Planeshifted Guide to Kaldheim

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A Planeshifted guide to the Ten Realms of

Explore the Ten Realms of Magic: the Gathering's Norse-inspired setting of Kaldheim in this rules expansion and setting guide for Dungeons and Dragons 5th Edition.

Credits



  • Cover Art and Logo:
  • Wizards of the Coast


Artist Credits:
Alayna Danner, Anastasia Ovchinnikova, Anna Podedworna, Andrew Mar, Bryan Sola, Caio Monteiro, Chris Rahn, Cliff Childs, Daarken, David Rapoza, Denman Rooke, Dominik Mayer, Ekaterina Burmak, Eric Deschamps, Filip Burburan, Grady Frederick, Grzegorz Rutkowski, Igor Kieryluk, Jason A. Engle, Jason Rainville, Jens Claessens, Jesper Ejsing, Johannes Voss, Jonas De Ro, Jung Park, Kieran Yanner, Lie Setiawan, Lorenzo Mastroianni, Manuel Castañón, Marta Nael, Micah Epstein, Mike Szabados, Nicholas Gregory, Paul Scott Canavan, Pixoloid Studios, Piotr Dura, Mathias Kollros, Raoul Vitale, Steve Prescott, Simon Dominic Brewer, Svetlin Velinov, Tyler Jacobson, Victor Adame Minguez, Wayne Reynolds, Yongjae Choi, Zack Stella




  • Click here to view and download the current PDF version. Please use the PDF version if you are on mobile

Disclaimer: According to the skalds, this book was fashioned using nothing but the morning dew, a troll's whiskers, and a forgotten memory. The rules herein were apparently found etched into the side of the highest peak in Surtland, guarded by no less than three and a half vampire dragons, which the author allegedly had to fight in nothing but his smallclothes.


  • Playtesters:
  • The 77 Crew

  • Supporters:
  • A huge thank you to the supporters who make this project possible. You guys rock!

A.J., Abner Castillo, Alex Garrick-Wright, Alun Howard, Anansi Dragon, Andre Beshta, Andre Paquim, Andrew Arias, Andrew Fielder, Antoine Polignone, AwarePlot, BloodStasis, Bruno Arcand, Bryce Haertjens, Caroline Magoulas, Chris Campbell, Chris Tipton, Cody Westerlund, Dallas, David Cummings, David Vincent DeCaro-Brown, Dylan Man, Echo Rowan, Eric Koger, Finn the Human, Guilherme Mello, Hannah Flayhan, Isaac Swisher, Jonathan Akoun, Joseph Joffe, Josue A Rodriguez, Justin Finley, Leondatwani, Mason Jones, Matthew McKinnon, Matthew Wood, Nayla + Steve Caruso, Nebulous, Patrick O'Connell, Radek, ReaperTheWolf, RocketTurtle, Shaun Sullivan, SirGoatly, Sophie Forster, Tim Platt, trent smith, William EARING, Zac Bruntmyer, zen magus


  • Other Planeshifted Guides:
  • Eldraine, inspired by fairy tales and legends
  • New Capenna, inspired by 1920s noir and mobster films
  • Kamigawa, inspired by cyberpunk and Japanese culture
  • Unfinity, inspired by retro sci-fi
  • Phyrexia, inspired by biomechanical horror
  • Ravnica, a unique city plane of factions
  • Tarkir, inspired by dragons and east asian cultures
  • Ikoria, a mutation monster manual
  • Amonkhet, inspired by ancient Egypt
  • Ixalan, inspired by pirates and mesoamerica
  • Innistrad, inspired by gothic horror
  • Lorwyn-Shadowmoor, inspired by celtic mythology

Support Planeshifted Guides
Show your support for the Planeshifted Guides project through my Patreon, or by buying me a coffee. Thank you!

Changelog
  • Version 1.4
    • Added "World Tree" page to Ten Realms chapter
    • General lore snippet updates for Phyrexian invasion
    • Rebalanced Shapeshifter race (much needed)
    • General balance adjustments
    • Fixed broken image links
    • Updated rules syntax
    • Updated supporters list. You rock!
  • Version 1.3
    • Added stat blocks for the gods

A Planeshiftd Guide to the Ten Realms of Kaldheim is unofficial Fan Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said interested parties or by others with legal, written consent by said parties.

Welcome to Kaldheim
Dominik Mayer
@dtmayer
Welcome to

KaldHeiM

The world was born from a seed, and that seed grew
into the World Tree, and everything else grew from it. Its leaves were every color imaginable, and as its branches spread out, they became worlds themselves. And once there were ten strong branches, fruit grew on the branches, and those were the Cosmos monsters. The serpent was the firstborn, and he has been growing since before the beginning of time.

— The First Saga

    Kaldheim is steeped in storytelling and song, and all of its denizens share a common ethos: it is a plane of warriors who boast of their great deeds and yearn to die heroically in battle, who fight hard and celebrate harder, and where great tales pass into myth through the ages.

Pivotal to the plane is the Cosmos, a "realm between" which Planeswalkers cannot cross represented by a massive World Tree, from which ten separate realms hang like fruits. The realms are constantly shifting and, on occasion, may collapse unto each other. When this happens, a Doomskar occurs. This causes earthquakes, destabilization, and total chaos.

About this book

This document is an in-depth guide to playing Dungeons & Dragons in Magic: the Gathering's plane of Kaldheim. More information on the plane of Kaldheim and its inhabitants can be found in A Planeswalker's Guide to Kaldheim: Part 1 and A Planeswalker's Guide to Kaldheim: Part 2.

Chapters 1-3 provide a guide to creating a character in Kaldheim, introducing twelve new races, guidelines on playing different classes, and collections of new backgrounds, items, and spells.

Chapter 4 provides information on the ten realms of Kaldheim and the creatures that live there.

Chapters 5 provides a collection of stat blocks for various creatures found throughout the ten realms of Kaldheim.

chapter 1

ᚦᚱᛇᛚ᛫ᚲᛟᛊᛏᚨᚱ
CHARaCTER OPTioNS
CHAPTER 1 | CHARACTER OPTIONS
(previous) Denman Rooke
@denmanrooke

Races

At 1st level, you choose your character's race. This section presents the playable races for this setting and provides information to help you understand       your character's place in the world. When you create a character for a campaign or adventure set on the plane of Kaldheim, you choose from one of the race options presented here, and follow these additional rules during character creation.

Ability Score Increases

When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The languages in Kaldheim that a character might speak are listed below.

Languages of the Realms
Language Script Typical Speakers
Celestial Celestial Gods, Valkyries
Common Common Humans
Dwarfish Runes Dwarves
Elvish Common Elves
Fiendish Celestial Demons, Skelle
Giant Runes Giants, Giantbloods
Littjaran Littjaran Shapeshifters
Phyrexian Phyrexian
Trollish Trolls

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this section tells you what your creature type is.

Here's a list of the game's creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Age

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. A race in this section tells you if it has an atypical life span.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Proficiencies

Some races and subraces grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.

Proficiency Swaps
Proficiency Replacement Proficiency
Skill Skill
Armor Simple/Martial weapon or tool
Martial weapon Simple/Martial weapon or tool
Simple weapon Simple weapon or tool
Tool Simple weapon or tool

Names

Names in Kaldheim all follow similar conventions. They are inspired by names found in Norse mythology and Scandinavian languages. Human last names tend to be compound words that describe a person's deeds or appearance, and often change throughout their life. Dwarf last names are decided by a special forged weapon (see the race entry on Dwarf). Other last names are the names of fathers or mothers, appended with —son,—sdottir, or —sbur.


  • First Names: Bjora, Egil, Fjall, Guldir, Hraldir, Kaldar, Njala, Rognar, Solrun, Sven, Tove, Valdir
  • Human Last Names: Curse-breaker, Dawn-greeter, Eagle-caller, Kinkiller, No-breath, Oathkeeper, Sail-rend, Stoneback
  • Dwarf Last Names: Bloodhammer, Goldstaff, Hammershine, Fireshield, Realmsword
  • Other Last Names: Bjornsdottir, Haraldson, Thorinsbur
CHAPTER 1 | CHARACTER OPTIONS
Bryan Sola
@bpsola

Beskir

Settled in the grasslands surrounding the grand longhall that bears their name, the Beskir clan is dedicated to maintaining peace, order, and law throughout their territories. Widely acknowledged as impartial adjudicators, the clerics of the Beskir—the Lawspeakers—enforce the Code of the Clans and settle arguments within and among all the clans of Bretagard. But only a fool would assume that their dedication to law and peace makes the Beskir weak, for their warriors are as fearsome as any Skelle or Tuskeri raider, and far more numerous. The Beskir are led by two women: Maja and Sigrid. Sigrid, the clan's spiritual leader, traces her lineage back to the legendary warrior Hurrik, who is said to have saved the god Alrund's life.

Code of the Clans

Generations ago, representatives from all five clans signed a blood pact to abide by a common code of law governing the relationships among the clans. This Code of the Clans provides a system of recompense to be enforced when a member of one clan brings harm to a member of another. For example, a murderer owes a debt to the victim's surviving family—and the severity of that debt depends on the family member's relationship to the victim. Recompense might be paid in gold, livestock, or other property, in a period of servitude, or in blood. The Code of the Clans names the Beskir clan as its defenders and adjudicators.

Beskir Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered a human for any prerequisite or effect that requires you to be a human.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Beskir Intuition. You have proficiency in the Insight skill.

Blessing of Alrund. Starting at 3rd level, you can cast the command spell with this trait. Starting at 5th level, you can also cast the zone of truth spell with it. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Feltmark Born. You have advantage on saving throws you make to avoid or end exhaustion on yourself.

Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.

David Rapoza
@daverapoza

 

Draugr

The draugr are an ancient race of undead lords and their subjects, animated by their pathological lust for wealth and power. The draugr jealously guard their vaults against intruders who come to the realm of Karfell seeking the ancient treasures and powerful magic items the draugr have stockpiled. Occasionally, the undead venture forth in their strange stone ships to raid other realms and bring back yet more wealth to add to their overflowing vaults.

Generations ago, King Narfi betrayed his people and led the god of death to transform all Karfell's nobles and their subjects into undead. They retain some or all memories and intelligence they had in life, and in death, they are motivated by the same desire for wealth and power that drove them before. The ancient nobles remember the time when the elves possessed godlike power, and they witnessed the huge battle that led to the downfall of the elves and the rise of the Skoti. Their undead subjects retain fewer memories of their existence and now mindlessly serve their lords.

The draugr maintain the noble houses and strict class hierarchy that was established when Karfell was a living kingdom. The warrior class, known as the Dead Marn, patrol in half-remembered echoes of their old sentry routes, while draugr jarls stir only every few months to attend council meetings with King Narfi. When a Doomskar brings Karfell into contact with another realm, the Dead Marn prefer to launch raids on other realms by sea, but occasionally march to war in silent ranks of undead warriors.

Draugr Traits

You have the following racial traits.

Creature Type. You are an Undead.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Life Span. Draugr don't age as other races do. You are immune to the effects of aging and can't be aged magically.

Deathless Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You don't need to eat, drink, or breathe.

Knowledge of the Past. You temporarily remember glimpses of the past, faded memories from ages ago. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sleepless. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

Svetlin Velinov
@velinov

Dwarf

The dwarves of the realm of Axgard are renowned through all the realms for two things: perfect weapons and exquisite storytelling. They are passionately creative, with an insatiable longing to constantly improve their craft. They strive to create the sharpest swords, the most beautiful jewelry, the strongest chains—and then immortalize their deeds in song and story. They seek to build things that last, to make their mark on the world so future generations remember them.

Dwarven society takes the form of sprawling, loose-knit clans that congregate in certain sections of the underground city. Different clans specialize in different crafts, and though they coexist amicably enough, they also have a strong competitive streak that sometimes sets them at odds. For dwarves, a warrior and a skilled artisan are one and the same. The art of combat and the art of creation draw from the same principles of focus, patience, and constant self-improvement.

Iron Currency

Thanks to the Goldmaw Chasm, an endless supply of bubbling liquid gold in the dwarven realm of Axgard, gold is so readily available as to be nearly worthless in dwarven culture. Axgard currency is made from iron, valued for its utility, rather than its rarity.

Dwarf Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Life Span. 500 years on average.

Axgard Battlecry. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Dwarven Resilience. You have resistance to poison damage. You also have advantage on saving throws you make to avoid or end the poisoned or frightened condition on yourself.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level.

Forge Wise. You have proficiency with two of the following artisan's tools of your choice: Brewer's supplies, jewler's tools, mason's tools, smith's tools, or tinker's tools.

Dwarf Names

Every dwarf artisan spends their youth forging a single weapon and infusing it with runic magic, preparing to carry it for their entire life. These weapons are their creators' pride and joy, and many dwarves design their clothing and armor to match their weapon. On a dwarf's 100th birthday, marking the start of adulthood, they will reveal the weapon and their new last name, chosen based on their great creation.


  • Example Last Names: Bloodhammer, Goldstaff, Hammershine, Fireshield, Realmsword
CHAPTER 1 | CHARACTER OPTIONS
Ekaterina Burmak
@katemaxpaint

Elf

The elves live in the realm of Skemfar. Their ancestors actually used to be gods, the Einir, before being replaced by the modern pantheon of the Skoti. After their defeat, the leaders of the elvish Einir were imprisoned inside the Jaspera trees and the race was split into two clans: The Wood elves and Shadow elves. These two factions were alienated from each other for ages until recently, when an elf named Harald the Elder united the warring clans and named himself king. The elves are looking to reclaim their place as the gods of the realms, and the reunification of their society is a step toward that goal.

Elven tradition reveres Koma, the cosmos serpent. Many elves wear clothing that reflects that reverence—from hair braided to look like scales to woven designs and actual snakeskin. Their realm of Skemfar is full of the tunnels he left behind while he still moved freely in the realms. After he was cast out from the realms by the Skoti, some elves take it upon themselves to tend to these tunnels dutifully, praying for Koma to return and restore the elves to power.

Elven Equipment

Elves traditionally carry weapons and wear armor made from an ancient, bronze-like metal. Each weapon is custom smithed for a single elf and is carried through that elf's lifetime, then melted down and re-shaped for their descendants.

Elf Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Einir Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. In addition, magic can't put you to sleep.

Gift of Sarulf. You have the ability to communicate in a limited manner with Beasts. They can understand the meaning of your words, though you have no special ability to understand them in return.

Keen Senses. You have proficiency in the Perception skill.

Elf Clan. You gain additional benefits based on one of the following options (choose when you select this race):


  • Wood Elf. Your walking speed increases to 35 feet.
    Additionally, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Shadow Elf. You have resistance to necrotic damage.
    Additionally, as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can teleport this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
CHAPTER 1 | CHARACTER OPTIONS
Victor Adame Minguez
@victoradameart

 

Giantblood

So named after Tover Giants-blood, an enormous Kannah Warrior, a giantblood is a human of any clan descent who has a giant's ancestry. The blood of the giant runs strong in the veins of men, and overpowers whatever natural talent a clansman might possess.

Giants

The frost and fire giants of the realm of Surtland are locked in constant conflict. Frost giants are intelligent and secretive, using runic magic to divine the secrets of the Cosmos and jealously guarding them against the curiosity of outsiders. Frost giant wizards called Vela Mages dwell primarily in the well-protected Vela Heights. They have a special relationship with the similar-minded Omenseekers of Bretagard, who sail to Surtland occasionally to trade information with friendly frost giants.

Fire giants, by contrast, are brutal and impulsive, sharing their kin's physical strength and resilience but lacking any of the frost giants' knowledge and resources. Fire giants dwell in the lower elevations of Surtland where snowfields are divided by deep lava fissures. They live together in families and clans, building crude wooden structures from the realm's massive trees. They're smaller than frost giants, but they're still giants and are incredibly tough, strong, and resilient. They love hand-to-hand combat, but they're not above throwing boulders at their enemies, and their wizards have power over fire and lava.

Giantblood Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered a human for any prerequisite or effect that requires you to be a human.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Natural Athlete. You have proficiency in the Athletics skill.

Giant Build. You can move through the space of any creature that is of a size smaller than yours.

Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Giant's Legacy. You gain an additional benefit based on one of the following options (choose when you select this race):


  • Fire Giant. You have resistance to fire damage.
  • Frost Giant. You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.
Steve Prescott
@thesteveprescott

Hagi Troll

The ancient ruins of the realm of Gnottvold provide some degree of shelter to two distinct varieties of troll. The smaller, more aggressive Hagi trolls run wild across the realm, hunting in disorganized packs. They like to harass the larger Torga trolls, who live in family groups and can sleep for years at a time. Despite their apparently somnolent nature, a Torga troll that is unexpectedly awakened from its slumber rises in a rage and sets out on a destructive rampage that can last for weeks until the troll is spent and looks for a new place to sleep.

Hagi trolls are both smaller and meaner than the Torga, although some Hagi can grow to impressive sizes. They aren't particularly intelligent, and their motivations are basic and primal: get the most food, have the best lair, find the best stuff. To that end, they travel in loose packs and sleep in crowded warrens.

Over the course of generations, the Hagi have scavenged what they could from many of the old ruins, and they continue to search for unplundered barrows and cairns. They use no form of currency, but shards of swords, rune-stamped metalwork, or broken chalices have become treasured commodities among their clans. Although they don't have a written language of their own, they have deciphered some of the old giants' runes and gradually developed a kind of crude rudimentary magic that they can barely control, which tends to be unexpectedly explosive.

Mostly, the Hagi fight hand-to-hand or with pieces of ancient weapons. If they need to raid another Hagi clan or attack a Torga family group that has something they want, they strap a rock onto a stick or fashion some other crude weapon, but their interest in crafts ends there.

Hagi Troll Traits

You have the following racial traits.

Creature Type. You are a Giant.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Life Span. 750 years on average.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Damage Dealer. When you roll a 1 on a damage die for a melee attack, you can reroll the die and use the new roll.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Regeneration. As a bonus action, you can spend one Hit Die. You regain a number of hit points equal to a roll of the die + your Constitution modifier (minimum of 1 hit point).

CHAPTER 1 | CHARACTER OPTIONS
lie setiawan
@liesetiawan

Kannah

The Aldergard forest is home to the nomadic Kannah clan, who maintain temporary settlements in the forest but regularly send groups on exploratory expeditions. The Aldergard is so large that some Kannah wander for years without ever leaving the forest.

Near the eastern edge of the forest, in the highlands rising into the Tusk Mountains, stands the Cursed Tree—a massive oak that is perpetually covered in snow. Kannah sagas say that this is the site where a god cursed them to remain forever in the Aldergard, with no hope of entering the hallowed halls of Starnheim. If the Kannah leave the forest, winter follows them and torments them with constant, increasing snowfall, eventually making forward progress impossible and forcing them to turn back. The Kannah maintain a small settlement near the Cursed Tree, where they perform runic rituals in hopes that one day the curse will be lifted.

Thanks to their ill treatment at the hands of divine beings, the Kannah despise anything related to gods, including the Cosmos monsters. They believe that killing the Cosmos Serpent will give them enough power to rise up and destroy the Skoti, end the curse at last, and claim Starnheim for themselves.

The Kannah are led by Fynn Fangbearer, formerly Snakehunter. He was the only human who ever managed to wound the Cosmos Serpent, and ultimately defeated it after it was compleated during the Phyrexian invasion.

Kannah Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered a human for any prerequisite or effect that requires you to be a human.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Aldergard Born. You can move across difficult terrain made of snow or ice without expending extra movement, and you have advantage on ability checks you make to avoid the prone condition from slippery ice.

Curse of the Tree. The curse of the Cursed Tree follows you wherever you go. When you finish a long rest, the weather around you changes as with the control weather spell, changing the stage of all weather conditions up by one.

Magic of the Tree. Starting at 3rd level, you can cast the armor of agathys spell with this trait. Once you cast it with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Starnheim Denied. You have advantage on saving throws against spells.

CHAPTER 1 | CHARACTER OPTIONS
Lorenzo Mastroianni
@lorenzomastroianni

Omenseeker

Driven by a desire to understand the secrets of the Cosmos, the fearless Omenseekers cross both the seas of Bretagard and the space between realms in search of arcane knowledge and new wonders. These mystic navigators follow sky maps inscribed with runic magic, showing both the stars of the ordinary night sky and the mystical Light of Starnheim that shines from the heights of the World Tree. Through careful charting and bold exploration, the Omenseekers hope to predict the Doomskars that occur when two realms overlap. They meet in Bretagard's Kirda Pillars once each season to share secrets they have gleaned from other realms, but they are most at home on their longships and consider themselves residents of the Cosmos. The Omenseekers are led by Inga Rune-Eyes, a blind seer who possesses all the knowledge gleaned by the clan on their voyages.

The Vedrune are an elite group of Omenseeker wizards who use elements from the natural world, such as ocean currents, wind, and the lights of the aurora, to predict future events as well as navigate through the Cosmos to other realms. The most powerful Vedrune wizards can open Omenpaths to other realms, and they believe that exposure to more realms expands the power of their magic.

Omenseeker Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered a human for any prerequisite or effect that requires you to be a human.

Size. You are Medium.

Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Child of the Sea. You have advantage on saving throws you make to avoid or end the prone condition.

Read the Stars. You can cast the augury spell an unlimited number of times with this trait, without requiring material components, provided you are outdoors and can see the Light of Starnheim.

Rune Eyes. You can use this trait to take the Help action as a bonus action. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:


  • Confidence. You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.
  • Exploit. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.
  • Retreat. You and the creature you help don't provoke opportunity attacks until the start of your next turn.

Seeker's Insight. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.

CHAPTER 1 | CHARACTER OPTIONS
Zack Stella
@zack_stella

Shapeshifter

The shapeshifters of the realm of Littjara are mysterious, masked beings with the ability to change their physical form at will. They wear beautifully carved masks and heavy traveling cloaks to obscure their true faces and forms. They can take any form necessary to blend into their surroundings—including a shifting aurora form that enables them to move freely through the Cosmos.

Gladewalkers prefer the forms of wild beasts over any humanoid identity. Bears are a favorite form, but any stag, lynx, bird, or squirrel spotted in the woodlands could be a Gladewalker in disguise. Covewalkers are fascinated with water. They often take on the form of marine animals such as seals or dolphins. They also frequently adopt the identities of mariners, seafaring raiders, fishers, lighthouse keepers, and other humanoids who dwell on or near the waters.

Shapeshifters aren't born; new masks are carved from the maskwood nexus tree and sent to float downriver to the Mirrorlake, from which Shapeshifters emerge and to which they return. Curious and adaptable, they often spend only the few years of a brief childhood in Littjara before venturing out into the Cosmos to see and learn about other realms.

Shapeshifter Traits

You have the following racial traits.

Creature Type. You are a Fey.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Shapechanger. As an action, you can magically assume the form of a Beast that you have seen before. The Beast must have a CR of 1/4 or lower. Your statistics, other than your Size, are the same in each form. While transformed, you can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your Beast form. Your clothing and equipment merge into your new form and have no effect until you leave the form, and you retain your mask and mist-like features beneath it in each form. You stay in the new form until you use an action to revert to your true form or until you die.

If you have the Wild Shape feature from the druid class, you can use your Wild Shape one additional time between rests.

Realmwalk. Starting at 5th level, you can shapeshift into a glowing aurora form, which you can use to walk between the realms. As an action, you and up to eight willing creatures are transported to a realm of Kaldheim that you have been to before, or to the cosmos between realms. You can specify a target destination in general terms, such as the Mirrorlake in the realm of Littjara, and you appear in or near that destination, at the DM's discretion. Once you use this trait, you can't do so again until you finish a long rest.

CHAPTER 1 | CHARACTER OPTIONS
Igor Kieryluk
@igorkieryluk

Skelle

Once a band of violent outcasts, the Skelle clan decided long ago that it was easier to take resources from other clans by force than it was to scratch out a meager living in the swamp. Vicious and supernaturally quick, they can carry out raids miles away from their home base in the Skelle Mire then disappear without a trace even in the open grasslands. They are by far the most feared clan in Bretagard, to the point where many believe that even speaking their name can bring doom to one's village.

The Skelle rely not just on berserker ferocity but also on sinister magic to conquer villages and exact tribute from them. They make regular rounds to their conquests, demanding tribute of food, valuable goods, and money in exchange for the "privilege" of being allowed to live. Any village that refuses to pay tribute is immediately and utterly destroyed.

The Skelle clan became the terrible force it is today under the tutelage of Varragoth, a demon who escaped from Immersturm. The demon has long since been banished back to Immersturm, but the Skelle still revere him, follow his violent ways, practice his deadly magic, and even costume themselves in his likeness. They believe the demon will return one day and lead them in finishing the work that he began, wiping out or subjugating the other clans entirely, so only the Skelle remain.

Skelle Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered a human for any prerequisite or effect that requires you to be a human.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Gift of Varragoth. You can cast the hex spell with this trait. Starting at 3rd level, you can cast the fog cloud spell with it, without requiring material components. Starting at 5th level, you can cast the pass without trace spell it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Mire Born. You can move across difficult terrain made of mud or muck without expending extra movement.

Supernatural Speed. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

CHAPTER 1 | CHARACTER OPTIONS
lie setiawan
@liesetiawan

Tuskeri

Tuskeri society is chaotic and revolves around glory and boasting. They are driven to complete dangerous feats and go on wild adventures—the kind of adventures that become sagas sung for generations. They all aim to perform bigger, better feats than anyone else in all the realms and goad each other into attempting outlandish tests of strength and skill. They frequently visit Axgard in search of dwarf skalds to accompany them on their never-ending adventures, since the word of a skald is the closest possible thing to proof of a story's veracity.

The Tuskeri like to go to war and usually don't need any excuse beyond being bored, realizing they haven't had a good fight in a while, or hearing someone say something more insulting than usual. They are very enthusiastic but disorganized fighters, with no appetite for strategy or careful tactics. Rather, each individual fighter attempts the most over-the-top heroic feats they can dream up, regardless of what their allies are doing. Nothing is more glorious to them than dying heroically in battle; not coincidentally, Tuskeri warriors are also more likely than those of any other clan to be spirited away by the Valkyries to the glory of Starnheim.

Leadership among the Tuskeri falls to the clan member who is seen as the strongest, boldest, and most accomplished at any given time. The position of leader can be bestowed as a reward for particularly remarkable feats, which means that the office can pass at any time to the next warrior who achieves something incredible.

Tuskeri Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered a human for any prerequisite or effect that requires you to be a human.

Size. You are Medium.

Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.

Goad. You can cast the compelled duel spell with this trait. Once you cast it with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 1st level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).

For Glory. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3).

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mountain Born. You naturally acclimate to high altitudes. This includes elevations above 20,000 feet.

Stout Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

David Rapoza
@daverapoza

 

Valkyrie

The valkyries dwell in Starnheim, where fallen heroes rest. Older than the Skoti, the Valkyries do not serve the gods. They were formed at the beginning of time, birthed from Valkmir, the black lake of the first valkyrie's blood in Starnheim. Valkyries judge the fallen, and do not allow their judgment to be clouded by the banal relationships, family ties, and petty squabbling that practically define the nature of the gods.

Valkyries carry out their missions of judgment in pairs, a Shepherd and a Reaper travel together. Shepherds guide the honored dead to Starnheim, while Reapers take cowards to the realm of Istfell, branding them with a rune that marks their shame. Both Valkyries in a pair must agree on each fallen warrior's fate before it can be enacted.

Though valkyries becoming involved in outside affairs is rare, some sagas describe the valkyries joining the gods in a worthy battle, and valkyries will readily fly into battle against demons.

Valkyrie Traits

You have the following racial traits.

Creature Type. You are a Celestial.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Life Span. Valkyries don't age as other races do. You are immune to the effects of aging and can't be aged magically.

Battlefield Angel. You have proficiency with one martial weapon of your choice.

Chooser of the Slain. You know the spare the dying cantrip. Starting at 3rd level, you can cast the gentle repose spell as a ritual with this trait, without requiring a material component. Starting at 5th level, you can also cast the invisibility spell with this trait, without requiring a material component.

Once you cast invisibility with this trait, you can't do so again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Spirit Guide. As an action, you can detect the distance and direction to the closest omenpath that leads to either Istfell, Starnheim, or Bretaguard (choose the destination when you use this trait). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Valkyrie Characters

Valkyries hold special significance in Kaldheim and may not be suited to all class options, background options, or campaigns. Speak with your DM about the implications of playing a valkyrie before choosing this race.

CHAPTER 1 | CHARACTER OPTIONS

Classes

Characters of any class can be found throughout the realms of Kaldheim. The following section provides guidelines on playing certain classes in Kaldheim.

Artificers* in Kaldheim, specifically Armorers, Artillerists, and Battle Smiths, would likely be trained by dwarves or giants in the matter of craft and runic magic. Alchemists might be found in the outlands, trained by Elves or the Kannah clan.

Barbarians would be very common in Kaldheim. Many clans and cultures respect the strength, boldness, and recklessness that barbarians are known for, which often secures them a future in the hallowed halls of Starnheim. Your DM might allow you to choose the Path of the Giant option which appears in Unearthed Arcana: Giant Options.

Bards are common in Kaldheim as dwarven skalds, braggarts, and storytellers of all kinds. Many warrior troops travel with bards to record, and often embellish, their exploits. A saying popular among the human Tuskeri clan claims, "A feat is just a lie unless a skald is there to tell the tale."

Clerics in Kaldheim would be the faithful of the gods. Many clerics venerate the Skoti pantheon. Others, like the Skelle clan, instead owe fealty to the demons of Immersturm. The Elves of Skemfar instead worship Koma, the Cosmos Serpent. The Deities of Kaldheim table has a quick reference for cleric domains in Kaldheim. You can learn more about specific gods and monsters in chapter 5. Most valkyries would also be clerics, using divine magic to turn the undead.

Druids in Kaldheim are mostly the Shapeshifters of Littjara, the Gladewalkers and Covewalkers who change their shape to other creatures. Druids of the Circle of Stars* might instead be those trained by Omenseekers to study the light of Starnheim. Druids of the circle of Spores* might be trained in draugr magic, while the circle of Wildfire* might represent those trained by Fire Giants. Your DM might also allow you to choose the Circle of the Primeval option which appears in Unearthed Arcana: Giant Options.

Fighters would also be common in Kaldheim, representing seasoned warriors or shieldmates who see the importance in battlefield tactics and defense as well as boldness and glory. The Rune Knight* archetype would hold special significance in Kaldheim as wielders of runic magic.

Monks would be rare in Kaldheim, perhaps being those trained as raiders and thieves by the Skelle clan or shadow elves. The Way of the Astral Self* might be one who has harnessed the power of their spirit, before the valkyries come to take them.

Paladins in Kaldheim would be warriors who seek honor glory above all things. Their embodiment of certain virtues grants them magic from gods, demons, or the cosmos itself.

    Rangers would be most at home in forests and outlands, wielding the magic of the natural world. Rangers would perhaps be trained by the Kannah clan, shapeshifters, or wood elves. A ranger of the Horizon Walker† archetype could represent someone trained by omenseekers to find and utilize the omenpaths of the realms.

Rogues would be uncommon in Kaldheim, where honor and boldness are valued. Rogues would likely represent grave robbers, treasure hunters, or bandits, and would be securing a place for themselves in Istfell.

Sorcerers have innate magic in their bloodline, or granted to them by a powerful creature. A Draconic Bloodline sorcerer might have drunk the blood of a hellkite, while a Wild Magic sorcerer might have once touched a piece of tyrite, the sap from the world tree. Your DM might also allow you to choose the Giant Soul option which appears in Unearthed Arcana: Giant Soul Sorcerer.

Warlocks receive their magic from the powerful forces of the realms, such as gods, demons, and cosmos monsters. The Deities of Kaldheim table has a quick reference for warlock patrons in Kaldheim. You can learn more about specific gods and monsters in chapter 5.

Wizards would be common in Kaldheim as those who study runes and the magic of gods. Your DM might allow you to choose the Runecrafter tradition option which appears in Unearthed Arcana: Giant Options.

Deities of Kaldheim

The table below details the deities in Kaldheim, along with their domains and patronage. You can learn more about these characters in Chapter 5.

