Contents
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2Gods and Piety
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12Changes and New Mechanics
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37Subclasses
- 37Barbarian - Path of the Einherjar
- 37Bard - College of Skalds
- 38Cleric - Philosopher
- 38Druid - Circle of the Grove
- 39Druid - Circle of Ink
- 40Fighter - Gladiator
- 41Paladin - Oath of Neutralisation
- 42Ranger - Hybrid
- 43Rogue - Tomb Raider
- 43Rogue - Investigative Infiltrator
- 44Sorcerer - Soothsayer
- 44Sorcerer - Demigod
- 47Warlock - Pharaoh
- 48Wizard - Order of the World
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49Pantheon Boons
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80Pantheon Mechanics
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102Additional Spells
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105Magic Items
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118Bestiary
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162Credits
Disclaimer
The links in this contents page won't line up correctly as it is taken straight from the main document, rather than this small supplement version.
Gods and Piety
Introduction
The gods in this world uses a similar piety system as explained in the Mythic Odysseys of Theros book, an excerpt has been copied below.
Piety
Being a god's champion carries no benefits in and of itself. Each god's description in this chapter paints a picture of the god's typical champion, including ideas for how a player character might end up in that position and provides ideals that represent the god's interests. The gods do reward the devotion of their champions, though. The strength of your devotion to your god is measured by your piety score. As you increase that score, you gain blessings from your god.
Piety has nothing to do with faith or belief, except insofar as a person's thoughts and ideals drive them to action in a god's service. Your piety score reflects the actions you have taken in your god's service/actions that the god richly rewards. When you choose a god to worship as a beginning character, your piety score related to that god is 1. Your piety score increases by 1 when you do something to advance the god's interests or behave in accordance with the god's ideals. The gods expect great deeds from their champions, so your piety score typically increases only when you accomplish a significant goal (such as the completion of an adventure), make a significant sacrifice of your own self-interest, or otherwise when the DM sees fit.
The gods are divided into the following 5 pantheons, their locations are also described next to them.
| Pantheon | Location | Extra Detail |
|---|---|---|
| Norse | North | Cold, harsh conditions, lots of rivers, substantial coastline |
| Roman | Central West | Rolling hills, lots of focus inland, temperate climate |
| Greek | Central East | Lots of small islands to the east, warm to hot climate |
| Celtic | Island to the West | A large ocean separates the coast of the Celtic island and the Roman territory |
| Egyptian | South | A large river separates this region from the Romans and Greeks |
On the following page you can find all the gods associated with each pantheon and which domain and oath they fall into. Not only clerics worship gods, they're just seen to have more a direct link towards the gods and draw their energy from the gods' power. It would therefore be in the clerics best interest to not piss off their respective god. These are also just suggestions, for example a Life Cleric could worship Odin even though he doesn't fall into that category.
Not all gods however give out additional power (called God Boons), a list of which gods offer boons can be found on the page of each respective pantheon. When creating a character work with your DM to choose a god that you worship, and establish your ideals. These are things you do in the name of your god. There are many ideals to choose from, you could kill in their name, or try to inspire others to worship them, or perform music and write poetry to empower them. Be creative!
You can earn piety points with other gods but this requires working with the pantheon or completing specific tasks to benefit them or their pantheon. When doing this the party can earn piety points with the entire pantheon, they can then gain boons relevant to that pantheon as the DM deems fair, not all PC's in the party may gain a boon, it may just be that a specific god takes interest in a player and thus gifts them some power.
The table below shows the rough guide of where a PC's piety should be in relation to their level. The piety starts at 1 and maxes out at 50.
| Piety | Level |
|---|---|
| 1 - 10 | 1 - 5 |
| 11 - 25 | 6 - 10 |
| 26 - 40 | 11 - 15 |
| 41 - 50 | 16 - 20 |
Below the pantheon table on the next page there is a table that represents the nomenclature of the different piety ranks for each pantheon. It is what a god from the respective pantheon would call a PC. For example a PC who had a piety of 7 with all the pantheons would be referred to as Thrall by a Norse god; Pedes by a Roman god; Metic by a Greek god; a Celtic god however would say that the PC's soul belonged to Mag Ctuin; An Egyptian god would refer to the PC as Khet.
Piety is awarded with a pantheon and that brings with it certain benefits, it is worth noting that gaining piety with one pantheon could reduce piety for another. You gain piety with a pantheon but you only gain a boon from a specific god from that pantheon, this could be a god that fits the PC, the story, or just chosen by the PC. Some gods have class requirements. You gain bonuses at these rough piety levels (can be changed to fit the story): 5, 11, 19, 27, 36, 43, 50.
It is also worth noting that ALL the spells gifted from the gods do not count against the number of spells prepared for classes that have to prepare spells. They can also be cast using normal spell slots but any extra benefits detailed will not apply. For classes that learn a spell and do not have a Spellcasting modifier they use Constitution, unless stated otherwise. All the new spells detailed can only be learned from the gods, it is not added to any spell lists. Spells with a * are new spells and can be found at the end. If a trait says you can cast a spell then you do not add it to your spell list, if it says you learn the spell then you can cast it using spell slots too.
Pantheons and their domains and oaths
| Domain | Oath | Æsir / Vanir (Norse) | Di selecti (Roman) | Olympians (Greek) | Tuatha Dé Danann (Celtic) | Ennead/Psḏt (Egyptian) |
|---|---|---|---|---|---|---|
| Arcana | Ancients, Redepmtion | Odin | Caelus, Janus, Diana | Athena, Zeus, Hermes | Bodb Derg, Dagda, Dian Cécht, Nuada | Isis, Nephthys |
| Death | Conquest | Hel | Nyx, Pluto | Hades, Moros, Thanatos | Bilé, Donn, Mórrígan, Neit | Anubis, Osiris, Seth |
| Forge | All | Bragi, Víðarr | Vulcan, Vesta | Hephaestus, Hestia | Credne, Goibniu, Luchta, Ogma | Neith, Ptah, Seth |
| Grave | Vengeance | Hel, Víðarr | Mars, Nyx, Pluto | Ares, Hades | Bilé, Dagda, Donn, Mannanan Mac Lir | Osiris, Nephthys |
| Knowledge | ─ | Bragi, Odin | Caelus, Pluto | Athena, Hermes | Brigid, Dagda, Ogma | Thoth |
| Life | Glory | Freyja, Frigg, Iðunn, Sif | Apollo, Bacchus, Faunus, Juno | Aphrodite, Apollo, Eros, Hera, Dionysus | Aengus Óg, Brigid, Dagda, Danu, Goibniu | Bastet, Isis, Shu, Tefnut |
| Light | Glory | Baldr, Sif | Apollo, Minerva, Venus, Veritas | Apollo, Zeus | Ainé, Lugh | Ra, Horus |
| Nature | ─ | Freyja, Freyr, Frigg, Iðunn | Bacchus, Ceres, Cybele, Faunus, Flora | Artemis, Demeter, Dionysus, Pan | Bres, Brigid, Danu, Fand, Flidais | Geb, Neper, Tefnut |
| Order | Conquest, Devotion, Crown, Watchers | Heimdallr, Týr, Ullr | Janus, Saturn | Athena, Hera, Zeus | Bres, Nuada, Toutatis | Ra, Bes, Tefnut |
| Peace | Redemption | Freyr, Iðunn | Apollo, Cupid, Minerva | Apollo, Eros, Pan | Boann, Dian Cécht, Brigid, Fand, Flidais | Horus, Serket, Setem, Shu |
| Tempest | Ancients | Heimdallr, Thor, Njörðr | Jupiter, Neptune | Poseidon, Uranus, Zeus | Ainé, Danu, Fand, Mannanan Mac Lir, Tarnis | Geb, Nut, Shu, Tefnut |
| Trickery | ─ | Loki | Diana, Mercury | Hermes | Aengus Óg, Mórrígan, Lugh | Isis, Khonsu |
| Twilight | Watchers | Freyr | Aurora, Nyx | Nyx | Dagda, Mórrígan | Osiris, Nephthys |
| War | Conquest | Odin, Týr | Bellona, Mars | Ares | Lugh, Neit | Montu, Seth |
Piety Rank Nomenclature
| Piety \ Pantheon | Norse | Roman | Greek | Celtic | Egyptian |
|---|---|---|---|---|---|
| Rough Descriptor | Afterlife Based | Legion Rank | Social Rank / Afterlife | Afterlife Plane | Embodiment of... |
| 1 - 10 | Thrall | Pedes | Metic (Middle Class) | Mag Ctuin | Khet |
| 11 - 20 | Thegn | Tesserarius | Asphodel Metic | Mag Ildathach | Sah |
| 21 - 30 | Aesir / Vanir | Optio / Aquilifer | Athen (Upper Class) | Mag Findargat | Ka |
| 31 - 40 | Hersir | Centurio | Elysium Athen | Mag Argatnel | Akh |
| 41 - 50 | Einherjar | Legatus Legionis | Mount Olympus | Mag Mell | Ib belongs to Aaru |
The Norse
The Norse pantheon is focused entirely up in the cold, harsh North, it is covered in snow for 3 of the 4 seasons. It is quite mountainous and contains many rivers which are constantly used for coastal raiding and quicker travel. The north of the region is surrounded by icy mountains and beyond that an icy ocean which reaches extreme cold temperatures. The Norse region in this world is split into two halves, the western Noregr (Like Norway) region and the eastern Svitjod (Like Sweden) region. The western region has a large coastline and is fairly mountainous, most of the civilizations are on the coast. The eastern region (separated by a large river) is very marshy and contains many fjords, the northern and eastern parts of Svitjod are undiscovered due to the extreme cold. The south of Svitland contains an incredibly large mountain range which leads to the Greek potion of the map. The Norse have superior ships to the rest of the civilized world and are revered for their extreme ferocity. The various villages and towns respect the land owned by another however the tribes will still occasionally attempt coastal raids against each other, usually in attempt to increase their chances of dying in battle and pleasing the Æsir in order to make it into Valhalla or Fólkvangr.
