giant > - **Challenge** 5 > ___ > **Made of Ice**. At the start of each of the Draugr’s turns, each creature within 5 feet of it takes **10 (3d6) Cold** damage, A creature that touches the Draugr or hits it with a melee attack while within **5 feet** of it takes **10 (3d6) Cold** damage. > ### Actions > ***Multiattack.*** The Jotunn makes 2 attacks > > ***Great Mace.*** *Melee weapon attack:* +8, Reach 10ft., one target. *Hit:* 18 (3d8 + 5) cold damage > ***Boulder.*** *Ranged weapon attack:* +8, Range 60/240ft., one target. *Hit:* 21 (3d10 + 5) bludgeoning damage \columnbreak ___ > ## Minor Jotunn - Muspelheim > *Huge Elemental (Giant), lawful evil* > ___ > - **Armor Class** 13 (Natural Armor) > - **Hit Points** 104 (10d12 + 40) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|8 (-1)|19 (+4)|6 (-2)|10 (0)|10 (0)| >___ > - **Skills** Perception +4 > - **Damage Vulnerabilities** cold > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** fire, poison > - **Condition Immunities** poisoned > - **Senses** Darkvision 60ft., passive perception 14 > - **Languages** Ignan, Giant > - **Challenge** 5 > ___ > **Made of Fire**. At the start of each of the Jotunn’s turns, each creature within 5 feet of it takes **10 (3d6) Fire** damage, A creature that touches the Jotunn or hits it with a melee attack while within **5 feet** of it takes **10 (3d6) Fire** damage. > ### Actions > ***Multiattack.*** The Jotunn makes 2 attacks > > ***Great Mace.*** *Melee weapon attack:* +8, Reach 10ft., one target. *Hit:* 18 (3d8 + 5) fire damage > ***Boulder.*** *Ranged weapon attack:* +8, Range 60/240ft., one target. *Hit:* 21 (3d10 + 5) bludgeoning damage \pagebreakNum
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# References & Credits ## References * God of War (2018) * God of War 3 * Dwarven Thrower * Staff of Thunder and Lightning * Belt of Giant Strength * Gauntlets of Ogre Power * Norse Mythology * Dr. Jackson Crawford's youtube channel for pronunciation * Havamal translation from - http://www.sacred-texts.com/neu/poe/poe04.htm * u/SwordMeow - Jotungard - https://drive.google.com/file/d/0B40nce9YZ1MbLUp5OUFxVEk0LWs/view - https://www.reddit.com/r/UnearthedArcana/comments/64faaf/j%C3%B8tungard_a_large_race_template_and_7_large_races/ ## Credits * u/Durins_Cat * u/MrDave2176 for ideas on making Járngreipr more unique. * u/Coberus for help on *Speak Names* and *Divine Rebuke* * u/WeirdoWhoever for help on *Speak Names* * u/Rerem115 for much balancing help on the Úlfhéðnar Pelt. ## Art Credits * Cover Art - **jordygoovaerts0** - **https://pixabay.com/en/space-moon-stars-planet-science-624054/** * Table of Contents Clouds - **Tom Barrett** - **https://unsplash.com/photos/hgGplX3PFBg** * Back Art - **jordygoovaerts0** - **https://pixabay.com/en/space-moon-stars-planet-science-624054/** * Pg 4 Mountain - **Samsommer** - **https://unsplash.com/photos/T0XLKgpyT_c** * Pg 5 Ice - **Bryan Rodriguez** - **https://unsplash.com/photos/BckdUV5HFlc** * Pg 6 Lava Spill - **Marc Szeglat** - **https://unsplash.com/photos/Aduh0KXCI1w** * Pg 7 Lava Mound - **Julien Millet** - **https://unsplash.com/photos/HYBOqyse6EU** * Pg 8 Red Rock - **Malte Schmidt** - **https://unsplash.com/photos/HohW0kgnE0s** * Pg 11 Clouds - **Tim Johnson** - **https://unsplash.com/photos/430Ad4CRkhk** * Pg 13 Stormy Sea - **Matt Hardy** - **https://unsplash.com/photos/55NI4yEAas4** * Pg 14 Mjolnir - **Cristina Sánchez** - **https://www.deviantart.com/crisos-bdj** - **https://www.instagram.com/crisos.bdj/?hl=es** * Pg 15 Lightning - **David Moum** - **https://unsplash.com/photos/nbqlWhOVu6k** * Pg 17 Clouds - **Mar Wieland** - **https://unsplash.com/photos/trnTvywx2Rg** * Pg 19 Lake Aurora Borealis Green - **Johny Goerend** - **https://unsplash.com/photos/U_diPCXCBxU** * Pg 20 Lake Aurora Borealis Blue - **Luke Stackpoole** - **https://unsplash.com/photos/OgsVEzb6AEc** * Pg 21 Forest Aurora Borealis - **Jaanus Jagomägi** - **https://unsplash.com/photos/C-Y7Aw1EPCc** * Pg 22 Aurora Borealis - **Lucas Marcomini** - **https://unsplash.com/photos/cVBz9q1T_9M** * Pg 29 Gramgaldur - Made by **Windsormagistus** - **https://www.deviantart.com/windsormagistus** * Pg 35 Óðinn - **Georg von Rosen** - **Oden som vandringsman, 1886.