Deity Domain Patronage
Alrund Knowledge
Birgi Archfey
Cosima Tempest Fathomless*
Egon Death
Esika Life Celestial†
Firja Grave† Celestial†
Halvar War Hexblade
Kolvori Nature, Peace*
Reidane Order*
Tergrid Twilight* Great Old One
Toralf Tempest, War
Valki Trickery Archfey
Varragoth Fiend

  • * This class option appears in Tasha's Cauldron of Everything.
  • † This class option appears in Xanathar's Guide to Everything.
CHAPTER 1 | CHARACTER OPTIONS

Backgrounds

This section presents ten sample backgrounds you can choose from to reflect a character from one of the ten realms of Kaldheim. The backgrounds in this chapter provide features, proficiencies, languages, and equipment. You must meet any prerequisite specified in a background in order to choose that background.

If you would like to customize a background in this chapter, you can replace one feature with any other, choose two skill proficiencies, and choose a total of two tool proficiencies and languages. At your DM's discretion, you can replace a background feature with a feature from a background presented in the Player's Handbook.

Acolyte

You have devoted yourself to a god or other powerful figure, spending time in a temple to that deity in a village or sacred site. You served under a priest of that deity and studied scrolls and texts, learning about religion and the divine.


  • Skill Proficiencies: Religion, Persuasion
  • Tool Proficiencies: Calligrapher's Supplies
  • Languages: One of your choice
  • Equipment: Calligrapher's supplies (includes a 1-ounce bottle of ink, 12 sheets of parchment, and 3 quills), a holy symbol of your deity, a book of lore (your deity), and a pouch containing 5gp

Feature: Divine Initiate

You know the thaumaturgy cantrip. You can also cast the ceremony spell with this feature. Once you cast the ceremony spell with this feature, you can't do so again until you finish a long rest. You always have this spell prepared and can also cast it using any spell slots you have of 1st level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this feature (choose when you select this background).

Artisan

You apprenticed under a master craftsman before setting out as an artisan of your own. You have learned to create basic crafts, and have also learned the skillful art of haggling.


  • Skill Proficiencies: Investigation, Persuasion
  • Tool Proficiencies: One type of artisan's tools
  • Languages: One of your choice
  • Equipment: A set of artisan's tools (one of your choice), an abacus, a merchant's scale, a set of traveler's clothes, and a pouch containing 25gp

Feature: Crafter

Whenever you buy a nonmagical item, you receive a 20 percent discount on it. Additionally, when you craft an item using a tool with which you have proficiency, the required crafting time is reduced by 20 percent.

Augur

An augur is one who divines the future. You have sequestered yourself away from the world, in a monastery or alone in sacred place, in order to uncover the mysteries of fate, either through quiet contemplation or careful study of ancient texts.


  • Skill Proficiencies: Arcana, History
  • Tool Proficiencies: Calligrapher's Supplies
  • Languages: Giant
  • Equipment: Calligrapher's supplies (includes a 1-ounce bottle of ink, 12 sheets of parchment, and 3 quills), a quarterstaff or wand, a book of lore (the history of one realm), and a pouch containing 8gp

Feature: Discovery

After much searching and divining, you have uncovered a unique and powerful discovery. It might be a great truth about the cosmos, the gods, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.

Noble

You were raised in wealth, honor, and privilege—none of it earned. Your family saw that you received an education, and you have learned a bit about leadership after watching your family lead their charges.


  • Skill Proficiencies: History, Persuasion
  • Tool Proficiencies: One type of gaming set
  • Languages: Giant
  • Equipment: A gaming set (one of your choice), a vial of perfume, a signet ring, a set of fine clothes, and a pouch containing 25gp

Feature: Retainer

You have the service of a noble (the DM has the creature's statistics), a retainer loyal to your family. The noble acts independently as the DM deems appropriate, but regards you as an ally and will obey your commands. The noble will leave your service if it is frequently endangered or abused. Your DM might allow your retainer to become a Sidekick. The rules for Sidekicks appear in Tasha's Cauldron of Everything.

Variant Feature: Skilled

If your campaign uses the optional feat rules found in the Player's Handbook, a character with the noble background may select this background feature instead of Retainer.

You gain the Skilled feat from the Player's Handbook.

CHAPTER 1 | CHARACTER OPTIONS

Outlander

You have spent most of your time away from villages and civilization, prefering to live in the wilds of your home realm. You have learned to live off the land, surviving by finding a balance in nature.


  • Skill Proficiencies: Nature, Survival
  • Tool Proficiencies: Herbalsim kit
  • Languages: Elvish
  • Equipment: An herbalism kit, a hunting trap, a fishing tackle, a net, a bedroll, a blanket, a lamp, 3 flasks of oil, a set of traveler's clothes, and a pouch containing 5gp

Feature: Wanderer

Whenever you make a Wisdom (Survival) check to navigate terrain, forage for food and water, or hunt wild game, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition, whenever you succeed on a check to forage, you find a day's worth of food and water for you and your traveling companions.

Variant Outlander: Outrider

Your time spent in the wilds has brought you close to the beasts who inhabit it. Replace one of the skill proficiencies granted by this background with Animal Handling.

Variant Feature: Wild Mount

With the DM's permission, a character with the outlander background may select this background feature instead of Wanderer.

You gain the companionship of either a black bear or elk that can serve as your mount. The mount acts independently of you, but regards you as an ally. If you have the incapacitated condition, the mount flees. If the mount dies, you have advantage on any Wisdom (Animal Handling) or Charisma check you make to gain the companionship of another black bear or elk.

With the DM's permission, a paladin's Wild Mount can can be summoned by the find steed spell, or a Beast Master's Wild Mount can serve as as Ranger's Companion.

Shieldmate

You have trained for war from a young age, and found a name for yourself fighting alongside your peers. You have been either a defender of your home realm, a sword for hire, or a member of a band of thieves.


  • Skill Proficiencies: Athletics, Intimidation
  • Tool Proficiencies: One type of gaming set, tinker's tools
  • Equipment: A gaming set (one of your choice), tinker's tools, a healer's kit, a hooded lantern, a flask of oil, a set of common clothes, and a pouch containing 10gp

Feature: Savage Attacker

You gain the Savage Attacker feat, which appears in the Player's Handbook.

Skald

You may not be a dwarf, but you were certainly trained by one. A skald is dwarven storyteller, often a cleric of war, who hold a special place in dwarven society as the chief storytellers; repositories of sagas and fables as the dwarves keep no written history. You have traveled the realm as a teller of stories or singer of songs.


  • Skill Proficiencies: Deception, Performance
  • Tool Proficiencies: One type of musical instrument
  • Languages: Dwarfish
  • Equipment: A musical instrument (one of your choice), a disguise kit, a vial of perfume, a steel mirror, a set of costume clothes, and a pouch containing 15gp

Feature: Bardic Arts

As part of a short or long rest, you can tell a story or perform a song, accompanied by a musical instrument you are proficient with and have on hand. At the end of the rest, your allies who heard the story or song are given inspiration, using the rules for inspiration provided in the Player's Handbook. The number of allies you can affect in this way equals your proficiency bonus.

Variant Feature: Inspiring Leader

If your campaign uses the optional feat rules found in the Player's Handbook, a character with the skald background may select this background feature instead of Bardic Arts.

You gain the Inspiring Leader feat from the Player's Handbook.

CHAPTER 1 | CHARACTER OPTIONS

Urchin

You grew up without a home, on the streets of your village or city. You have learned to fend for yourself, how to stay out of sight, and who you should trust. Even when you're not in your home city, you're at home in a village or city on any realm.


  • Skill Proficiencies: Insight, Stealth
  • Tool Proficiencies: One type of gaming set, thieves' tools
  • Equipment: A gaming set (one of your choice), thieves' tools, a bedroll, a dagger, a set of common clothes, and a pouch containing 5gp

Feature: City Secrets

When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. In addition, you can find a temporary place to hide, rest, or recuperate among other urchins, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Variant Feature: Lucky

If your campaign uses the optional feat rules found in the Player's Handbook, a character with the urchin background may select this background feature instead of City Secrets.

You gain the Lucky feat from the Player's Handbook.

Valkyrie

Prerequisite: Valkyrie Race


Some valkyries might have long ago joined the gods or mortals in a noble fight against demons or some other evil; but not you. You have faithfully judged the fallen for eons, alongside your paired valkyrie companion, determining the fate of countless mortals.


  • Skill Proficiencies: Insight, Intimidation
  • Languages: Celestial, plus one of your choice
  • Equipment: A gaming set (one of your choice), a horn, a hooded lantern, 3 flasks of oil, and a pouch containing 25gp

Feature: Prismatic Path

Whenever you slay a Humanoid or Beast with a weapon with which you are proficient, you can cause its spirit to rise as a specter. You gain no special power over the specter, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you. After it helps you, or if you don't require its help, an aurora-like bridge flows from your wings and carries the specter to its afterlife in Starnheim or Istfell.

Viking

You have lived your life on the sea, wind at your back and decks swaying beneath your feet. Perhaps you sailed a noble longship, or perhaps you made a living as a raider and terror of the waves.


  • Skill Proficiencies: Acrobatics, Perception
  • Tool Proficiencies: Navigator's tools, vehicles (water)
  • Equipment: Navigator's tools, fishing tackle, silk rope (50 feet), a net, a dagger, a set of traveler's clothes, and a pouch containing 10gp

Feature: Ship's Passage

You can secure free passage on a longship for you and your traveling companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Variant Viking: Raider

You were a scourge of the Kirda seas. Replace one of the skill proficiencies granted by this background with Intimidation.

Variant Feature: Tavern Brawler

With the DM's permission, a character with the viking background may select this background feature instead of Ship's Passage.

You gain the following benefits:

  • Your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
  • Whenever you roll a damage die for an unarmed strike or improvised weapon attack, you can reroll the die if it rolls a 1, and you must use the new roll.
  • You are proficient with improvised weapons.
Tyler Jacobson
@tylerjacobsonart

chapter 2

ᛊᛖᛁᛞᚱ
SPEllCASTING
(previous) Caio Monteiro
@caiommonteiro

Spells

The following section presents spells available to spellcasters in Kaldheim. The Spells table shows which class spell lists the spells appear on, as well as that spell's level and school of magic. With your DM's permission, these spells might be available to you even if they aren't on your class spell list (the Artificer class is presented in Tasha's Cauldron of Everything).

Your DM might also allow you to choose spells found in Icewind Dale: Rime of the Frostmaiden or Elemental Evil Player's Companion.

Spells
Level Spell School Class
1st Demon Bolt Evocation Sorcerer, Warlock, Wizard
1st Mists of Littjara Conjuration Druid, Ranger
1st Roots of Wisdom Abjuration Druid, Ranger, Wizard
3rd Shackles of Treachery Enchantment Artificer, Bard, Warlock
3rd Tergrid's Shadow Conjuration Cleric, Sorcerer, Warlock, Wizard
4th Bind Monster Conjuration Artificer, Cleric, Druid, Paladin, Ranger
4th Blessing of Frost Abjuration Druid, Ranger, Wizard
4th Skull Raid Enchantment Bard, Wizard
4th Withercrown Necromancy Artificer, Cleric, Sorcerer, Warlock, Wizard
5th Alrund's Epiphany Divination Cleric, Wizard
5th Demonic Gifts Transmutation Sorcerer, Warlock, Wizard
6th Ravenform Transmutation Druid, Wizard
Chris Rahn
@ChrisRahnArt

Spell Descriptions

The spells are presented in alphabetical order.

Alrund's Epiphany

5th-level Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a raven feather)
  • Duration: Concentration, up to 1 minute

You gain a limited ability to see into the immediate future. For the duration, you have advantage on attack rolls and saving throws, except for Constitution saving throws you make to maintain concentration on this spell. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

If you maintain your concentration on this spell for the entire possible duration, Hakka appears in an unoccupied space of the DM's choice within 100 feet of you. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

Bind Monster

4th-level Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (the sound of a cat's footsteps, the breath of a fish, and the spittle of a bird, all of which the spell consumes)
  • Duration: Until dispelled

You summon a magical chain to bind a creature you touch. The creature must make a Strength saving throw. On a failed save, the creature has the restrained condition for the duration, and may immediately use its reaction to make an attack against you. On a successful save, the creature isn't affected.

The chain prevents the creature from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. A creature restrained by the chain or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

If you cast this spell again, the target of the first casting is immediately freed from its chain, and the first chain vanishes.

CHAPTER 2 | Spellcasting

Blessing of Frost

4th-level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of snow or ice)
  • Duration: 10 minutes

An aurora-like shield engulfs your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

For the duration, you gain the following benefits:

  • You gain 10 temporary hit points
  • You have resistance to cold damage
  • Your melee weapon attacks deal an extra 1d6 cold damage on a hit.

Demon Bolt

1st-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (the skull of a creature killed by a demon)
  • Duration: Instantaneous

You shoot a roiling bolt of smoke, flame, and lightning at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage, 1d6 lightning damage, and 1d6 poison damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes an extra 1d6 fire, lightning, or poison damage (your choice) for each slot level above 1st.

Demonic Gifts

5th-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (an object engraved with the runes of Immersturm, worth at least 500gp)
  • Duration: Concentration, up to 1 minute

You draw on the powers of Immersturm, gaining horns and fiendish attributes. You gain the following benefits until the spell ends:

  • You are immune to fire, lightning, and poison damage.
  • You are immune to the poisoned condition.
  • You have a +1 bonus to AC.
  • All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • When you hit a target with a weapon attack, that target takes an extra 2d12 fire damage.

If you are reduced to 0 hit points before the spell ends, you drop to 1 hit point instead, and the spell immediately ends.

Mists of Littjara

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon the mists of Littjara around a creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the mists spread to fill a 5-foot radius sphere centered on the target for the duration. The area is heavily obscured. The mists emanate from the target and move with it. On a successful save, the target isn't affected.

At the end of each of its turns, the target can make a Dexterity saving throw to attempt to free itself from the mists. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Ravenform

6th level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (the preserved heart of a Humanoid slain in battle, worth 1gp)
  • Duration: Concentration, up to 1 minute

You invoke a curse on one creature that you can see within range. The creature must succeed on a Wisdom saving throw or be magically transformed into a raven for the duration. The spell has no effect on a shapechanger or a creature with 0 hit points.

The target's game statistics are replaced by the statistics of the new form, but it retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

If you concentrate on this spell for the full possible duration, the transformation lasts until it is dispelled. A remove curse spell cast on the creature dispels the transformation.

CHAPTER 2 | Spellcasting

Roots of Wisdom

1st-level Abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (an elven ear or a piece of Jaspera bark)
  • Duration: Concentration, up to 1 minute

You draw on the wisdom of the Einir elves sealed in the Jaspera trees. Until the spell ends, you have advantage on Wisdom checks and saving throws, and no creature within 30 feet of you can make an attack roll with advantage against you.

Skull Raid

4th-level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You ask a creature a question, attempting to force the truth from it. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

The target must make a Wisdom saving throw. On a failure, you probe the target's mind for the answer to your question, reading its thoughts. If the information you obtain pertains to events the target experienced within the last 24 hours and that lasted no more than 10 minutes, you can choose to permanently eliminate that information from the target's mind.

A remove curse or greater restoration spell cast on the target restores the creature's true memory.

Shackles of Treachery

3rd-level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a wolf's tears)
  • Duration: Concentration, up to 1 minute

One creature of your choice that you can see within range must succeed on a Wisdom saving throw or be charmed by you for the duration, or until you or your companions do anything harmful to it. While the target is charmed in this way, flaming shackles bind to its arms, and its eyes glow a fiery red. Until the spell ends, you can use a bonus action on each of your turns to force the charmed target to make a melee attack against a creature other than itself that you mentally choose, using its movement to approach the creature if necessary. The spell ends if you don't choose a creature.

The target can repeat the Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Tergrid's Shadow

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You call forth the shadow of Tergrid, the god of fright. It manifests in an unoccupied space that you can see within range It has the statistics of a shadow (the DM has the creature's statistics), except it is immune to effects that turn undead, and it can't create more shadows. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

Withercrown

4th level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

When you cast this spell, your eyes glow a violet color and an ethereal violet crown appears around your head for the duration. You force a creature you can see within range to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. While cursed, a similar ethereal crown appears around the target's head.