The following gods are available for the Norse pantheon, listed in the order they appear: Odin, Thor, Hel, Heimdallr, Loki, Týr, Freyja and Freyr.
Odin
Odin is seen as the king of the Norse gods, he has 100s of names that refer to him as such, the most common is The All-Father. He is the god of many things: wisdom, knowledge, war, and sorcery to name a few. He is also father to many of the other gods, such as Thor and Baldr. He sacrificed an eye and hung himself on Yggdrasil (the world tree) in order to drink from the mead of knowledge. He is often depicted wearing a cloak and a large wizards hat with either a spear or a staff. He has a long beard and is quite tall. Sitting on his throne he can see all, and he oversees Valhalla (the hall of warriors). He is often shown to have many animal companions: Freki and Geri are his wolves; Huginn and Munnin (thought and memory) are his ravens, of which he shares a psychic connection with at all times, he can see out of their eyes and can store his memories in Munnin; finally is Sleinir the eight-legged flying horse. He also possesses an arsenal of weapons and magic at his disposal, the most notable of which is Gungnir, the spear that can never miss. He is the most magical of all the gods and is the creator of magic runes, he is also said to possess a certain level of precognition and was prayed to in order for armies to win their battles.
Keywords: All-Seeing, Divination, Augury, Animal Husbandry, Runes, Precognition
Fjölnir's Blessing
Piety 5+ Odin trait
The All-Father allows you to drink on a small draught of the Ale of Wisdom giving you the following benefits.
Gain advantage on all saving throws against being frightened, blinded, or deafened.
Gain proficiency with spears.
You can spend one minute meditating without being disturbed, after doing so you gain a +5 bonus to Investigation (Intelligence) checks for the next hour. After using this feature you cannot use it again until finishing a long or short rest.
Glapsviðr's Blessing
Piety 11+ Odin trait
Odin blesses you with some of his quick thinking allowing you to shift the tides of battle. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll or saving throw made by you or a creature that you can see with this foretelling roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once.
When you finish a long rest, you lose any unused foretelling rolls.
Bileygr's Blessing
Piety 19+ Odin trait
Odin allows you to use your eyes with the same magic that he does. You gain truesight up to 30 ft. and you can see through magical darkness, you are also immune to being blinded.
Rúnatýr's Blessing
Piety 27+ Odin trait
Odin bestows you with 5 additional runes to add to your rune bag, you may choose which. Additionally, when Reading the Runes you can redraw a rune from the bag, you must accept the new rune.
Sanngetall's Blessing
Piety 36+ Odin trait
Odin empowers your ability to see all much like he does when sitting on Hlidskjalf. You can cast the Scrying spell at 5th level once per long rest, when you do so in this way you do not require any material components and you can cast the spell as if you were familiar with the target but with only the requirement of their first and last names.
Saðr's Blessing
Piety 43+ Odin trait
When being reduced to 0 hit points can use a reaction to gain one hit point and cast the Foresight spell with no components and without expending a spell slot, the spell only lasts one minute instead of 8 hours. You can use this feature once a week.
You gain the permanent benefit of Odin's rune: Ansuz, the rune can be either attached to a bracelet, necklace, ring, earring, or beard ring. You gain an effect very similar to the rune and is described below.
Ansuz. You gain truesight of 10 ft.
Also if you draw a Ansuz (upright or reversed) rune from the Reading the Runes feature you do not suffer the negative effects and can choose to redraw it.
Alföðr's Blessing
Piety 50 Odin trait
The Allfather magically enhances you beyond what you would've thought possible. You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2.
Thor - Martial or Half Caster Only
Thor is the God of lightning, storms, strength, and sacred groves; he controls the weather, this is often done subconsciously by him and reflects his current mood. He is often described as fierce eyed, red haired, and red beared; he is of a muscular stature and is reasonably tall (like a modern day rugby player). He is said to have unparalleled strength, especially when wearing his magical belt Megingjörð. He wields a large hammer Mjölnir, a weapon which can be wielded only by Thor; it acts as a further conduit for his lightning power, and also as a divine instrument for providing blessings. The symbol of Mjölnir is often used as a symbol of protection and worn by most warriors that worship him. There are many tales of Thor being tricked by Loki, it would seem he is not the smartest of the gods.
Keywords: Hammers, Thunder, Lightning, Strength, Endurance
Thor's Enduring Skill
Piety 5+ Thor trait
Thor empowers your soul with some of his lightning power. You gain resistance to lightning damage. You also gain proficiencies with both hammers and warhammers. Also gain the following ability.
Thunderstruck. Whenever you deal lightning damage you can reroll the dice equal to your proficiency bonus, you must use the new dice, after using this ability you cannot use it again until finishing a long rest.
Thor's Lightning
Piety 11+ Thor trait
Thor lends you some of his lightning controlling abilities, you gain the following feature.
Lightning Bound. As a bonus action you can imbue a hammer with lightning power for one minute. Once per turn during this time you can add 1d8 lightning damage to a hammer strike, or 1d10 lightning damage to a warhammer strike. This must be decided before the outcome of the dice roll. Once you use this feature you cannot use it again until finishing a long rest.
The Power of Mjolnir
Piety 19+ Thor trait
Like Thor's Mjolnir you can empower a weapon (must be a type of hammer) of your own to gain some similar properties, you can only do this to one weapon at a time, and it counts as you being attuned to it, you may pick an already magic hammer however it does not gain the Empowered trait. After picking a weapon it becomes magically bound to your soul and gains the following properties.
Soulbound. No-one else can use this weapon, it requires a Strength 30+ check in order for someone other than yourself to pick up this weapon, they also would gain disadvantage to use the weapon, much like how a small creature has disadvantage with heavy weapons. This effect can be mitigated by a Dispel Magic spell, or similar, of 3rd level or higher, after the spell wears off the effects return.