** * Pg 41 Goat - **Lithograph of a mountain goat by H. Weir, dated 1871.** * Pg 48 Mjolnir - **3dfantasyart** - **https://www.artpal.com/3dfantasyart** **More art given on back cover.**
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# Versions ## V.1 - þórr's Trinity ### þórr's Trinity * Added þórr's Trinity ## V.2 - Tools of the Gods ### þórr's Trinity * Added ability to change Hammer's form with Járngreipr when attuned to entire set. * Added ability where if the entire set is attuned to, ***Járngreipr*** and ***Megingjörð*** will only use **1** **attunement** slot collectively * Changed ***Megingjörð's*** second tier strength to **28**. * Clarified that the ***Hammer of Thunderbolts*** will return to your hand immediately when thrown if called, ignoring the return speed. The return speed is for calling the weapon not during your attacks. ### ***Týr's Unifier's*** * Added ***Týr's Unifier's*** ### ***Oðinn's Knowledge*** * Added ***Óðinn's Knowledge*** ### The ***Úlfhéðnar*** * Added ***The Úlfhéðnar pelt*** ### ***Heimdallr's Sight*** * Added ***Heimdallr's Sight*** ### ***Non-Paired Items*** * Added ***Draupnir*** * Added ***Tanngrisnir*** and ***Tanngnjóstr*** * Added ***Sumarbrandr*** * Added ***Dainsleif*** * Added ***Tyrfing*** * Added ***Gramr*** * Added ***Skofnung Sword and Stone*** ### ***Spells*** * Added ***Spells*** * Added ***Speak Names*** * Added ***Divine Rebuke*** ### ***Statblocks*** * Added ***Statblocks*** * Added ***Berserkr Bodyguard Wraiths*** place holder \columnbreak ## V.3 - Frost, Fire, Storm, Order, and Chaos ### Revised Background & Table of Contents. ### ***Leviathan Axe*** * Added the ***Leviathan Axe*** ### Revised ***Þórr's Trinity*** * Renamed ***Hammer of Thunderbolts*** to ***Mjǫllnir***. * Changed ***Mjǫllnir*** to also be scaled with ***Storming Thunder***. * Removed words for scaling with ***Járngreipr*** and ***Megingjörð*** on ***Mjǫllnir***. * Made ***Járngreipr*** and ***Megingjörð*** count as ***Gauntlets of Ogre Power*** and ***Belt of Giant Strength*** for **attunement** purposes. * Added **Runic Attacks** for ***Mjǫllnir***. * Redid ***Mjǫllnir's*** properties. * Added ability for ***Mjǫllnir's*** damage die to change when in **Maul** form - tied to ***Járngreipr*** * Redid ***Mjǫllnir's*** **attunement** rules. Now you can still be attuned to ***Mjǫllnir***, as long as you spent **a week** with the required items, even if you aren't wearing the required items. ### ***Ymir's Crown*** * Added ***Ymir's Crown***. ### ***Blades of Chaos*** * Added the ***Blades of Chaos***. ### ***Surtr's Inferno*** * Added ***Surtr's Inferno***. ### ***Blade of Olympus*** * Added the ***Blade of Olympus***. ### Týr's Unifiers * Renamed ***Týr's Arm of Judgement*** to ***Allrgarðr*** * Added **Runic Attacks** to **Allrgarðr** * Added rules for rebinding ***Allrgarðr*** to the realms ### Statblocks * Added ***Berserker Bodyguard Wraiths*** * Added ***Draugr - Muspellheim and Niflheimr*** * Added ***Cleansed Draugr - Muspellheim and Niflheimr*** * Added ***Minor Jotunn - Muspellheim and Niflheimr*** \pagebreakNum
Beware Gods Beings Godly Attention
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