While the creature is cursed, it has disadvantage on attack rolls, Strength-based ability checks, and Strength and Constitution saving throws. At the start of each of its turns, it must succeed on a Wisdom saving throw or take 1d10 necrotic damage. If this damage reduces the creature to 0 hit points, its spirit is claimed by Egon, the god of death.

A remove curse spell ends this effect.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 6th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 6th level or higher grants a duration that doesn't require concentration.

Chris Rahn
@ChrisRahnArt

chapter 3

ᚨᚹᛞᚨᚱ
TREASURES
CHAPTER 3 | TREASURES
(previous) lie setiawan
@liesetiawan

Magic Items

This section presents a collection of magic items that can be found throughout the realms of Kaldheim. These items might be found as part of a monster's treasure hoard, the loot of a raid, or perhaps given as gifts by dwarves, giants, or gods.

Magic Item Descriptions

These items are presented in alphabetical order.

Casting Runes

Wondrous Item, Common (Requires Attunement by a Spellcaster)

Casting runes are tiny stones carved with various runes and bind runes, usually kept in a small leather pouch. To attune to the runes, you must roll them and spend time divining their meaning. While you are holding this item, you can use it as a spellcasting focus.

Cosmos Elixir

Potion, Legendary

This potion looks like a glowing, shimmering aurora, brewed from the sap of the World Tree. When you drink this potion, you gain the following benefits for 1 year's time:

  • You are immune to the effects of aging, and cannot be aged magically.
  • You are immune to poison damage, the poisoned condition, and disease.
  • You suffer no ill effects from traveling the cosmos or between the realms.
  • You cannot die. You stabilize whenever you are dying at the start of your turn, and you cannot be killed outright. If you suffer a mortal wound, the wound is immediately closed and any missing limbs are restored.

Draugr's Helm

Wondrous Item, Uncommon

While wearing this ancient helmet, you have a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons.

Dwarven Hammer

Weapon (Warhammer), Uncommon (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon. If the target of the attack is a giant, you have an additional +1 bonus to damage rolls.

Elven Bow

Weapon (Longbow), Uncommon

Whenever you have advantage on an attack roll using this magic weapon, you can reroll one of the dice once.

Esika's Chariot

Wondrous Item (Land Vehicle), Artifact (Requires Attunement)

This ornate wooden chariot is owned by Esika, goddess of the World Tree.

While touching the chariot, you can use your action to magically summon Tregul and Bygul, two tomcats bound to Esika's chariot. They have the statistics of cats, except they both have an Intelligence of 10. The cats appear in unoccupied spaces within 10 feet of the chariot. When either cat drops to 0 hit points, it disappears into the cosmos until you use your action to summon it again. You can also dismiss one or both of the cats back into the cosmos by using your action while touching the chariot.

Tregul and Bygul are friendly to you and your allies. They will willingly pull the chariot into battle, but they will not fight for you.

When Trygul and Bygul pull the chariot, they have a speed of 60 feet and can move up to two Medium or smaller creatures riding in the chariot. In combat, both cats act on the same initiative and take the same action each turn. Creatures riding in the chariot while Trygul and Bygul are pulling it have half cover.

Galdrimel

Weapon (Greataxe), Artifact

This dwarf-crafted axe was wielded by Halvar, the god of battle, during the Skoti's war against the Einir. It can can sever any subtance, even the cosmos. Halvar even used it to sever the elven race into two clans.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Severing Spells. This magic weapon has 4 charges, and regains 1d4 expended charges daily at dawn. You can cast the following spells from the weapon, expending the necessary number of charges: dispel evil and good (2 charges), dispel magic (1 charge), enemies abound (1 charge), feeblemind (3 charges).

Severing Blade. This magic weapon functions as a vorpal sword.

Giant's Amulet

Wondrous Item, Uncommon (Requires Attunement)

While wearing this amulet, you have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.

Goldvein Pick

Weapon (War Pick), Common

This lucky miner's pick is inlaid with gold.

Whenever an attack made with this magic weapon hits an object, the hit is a critical hit.

CHAPTER 3 | TREASURES

Harnfell, Horn of Bounty

Wondrous Item, Artifact

This mead horn is etched with runes inlaid with gold. It is the personal mead horn of Birgi, the god of storytelling. Sloshing sounds can be heard from within the horn when it is shaken, even if the horn is empty.

The horn functions as an alchemy jug. If you use an action to name a liquid and choose fresh or salt water, the horn functions as a decanter of endless water until the next dawn.

When you use an action to name a liquid with the horn, you can choose one of the following additional potion liquids: Potion of cold resistance, potion of fire resistance, potion of greater healing, potion of growth, potion of hill giant strength, potion of water breathing. The horn produces one ounce of these potion liquids, which is enough for one creature to drink and gain the magical effect that potion produces. Once the jug produces a potion liquid, it can't produce more potion liquid or another potion liquid until the next dawn.

Kaldring, the Rimestaff

Staff, Artifact (Requires Attunement)

This spiral staff appears to be made of wood and steel, and a number of large ice crystals have been fitted to the top of it. A glowing, shifting aurora can be seen inside each of the crystals. Kaldring is the personal staff of Jorn, the god of winter.

The staff is a staff of frost. While holding it, you gain access to the following additional properties:

  • You ignore difficult terrain made of ice and snow.
  • You have a burrow speed equal to your walking speed. While burrowing through snow, you don't disturb the material you move through.
  • You can cast the following spells from the staff, expending the necessary number of charges: freezing sphere (6 charges), ray of frost (no charges), sleet storm (3 charges).
  • You can expend the necessary number of charges as an action and use the staff to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges), which appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts.
        The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and the object must be of a form that you have seen before. The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, except it's a Construct, it has vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator's commands.

Raven Wings

Wondrous Item, Rare

These Large wings are constructed from a bronze frame and raven wings, and attach to your back. You can use them to fly, provided your weight (including whatever you are wearing or carrying) doesn't exceed 300 pounds. They have a flying speed of 30 feet, and can't hover. If the the raven wings lose their rider while airborne, they fall.

Replicating Ring

Ring, Artifact (Requires Attunement)

This magical ring was forged by a dwarf craftsman as a gift for Alrund, god of the cosmos, and appears as an ever shining ring of ice.

The ring is a ring of cold resistance. While you are attuned to the ring, after every eight days and nights it magically produces eight other rings, which appear to drip from the original ring like water from ice. Each new ring is a ring of spell storing that can hold only 1 level worth of spells at a time. These rings disappear after eight days and nights.

Runes

Wondrous Item, Uncommon (Requires Attunement)

Runes are glyphs of arcane power that can be inscribed upon a surface, or upon a nonmagical weapon, armor, piece of clothing, or other object. They can also be tattooed or carved into a creature's skin.

While you are wearing or carrying a rune-marked object, or while it is on your skin, you can cast the spell associated with the rune without using a spell slot or material components. Once you cast that spell with it, you can't do so again until the next dawn.

A wizard spell associated with a found rune can be copied just as spells in spellbooks can be copied.

Rune Spells
Rune Spell
Cloud Fog cloud
Enemy Bane
Fire Burning hands
Flight Fly
Friend Bless
Frost Armor of agathys
Life Cure wounds
Might Enhance ability
Mortality Inflict wounds
Shield Shield
Speed Expeditious retreat
Stone Sanctuary
Storm Thunderwave
Sustenance Vampiric touch
War Heroism
Wind Feather fall
CHAPTER 3 | TREASURES

Scorn Pole

Staff, Uncommon

The scorn pole is used by raiders of the skelle clan to keep conquered villages in submission. As an action, you can plant the haft end of the staff into the ground. Each creature that finishes a long a rest within 300 feet of a planted scorn pole has disadvantage on Strength and Charisma ability checks and saving throws for 24 hours.

Serpent's Soul Jar

Wondrous Item, Rare (Requires Attunement by a Creature who Worships Koma)

The Serpent's Soul Jar is a black earthenware jar with a ornate lid carved into the shape of a coiled snake. The mouth of the snake is open, and a glowing purple mist emanates from it. The jar is used by shadow elf priests of Koma to return fallen elves to life.

A serpent's soul jar has 3 charges. When a humanoid dies within 60 feet of the serpent's soul jar, it regains 1 charge as the soul is trapped within. While holding the jar, you can use your action to expend 1 charge from the jar and use it to cast raise dead. When you do, roll a d20. On a 1, instead of returning the willing soul of the dead creature, the target of raise dead is possessed by one of the souls trapped within the jar.

Snakeskin Veil

Wondrous Item, Very Rare (Requires Attunement)

This translucent cloak was fashioned by the elves of Skemfar from the shed skin and scales of Koma, the cosmos serpent.

While wearing this cloak, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

Spectral Steel

Wondrous Item, Very Rare (Requires Attunement)

Spectral steel is a ghostly, translucent material from Istfell, the realm of the dishonored dead. When found, it appears as a single ingot.

As a bonus action while holding the spectral steel, you can shape it into a new form. That form can be a shield or melee weapon you have seen before. You are proficient with it while you wield it.

Sword of the Realms

Weapon (Greatsword), Artifact (Requires Attunement)

The sword of the realms is the weapon of Halvar, god of battle. It was forged from tyrite, derived from the sap of the world tree, and its blade appears as a glimmering aurora.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Cut Through the Cosmos. While wielding this magic weapon, you can use your action to open an omenpath linking a space within your reach to a precise location on another realm of Kaldheim. The omenpath is a circular portal 5 feet in diameter, and it lasts for 1 minute.

Tergrid's Lantern

Wondrous Item, Artifact (Requires Attunement)

This hooded lantern seems to contain an aurora, and is the personal lantern of Tergrid, god of fright.

The lantern burns indefinitely, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

If the lantern's bright light overlaps with an area of darkness created by a spell, the spell that created the darkness is dispelled. Invisible creatures and objects are visible as long as they are in the lantern's bright light, and the bright light reveals the true form of shapechangers and creatures transformed by magic.

Undead and fiends cannot willingly enter the the lantern's light. If a shadow, or an Undead or Fiend associated with shadows and darkness, starts its turn in the lantern's bright light, it must make a Constitution saving throw. On a failed save, a creature takes 10d12 radiant damage and has the blinded condition. On a successful save, it takes half as much damage and suffers no other effects.

The Ringhart Crest

Wondrous Item, Artifact (Requires Attunement)

This torc-shaped crest is made of silver inlaid with diamonds, and was forged by the dwarven smith Koll for Kolvori, the god of kinship.

While wearing the crest, you have advantage on Charisma-based ability checks and Charisma saving throws. You are also under the effects of a sanctuary spell. Making an attack, casting a spell that affects an enemy, or dealing damage to another creature doesn't end this effect.

The crest has 6 charges, and regains 1d6+3 charges daily at dawn. While wearing the crest, you can cast the following spells from it, expending the necessary number of charges: animal friendship (1 charge), animal messenger (2 charges), conjure animals (3 charges), conjure fey (6 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges).

Toralf's Hammer

Weapon (Warhammer), Artifact (Requires Attunement by a Creature the Hammer Deems Worthy)

This hammer is the personal weapon of Toralf, god of fury.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet, and it returns to your hand immediately after it is used to make a ranged attack. When you hit with an attack using this weapon, it deals an extra 3d10 lightning damage.

When you hit with a ranged attack using this weapon, it unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or have the stunned and deafened conditions until the end of your next turn.

Kieran Yanner
@kieranyanner

Valkmira, Protector's Shield

Armor (Shield), Artifact (Requires Attunement)

Valkmira is the personal shield of Reidane, god of justice. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. While holding this shield, you gain the following benefits:

  • You have advantage on saving throws against spells.
  • Spell attacks have disadvantage against you.
  • You have resistance to all damage but psychic.

Valkyrie's Sword

Weapon (Longsword), Rare (Requires Attunement)

When you hit with a melee attack using this longsword, it deals an extra 1d8 damage.

Weathered Runestone

Wondrous Item, Uncommon (Requires Attunement)

The runestone has 3 charges. While holding it, if you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The runestone regains 1d3 expended charges daily at dawn.

chapter 4

ᛏᛁᚷᚱ᛫ᚺᛖᛁᛗᚨᚱ
THE TEN REALMS
Marta Nael
(previous) Pixoloid Studios

The World Tree

The World Tree is the origin of all life on Kaldheim. The ten different realms of Kaldheim shift and move around the World Tree, held in its boughs. Its enormous branches are visible in the skies of all ten realms. These realms are like a microcosm of the many planes of the multiverse. But as each realm is within the plane of Kaldheim, planeswalking between these realms is not possible. They can only be traversed via the Tree, and via the Omenpaths that open as the realms drift close to each other in the cosmos.

The skoti pantheon use a highly magical substance called Tyrite that is derived from the sap of the World Tree. Tyrite looks like the aurora-like lights of the cosmos given solid form. Esika, the god of the tree, makes a Cosmos Elixir from Tyrite, a drink that slows the Skoti's aging and maintains their supernatural powers.

The Phyrexian Invasion

One year ago, a faction of hive-mind biomechanical invaders known as Phyrexians invaded many planes of the known multiverse, hoping to spread their infection and turn all to Phyrexia. The World Tree was pivotal to this invasion plan. The year prior, a lone Phyrexian called Vorinclex arrived on Kaldheim via a planar bridge and stole Tyrite from the tree, returning to Phyrexia to use it to create a Phyrexian world tree called Realmbreaker, which made the invasion possible.

When Realmbreaker opened omenpaths to Kaldheim, the inhabitants of Kaldheim refused to allow the tree to be used for evil, and burned it to the ground.

Currently, the World Tree is reforming. As it is written in the Endsage, “When all the stories find their ends, a new one shall begin.” As the new World Tree is in its infancy, travel between the realms is more tumultuous than ever, and with Cosmos Elixir in short supply, the future of the Skoti pantheon is uncertain.

Jung Park
@jungpark

Bretagard

The human realm of Bretagard is home to five human clans who are in perpetual conflict with each other. Each clan has its own unique approach to both martial combat and magic. Bretagard consists of a single large continent surrounded by a perilous, storm-tossed sea. The land is dominated by a sprawling plain, called the Feltmark, which stretches hundreds of miles from the ocean to the ancient woods of the Aldergard Forest. Across the land, plant and animal life is diverse and plentiful.

Feltmark

The immense, grassy plain of the Feltmark covers more than half the total land area of Bretagard and holds the greatest concentration of human population. The verdant land is also a habitat for elk, goats, oxen, reindeer, moose, lemmings (rats), foxes, lynxes (cats), hawks, owls, and wild pegasus.

Though small villages are scattered across the plains, most of them are concentrated within a day's ride of the largest settlement, Beskir Hall.

The thriving village of Beskir Hall is built on high ground about a mile from the coast. The sharp ascent to the village makes it easily defensible against attacks by land, and its view of the western sea gives the Beskir ample warning should raiding ships come near. The central longhall that gives the village its name is decorated with intricate carvings commemorating legendary feats, blood duels, and the signing of the Code of the Clans. High wooden walls inscribed with magical wards grant some additional protection against invaders.

Alayna Danner
@alayna

Kirda Seas

Bretagard's land is surrounded by the rough, icy waters of the Kirda Sea—which most humans take pains to avoid. Countless sagas speak of sea monsters that lure boats to watery graves or assume human form and murder villagers in their sleep. The waters are truly home to icebreaker kraken, hunter sharks, and countless other beasts. Monsters aside, the waters themselves are treacherous, with towering sea stacks and jagged rocks lining the coast, often hidden by thick fog.

The Kirda Pillars are a maze of sea stacks perpetually shrouded in chilling mist, forming the most dangerous region of the coastal waters. Naturally, the Omenseekers—the most expert sailors of Bretagard, aided by runic navigation magic—call the Kirda Pillars home.

Once a season, all the clan's navigators return to the network of docks at the heart of the pillars and moor their longships as they share their sea charts and discoveries. The rest of the year, though, the docks are almost completely empty as the Omenseekers spend their days traveling and exploring.

Many of the pillars are inscribed with sky charts, maps, and other secrets from across the realms, but the Omenseekers guard their knowledge closely, obscuring their records with runic magic only a member of the clan can decipher.