Hurling. The hammer has 2 charges. You can expend 1 charge and make a ranged attack with the hammer, hurling it as if it had the thrown property with a normal range of 30 ft. and a long range of 60 ft.. Whether it hits or misses, the hammer flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). On a hit the attack deals an additional 2d8 lightning damage. The hammer regains all expended charges daily at dawn.
Empowered. You have +1 to attack and damage rolls made with this hammer and it counts as magical for the purposes of overcoming resistances.
Thor's Power
Piety 27+ Thor trait
Thor empowers your lightning ability making it better than ever before. Your lightning damage from Lightning Bound increases to 2d8 (or 2d10), you can also use this feature a number of times equal to your Spellcasting modifier.
Your Thunderstruck ability is now refreshed on a short or long rest.
Mjolnir's True Power
Piety 36+ Thor trait
You are now a true conduit for lightning. You gain immunity to lightning damage, this is made manifest by a special talisman: see Fulgerite.
Additionally all the features named in The Power of Mjolnir trait are upgraded as so:
Soulbound. The effect can only be mitigated by a Dispel Magic spell, or similar, of 5th level or higher.
Hurling. Now has 4 charges, and on a hit the damage is increased to 3d8 lightning damage.
Empowered. The bonus is now +2.
Power of Thurisaz
Piety 43+ Thor trait
You gain the permanent bonus of Thor's rune: Thurisaz, the rune can be either attached to a bracelet, necklace, ring, earring, or beard ring.
Thurisaz. Every time you suffer damage from a single source reduce it by 1 point. If this brings the total to 0 or less, you suffer no damage.
Also if you draw a Thurisaz (upright or reversed) rune from the Reading the Runes feature you do not suffer the negative effects and can choose to redraw it.
Additionally you can cast Chain Lightning spell at 6th level, once per long rest, using your hammer instead of the material components. Once you cast this spell you cannot do so again until you finish a long rest.
God of Thunder
Piety 50 Thor trait
The God of Thunder magically enhances you beyond what you would've thought possible. You can increase your Strength or Dexterity score by 2 and also increase your maximum for that score by 2.
Hel - Spellcaster Only
Hel is the Goddess of death and is often depicted to be half flesh coloured and half rotten corpse. She is ruler of Niflheim (one of the nine realms) and all the souls that reside there. She has a faithful hound Garmr and is often seen with Fenrir too. She is not innately evil but serves to her own benefits rather than the others. She commands Naglfar, a ship made entirely from the fingernails and toenails of the dead, it is said to ferry hordes of monsters that would do battle with the gods in Ragnarok.
Keywords: Disguise, Ice / Cold, Sickness, Truth-Seeing
The Cold of Niflheim
Piety 5+ Hel trait
You gain the fortitude of one born from the cold wasteland that is the realm of Niflheim. You gain resistance to cold damage.
You also learn the Chill Touch cantrip, when dealing damage with the cantrip you can choose to deal either cold or necrotic damage.
Hel's Sickness
Piety 11+ Hel trait
Hel lends you some of her magical talent, you learn the Ray of Sickness spell and can cast it at 1st level without expending a spell slot. Once you cast the spell in this way, you can't do so again until you finish a long rest. Also gain the following ability.
Frozen to the Soul. You can empower your cold spells, once per turn you can spend one hit die to increase the damage of a cold spell of 1st level or higher, you roll the hit die and add it to the damage of the spell, you can choose to do this after finding out the outcome of the roll.
Festering Cold
Piety 19+ Hel trait
Hel empowers your Cold magic, you can spend two hit dice on dealing extra damage as described in the Frozen to the Soul ability.
You also learn the Armor of Agathys spell and can cast it 3rd level without the need for material components and without expending a spell slot. Once you cast the spell in this way, you can't do so again until you finish a long rest.
Daughter of a Jötunn
Piety 27+ Hel trait
You are gifted the cold power of a Jötunn, whenever you deal cold damage you can reroll the dice equal to your proficiency bonus, you must use the new dice, after using this ability you cannot use it again until finishing a short or long rest.
Additionally, gain resistance to cold damage, if cold damage was picked at 5+ piety then gain resistance to poison damage instead.
Queen of Niflheim
Piety 36+ Hel trait
The Queen of the land of the dead blesses you with power from the frozen depths of Niflheim. Gain immunity to cold damage, this is made manifest by a special talisman: see Bone Bracelet.
Additionally you can cast the Investiture of Ice spell at 6th level, once you cast this spell you cannot do so again until you finish a long rest.
Eihwaz's Spiritual Journey
Piety 43+ Hel trait
You gain the permanent bonus of Hel's rune: Eihwaz, the rune can be either attached to a bracelet, necklace, ring, earring, or beard ring. The rune has been enhanced as is described below.
Eihwaz. Whenever you roll a d20 you can choose to roll 2d10 instead, this is more reliable however you cannot score critical hits when doing this.
If you draw a Eihwaz rune from the Reading the Runes feature you can redraw it.
The Jötunn's Champion of Niflheim
Piety 50 Hel trait
The Queen of Niflheim magically enhances you beyond what you would've thought possible. You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2.
Heimdallr - Martial or Half Caster Only
Heimdallr is the god who watches and protects the Bifröst bridge, a rainbow which can be used to travel to all of the nine realms. It is said he possesses foreknowledge and keen senses, particularly his vision and hearing: Translated from the Prose Edda: "Heimdallr needs less sleep than a bird and can see a hundred leagues in front of him as well by night as by day. He can hear the grass growing on the Earth and the wool on the sheep and everything that makes noise". He was born from nine waves and is considered to also be the god of the Sea. He is equipped with Gjallarhorn, a horn that can be heard in all the nine realms and when blown would signal the start of Ragnarok. He is a formidable warrior and has an eternal reservoir of patience.
Keywords: Travel, Bifröst, Sight, Perception, Protection, Horns, Sea, Waves
Heimdallr's Vigilance
Piety 5+ Heimdallr trait
Haimdallr bestows some of his knowledge on quick thinking in combat to you. Gain proficiency with all swords. Also gain the following ability.
Heimdallr's Sentinel. Creatures still provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Bifröst Magic
Piety 11+ Heimdallr trait
Some of the magic of the Bifröst is now permanently part of your soul. You can cast the Prismatic Burst* spell at 2nd level, once you cast this spell you cannot do so again until you finish a short or long rest.
Additionally, gain the following ability.
Battlefield Teleport. As a bonus action, you can teleport, magically swapping places with an ally within 30ft of you at a cost of 15 ft. of your movement, this action requires you to have a sword equipped as a magical focus for the spell. You can use this feature a number of times equal to your proficiency bonus, you regain all expended charges after finishing a short or long rest.
Magic of Heimdallr
Piety 19+ Heimdallr trait
Heimdallr gifts you some teleportation magic from both his magical source and from the power of the Bifröst. Gain the Heimdallr's Portal feature.
Additionally, your Heimdallr's Sentinel. gains another feature.
Heimdallr's Sentinel. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
The Bifröst to Himinbjörg
Piety 27+ Heimdallr trait
The Bifröst took Heimdallr to Himinbjörg, Heaven's Castle, and so it shall guide you to where you want to travel. You can cast the Dimension Door spell at 4th level using your sword as the material component. Once you have cast the spell you cannot do so again until finishing a long rest.
Additionally, your Battlefield Teleport. can be used at a distance up to 60 ft. and the target does not have to be friendly.
The Roots of Yggdrasil
Piety 36+ Heimdallr trait
Through the power of the Bifröst you feel more connected to the entire of Yggdrasil, the Heimdallr's Portal feature is improved as detailed on the feature.
Protection of Algiz
Piety 43+ Heimdallr trait
You gain the permanent bonus of one of Heimdallr's runes: Algiz, the rune can be either attached to a bracelet, necklace, ring, earring, or beard ring. The rune has been enhanced as is described below.
Algiz. When you suffer a critical hit, you can use a reaction to give yourself resistance against that particular attack. Once you use this feature, you must finish a short rest before you can use it again
Also if you draw a Algiz (upright or reversed) rune from the Reading the Runes feature you do not suffer the negative effects and can choose to redraw it.