Grady Frederick
@gradyart

Aldergard Forest

The Aldergard is an ancient forest of pine, yew, and deciduous trees stretching between the fields of the Feltmark, on the west and south, and the slopes of the Tusk Mountains on the east. The edges of the forest are sun-dappled and welcoming, but toward the center, the trees grow together into a seamless twilight canopy.

Near the eastern edge of the forest, in the highlands rising into the Tusk Mountains, stands the Cursed Tree—a massive oak that is perpetually covered in snow. Kannah sagas say that this is the site where a god cursed them to remain forever in the Aldergard, with no hope of entering the hallowed halls of Starnheim. If the Kannah leave the forest, winter follows them and torments them with constant, increasing snowfall, eventually making forward progress impossible and forcing them to turn back. The Kannah maintain a small settlement near the Cursed Tree, where they perform runic rituals in hopes that one day the curse will be lifted.

The forest is home to dangerous predators like wolves and ravenous lindwurms, and other small prey animals like squirrels and wildcats. There also exist rumors of Rootless Yews (awakened trees), trees that uproot themselves and stalk the Kannah clan as they roam, and of the Spirit of the Aldergard, a bear spirit escaped from Istfell who defends his former forest home.

Piotr Dura
@threedee

Tusk Mountains

The jagged, inhospitable Tusk Mountains dominate the eastern side of the continent. The peaks are covered in snow year-round, but plenty of hardy animal species still thrive there, including boars, bears, wildcats, and a variety of smaller mammals. In the farthest reaches of the peaks, there are rumors of elusive and violent yeti.

The raucous warriors of the Tuskeri clan take their name from the mountains and hold nothing but disdain for the "soft" clans of the lowlands. They hunt boars and mountain goats for their food, having little interest in agriculture. They prefer to descend to the Feltmark only to raid, complete some outrageous feat, or on rare occasion, attend a Beskir feast.

Piotr Dura
@threedee

Skelle Mire

The Aldergard contains vast tracts of marshland. Some of these are seasonal, flooding when the summer sun melts the snow and thaws the frozen ground, but others are permanent, turning to ice and slush in the colder seasons. The largest of these permanent swamps is the Skelle Mire, a dark place near the center of the Aldergard.

The Skelle Mire gives its name to the clan of brutal raiders that lives in and around the marshland. The Skelle have built a network of magical pathways across the mire that are visible only to themselves. Outsiders quickly lose their way in the marsh or get mired in mud, making them easy prey for the prowling Skelle raiders.

Skulder's Mound is the central base of operations for the Skelle clan. The Skelle have built a crude longhall on top of the skull of a huge, long-dead beast that is half-sunken into the swamp and covered in mossy growth. Ominous glowing runes are scratched into almost every inch of the forbidding structure, evidence of the Skelle's strange, deadly magic.

Cliff Childs
@cliffy

Axgard

The home of the dwarves, Axgard is marked by three distinct mountain ranges, separated by rocky flatland where hardy golden grasses grow in the warm season. There are few trees, and from the surface, there is little evidence that anyone lives there, save the mountain lions, goats, and raptors (hawks and owls) that make their homes on the barren slopes. But in some places, the sounds of industry can be heard ringing through the air, and on closer inspection, explorers might see a flash of metal, a glimpse of one of eight golden doors built into the mountainsides. The fabled dwarven City of Eight Doors can be accessed only through these golden doors, and the doors are opened to the surface only in cases of a dire emergency. No invaders from this realm or any other have ever breached the city; it is widely considered impregnable.

Vast, gilded halls stretch for miles under the mountains and flatlands: feast-halls with long tables, immense rooms filled with exquisitely crafted weapons, and huge auditoriums where thousands of dwarves gather to hear the stories of their people. The largest of these auditoriums is Bloodhammer Hall, named in honor of the city's founder, Vilnus Bloodhammer. Its domed ceiling is covered in gold, and the walls are painted with scenes from the sagas of every realm, including realms that were destroyed long ago and otherwise forgotten. The dwarves' largest saga-telling competition is held here: skalds recite epic tales for vast audiences of Axgard's most influential citizens, competing to see who tells the best story, or who can tell the longest tale without flagging. The famed Gunnar the Breathless once declaimed for three days and three nights without pausing to take a breath, and his record is unrivaled.

The sculpted pillars and walls of the dwarven halls are inlaid with gold that gleams with a soft, warm glow. Drawn from an apparently endless supply of bubbling liquid gold found in the Goldmaw Chasm, far below the city, this gold provides all the light the dwarves need to go about their business in the city. Because gold is so readily available to them, the dwarves do not count it as valuable (their currency is made from iron, which is valued for its utility, not its rarity), but they do find it aesthetically pleasing.

Simon Dominic Brewer
@simondominic

Gnottvold

The unspoiled wilds of Gnottvold are marked only by the overgrown ruins of ancient giants and occasional crude wooden shelters built by trolls. The Hamundar Forest is a dense, primordial wood made up of towering trees and lush undergrowth. In one sacred site deep in the forest, called Karo Glade, a cluster of weathered standing stones is encircled by a ring of the largest, oldest trees in the realm. These stones are believed to predate even the giants' long-lost civilization. The rocky highlands of Mossrun are littered with boulders and broken ruins, including a number of crude cairns and barrows left by the ancient giants. Atop a high cliff overlooking a vast stretch of forest, the largely intact remains of an ancient fortress called Reynir Hall stand preserved by runic magic from a bygone age. A steep, treacherous path leads up the cliffside to the hall, which provides shelter to a horde of belligerent, hungry trolls a strong deterrent to any explorer who might think to plunder the ruins for ancient magic.

The ancient ruins of Gnottvold provide some degree of shelter to two distinct varieties of troll. The smaller, more aggressive Hagi trolls run wild across the realm, hunting in disorganized packs. They like to harass the larger Torga trolls, who live in family groups and can sleep for years at a time. Despite their apparently somnolent nature, a Torga troll that is unexpectedly awakened from its slumber rises in a rage and sets out on a destructive rampage that can last for weeks until the troll is spent and looks for a new place to sleep.

Aside from the Trolls, Gnottvold is also known to be home to a species of giant spider known as the Gnottvold recluse.

Cliff Childs
@cliffy

Immersturm

Immersturm is a realm of fire, demons, imps, vampiric dragons and constant warfare. As lightning crashes in the sky, demonic raiders sail flaming ships across burning seas, scouring the realm for routes into other realms they can pillage. The gods have placed powerful runic wards around Immersturm to keep the demons trapped and prevent them from causing havoc elsewhere.

The seas are made of fire, and the sky is lit by a perpetual lightning storm. The demons inhabit a bleak, mountainous landmass made of sharp, unforgiving black rock and pitted with burning craters. Noxious fumes, toxic to all but demons, emit from the cracks and billow into the sky. There is no vegetation in Immersturm. The only native creatures are fire elementals, fire snakes, and salamanders formed of elemental flame that spring from pits of fire.

Rival demon jarls come to battle each other on the bloodstained Fields of Elskul. Since the demons can't leave Immersturm, they have only each other to fight, and their insatiable bloodlust means that a massive battle is constantly raging on the black battlefields, day and night.

The Bloodcrag is a volcano deep in the black mountains of Immersturm. No lava bubbles in its caldera—instead, it seethes with blood, for the Bloodcrag is the source of all demons. Every time a demon slaughters a non-demonic creature, the victim's blood is magically transferred to the Bloodcrag. When the seething gore of the demons' conquests reaches the lip of the caldera, a new demon emerges.

When demon raiders have managed to plunder other realms, they deposited their spoils in the underground Vaults of Hellir. Artifacts from ancient civilizations and arcane secrets lost for generations have been gathering dust for centuries in the labyrinthine chambers below the burning seas.

Anastasia Ovchinnikova
@nastasja

Istfell

Istfell is the mist-shrouded realm at the base of the World Tree, a vast plain ringed by a fast-moving river and a towering stone wall. The plain is dotted with bottomless wells and white-stone cairns whose origin and significance are lost to the ages. Looming overhead is the unfathomably huge bulk of the World Tree, whose dangling roots plunge into the realm. Occasional aurora light from the Cosmos breaks through the ever-present gloom and dances across the sky, but its brilliance is muted by the unending fog, which grows thicker and thicker toward the center of Istfell. The ghosts of animals, monsters, and most people come to Istfell when they die and spend eternity in aimless imitation of mortal life.

The plains of Istfell are encircled by the bone-chilling waters of the Vangir River. Beyond the river is a towering wall, over a hundred feet high, built eons ago to keep Cosmos monsters from attacking the roots of the young World Tree. The only entrance into Istfell is a massive bridge across the river that leads directly to the magnificent Gates of Istfell. The only other structure in Istfell is the magnificent Gods' Hall, which is a new addition to the realm.

People who die in particularly brave or glorious fashion are marked by the Valkyries and taken to Starnheim. Istfell is for everyone else.

Piotr Dura
@threedee

Karfell

Frigid seas lash against glacier-covered shores in the harsh realm of Karfell. Long ago, this realm was ruled by dynasties of High Kings and Queens in a contorted web of alliances, vassal states, and mighty fortresses, but only the shadows of those glory days remain. Narfi (NE lich), the last High King of Karfell, once made a deal with a mysterious visitor to protect himself and his people from death. The visitor was soon revealed to be Egon, the current god of death, who raised Narfi's fallen soldiers as undead. These zombies, known as draugr, retain the intelligence and memories they had in life, and they give their allegiance to Narfi.

Despite its misfortunes, Karfell's great wealth is legendary throughout the realms. Many raiders brave the harsh conditions in hopes of finding the old rulers' extravagant treasures, rumored to be hidden under the ice or inside ancient glaciers. Narfi still rules from the Port of Marn, the greatest of the old cities, and holds court with his undead nobles while a frigid wind blows through cracks in the stones. The massive, fortified port is protected from the lashing tides by a towering seawall, known as the Haunted Edge for the thousands of skeletons entombed inside it.

King Narfi maintains an army of raiders known as the Dead Marn. Whenever a Doomskar or Omenpath presents the opportunity, the Dead Marn pillage other realms in search of more treasure to add to Karfell's already packed treasure vaults. The treasure vaults of ancient Brinebarrow are said to be so fabulous, they have become a byword for great wealth throughout the realms. Yet, curiously, no raider has ever returned with more than a few coins from this hoard.

In this realm dominated by undead hordes, the last living humans survive in the blizzard-wracked Skybreen mountains. They are in a constant state of warfare and deathly paranoid of outsiders, known for their lack of hospitality or reasoned discourse. In the mountains, the scouring winds tear at gear and skin alike; the frigid temperatures congeal the blood and generate a frosty deterrent to magic; ice sheets, as sharp as straight razors, slice up travelers and form blind cliffs in the constant blizzards. The Skybreen humans are hunted not only by the Dread Marn draugr, but by hungry wolves.

Jason A. Engle
@jason_engle

Littjara

Littjara is a mysterious realm of lakes and pine forests where reality seems as mutable as the shapeshifters who dwell there. Trunks of trees
                change direction abruptly, the surface of a lake curves upward into a bowl, aquatic plants grow naturally into unexpected patterns. Visitors might see the smoke of a campfire wafting into the air but arrive at the spot only to find a fawn lying in the grass with no campsite to be seen.

The barriers that divide the realm from the Cosmos are far thinner than they are in any other realm, making it easy to enter — but the strangeness of the realm is disorienting, making it not so easy to leave. The shapeshifters themselves can pass easily out of Littjara and into the Cosmos, but outsiders who visit the realm find themselves helplessly lost, and those who make it back out are rarely eager to return.

The enormous depression called Pentafjord Lake — miles wide, shaped like a hand, and full of fresh, clear water — is one of the few parts of Littjara that always remains the same. Faint prismatic lights, echoes of the Cosmos aurora, dance beneath the water's surface. At the end of their lives, all shapeshifters are drawn to return to Littjara, where they make their way to the Pentafjord and slip beneath its surface to pass away.

Alayna Danner
@alayna

Skemfar

Skemfar is a shadowy realm where towering trees block any view of the sky and vast peat bogs hide the remnants of ancient battles among the gods and the homes of the elves. At first blush, Skemfar looks like a vast expanse of unspoiled wilderness, untouched by any sentient hand since the beginning of time. In truth, elvish settlements are dotted across the landscape. Some are hidden underground or carved into gnarled roots, and others are graceful buildings seamlessly grown into the living branches overhead. A few of these settlements—where the wood elves and shadow elves live together, reunited under their new king—include both branch-lifted and root-sunk dwellings, reflecting the elves' intertwined destinies. The largest elf settlement is Jormund, an ancient city built when the elves were gods. Its architecture is ornate and ceremonial, bearing little resemblance to the more recent constructions of either race of elves. Magic pervades the place, limning the branches with a faerie glow in the perpetual twilight under the trees' high branches. At the heart of the city is Harthhall, the newly built home of Harald (CG wood elf knight), the king of the elves.

Seven towering trees scattered across Skemfar's wide forests are said to be prisons where the Skoti imprisoned the surviving leaders of the Einir, setting them as a warning of what happens to those who challenge their divine authority. The entombed Einir are now one with the trees that bind them, and their ancient halls now provide homes for their distant descendants, the elves. Each of the trees has unique magical properties based on the god imprisoned within one produces fruit that can heal any illness and close any wound, another produces wood that can't be cut or broken. King Harald claims to have received a vision of a united elf dynasty when he ate the fruit of a Jaspera tree and slept beneath its boughs. The trees are defended by Lukya, a copper dire wolf who is the pup of Sarulf, the cosmos wolf.

The elves revere Koma, the Cosmos Serpent. In ancient times, they say, the serpent roamed freely and drank deeply from the ancient arcane energy of Skemfar. He left a vast network of tunnels in his wake, and both wood and shadow elves consider these passageways to be sacred spaces. The elves tend the tunnels faithfully, believing that the Cosmos Serpent will one day use them to return to Skemfar, for the gods of the current age, the Skoti, have forbidden him from entering any of the realms.

Some elven scouts, known as outriders, tame the elk and black bears of Skemfar and ride them as mounts.

Jonas De Ro
@jonasdero

Starnheim

The lofty realm at the top of the World Tree is Starnheim, home of the Valkyries and the honored dead. Starnheim is Kaldheim's source of light, as the plane has no sun or moon. Carved longships drift silently across a glassy black lake until they reach the central structure: the cavernous Hall of the Valkyries. Woven from the uppermost branches of the World Tree where they rise from the lake, the hall seems to float on the surface. Inside, roiling clouds form the ceiling, changing from white to gray to thunderous black depending on the amount of conflict in the lower realms. The vast hall is expansive enough for every worthy person who ever lived to sit at the long table and partake in the eternal feast; however many new souls arrive, the building never feels full and the mead never runs dry. The valkyries choose the heroes who will spend eternity, after their mortal lives have ended, feasting forever in the mighty hall. Only the bravest souls, those who perform epic feats and die courageously in battle, can earn such a place of honor. Everyone who is welcomed into the Hall of the Valkyries is granted the gift of storytelling, so sagas are told at all hours at the eternal feast.

The smooth, flat surface of the realm appears to be a glassy black lake, but in fact, the "water" is no water at all. The First Saga calls it Valkmir, the blood of the first Valkyrie who died during the creation of the world. From this lake, all Valkyries were birthed. Depending on who wields it, the powerful magic of Valkmir can heal or destroy. The Yetta Docks surround the Hall of the Valkyries, decorated with carvings of the Cosmos monsters. Twelve longships drift near the docks, one for each of the Skoti, the current reigning gods. For all their lofty status, even the gods are not guaranteed a place in the eternal feast when their end comes.

Piotr Dura
@threedee

Surtland

Home of the fire giants and frost giants, Surtland is a realm of constant turmoil. Volcanoes burst through snow and ice to form new mountains as the bitter cold freezes steaming geysers into sprays of ice shards. Earthquakes and eruptions reshape the landscape almost daily. Avalanches of snow and broken rock tumble down mountainsides and change the course of half-frozen rivers. The ice palaces of the frost giants dot the high mountain peaks and glacier fields. The crude shelters of the fire giants lie in the lowlands where deep lava fissures carve paths through wide fields of snow.

What little grows in Surtland grows to enormous size. Trees are scarce, but they grow as large as the ancient trees of Skemfar. The beams of Kaldar's Hall, home of the fire giant king, are cut from these enormous trees to make a shelter worthy of the massive giants. Animals, too, tend toward great size; herds of mammoths and giant goats provide much of the giants' food.

Surtland's terrain is so changeable that few features last long enough to be named. One notable exception is the Vela Heights, a series of mountain peaks and glacier fields where a group of frost giant wizards, ordinarily solitary beings, have formed something akin to a community. The Vela giants join their magical powers to create defenses that ensure no fire giant ever enters their Heights.

chapter 5

ᚹᛁᚾᚨᚱ᛫ᛟᚲ᛫ᛟᚹᛁᚾᚨᚱ
FRIENDS & FOES
Anna Podedworna
@akreon
(previous) Manuel Castañón
@castaguer

Bestiary

This chapter provides a number of monsters and NPCs who can be found in Kaldheim. The creatures in this bestiary are organized alphabetically. A few creatures are gathered under a group heading; for example, the "Skoti" section presents stat blocks for the twelve gods of the Skoti pantheon, and those stat blocks are presented alphabetically within that section.

The Kaldheim Creatures table below lists every creature in this chapter, along with that creature's type and challenge rating (CR).

Kaldheim Creatures
Creature Creature Type CR
Dream Devourer Fiend 5
Elf, Shadow Humanoid 1/4
Elf, Wood Humanoid 1/2
Frost Wizard Humanoid 8
Goldspan Dragon Dragon 17
Hakka Humanoid 1
Hellkite Dragon 6
Koma Celestial 14
Lindwurm Beast 15
Sarulf Celestial 26
Scorn Effigy Construct 1
Shapeshifter Fey 3
Skald Humanoid 2
Skoti Pantheon
    Alrund Celestial 28
    Birgi Celestial 24
    Cosima Celestial 23
    Egon Celestial 26
    Esika Celestial 23
    Firja Celestial 12
    Halvar Celestial 28
    Kolvori Celestial 24
    Reidane Celestial 16
    Tergrid Celestial 24
    Toralf Celestial 23
    Valki Celestial 26
Torga Troll Giant 18
Toski Celestial 1
Vampire Dragon Undead 24
Varragoth Fiend 20
Valkyrie Celestial 10
Vega Undead 3
Vorinclex Monstrosity 19

Using a Stat Block

This chapter is a companion to the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, please read the introduction of the Monster Manual before proceeding further. That book explains stat block terminology and gives rules for various monster traits, information which isn't repeated here.

Unusual Attacks and Magic

In this section you will find some weapons and spellcasting that function in atypical ways. These exceptions are features of a stat block and represent how a particular creature uses weapons and casts spells; these exceptions have no effect for how weapons and spells function for someone else.

Meeting Prerequisites

If a stat block contains the name of a class in the creature's name or in parentheses under the name, the creature is considered a member of that class for the purpose of meeting prerequisites for magic items.

David Rapoza
@daverapoza

Dream Devourer

The dream devourer is a spellcasting demon from Immersturm, obsessed with consuming the dreams of mortals. It is believed this is because some humans are augurs and diviners, whose dreams tell them possible futures and hold the key to demons' release from their plane.



Dream Devourer

Medium Fiend (Demon), Typically Chaotic Evil


  • Armor Class 17 (natural armor)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 16 (+3) 16 (+3) 14 (+2)

  • Skills Deception +5, Insight +6, Perception +6, Stealth +5
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Common, Fiendish
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Actions

Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) blugeoning damage, plus 4 (1d8) fire damage.

Demon Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 2 (1d4) fire damage, 3 (1d4) lightning damage, and 2 (1d4) poison damage.

Spellcasting. The devourer casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14).

At will: detect magic
2/day each: ray of enfeeblement, sleep

Devour Dream (Recharge 5-6). The devourer targets a sleeping creature it can see within 60 feet of it. The target gains no benefit from its rest, its hit point maximum is reduced by 5 (1d10), and the devourer regains 5 (1d10) hit points. If this effect reduces the target's hit point maximum to 0, the target dies. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. A protection from evil and good spell cast on the target prevents the target from being affected, as does a magic circle.

CHAPTER 5 | FRIENDS & FOES
Daarken
@daarken

Elf, Shadow



Shadow Elf

Medium Humanoid (Elf), Any Alignment


  • Armor Class 15 (chain shirt)
  • Hit Points 13 (3d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1)

  • Skills Perception +2, Stealth +4
  • Damage Resistances necrotic
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Elvish, Celestial
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Einir Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can't put the elf to sleep.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or have the poisoned condition for 1 hour. If the saving throw fails by 5 or more, the target also has the unconscious condition while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Duskwielder (1/day). The elf casts darkness.

Bonus Actions

Teleport (2/day). The elf magically teleports up to 30 feet away to an unoccupied space it can see.

CHAPTER 5 | FRIENDS & FOES
Raoul Vitale

Elf, Wood



Wood Elf

Medium Humanoid (Elf), Any Alignment


  • Armor Class 13 (leather armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

  • Skills Nature +4, Perception +5, Stealth +6, Survival +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Elvish
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Einir Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can't put the elf to sleep.

Mask of the Wild. The wood elf can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Actions

Multiattack. The wood elf makes two melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Mathias Kollros
@guterrez

Frost Wizard



Frost Wizard

Medium Humanoid, Any Alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 90 (20d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 18 (+4) 12 (+1) 11 (+0)

  • Saving Throws Int +7, Wis +4
  • Skills Arcana +7, History +7
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Actions

Multiattack. The wizard makes three Frost Burst attacks.

Frost Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) cold damage.

Call the Avalanche (Recharge 6). The wizard magically calls an avalanche of snow in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 45 (10d8) cold damage and is buried under the snow. On a successful save, the creature takes half as much damage and isn't buried.
    A creature buried in this way has the blinded and restrained conditions, and it has total cover. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature within reach can use its action to free a buried creature.

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

At will: guidance, resistance
2/day each: arcane eye, armor of agathys, cone of cold, detect magic, ice storm, locate object, sleet storm, wind wall
1/day: true seeing

Reactions

Portent (3/Day). When the wizard or a creature it can see makes an attack roll, a saving throw, or an ability check, the wizard rolls a d20 and chooses whether to use that roll in place of the d20 rolled for the attack roll, saving throw, or ability check.

CHAPTER 5 | FRIENDS & FOES
Johannes Voss

Gods

The current ruling family of gods, the Skoti, supplanted the ancient Einir gods centuries ago. The seven surviving Einir Leaders are currently imprisoned in the Jaspera Trees, of the realm of Skemfar, and the power of their descendants, the elves, is grealty diminished. While there have been multiple "families" of gods, they have all had a cosmic connection to the essence of the World Tree. The elves believe that the Einir used to channel it through their connection with Koma, the Cosmos Serpent, while the Skoti imbibe a magical "Cosmos Elixir" brewed by Esika, the goddess of the World Tree.


The Skoti are incredibly powerful, but they are also selfish, prone to bickering, and constantly causing trouble in the realms. In addition to being exceptionally strong, fast, or nimble, each god has special powers and abilities connected to its sphere of influence. The gods have strong personalities, and each is involved in a tangled web of relationships with their kin. While each god is individually powerful, their internal conflicts are becoming increasingly problematic for the plane.

CHAPTER 5 | FRIENDS & FOES
Kieran Yanner


Alrund, God of Wisdom

Medium Celestial (God), Neutral


  • Armor Class 22 (natural armor)
  • Hit Points 467 (55d8 + 220)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 21 (+5) 19 (+4) 30 (+10) 22 (+6) 25 (+7)

  • Saving Throws Con +12, Int +18, Wis +14, Cha +15
  • Skills Arcana +18, History +18, Insight +14, Religion +18
  • Damage Resistances cold
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, poisoned, stunned
  • Senses truesight 120 ft., passive Perception 16
  • Languages all
  • Challenge 28 (120,000 XP)
  • Proficiency Bonus +8

Legendary Resistance (3/Day). If Alrund fails a saving throw, he can choose to succeed instead.

Magic Resistance. Alrund has advantage on saving throws against spells and other magical effects.

Master of Magic. Alrund has advantage on Constitution saving throws to maintain concentration.

Actions

Multiattack. Alrund makes four attacks with Arcane Blast.

Arcane Blast. Melee or Ranged Spell Attack: +18 to hit, reach 5ft. or range 60/120 ft., one target. Hit: 15 (1d10 + 10) force damage.

Spellcasting. Alrund casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 26):

At will: detect magic, detect thoughts, dispel magic, message, shield
3/day each: dream, hold monster, mass suggestion, scrying
1/day each: alrund's epiphany,* gate, teleport

Change Shape. Alrund magically polymorphs into a Human form., or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Alrund's choice). His statistics remain the same in his new form.

Reactions

Divine Insight. When Alrund or a creature he can see makes an attack roll, a saving throw, or an ability check, Alrund can cause the roll to be made with advantage or disadvantage.

Saw It Coming. Alrund casts counterspell. When the target's spell fails and has no effect, Alrund gains 5 temporary hit points per level of that spell.

Legendary Actions

Alrund can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Alrund regains spent legendary actions at the start of his turn.

  • Attack. Alrund makes two attacks with his Arcane Blast.
  • Maddening Secrets (Costs 3 Actions). Alrund whispers an arcane secret into the mind of a creature he can see within 60 feet of him. The target must succeed on a DC 26 Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 (4d12) force damage to each creature within 30 feet of it. A creature that fails the saving throw but can't expend a spell slot instead has the stunned condition until the end of its next turn.
CHAPTER 5 | FRIENDS & FOES
Eric Deschamps


Birgi, God of Boasting

Medium Celestial (God), Chaotic Neutral


  • Armor Class 20 (natural armor)
  • Hit Points 294 (28d8 + 168)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
26 (+8) 15 (+2) 22 (+6) 14 (+2) 18 (+4) 30 (+10)

  • Saving Throws Con +13, Wis +11, Cha +17
  • Skills Intimidation +17, Performance +17, Persuasion +17
  • Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses passive Perception 14
  • Languages all
  • Challenge 24 (62,000 XP)
  • Proficiency Bonus +7

Captivating Presence. Any creature that starts its turn within 30 feet of Birgi must make a DC 25 Wisdom saving throw. On a failed save, the creature has the charmed condition for 1 minute or until the creature is farther than 30 feet away from her. On a successful save, the creature becomes immune to Birgi's Captivating Presence for 24 hours.

Legendary Resistance (3/Day). If Birgi fails a saving throw, she can choose to succeed instead.

Magic Resistance. Birgi has advantage on saving throws against spells and other magical effects.

Magic Weapons. Birgi's weapon attacks are magical.

Actions

Multiattack. Birgi makes two attacks with her fists.

Fists. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Legendary Actions

Birgin take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Birgi regains spent legendary actions at the start of her turn.

  • Riling Tale. Each creature within 60 feet of Birgi that is her ally or is charmed by her must use its reaction to moves up to half its speed toward the creature closest to it that it can see. It then must use its reaction if available to make one melee attack against that creature.
  • Fists (Costs 2 Actions). Birgi uses her fists.
  • Funny Story (Costs 3 Actions). Birgi casts hideous laughter (spell save DC 25). A creature that fails its saving throw against this spell when cast this way can't maintain concentration on a spell or any other effect that requires concentration.
CHAPTER 5 | FRIENDS & FOES
Micah Epstein


Cosima, God of the Sea

Medium Celestial (God), Chaotic Neutral


  • Armor Class 18 (natural armor)
  • Hit Points 33e (29d8 + 203)
  • Speed 40 ft., swim 60 ft.

STR DEX CON INT WIS CHA
29 (+9) 12 (+1) 25 (+7) 26 (+8) 24 (+7) 26 (+8)

  • Saving Throws Dex +8, Con +14, Wis +14, cha +15
  • Skills Deception +15, Perception +14, Stealth +8
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses passive Perception 24
  • Languages Common
  • Challenge 23 (50,000 XP)
  • Proficiency Bonus +7

Legendary Resistance (3/Day). If Cosima fails a saving throw, she can choose to succeed instead.

Magic Resistance. Cosima has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Cosima makes three Fist attacks.

Fist. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) force damage.

Spellcasting. Cosima casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):

At will: create or destroy water, fog cloud, grease, water breathing
3/day each: control water, wall of water, watery sphere, water walk
1/day each: tsunami

Change Shape. Cosima magically polymorphs into a dolpin,* or back into her Humanoid form. Any equipment she is wearing or carrying is absorbed by the new form. In her dolphin form, Cosima retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of a dolphin.

Legendary Actions

Cosima can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Cosima regains spent legendary actions at the start of her turn.

  • Fist. Cosima makes a Fist attack.
  • Spellcasting (Costs 2 Actions). Cosima uses Spellcasting.

* The statistics for a dolphin appear in Mordenkainen Presents: Monsters of the Multiverse.

CHAPTER 5 | FRIENDS & FOES
Jason A. Engle


Egon, God of Death

Medium Celestial (God), Chaotic Evil


  • Armor Class 17 (natural armor)
  • Hit Points 402 (35d8 + 245)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 20 (+5) 20 (+5) 25 (+7)

  • Saving Throws Dex +10, Con +15, Wis +13
  • Skills Intimidation +15, Perception +13
  • Damage Resistances cold
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 22
  • Languages all
  • Challenge 26 (90,000 XP)
  • Proficiency Bonus +8

Legendary Resistance (3/Day). If Egon fails a saving throw, he can choose to succeed instead.

Magic Resistance. Egon has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Egon makes three Necrotic Burst attacks.

Necrotic Bolt. Melee or Ranged Spell Attack: +15 to hit, reach 5 ft. or range 120 ft., one target. Hit: 29 (5d8 + 7) necrotic damage.

Spellcasting. Egon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):

At will: detect magic, animate dead (as an action), speak with dead
3/day: circle of death, finger of death
1/day: time stop, power word kill

Legendary Actions

Egon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Egon regains spent legendary actions at the start of his turn.

  • Attack. Egon makes one Necrotic Burst attack.
  • Creeping Death (Costs 2 Actions). Egon chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Egon's next turn. Creatures in that area have vulnerability to necrotic damage.
CHAPTER 5 | FRIENDS & FOES
Johannes Voss


Esika, God of the Tree

Medium Celestial (God), Chaotic Good


  • Armor Class 18 (natural armor)
  • Hit Points 306 (36d8 + 144)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 18 (+4) 19 (+4) 24 (+7) 20 (+5)

  • Saving Throws Dex +9, Con +11, Wis +11
  • Skills Nature +11, Perception +14, Survival +14
  • Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 24
  • Languages all
  • Challenge 23 (50,000 XP)
  • Proficiency Bonus +7

Legendary Resistance (3/Day). If Esika fails a saving throw, she can choose to succeed instead.

Magic Resistance. Esika has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Esika makes three Chromatic Orb attacks.

Chromatic Bolt. Ranged Spell Attack: +14 to hit, range 90 ft., one target. Hit: 22 (5d8) damage of a type of Esika's choice: acid, cold, fire, lightning, poison, or thunder.

Spellcasting. Esika casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 22):

At will: detect magic, locate animals or plants
3/day each: dispel magic, entangle, plant growth
1/day each: etherealness, gate

Biegel and Trjegul (1/day). Esika magically summons her chariot and her two cats, which are magically connected to the chariot. These cats have the statistics of normal cats, except they are Medium, and they have 10 hit points each. The cats act as allies of Esika and obey her spoken commands. The cats can magically pull the chariot at a speed of 60 feet while Esika is riding in it. The cats can move the chariot in any direction, including straight into the air. If there is nothing holding the chariot aloft, a magical rainbow appears underneath it to hold it aloft. When both cats die, the chariot disappears.

Bonus Actions

Replenish Magic (Recharge 5-6). Esika causes a creature she touches to become entwined with the essence of the world tree, gaining one of the following benefits of Esika's choice:

  • • The creature regains one expended spell slot of 3rd level or lower.
  • • The creature regains one expended use of a 3/day spell.

Legendary Actions

Esika can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Esika regains spent legendary actions at the start of her turn.