Additionally, your Heimdallr's Sentinel ability gains another feature.
Heimdallr's Sentinel. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. (Note: this is now equivalent to the full sentinel feature from the PHB)
The True Sentinel
Piety 50 Heimdallr trait
The guard of the Bifröst magically enhances you beyond what you would've thought possible. You can increase your Dexterity or Wisdom score by 2 and also increase your maximum for that score by 2.
Loki
Loki is the trickster god of the Norse, he is a shape shifter and uses this talent to trick many gods, most frequently Thor. He is also sometimes told to have some ability to control fire. He is the father of Hel, Fenrir and Jörmungandr (the world serpent), he is also the mother of Sleipnir which he gifted to Odin to keep that one quiet. He is seen assisting the gods as much as he is seen tricking them, it is therefore always difficult to discern his motives. He is depicted as having a tall slender frame and often blond hair, though this is easy for him to change due to his shape shifting abilities.
Keywords: Shapeshifting, Fire, Poison, Chaos, Fenrir, Jornmungandr, Hel
Loki's Shapeshifting
Piety 5+ Loki trait
Loki bestows you with the power to alter your physical form much like a true Jötunn shapeshifter. You gain the feature Loki's Shifting Forms feature.
Loki's Deceit
Piety 11+ Loki trait
Much like the trickster god himself you gain an affinity for pretending to be someone you're not. You can cast the Disguise Self spell at 1st level, when you cast it this way Charisma is your spellcasting modifier, once you cast this spell you cannot do so again until you finish a long rest.
Loki also bestows you some resistance to one of his lesser known talents, you gain resistance to fire damage.
Your Loki's Shifting Forms also improves as detailed on the feature.
Enhanced Deceit
Piety 19+ Loki trait
Your ability to lie and deceive improves. You can now cast the Alter Self spell (at 2nd level) instead of Disguise Self. Once you cast this spell you cannot do so again until you finish a short or long rest.
You can give yourself advantage on a Charisma check lying about who you are. Once you use this feature you cannot use it again until you finish a short or long rest.
Adept Shapeshifter
Piety 27+ Loki trait
Your Loki's Shifting Forms improves as detailed on the feature.
You can now cast Alter Self a number of times equal to your Charisma modifier, you regain all uses at the end of a long rest.
Master of Deceit
Piety 36+ Loki trait
Your Loki's Shifting Forms improves as detailed on the feature.
Additionally, you now have advantage on ALL Charisma checks made lying about who you are.
Finally, you gain immunity to fire damage, this is made manifest by a special talisman: see Tooth of Fenrir.
Master of His Own Destiny
Piety 43+ Loki trait
The god of Mischief bestows you an ability to reroll fate into your favour. You gain the Blank Rune, the rune can be either attached to a bracelet, necklace, ring, earring, or beard ring.
Blank Rune. Whenever you draw a reversed rune when Reading the Runes you may either take its upright effect or draw a new one, if you draw a new one you must accept its effect, but if it is reversed you can take the upright effect if you wish.
Loki's Little Liar
Piety 50 Loki trait
As Loki's favourite mortal he increases some of your abilities beyond what you would've thought possible. You can increase your Charisma or Wisdom score by 2 and also increase your maximum for that score by 2.
Týr - Martial or Half Caster Only
Týr is the one-handed god of combat and war, he is also seen as the most truthful of the gods. He sacrificed his hand to the monstrous wolf Fenrir whilst binding him with Gleipnir (the only chain capable of binding him), the chain was forged by the dwarfs, it is said to be impossible to break and was made from impossible ingredients such as the roots of a mountain. It would therefore make it seem that Týr is a very resourceful god.
Keywords: One-handed combat, Shields, Defense, Honesty, Chains, Resourcefulness
The One-armed Combatant
Piety 5+ Týr trait
Much like Týr you gain the ability to hold your own in combat with only one arm. You gain the dueling fighting type if you don't have a fighting type already. If you do have the duelling fighting type already the bonus is increased from +2 to +3.
You also gain proficiency in a one handed weapon of your choice, this can be an exotic weapon, you also gain proficiency with chains.
The Shielded
Piety 11+ Týr trait
You learn to effectively don a shield much like the god Týr himself. You gain proficiency with ALL Shields if you don't have them already. You also ignore the heavy requirement for the Heavy Shield.
You also gain the Bastion rune smithing option, you may also apply this rune immediately to either a shield or piece of armour. In order to adorn additional items with this rune you must find a blacksmith capable of such magic enchantment.
Bastion
Runestone, rare
Item: A gauntleted suit of armor or a shield
While you are wearing (armor) or wielding (shield) this item, you can use a bonus action to press your fist to the ground and speak its command word, causing a 10-foot radius immobile dome of force to spring into existence around and above you that remains stationary and lasts for 1 minute. The dome automatically repels nonmagical ranged attacks attempting to pass through it, and the area inside the dome is considered difficult terrain for hostile creatures. Once used, this property can’t be used again until the following dawn.
The Unbreakable
Piety 19+ Týr trait
Ever since Fenrir broke free from his shackles the chain has been lying around unused, it does not have it's full power but it can certainly be used as a powerful weapon. Týr gifts you Lædingr Fragment, a magical chain artifact. Only one PC may choose this trait.
The Bane of Wolves
Piety 27+ Týr trait
Týr endows you with his spirit, gain the following ability.
Fearmonger. Whenever a wolf or similar moves to be within 30 ft. of you, you can use your reaction to force them to make a Charisma saving throw against your spell save DC (8 + prof + Constitution if you don't have one). On a failure they are frightened of you. You can use this feature a number of times equal to your proficiency bonus.
You also gain the Wolfsbane rune smithing option, you may also apply this rune immediately to any of your weapons. In order to adorn additional items with this rune you must find a blacksmith capable of such magic enchantment.
Wolfsbane
Runestone, very rare
Item: Any melee weapon
In darkness, the unsheathed blade or head of this weapon sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. In addition, when you hit a shapechanger with this weapon, it takes an extra 2d6 radiant damage and must succeed on a Constitution saving throw. On a failure, it immediately assumes its true form if it was shapechanged and it can’t shapechange until the end of its next turn.
The Protector
Piety 36+ Týr trait
Týr teaches you to be full of courage and to protect the weak. Gain the following ability.
Týr's Protector. When an ally within 5 ft. of you is the target of an attack (against AC) and you are using a shield, you can use your reaction to make yourself the target of the attack (this only applies to one of a multi-attack). When you do this you gain a +1 to AC until the attack is over.
You also gain a second reaction.
The Order of Teiwaz
Piety 43+ Týr trait
You gain the permanent bonus of one of Týr's runes: Teiwaz, the rune can be either attached to a bracelet, necklace, ring, earring, or beard ring. The rune has been enhanced as is described below.
Teiwaz. When you score a critical hit, you can use your reaction to make a single weapon attack or cast a cantrip that requires an attack roll.
Also if you draw a Teiwaz (upright or reversed) rune from the Reading the Runes feature you do not suffer the negative effects and can choose to redraw it.
Additionally, when using the Týr's Protector ability, gain +2 to AC instead of +1, it also applies to all attacks part of a multi-attack (if you choose).
The War God
Piety 50 Týr trait
The War God magically enhances you beyond what you would've thought possible. You can increase your Strength or Dexterity score by 2 and also increase your maximum for that score by 2.
Freyja and Freyr
Freyja and Freyr are sister and brother, both told to be incredibly beautiful. Freyja is the god of love, beauty, and war. She rides a chariot pulled by two cats and wears a cloak of falcon feathers. She rules over the heavenly field and hall, Fólkvangr, where half of those who die in battle (the other half going to Valhalla). She is told to be eternally generous and possesses a stunning beauty. Freyr is the god of virility, peace, and prosperity. He rides the dwarf made golden boar, Gullinbursti, and is the owner of the ship, Skíðblaðnir, which has the magical ability to fold like cloth and fit into one's pocket.
Keywords: Beauty, Love, War, Chariots, Fertility, Charm, Animals
The Siblings' Beauty
Piety 5+ Freyja and Freyr trait
The Siblings give you some magical insight into what makes them so beautiful. You learn the Charm Person spell and can cast it at 1st level once without expending a spell slot, Charisma is your Spellcasting modifier for this spell. Whenever you cast this spell and you are not in combat the target of the spell has disadvantage against the saving throw.
You also gain advantage on saving throws against being charmed.
The Siblings' Command
Piety 11+ Freyja and Freyr trait
Much like Freyja and Freyr you refine your magical ability used to enforce your will over others. You can cast the Command spell at 2nd level without any of the verbal, somatic, and material components or expending a spell slot, when cast this way (on a success or a failure) the target of the spell is unaware that the spell has been cast on them, also your spellcasting modifier for this spell is Charisma. Once you cast this spell you cannot do so again until you finish a long rest.
Tamer of Gullinbursti
Piety 19+ Freyja and Freyr trait
Freyr allows you to call on Gullinbursti the Golden Boar. You can cast the Find Steed spell at 2nd level without expending a spell slot. When you cast the spell this way you can call on Gullinbursti instead of the other options. He has the statistics of a Rhinoceros (MM page 336), with the following changes: His AC is 15; the name of the Gore attack is renamed to Trample; he has a Strength score of 24 (+7), this means that he has a +9 to hit and does 2d8 + 7 bludgeoning damage.
Freyr's Bloodline
Piety 27+ Freyr trait
You gain the permanent bonus of one of Freyr's rune: Ingwaz, the rune can be either attached to a bracelet, necklace, ring, earring, or beard ring. The rune is described below.
Ingwaz. As a Bonus Action, you can spend and roll one of your Hit Dice to heal a number of Hit Points equal to the result plus your Charisma modifier (minimum 1) divided among any number of creatures within 10 feet. of you.
You gain a number of temporary Hit Points equal to half the amount you healed.
If you draw a Ingwaz rune from the Reading the Runes feature you do not suffer the effects and redraw it.
Falcon Cloak
Piety 36+ Freyja trait
Freyja allows you to call on her Falcon Cloak for help, you gain a Freyja's Feather Token.
Additionally, you can cast the Feather Fall spell at 2nd level without expending a spell slot. Once you cast this spell you cannot do so again until you finish a long rest.
The Emanation of the Vanir
Piety 43+ Freyr and Freyja trait
You gain the permanent bonus of another of Freyr's runes: Gebo, the rune can be either attached to a bracelet, necklace, ring, earring, or beard ring. The rune has been enhanced as is described below.
Gebo. Upon revealing the rune you pick an ally within sight, you both share your resistances with each other. If you both have the same resistance it becomes an immunity.
Also if you draw a Gebo rune from the Reading the Runes feature you can choose to redraw it.
King and Queen of the Vanir
PIety 50 Freyr and Freyja trait
The King and Queen of the Vanir magically enhances you beyond what you would've thought possible. You can increase your Strength or Charisma score by 2 and also increase your maximum for that score by 2.
Relevant Snippets from Other Chapters
Runesmithing
Runestones are magically enchanted stones that can be applied to weapons and armour, they are restricted to the Norse region of the world; the trade and craft of them has been banned in the rest of the world. There are very few that are skilled enough to work with runestones, they are called Runesmiths and they are required in order to attach a rune to a weapon or a piece of armour. Only one runestone may attached to a weapon or piece of armour, however some pieces or armour may have multiple if it makes logistical sense, for example you can have a runestone that is applied to a helmet and a pair of gauntlets and a chestplate. In order for a runestone to have its effect you must attune to the armour or weapon.
Runestones can be attached to already magic weapons though it is a lengthier process due to the intricacies of the magic. The amount of time it takes to have a runesmith enchant a weapon or armour piece is shown below; there is only a single copy of legendary runestones. Additionally, a runestone enchantment can be removed from or rewritten, when this happens however the runestone is destroyed.
| Rarity | Time | Time on an Already Magical Item |
|---|---|---|
| Common | 30 mins | 1 hour |
| Uncommon | 1 hour | 2 hours |
| Rare | 2 hours | 4 hours |
| Very Rare | 4 hours | 8 hours |
| Legendary | 8 hours | 24 hours |
Identification of Runestones
Runestones once found can be identified by the party, an Identify spell or similar can reveal information about the runestone. An Arcana check can be attempted in on order to ascertain some degree of knowledge as to the effect of a rune. Additionally, a History or Relgion check can be made in order to gain slightly less information, but also to yield the name of the runestone. The DC's for these rolls are shown in the table below, the process of these rolls takes around 10 minutes, this can be down as part of a long or short rest.
| Rarity | Arcana DC | History / Religion DC |
|---|---|---|
| Common | 10 | 10 |
| Uncommon | 12 | 12 |
| Rare | 15 | 14 |
| Very Rare | 17 | 16 |
| Legendary | 20 | 18 |
The available runestones and their rarities are listed on the right, some of the runestones have two ranks, in order to gain rank 2, the first rank must have been attained first.
This is just here due to the appearance of two runesmithing options as rewards from Tyr. If there is an interest I will release the others in a separate post.
Runestones List
| Rarity | Runestone | Weapon or Armour |
|---|---|---|
| Common | Glowing | Both |
| Gripped | Both | |
| Rejuvenator Rank 1 | Armour | |
| Unlawful Hands | Armour | |
| Uncommon | Bolstering Rank 1 | Armour |
| Chaos | Weapon | |
| Dark Sight | Armour | |
| Dwarven Constitution | Armour | |
| Focus Rank 1 | Weapon or Shield | |
| Gliding | Armour | |
| Muffling | Armour | |
| Rejuvenator Rank 2 | Armour | |
| Rune Powered | Weapon | |
| Soul Bound | Weapon | |
| Sun Kissed | Armour | |
| Unwavering | Armour | |
| Rare | Bastion | Shield |
| Bolstering Rank 2 | Armour | |
| Echo Bound | Weapon | |
| Elemental Shield | Armour | |
| Empowered Weapon Rank 1 | Weapon | |
| Focus Rank 2 | Weapon or Shield | |
| Flame Bound | Weapon | |
| Gambler | Both | |
| Jötunn SLayer | Weapon | |
| Lifeforce | Weapon | |
| Njörðr's Blessing | Armour | |
| Retaliation | Both | |
| Very Rare | Dragon Slayer | Weapon |
| Elemental Striker | Weapon | |
| Resilient Rank 1 | Armour | |
| Soul of Jörmungandr | Weapon or Shield | |
| Tarnkappe | Armour | |
| True Sharpness | Weapon | |
| Unseen | Armour | |
| Valravn Kin | Weapon | |
| Wolfsbane | ||
| Legendary | Earth Shaker | Weapon |
| Empowered Weapon Rank 2 | Weapon | |
| Essence of Huliðshjálmr | Armour | |
| Sky Seeker | Armour | |
| Resilient Rank 2 | Armour |
Pantheon Mechanics
Every pantheon has a specific mechanic associated with it. The Norse can read the runes, predicting the future and thus impacting their abilities throughout the day. The Roman's learn special moves which change depending on the situation they are in, showing the adaptive might of the Roman armies. The Greek's look to the stars for inspiration giving them a mix of new abilities and resistances. The Celts are tattooed with magical tattoos of the Tuatha Dé Danann bestowing magical skills upon them. Finally the Egyptians have access to myriad of versatile Tarot Cards with a range of powers.
Reading the Runes
At the end of a long rest you randomly pull a rune out of the bag and place it in front of you, depending on it's symbol and orientation it has a different effect. Roll a d12, and 2d6 then consult the table to see which rune you picked. The d12 and the 1st d6 determine the rune, if the d6 is even then add 12 to the d12 value; The 2nd d6 determines the orientation, even and it is upright and odd is reversed, some runes cannot be reversed. The Ætt is the description of the feeling gifted, it is split into three Ætts, Freyja, Heimdallr and Týr. First are short descriptors of each rune, then the effects follow. Some of the runes have roleplay suggestions for the players. All of the rune effects only last until dawn the next day (unless stated otherwise).