  • Attack. Esika makes one Chromatic Bolt attack.
  • Move. Esika moves up to her speed, or commands her cats to move her chariot up to 60 feet.
CHAPTER 5 | FRIENDS & FOES
Lie Setiawan


Halvar, God of Battle

Medium Celestial (God), Chaotic Good


  • Armor Class 24 (natural armor)
  • Hit Points 475 (38d8 + 304)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
29 (+9) 19 (+4) 27 (+8) 21 (+5) 22 (+6) 26 (+8)

  • Saving Throws Str +17, Dex +12, Con +16, Cha +16
  • Skills Athletics +17, Intimidation +16, Perception +14
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion, poisoned
  • Senses passive Perception 24
  • Languages Common, Dwarfish, Elvish, Giant
  • Challenge 28 (120,000 XP)
  • Proficiency Bonus +8

Deadly Critical. Halvar scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.

Legendary Resistance (3/Day). If Halvar fails a saving throw, he can choose to succeed instead.

Magic Resistance. Halvar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Halvar makes three weapon attacks.

Sword of the Realms. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 31 (3d12 + 12) force damage.

Cut Through the Cosmos. Halvar uses his Sword of the Realms to open an omenpath linking a space within your reach to a precise location on another realm of Kaldheim. The omenpath is a circular portal 5 feet in diameter, and it lasts for 1 minute.

Bonus Actions

Spellcasting. Halvar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):

1/day each: banishing smite, blinding smite, staggering smite

Whirling Weapon. Each creature within 10 feet of Halvar must succeed on a DC 25 Dexterity saving throw or take 14 (4d6) force damage.

Legendary Actions

Halvar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Halvar regains spent legendary actions at the start of his turn.

  • Attack. Halvar makes one weapon attack.
  • End Magic (Costs 2 Actions). Halvar casts dispel magic.
CHAPTER 5 | FRIENDS & FOES
Grzegorz Rutkowski


Kolvori, God of Kinship

Medium Celestial (God), Neutral Good


  • Armor Class 20 (natural armor)
  • Hit Points 342 (36d8 + 180)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 21 (+5) 23 (+6) 21 (+5) 26 (+8)

  • Saving Throws Dex +9, Con +12, Wis +12
  • Skills Deception +15, Perception +12, Persuasion +15
  • Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 120 ft., passive Perception 22
  • Languages all
  • Challenge 24 (62,000 XP)
  • Proficiency Bonus +7

Aura of Kinship. Each day at dawn, Kolvori falls under the protection of a sanctuary spell (spell save DC 23). If a creature's attack or spell deals damage to Kolvori while the sanctuary spell is active, that creature takes 32 (7d6 +8) psychic damage.

Legendary Resistance (3/Day). If Kolvori fails a saving throw, she can choose to succeed instead.

Magic Resistance. Kolvori has advantage on saving throws against spells and other magical effects.

Speech of Beast and Leaf. Kolvori can communicate with Beasts, Plants, and vegetation as though they shared a language.

Actions

Multiattack. Kolvori uses Kinship Bond, then uses Spellcasting.

Kinship Bond. One creature of Kolvori's choice within 30 feet of her make a DC 23 Charisma saving throw. On a failed save, a creature takes 22 (4d6 + 8) pyschic damage, and on its next turn must move and make an attack against a creature other than itself chosen by Kolvori. After the attack, the target can move and act normally.

Spellcasting. Kolvori casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):

At will: animal messenger, charm person, detect magic
3/day each: banishment, calm emotions
1/day: conjure animals (9th level)

Reactions

Direct. Kolvori directs one creature summoned or charmed by her to make one attack against a creature other than itself that it can reach.

Legendary Actions

Kolvori can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kolvori regains spent legendary actions at the start of her turn.

  • Kinship Magic. Kolvori uses Kinship Bond or Spellcasting.
  • Move. Kolvori moves up to her speed.
CHAPTER 5 | FRIENDS & FOES
Jason Rainville


Reidane, God of Justice

Medium Celestial (God), Lawful Neutral


  • Armor Class 19 (natural armor)
  • Hit Points 207 (18d8 + 126)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)

  • Saving Throws Con +12, Wis +11, Cha +12
  • Skills Insight +11, Perception +11
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 21
  • Languages all
  • Challenge 16 (15,000 XP)
  • Proficiency Bonus +5

Angelic Weapons. Reidane's weapon attacks are magical. When Reidane hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Discern Lie. Reidane discerns when a creature in earshot speaks a lie in a language she knows.

Legendary Resistance (3/Day). If Reidane fails a saving throw, she can choose to succeed instead.

Magic Resistance. While holding her spellguard shield Valkmira, Reidane has advantage on saving throws against spells and other magical effects, and spell attacks against her have disadvantage.

Actions

Multiattack. Reidane makes two melee attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Healing Touch (4/Day). Reidane touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Raise Specter. Reidane targets a creature within 10 feet of her that has been dead for no longer than 1 minute and isn't Undead. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under Reidane's control. Reidane can have no more than seven specters under her control at one time.

Spellcasting. Reidane casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability.

At will: detect evil and good, invisibility (self only)
3/day each: dispel evil and good

Reactions

Counterspell (3/day). While holding her spellguard shield Valkmira, Reidane casts counterspell.

CHAPTER 5 | FRIENDS & FOES
Yongjae Choi


Tergrid, God of Fright

Medium Celestial (God), Neutral


  • Armor Class 20 (natural armor)
  • Hit Points 336 (32d8 + 192)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
29 (+9) 16 (+3) 23 (+6) 15 (+2) 24 (+7) 15 (+2)

  • Saving Throws Dex +10, Con +15, Wis +14
  • Skills Intimidation +9, Perception +14
  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 24
  • Languages Common
  • Challenge 24 (62,000 XP)
  • Proficiency Bonus +7

Fear Aura. Any Beast or Humanoid that starts its turn within 10 feet of Tergrid must succeed on a DC 17 Wisdom saving throw or have the frightened condition until the end of its next turn.

Legendary Resistance (3/Day). If Tergrid fails a saving throw, she can choose to succeed instead.

Magic Resistance. Tergrid has advantage on saving throws against spells and other magical effects.

Tergrid's Lantern. Tergrid wields Tergrid's Lantern, which casts bright light in a 30-foot radius and dim light for an additional 30-feet. Undead and fiends can't willingly enter the lantern's light, and such a creature that starts its turn in that light must make a DC 17 Constitution saving throw, taking 65 (10d12) radiant damage on a failed save or half as much on a successful one.

Actions

Multiattack. Tergrid makes two Longsword attacks and one Shorsword attack.

Longsword. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) slashing damage, plus 6 (1d12) psychic damage if the target has the frightened condition.

Shortsword. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) piercing damage, plus 6 (1d12) psychic damage if the target has the frightened condition.

Spellcasting. Tergrid casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

At will: darkness, silence
3/day each: fear, invisibility

Terrifying Omen. Tergird utters an omen about one creature she can see within 120 feet of her that can hear her. The target must succeed on a DC 17 Wisdom saving throw, or it takes 16 (3d10) psychic damage and has the frightened condition until the end of its next turn.

Legendary Actions

Tergrid can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Tergrid regains spent legendary actions at the start of her turn.

  • Move. Tergrid moves up to his speed.
  • Attack. Tergrid makes one Longsword attack.
  • Shadow (Costs 2 Actions). Tergrid's shadow lashes out. Each creature within 30 feet of Tergrid must succeed on a DC 23 Dexterity saving throw or take 20 (2d10 + 9) necrotic damage.
CHAPTER 5 | FRIENDS & FOES
Tyler Jacobson


Toralf, God of Thunder

Medium Celestial (God), Chaotic Neutral


  • Armor Class 22 (natural armor)
  • Hit Points 319 (22d8 + 220)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 21 (+5) 30 (+10) 21 (+5) 22 (+6) 27 (+8)

  • Saving Throws Str +17, Int +12, Wis +13, Cha +15
  • Skills Athletics +17, Intimidation +15
  • Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses passive Perception 16
  • Languages Common, Celestial, Elvish
  • Challenge 23 (50,000 XP)
  • Proficiency Bonus +7

Legendary Resistance (3/Day). If Toralf fails a saving throw, he can choose to succeed instead.

Magic Resistance. Toralf has advantage on saving throws against spells and other magical effects.

Magic Weapons. Toralf's weapon attacks are magical.

Actions

Toralf's Hammer. Melee or Ranged Weapon Attack: +20 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 17 (1d8 + 13) bludgeoning damage, plus 16 (3d10) lightning damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or have the stunned and deafened conditions until the end of Toralf's next turn.

Spellcasting. Toralf casts one of the following spells, using his hammer as a spellcasting focus and using Charisma as the spellcasting ability (spell save DC 23).

1/day each: call lightning, chain lightning, lightning bolt

Legendary Actions

Toralf can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Toralf regains spent legendary actions at the start of his turn.

  • Attack. Toralf makes one attack.
  • Anger of the Gods (Costs 2 Actions). Toralf strikes the ground with his hammer, triggering an earth tremor. All other creatures on the ground within 60 feet of him must succeed on a DC 25 Strength saving throw or have the prone condition.
CHAPTER 5 | FRIENDS & FOES
Yongjae Choi


Valki, God of Lies

Medium Celestial (God), Chaotic Neutral


  • Armor Class 21 (natural armor)
  • Hit Points 418 (31d8 + 279)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
27 (+8) 24 (+7) 28 (+9) 26 (+8) 27 (+8) 30 (+10)

  • Saving Throws Int +16, Wis +16, Cha +18
  • Skills Deception +18, Perception +16
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities psychic, poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 120 ft., passive Perception 26
  • Languages Common
  • Challenge 26 (90,000 XP)
  • Proficiency Bonus +8

Legendary Resistance (3/Day). If Valki fails a saving throw, he can choose to succeed instead.

Magic Resistance. Valki has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Valki makes three Longsword attacks. He can replace one attack with a use of Spellcasting.

Longsword. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 36 (8d8) psychic damage.

Spellcasting. Zariel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):

At will: disguise self, hideous laughter, invisibility (self only), major image

Teleport. Valki teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Valki can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Valki regains spent legendary actions at the start of his turn.

  • Teleport. Valki uses Teleport.
  • Spellcasting (Costs 2 Actions). Valki uses Spellcasting.
  • Attack. Valki makes one Longsword attack.
CHAPTER 5 | FRIENDS & FOES
Andrew Mar
@andrewkmar

Goldspan Dragon

On Bretagard, goldspan dragons are larger than their hellkite cousins, and more cunning. They are like magpies, drawn to shiny golden objects, which they hoard in their lairs and caverns; causing many a human warrior to hunt them.



Goldspan Dragon

Huge Dragon, Unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 256 (19d12 + 133)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)

  • Saving Throws Dex +6, Con +13, Wis +7, Cha +11
  • Skills Perception +13, Stealth +6
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  • Languages Common, Draconic
  • Challenge 17 (18,000 XP)
  • Proficiency Bonus +6

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Glittering Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or have the charmed condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Glittering Presence for the next 24 hours.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and have the prone condition. The dragon can then fly up to half its flying speed.
CHAPTER 5 | FRIENDS & FOES
Kieran Yanner
@kieranyanner

Hakka

The god Alrund has a great affinity for ravens, which he uses as messengers and spies. He can grant a raven the ability to fly between realms to carry his messages and seek out secrets. Hakka is Alrund's favorite raven, and personal familiar. Much like Alrund, Hakka has a single glowing eye and shimmers with an iridescent light. Hakka spends most of his time perched on Alrund's shoulders, whispering the secrets the other ravens have gathered into his master's ear. However, when Alrund needs something done without fail, he will send Hakka to do the job.



Hakka

Tiny Beast, Lawful Neutral


  • Armor Class 10
  • Hit Points 21 (6d4 + 6)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 12 (+1) 16 (+3) 7 (-2)

  • Skills Perception +5, Stealth +2
  • Senses passive Perception 15
  • Languages Celestial
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Keen Senses. Hakka has advantage on Wisdom (Perception) checks.

Pack Tactics. Hakka has advantage on an attack roll against a creature if at least one of Hakka's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.

Realmwalk. Hakka can fly between the realms of Kaldheim at will.

Actions

Multiattack. Hakka makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

CHAPTER 5 | FRIENDS & FOES
Svetlin Velinov
@velinov

Hellkite

Unlike the dragons of many other worlds, Kaldheim's dragons are not ancient, intelligent creatures, but large predatory beasts that fly on four wings and breathe fire. Some believe that dragons carry with them a touch of the cosmos itself. The living dragons known as Hellkites are the most common, and are native to the realm of Bretagard.


Hellkite

Large Dragon, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Actions

Multiattack. The hellkite makes one attack with its bite and uses its fire breath if available, or it makes two attacks with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Fire Breath (Recharge 6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Jesper Ejsing
@ejsing

Koma

Koma the Cosmos Serpent is the first and oldest of the Cosmos Monsters,created at the birth of the world, and currently dwelling in the void between the realms. Most of the Cosmos monsters are free to enter any realm, but when the Skoti overthrew the Einir gods, they also prohibited the Cosmos Serpent they revered from entering any of the realms. In
        ancient times, the Serpent roamed freely and drank deeply from the ancient arcane energy of Skemfar. He left a vast network of tunnels in his wake, and both wood and shadow elves consider these passageways to be sacred spaces.

Koma was compleated during the Phyrexian invasion, and was ultimately slain by Fynn the Fangbearer, leader of the Kannah clan on Bretagard. However, Koma has always displayed the unique ability to divide himself into multiple smaller segments that move independently around the World Tree, so the realms are still plagued by his agitated coils.



Koma's Coil

Gargantuan Celestial, Chaotic Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 170 (11d20 + 55)
  • Speed 60 ft., burrow 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 15 (+2) 20 (+5) 13 (+1) 16 (+3) 12 (+1)

  • Saving Throws Str +12, Con +10
  • Skills Perception +8, Stealth +7
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 18
  • Languages
  • Challenge 19 (22,000 XP)
  • Proficiency Bonus +5

Legendary Resistance (3/Day). If the coil fails a saving throw, it can choose to succeed instead.

Poisonous Blood. A creature that hits the coil with an attack that deals piercing or slashing damage while within 5 feet of it takes 6 (1d12) poison damage.

Siege Monster. The coil deals double damage to objects and structures.

Tunneler. The coil can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The coil makes one Bite attack and one Constrict or Tail attack.

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 6 (1d12) poison damage.

Constrict. Melee Weapon Attack: +12 to hit, reach 20 ft., one creature. Hit: 29 (4d10 + 7) bludgeoning damage, and the target has the grappled condition (escape DC 20). Until this grapple ends, the target has the restrained condition, and the coil can't use its Constrict action on another target.

Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 30 feet away from the coil and have the prone condition.

Poison Spit (Recharge 5–6). The coil spits poison at a 15-foot square it can see within 60 feet of it. Each creature in that area must make a DC 18 Constitution saving throw, taking 49 (9d10) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The coil can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The coil regains spent legendary actions at the start of its turn.

  • Tail. The coil makes one Tail attack.
  • Bite (Costs 2 Actions). The coil makes one Bite attack
Filip Burburan
@filipburburan

Lindwurm

Lindwurms are believed to be distantly related to dragons, and appear as enormous limbless reptiles similar to serpents. The Lindwurms of Kaldheim can be found on Bretagard where they hunt for living prey. They are greatly feared by the human clans. Thankfully, they aren't believed to have any connection to Koma, the cosmos serpent.



Lindwurm

Gargantuan Dragon, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 155 (10d20+50)
  • Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 20 (+5) 1 (-5) 8 (-1) 4 (-3)

  • Saving Throws Con +11, Wis +4
  • Senses tremorsense 60 ft., passive Perception 9
  • Languages
  • Challenge 10 (5,900 XP)
  • Proficiency Bonus +5

Actions

Multiattack. The lindwurm makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the lindwurm. A swallowed creature has the blinded and restrained conditions, it has total cover against attacks and other effects outside the lindwurm, and it takes 21 (6d6) acid damage at the start of each of the lindwurm's turns.
   If the lindwurm takes 30 damage or more on a single turn from a creature inside it, the linwurm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall in a space within 10 feet of the lindwurm and have the prone condition. If the lindwurm dies, a swallowed creature is similarly regurgitated.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 30 (6d6 + 9) bludgeoning damage, and the target must succeed on a DC 19 Strength saving throw or be pushed up to 30 feet away from the lindwurm and have the prone condition.