This means permanent rune bonuses from Piety bonuses are reset at dawn allowing new targets to be selected or the abilities to be re-used.
Rune Table
| d24 | Rune |
|---|---|
| 1 | Fehu |
| 2 | Uruz |
| 3 | Thurisaz |
| 4 | Ansuz |
| 5 | Raido |
| 6 | Kenaz |
| 7 | Gebo |
| 8 | Wunjo |
| 9 | Hagalaz |
| 10 | Nauthiz |
| 11 | Isa |
| 12 | Jera |
| 13 | Eihwaz |
| 14 | Perth |
| 15 | Algiz |
| 16 | Sowilo |
| 17 | Teiwaz |
| 18 | Berkana |
| 19 | Ehwaz |
| 20 | Mannaz |
| 21 | Laguz |
| 22 | Ingwaz |
| 23 | Othila |
| 24 | Dagaz |
Ætt of Freyja
Fehu ᚠ - Cattle
Upright. Hope, livestock, wealth
Reversed. Atrophy, burnout, greed, loss of esteem
Uruz ᚢ - Auroch
Upright. Physical strength, untamed potential, wild
Reversed. Ignorance, lust, obsession, sickness, weakness
Thurisaz ᚦ - Thorn / Giant
Upright. Conflict, masculine sexuality, purging, reactive force, Thor, vital eroticism
Reversed. Betrayal, dompulsion, danger, defenselessness, malice
Ansuz ᚨ - Ancestral God (Odin)
Upright. Communication, insight, inspiration, true vision
Reversed. Manipulation by others, misunderstanding, vanity
Raido ᚱ - Wagon / Riding
Upright. Journey, rhythm, travel (physical and lifestyle)
Reversed. Crisis, delusion, disruption, statis
Kenaz ᚲ - Beacon / Torch
Upright. Fire of life, knowledge, light, passion, revelation, vision
Reversed. Disease, false hope, lack of creativity, instability
Gebo ᚷ - Gift
Symmetrical. Exchange, generosity, gifts, sacrifice for the gods
Gebo cannot be reversed, but may lie in opposition to other runes. Opposition. Dependence, greed, loneliness, obligation
Wunjo ᚹ - Fortune / Joy
Upright. Comfort, ecstasy, excess of joy, harmony, prosperity,
Reversed. Delirium, frenzy, intoxication, strife, stultification
Ætt of Heimdallr
Hagalaz ᚺ - Hail
Symmetrical. inner harmony, leading to completion, trail, uncontrolled forces, wrath of nature
Hagalaz cannot be reversed, but may lie in opposition to other runes. Opposition. hardship, loss of power, natural disaster, stagnation
Nauthiz ᚾ - Need
Symmetrical. Delays, endurance, innovation, resistance leading to strength, restriction, survival
Nauthiz cannot be reversed, but may lie in opposition to other runes. Opposition. Constraint of freedom, extremity, necessity, toil, want
Isa ᛁ - Ice
Symmetrical. Challenge, psychological blocks, reinforcement (of other runes), standstill
Isa cannot be reversed, but may lie in opposition to other runes. Opposition. Ambush, blindness, ego-mania, guile, stealth, treachery
Jera ᛃ - Year
Symmetrical. Breakthrough, peace, results of earlier efforts are realised, stagnancy
Jera cannot be reversed, but may lie in opposition to other runes. Opposition. Bad timing, conflict, repetition, reversals, sudden setbacks
Eihwaz ᛇ - Yew Tree
Symmetrical. Enlightenment, protection, reliability, strength
Eihwaz cannot be reversed, but may lie in opposition to other runes. Opposition. Confusion, dissatisfaction, insatiability, weakness
Perth ᛈ - Luck / Dice Cup
Upright. Female sexuality, femininity, secrets, uncertainty
Reversed. Addiction, loneliness, malaise, stagnation
Algiz ᛉ - Elk
Upright. Awakening, connection to the gods, guardian, protection, shield, ward off evil
Reversed. Hidden danger, loss of divine connection, taboo, warning
Sowilo ᛊ - The Sun
Symmetrical. Cleansing flame, elemental force, health, honour, success, sword of fire
Sowilo cannot be reversed, but may lie in opposition to other runes. Opposition. False goals, gullibility, justice, retribution, wrath of god
Ætt of Týr
Teiwaz ᛏ - Tyr / Warrior God
Upright. Honour, justice, leadership, rationality
Reversed. Mental paralysis, over-analysis, over-thinking, strife
Berkana ᛒ - Birch
Upright. Birth, both mental and physical and personal growth, fertility, regenerative power
Reversed. Abandon, anxiety, domestic troubles
Ehwaz ᛖ - Horse
Upright. Movement, positive change, steady progress, transport
Reversed. Craving of change, disharmony, mistrust, restless haste
Mannaz ᛗ - Mankind
Upright. Forethought, intelligence, social order, the self
Reversed. Craftiness, cunning, depression, self-delusion
Laguz ᛚ - Water
Upright. Dreams, flow, healing renewal, mysteries, sea, unknown
Reversed. Despair, fear, feelings of being in a rut, poor judgement
Ingwaz ᛝ - Earth God
Symmetrical. Common sense, common virtues, male fertility, relief, rest
Ingwaz cannot be reversed, but may lie in opposition to other runes. Opposition. Labour, impotence, work
Othila ᛟ - Ancestral Property
Upright. Group prosperity, home, inheritance, spiritual heritage
Reversed. Prejudice, poverty, slavery, totalitarianism
Dagaz ᛞ - Day / Dawn
Symmetrical. Awareness, breakthrough, certainty, clarity
Dagaz cannot be reversed, but may lie in opposition to other runes. Opposition. Completion, endings, full circle
Ætt of Freyja Effects
Fehu ᚠ
Upright. Fortune favours you, when you find gold you find more than there would be otherwise (DM's discretion).
Roleplay Suggestion. Act more hopeful and assume that everything will go right.
Reversed. Fortune disfavours you, when you find gold you find less than there would be otherwise (DM's discretion).
Roleplay Suggestion. Show more despair in your words and actions, taking on a more pessimistic personality.
Uruz ᚢ
Upright. You gain advantage on Athletics checks.
Reversed. You gain advantage on Intimidation rolls and attack rolls against creatures with a Strength score lower than yours. At the same time, you gain disadvantage against creatures with a Strength score higher than yours.
Thurisaz ᚦ
Upright. Every time you suffer damage from a single source reduce it by 1 point. If this brings the total to 0 or less, you suffer no damage.
Roleplay Suggestion. Act as though you are unbreakable and nothing can hurt you.
Reversed. Every time you suffer damage from a single source increase it by 1 point.
Ansuz ᚨ
Upright. You gain truesight of 10 ft.
Reversed. You have disadvantage on saving throws against being magically charmed. If you are immune to being charmed you are no longer immune but you do have advantage.
Roleplay Suggestion. Act more trusting of others even without reason to do so.
Raido ᚱ
Upright. You ignore difficult terrains.
Reversed. You cannot take the dash action, nor benefit from any bonus to your base speed.
Kenaz ᚲ
Upright. Every time you fail a saving throw an attack or an ability roll, you gain advantage on the next roll of the same kind.
Reversed. Every time you succeed on a saving throw an attack or an ability roll, you gain disadvantage on the next roll of the same kind.
Gebo ᚷ
Symmetrical. Upon revealing the rune you pick an ally within sight, you both share your resistances with each other. If you both have the same resistance it becomes an immunity.
Wunjo ᚹ
Upright. You can cast the Calm Emotions spell without expending a spell slot. Once you cast this spell you cannot do so again until you finish a long rest.
Roleplay Suggestion. Act more excitable and get carried away with your thoughts and actions.
Reversed. You have disadvantage on any saving throws against going "mad", whether this is from magic or various creature effects.
Roleplay Suggestion. Alcohol and other intoxicating substances seem to have a greater effect on you.
Ætt of Heimdallr Effects
Hagalaz ᚺ
Symmetrical. You can cast the Warding Wind spell without expending a spell slot. Once you cast this spell you cannot do so again until you finish a short or long rest.
Nauthiz ᚾ
Symmetrical. You immediately gain an inspiration point point (this can stack with an already existing inspiration point), however when you use it your next roll after it will be made at disadvantage.
Roleplay Suggestion. You are more dependent on others and are unlikely to do things on your own with no assistance for fear of things going wrong and no help being available.
Isa ᛁ
Symmetrical. You can cast the Sleet Storm spell without expending a spell slot. Once you cast this spell you cannot do so again until you finish a long rest.
Roleplay Suggestion. You are more likely to take on difficult challenges.
Jera ᛃ
Symmetrical. You can reroll ANY die roll you want, you can do this an amount of times equal to your proficiency bonus. This can be done AFTER finding out the result of the die roll, this can also only be done once per turn.
Eihwaz ᛇ
Symmetrical. Whenever you roll a d20 you can choose to roll 2d10 instead, this is more reliable however you cannot score critical hits when doing this.
Perth ᛈ
Upright. When one of your attack rolls, ability roll or saving throws result in a natural 1, you may consider it as a 10. This might change the effect.
Reversed. When one of your attack rolls, ability roll or saving throws result in a natural 20, you must consider it as a 10. This might change the effect. If it was an attack roll, you still deal critical damage, but the attack is not a guaranteed hit.
Algiz ᛉ
Upright. When you suffer a critical hit, you can use a reaction to give yourself resistance against that particular attack. Once you use this feature, you must finish a short rest before you can use it again
Reversed. When another creature attacks you with advantage, you take 1d6 extra damage from that attack.
Sowilo ᛊ
Symmetrical. You can spend an action to ignite yourself with magical flame, this effect lasts for a minute or until you use an action to end it early. Bold and outrageous flames wreathe your body for the duration, shedding bright light in a 30-foot radius and dim light for an additional 15 feet. ALL creatures that start their turn within 5 ft. of you take 2d8 fire damage. Additionally, whenever a creature within 5 feet of you hits you with a melee attack, the flames erupts and the attacker takes 2d8 fire damage.
You can only use this feature once per rune casting.
Roleplay Suggestion. You take on a more "fiery" personality, acting as though you are in control of your own destiny.
Ætt of Týr Effects
Teiwaz ᛏ
Upright. When you score a critical hit, you can use your reaction to make a single weapon attack or cast a cantrip that requires an attack roll.
Roleplay Suggestion. Portray a desire to lead your allies, taking on a dominating personality.
Reversed. When you suffer a critical hit, you cannot take reactions or bonus actions until the end of your next turn.
Roleplay Suggestion. Spend longer making decisions than you otherwise would, possibly missing opportunities by taking too long, possibly becoming very indecisive.
Berkana ᛒ
Upright. As an Action, you can a creature within 10 ft. of you (including yourself) by a number of hit points equal to 2 x your level.
Once you used this feature, you must finish a Short rest before you can use it again.
Roleplay Suggestion. Become the bigger person, being more forgiving of others transgressions.
Reversed. You can use a bonus action to spend one hit dice as if you just finished a Short Rest. But, you have to halve the result of every hit dice you roll. The same occurs when you expend hit dice during a short rest.
Ehwaz ᛖ
Upright. You gain advantage on Perception checks made when traveling long distances, additionally, you gain advantage on any Constitution rolls made to avoid exhaustion.
Roleplay Suggestion. Aim to take a more positive outlook on scenarios.
Reversed. Every time you roll for initiative, you can spend any number of your hit dice.
For every hit die you spend, you gain a bonus to the initiative roll equal to half the value of the hit die, i.e. a d8 hit die give +4.
Roleplay Suggestion. Exert a lack of willingness to help those you do not already know and trust.
Mannaz ᛗ
Upright. You gain advantage on Persuasion rolls made in social situations, however you gain disadvantage on Deception and Intimidation rolls.
Roleplay Suggestion. This is easier said than done, but attempt to put more forethought into your decisions, attempting to plan ahead as much as possible.
Reversed. You gain advantage on Deception rolls made in social situations, however you gain disadvantage on Persuasion rolls.
Roleplay Suggestion. Attempt to always get the better of others out of exchanges and social situations.
Laguz ᛚ
Upright. You can cast the Flood* spell without expending a spell slot. Once you cast this spell you cannot do so again until you finish a long rest.
Starting at level 11, you can cast the Drown* spell instead, without expending a spell slot.
Reversed. At the beginning of each combat you must make a DC 13 Wisdom saving throw or be frightened by every hostile creature you can perceive.
This condition lasts until the start of your second combat turn.
Roleplay Suggestion. Act as though everything in your past has gone wrong and as though you are "in a rut".
Ingwaz ᛝ
Symmetrical. You can make an Insight roll in combat in order to discern one of the following features about a creature.
- What weapons they have and if they have multiattack
- AC and hit points (to the nearest 10)
- Strength, Dexterity and Constitution scores
- Speed (including any others like flying)
- Whether they have blindsight, truesight, darkvision, or tremorsense
- 1 of their vulnerabilities (if they have any)
- Up to 2 of their resistances and/or immunities
- Up to 2 of their condition immunities
- If they have advantage on magical saving throws or are resistant to non-magical physical damage
- If they have any legendary actions or resistances
- If they can cast spells
Once you use this feature you cannot do so again until finishing a short or long rest.
Roleplay Suggestion. Look for more common ground between yourself and others, becoming more understanding and empathetic towards others.
Othila ᛟ
Upright. You can cast the Protective Wards* spell on a two story home or smaller.
Reversed. You can cast the Dominate Person spell, however when you cast the spell this way you gain a level of exhaustion. Once you cast this spell you cannot do so again until you finish a long rest.
Roleplay Suggestion. You act more impulsive and are less trusting to people who you do not know.
Dagaz ᛞ
Symmetrical. You can use a bonus action to end all conditions and spells your are currently effected by, this applies to benefits as well as detrimental effects.
God Features
These are special abilities gifted by the gods of various Pantheons, they all scale with Piety. These are the ones available to Norse Gods.
Heimdallr's Portal
You can call the very essence of another realm from the root of Yggdrasil to change the tides of battle. As an action, choose one realm other than the one you are on. A spherical area with a 30-foot radius centered on you becomes imbued with the characteristics of that realm. This area is fixed in space and it cause drastic changes to the local geography, however it may have slight changes including aesthetic ones. For example opening the portal to Niflheimr could lead to freezing some water over, and small icicles forming all over the terrain. This effect lasts 1 minute. The area counts effectively as part of the chosen realm, changing the laws of magic and physics accordingly. At the GM’s call, this feature might introduce hazardous condition from the chosen realm. A ranged attack is affected if it originates from, or passes through, the sphere.
Roll 1d10 and consult the table, on a 10 you can choose which realm, and if you roll a number equal to the realm you are already in you can reroll. Magic Item damage not unaffected, unless it is of legendary or artifact quality.
- Augmented: the effect of all magic of the relevant type is bolstered. Effect: The first die of damage in a turn is maximised, e.g. 4d6 becomes 6 + 3d6.
- Decreased: the effect of all magic of the relevant type is diminished. Effect: The first die of damage in a turn is minimised, e.g. 2d10 becomes 1 + 1d10
- Unaltered: the effect of each spell is unaltered.