CHAPTER 5 | FRIENDS & FOES
Chris Rahn
@chrisrahnart

Sarulf

Sarulf is a monstrous Cosmos wolf, known in Bretagard as the Dread Wolf and the Realm-Eater. Eons ago, Sarulf carved a swathe of destruction as he wandered the realms. Working together, the gods and the dwarves captured him on the realm of Axgard. Sarulf was trapped in a cavern and bound with eight magical chains. Yet, his incessant howling was intolerable to the dwarves, who demanded that the gods find another place to imprison the wolf. While he was being transported to the realm of Littjara, Sarulf escaped, and he again now wanders free in the Cosmos.

Sarulf has two children: Kit, a wolf who lives with a human girl, and Lukya, a beautiful copper dire wolf who became the companion of Lathril, an Einir god. Lukya defends the Jaspera Trees in the forests of Skemfar.

CHAPTER 5 | FRIENDS & FOES


Sarulf

Gargantuan Celestial, Neutral


  • Armor Class 19 (natural armor)
  • Hit Points 310 (20d20+100)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 18 (+4) 10 (+0) 14 (+2)

  • Saving Throws Str +13, Con +13
  • Skills Perception +18
  • Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft., passive Perception 28
  • Languages understands Common and Celestial but doesn't speak
  • Challenge 26 (90.000 XP)
  • Proficiency Bonus +8

Keen Hearing and Smell. Sarulf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (3/day). If Sarulf fails a saving throw, he can choose to succeed instead.

Magic Attacks. Sarulf's weapon attacks are magical.

Pack Tactics. Sarulf has advantage on an attack roll against a creature if at least one of Sarulf's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.

Actions

Multiattack. Sarulf makes three attacks: one with his bite and two with claws. He can replace a bite with a use of swallow.

Bite. Melee weapon attack: +13 to hit, reach 20 ft., one target. Hit: 50 (10d8+5). If the target is a creature, it must succeed on a DC 26 Strength saving throw or have the grappled condition (escape DC 21). Until this grapple ends, the target has the restrained condition, and Sarulf can't use his Bite attack on another target.

Claws. Melee weapon attack: +13 to hit, reach 20 ft., one target. Hit: 40 (6d10+5) slashing damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or have the prone condition.

Swallow. Melee Weapon Attack: +13 to hit, reach 20 ft., one Large or smaller creature grappled by Sarulf. Hit: The creature is swallowed, and the grapple ends. The swallowed creature has the blinded and restrained conditions, it has total cover against attacks and other effects outside Sarulf, and it takes 42 (12d6) necrotic damage at the start of each of Sarulf's turns.
    If Sarulf takes 30 damage or more on a single turn from a creature inside him, Sarulf must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall in a space within 10 feet of Sarulf and have the prone condition. If Sarulf dies, all swallowed creatures are similarly regurgitated.

Legendary Actions

Sarulf can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Sarulf regains spent legendary actions at the start of his turn.

  • Claw. Sarulf makes one Claw attack.
  • Consume (Costs 2 Actions). Sarulf makes one Bite or Swallow attack.
  • Detect. Sarulf makes a Wisdom (Perception) check.
  • Frightening Howl (Costs 3 Actions). Sarulf lets out a menacing howl. Each creature within 120 feet of him that can hear him must succeed on a DC 21 Wisdom saving throw or have the frightened condition until Sarulf's next turn.
Wayne Reynolds
@waynereynoldsart

Scorn Effigy

Scorn poles are staves inscribed with runes, used by raiders of the Skelle clan to keep conquered villages in submission. It saps the strength and will to resist from those around it. A scorn effigy is a scorn pole made animate by magic, a feared sight in Bretagard.



Scorn Effigy

Medium Construct, Chaotic Evil


  • Armor Class 11
  • Hit Points 36 (8d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 13 (+1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Immutable Form. The effigy is immune to any spell or effect that would alter its form.

Magic Resistance. The effigy has advantage on saving throws against spells and other magical effects.

Magic Weapons. The effigy's weapon attacks are magical.

Actions

Multiattack. The effigy makes two claw attacks.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or gain a level of exhaustion.

Terrifying Glare. The effigy targets one creature it can see within 30 feet of it. If the target can see the effigy, the target must succeed on a DC 11 Wisdom saving throw or have the frightened and paralyzed conditions until the end of the effigy's next turn.

CHAPTER 5 | FRIENDS & FOES
Wayne Reynolds
@waynereynoldsart

Shapeshifter



Shapeshifter

Medium Fey (Shapechanger), Any Alignment


  • Armor Class 14
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)

  • Skills Deception +6, Insight +3
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Littjaran, plus any two languages
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

 

Actions

Multiattack. The shapeshifter makes two Staff attacks.

Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Realmwalk (1/day). The shapeshifter casts plane shift on itself and travels to another realm of Kaldheim.

Bonus Actions

Shapechange. The shapeshifter magically transforms into a Beast or Humanoid with a challenge rating of 3 or less. The shapeshifter's equipment melds with its new form. The shapeshifter reverts to its true form if it dies or has the unconscious condition. The shapeshifter can revert to its true form using a bonus action.
    While in a new form, the shapeshifter's stat block is replaced by the stat block of that form, except the shapeshifter keeps its current hit points, its hit point maximum, this bonus action, its languages and ability to speak.
    The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

Svetlin Velinov
@velinov

Skald



Skald

Medium Humanoid (Dwarf, Bard), Any Alignment


  • Armor Class 17 (splint armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

  • Saving Throws Dex +4, Wis +3
  • Skills Acrobatics +4, Perception +5, Performance +6
  • Senses passive Perception 15
  • Languages Common, Dwarvish
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Actions

Multiattack. The skald makes two Handaxe or Javelin attacks. It can replace one attack with a use of Spellcasting.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Spellcasting. The skald casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

At will: dancing lights, friends
1/day each: charm person, command, sleep, tongues

Bonus Actions

Taunt (2/Day). The skald targets one creature within 30 feet of it. If the target can hear the skald, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.

Reactions

Rousing Verse. When a creature the skald can see within 30 feet of it fails a saving throw, the skald magically weaves together a stirring tale, allowing the creature to reroll the saving throw and use the higher result.

CHAPTER 5 | FRIENDS & FOES
Jesper Ejsing
@ejsing

Torga Troll



Torga Troll

Gargantuan Giant, Typically Neutral Evil


  • Armor Class 21 (natural armor)
  • Hit Points 222 (12d20 + 96)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 26 (+8) 7 (-2) 9 (-1) 7 (-2)

  • Saving Throws Str +15, Wis +5
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantium
  • Condition Immunities petrified
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9
  • Languages Trollish
  • Challenge 18 (20,000 XP)
  • Proficiency Bonus +6

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Siege Monster. The troll deals double damage to objects and structures (included in Earth-Shaker).

Actions

Multiattack. The troll makes two attacks with its bite and one Stomp attack.

Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) piercing damage.

Stomp. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a creature, it has the prone condition. Until the troll uses its Stomp again or moves, the creature has the restrained condition. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 17 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the troll and no longer has the restrained condition.

Rock. Ranged Weapon Attack: +15 to hit, range 120 ft./240 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition.

Bonus Actions

Earth-Shaker. The troll slams the ground and sends out a shock wave in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 24 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area.

CHAPTER 5 | FRIENDS & FOES
Jason Rainville
@jason_rainville

Toski

Toski is a mischievous Cosmos squirrel who serves Esika, the god of the World Tree. Though he is tiny, especially compared with some of the other Cosmos monsters, he scampers with unbelievable speed along the World Tree to bring news and carry messages between the Ten Realms. His small size allows him to observe events in all the realms and prize out secrets which he then carries back to Esika. Toski doesn't speak. He and Esika communicate by a mysterious form of telepathy, ensuring that the secrets Toski brings to the god remain exactly that.

Toski was compleated by the Phyrexians during the invasion. His whereabouts and ultimate fate are unknown.


Toski

Small Celestial, Neutral


  • Armor Class 16
  • Hit Points 13 (3d6 + 3)
  • Speed 60 ft., climb 60 ft.

STR DEX CON INT WIS CHA
4 (-3) 23 (+6) 13 (+1) 10 (+0) 12 (+1) 7 (-2)

  • Skills Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8
  • Damage Immunities all
  • Senses darkvision 60 ft., passive Perception 15
  • Languages understands Common and Celestial but doesn't speak
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Actions

Multiattack. Toski makes three Bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Bonus Actions

Escape. Toski takes the Dash or Disengage action.

Nicholas Gregory
@cosmicdaydreamstudio

Vampire Dragon

Vampire Dragons are undead creatures native to Immersturm, where they prey upon demons. Some believe that they are born from the Bloodcrag when a demon slays a goldspan dragon or hellkite in Bretagard.



Vampire Dragon

Gargantuan Undead, Unaligned


  • Armor Class 22 (natural armor)
  • Hit Points 546 (28d20 + 252)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 10 (+0) 15 (+2) 23 (+6)

  • Saving Throws Dex +7, Con +16, Wis +9, Cha +13
  • Skills Perception +16, Stealth +7
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages
  • Challenge 24 (62,000 XP)
  • Proficiency Bonus +7

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Turn Resistance. The dragon has advantage on saving throws against any effect that turns undead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount.

    The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or have the frightened condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Necrotic Breath (Recharge 5–6). The dragon exhales necrotic energy in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and have the prone condition. The dragon can then fly up to half its flying speed.
CHAPTER 5 | FRIENDS & FOES
Tyler Jacobson
@tylerjacobsonart

Varragoth

The Skelle from Bretagard clan became the terrible force it is today under the tutelage of Varragoth, a demon who escaped from Immersturm. Once in Bretagard, he quickly established himself as the leader of the Skelle raiders, who were all too happy to ally themselves with a demon. He led them to Beskir Hall, slaughtering anyone they found along the way. The gods, seeing the violence wrought by this intruder from another realm, stepped in and battled Varragoth for an entire month before finally wrestling him back to Immersturm and restoring the wards meant to keep demons bound there. On Bretagard, the winter season is still known as Bloodsky in memory of the massacre.



Varragoth

Huge Fiend (Demon), Chaotic Evil


  • Armor Class 19 (natural armor)
  • Hit Points 294 (19d12 + 171)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 15 (+2) 28 (+9) 20 (+5) 16 (+3) 22 (+6)

  • Saving Throws Str +15, Con +15, Wis +9, Cha +12
  • Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 13
  • Languages Common, Fiendish
  • Challenge 20 (25,000 XP)
  • Proficiency Bonus +6

Fire Aura. At the start of each of Varragoth's turns, each creature within 5 feet of him takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Varragoth or hits him with a melee attack while within 5 feet of him takes 10 (3d6) fire damage.

Legendary Resistance (3/day). If Varragoth fails a saving throw, he can choose to succeed instead.

Magic Resistance. Varragoth has advantage on saving throws against spells and other magical effects.

Magic Weapons. Varragoth's weapon attacks are magical.

Actions

Multiattack. Varragoth makes three greataxe attacks.

Greataxe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) slashing damage plus 10 (3d6) fire damage.

CHAPTER 5 | FRIENDS & FOES
Chris Rahn
@chrisrahnart

Valkyrie



Valkyrie

Medium Celestial, Typically Neutral


  • Armor Class 16 (Chain Mail)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 16 (+3) 12 (+1) 19 (+4) 15 (+2)

  • Saving Throws Dex +8, Wis +8, Cha +6
  • Skills Perception +8
  • Damage Resistances cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities frightened
  • Senses truesight 30 ft., passive Perception 18
  • Languages all
  • Challenge 10 (5,900 XP)
  • Proficiency Bonus +4

Frightening Aura. Any creature hostile to the valkyrie that starts its turn within 20 feet of the valkyrie must make a DC 16 Wisdom saving throw, unless the valkyrie has the incapacitated condition. On a failed save, the creature has the frightened condition until the start of its next turn.

    If a creature's saving throw is successful, the creature is immune to the valkyrie's Frightening Aura for the next 24 hours.

Magic Weapons. The valkyrie's weapon attacks are magical.

Travel the Realms. The valkyrie can use its wing to fly between the realms of Kaldheim at will.

Actions

Multiattack. The valkyrie makes two weapon attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands, plus 9 (2d8) radiant damage.

Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 4 (1d8) radiant damage.

Raise Specter. The valkyrie targets a creature within 10 feet of it that has been dead for no longer than 1 minute and isn't Undead. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the valkyrie's control. The valkyrie can have no more than seven specters under its control at one time.

CHAPTER 5 | FRIENDS & FOES
Paul Scott Canavan
@paulscottcanavan

Vega

A spy for the gods, Vega the Watcher is the spirit of a three-eyed owl who spends most of her time in the roots of the World Tree near the Gods' Hall. After Valki tricked Toralf into dragging the Hall across the realms, the gods really weren't keen on having it happen again. Should anything abnormal happen there, Vega will immediately report to Kolvori, the god of
        kinship. Of Vega's eyes, it is said that one eye sees the past, one the present, and one the future—and none can be deceived.



Vega

Tiny Undead, Neutral


  • Armor Class 13 (natural armor)
  • Hit Points 38 (7d4 + 21)
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +3
  • Senses truesight 60 ft., darkvision 120 ft., passive Perception 13
  • Languages Common, Celestial
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Flyby. Vega doesn't provoke opportunity attacks when she flies out of an enemy's reach.

Foresight. Vega can't be surprised.

Incorporeal Movement. Vega can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Keen Senses. Vega has advantage on Wisdom (Perception) checks.

Visions of the Past. For each minute Vega spends watching a creature, object, or her immediate vicinity, she learns one significant event that occurred in the past to that creature, object, or area.

Actions

Multiattack. Vega makes two attacks with her talons.

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Reactions

See the Future. When Vega or a creature she can see makes an attack roll, a saving throw, or an ability check, Vega can cause the roll to be made with advantage or disadvantage.

Daarken
@daarken

|vornclx


|'u-vornclx-v~pxajtr-dlfürxqeþügð-flnaq*em.
|xe-vornclx-ky-šxaa'þ-jneqøm-fedxstsen-xe-tekt-yx'aset.
|'u-vornclx-v~kaldt*amkeþyȝð-ky-tyrit-mprwseẃ-'u-ǵýyex.



Vorinclex

Large Monstrosity (Phyrexian), Chaotic Evil


  • Armor Class 18 (natural armor)
  • Hit Points 190 (20d10+80)
  • Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 18 (+4) 12 (+1) 15 (+2) 13 (+1)

  • Saving Throws Str +11, Con +10, Wis +8
  • Skills Athletics +11, Intimidation +7, Perception +8
  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Common, Phyrexian
  • Challenge 18 (20,000 XP)
  • Proficiency Bonus +6

Legendary Resistance (3/day). If Vorinclex fails a saving throw, he can choose to succeed instead.

Monstrous Aura. When a creature starts its turn within 30 feet of Vorinclex, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.

Voice of Hunger. If a creature within 60 feet of Vorinclex regains hit points, Vorinclex has advantage on attack rolls until the end of its next turn.

Actions

Multiattack. Vorinclex makes two attacks with his Bite and two attacks with his Claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) slashing damage. The strike is coated in glistening oil (see "Compleated" in A Planeswalker's Guide to Phyrexia).

Green Sun's Call (1/day). Provided he is outdoors, Vorinclex magically calls 1d6 creatures, choosing from cankerblooms, contagious vorracs, plague nurses, or rotpriests (statistics found in this chapter). The called creatures arrive in 1d4 rounds, acting as allies of Vorinclex and obeying his spoken commands. The summoned creatures remain for 1 hour, until Vorinclex dies, or until Vorinclex dismisses them as a bonus action.

Legendary Actions

Vorinclex can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Vorinclex regains spent legendary actions at the start of his turn.

Claws. Vorinclex makes one attack with his Claws.

Mike Szabados
@mikeszabados

Raise Your Axe

Huge thank you to all of my supporters and my personal play group, and to James Wyatt for his work on the original Plane Shift supplements.

This supplement is 100% free fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

If you'd like to help support more Magic: the Gathering planes homebrewed into D&D, consider supporting me on Patreon, or buying me a coffee.

For use with the fifth edition Player's Handbook, Monster Manual, and Dungeon Master's Guide

 

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