Effect on Damage Type
| 1d10 | Acid | Cold | Fire | Force | Lightning |
|---|---|---|---|---|---|
| 1. Ásgarðr | Unaltered | Decreased | Augmented | Augmented | Augmented |
| 2. Álfheimr | Decreased | Decreased | Decreased | Augmented | Unaltered |
| 3. Miðgarðr | Unaltered | Unaltered | Unaltered | Unaltered | Unaltered |
| 4. Niflheimr | Augmented | Augmented | Decreased | Decreased | Decreased |
| 5. Múspell | Unaltered | Decreased | Augmented | Unaltered | Augmented |
| 6. Jötunheimr | Decreased | Augmented | Decreased | Unaltered | Decreased |
| 7. Vanaheimr | Decreased | Altered | Augmented | Augmented | Decreased |
| 8. Svartálfheim | Augmented | Augmented | Decreased | Decreased | Unaltered |
| 9. Niðavellir | Unaltered | Augmented | Augmented | Augmented | Augmented |
Effect on Damage Type
| 1d10 | Necrotic | Poison | Psychic | Radiant | Thunder |
|---|---|---|---|---|---|
| 1. Ásgarðr | Decreased | Decreased | Augmented | Unaltered | Augmented |
| 2. Álfheimr | Decreased | Decreased | Unaltered | Augmented | Augmented |
| 3. Miðgarðr | Unaltered | Unaltered | Unaltered | Unaltered | Unaltered |
| 4. Niflheimr | Augmented | Augmented | Augmented | Decreased | Decreased |
| 5. Múspell | Decreased | Unaltered | Decreased | Augmented | Augmented |
| 6. Jötunheimr | Unaltered | Unaltered | Augmented | Decreased | Decreased |
| 7. Vanaheimr | Unaltered | Decreased | Decreased | Augmented | Unaltered |
| 8. Svartálfheim | Augmented | Augmented | Decreased | Decreased | Unaltered |
| 9, Niðavellir | Augmented | Augmented | Unaltered | Unaltered | Augmented |
At Higher Piety.
At Piety 36: You may now choose which of the realms you wish to bring to you, the sphere area increases to 60 ft., and amount of dice effected is equal to your Wisdom modifier (minimum 1).
For example: if you have a Wisdom score of 16 and thus a modifier of +3, and you chose to open the portal to Niflheimr, then a fireball spell cast inside the area would deal 3 + 5d6 rather than 8d6. A cone of cold spell however would deal 24 + 5d8 instead of 8d8.
Loki's Shifting Forms
At the end of a long rest pick a shifting type, as a bonus action you can assume this more bestial appearance and gain it's benefits. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift you gain temporary hit points equal to your level + Constitution modifier (minimum of 1). Once you shift you cannot do so again until you finish a short or long rest. The shifting forms are listed below:
Fenrir's Hide. When shifting your skin grows fur, yours eyes turn yellow, your nose turns into a snout. When you shift receive an additional 1d6 temporary hit points, while shifted you have a +1 bonus to your AC. You also have an advantage on Survival checks made for tracking, and on Perception checks as long as they rely on smell.
Jörmungandr's Fangs. When shifting you grow large fangs and your skin turns into a material like that of snake scales. While shifted you can use your fangs to make an unarmed strike as a bonus action, if you hit with them you can deal piercing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. You gain an advantage on stealth checks in the darkness.
Jötunn's Form. When shifting you grow and additional foot in height and your breath is frosty, your skin also turns snow white. Whilst in this form you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You have an advantage to grapple targets and they have a disadvantage to break free once they are grappled. You also gain resistance to cold damage.
Sleipnir's Speed. When shifting your feet turn into hooves (along with the footwear you were wearing), your legs also appear more muscular. Whilst shifted in this form your walking speed increases by 10 feet and you do not trigger opportunity attacks.
At Higher Piety.
At Piety 11: Fenrir's Hide temporary hit point bonus increases to 2d6. Jörmungandr's Fangs attack turns into 2d6. Jötunn's Form gives you a temporary +1 to your Strength total (not exceeding 20). Sleipnir's Speed increases to +20 feet.
At Piety 27: Fenrir's Hide temporary hit point bonus increases to 3d6 and the AC bonus is increased to +2. Jörmungandr's Fangs attack turns into 3d6 and deals an additional 1d6 poison damage. Jötunn's Form gives you a temporary +2 to your Strength total (not exceeding 20). Sleipnir's Speed remains at +20 feet but you gain an additional reaction.
At Piety 43: Fenrir's Hide temporary hit point bonus increases to 4d6 and the AC bonus is increased to +3. Jörmungandr's Fangs attack turns into 4d6 and deals an additional 2d6 poison damage, also on a hit the target must make a Constitution 15 saving throw or be poisoned until the start of your next turn. Jötunn's Form gives you a temporary +4 to your Strength total (not exceeding 22), and you count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift, you are also immune to cold damage. Sleipnir's Speed remains at +20 feet, you gain an additional bonus action in addition to the extra reaction.
Prismatic Burst
2nd-level evocation
- Casting Time: 1 action
- Range: 20-foot cone
- Components: V, S, M (A sword)
- Duration: Instantaneous
You plummet your sword into the ground and eight multicolored rays of light flash forth. Each ray is a different color and has a different power and purpose. Each creature in a 20-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
- Red - The target takes 2d8 fire damage on a failed save, or half as much damage on a successful one.
- Orange - The target takes 2d8 acid damage on a failed save, or half as much damage on a successful one.
- Yellow - The target takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
- Green - The target takes 2d8 poison damage on a failed save, or half as much damage on a successful one.
- Blue - The target takes 2d8 cold damage on a failed save, or half as much damage on a successful one.
- Indigo - On a failed save, the target is restrained and takes 1d8 force damage, or half as much damage on a successful one.
- Violet - On a failed save, the target is blinded and takes 1d8 force damage, or half as much damage on a successful one.
- Special - The target is struck by two rays. Roll twice more, re-rolling any 8.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the damage increases by one d8 for each slot level above 2nd.
Freyja's Feather Token
Wondrous item, artifact
This token, gifted by Freyja, allows you to call in a specific favour from her
This token has one charge, upon using the charge Freyja's Falcon Cloak magically manifests in your hands, it takes one action to put it on. When you put it on you can shapeshift into a falcon (same stats as a Giant Eagle but physically smaller) for one hour without expending a wild shape use. After you transform back the cloak magically disappears. If you transform back in the air you fall at a rate of 60 ft. a round and do not take fall damage.
You regain all charges on a Friday morning (once a week).
Lædingr Fragment
Martial weapon (chain), melee weapoon, artifact
This was the first magical chain used to bind Fenrir, it did not take him long to break through
This chain can firstly be used as a weapon (one-handed 1d6 bludgeoning damage, versatile (1d8) and with the reach property. The chain is 10-foot long, has 15 hit points, and an AC of 16. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the chain drops to 0 hit points, it is destroyed.
If you hold one end of the chain and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 10 feet of you. The target must succeed on a DC 14 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength check (target's choice). On a success, the creature is no longer restrained by the rope.
Fulgerite
Wondrous item, very rare
A piece of rock, formed from sand that has been struck by lightning, and blessed by a Thunder God. The rock has been threaded onto a golden chain
Whilst wearing this fulgerite necklace you gain immunity to lightning damage. Additionally you may redirect some lightning damage, as a reaction to taking lightning damage you can redirect all of the damage back to the source. Once you use this feature you cannot use it again until finishing a long rest.
Bone Necklace
Wondrous item, very rare
A necklace consisting entirely of bone and nail, it is cold to the touch, and has been blessed by a Goddess of Death
Whilst wearing this bone necklace you gain immunity to cold damage. Additionally you may redirect some cold damage, as a reaction to taking cold damage you can redirect all of the damage back to the source. Once you use this feature you cannot use it again until finishing a long rest.
Tooth of Fenrir
Wondrous item, very rare
A tooth of the great wolf Fenrir, child of Loki. The tooth has a small hole punched into it and it has a silver chain threaded through it
Whilst wearing this wolf's tooth necklace you gain immunity to fire damage. Additionally you may redirect some fire damage, as a reaction to taking fire damage you can redirect all of the damage back to the source. Once you use this feature you cannot use it again until finishing a long rest.