Kratos, God of War
Blades of Chaos
Weapon (two Shortswords), Artifact (Requires Attunement)
Kratos wields the Blades of Chaos, jagged and dark twin blades were forged with hatred and made for warfare. The blades seem to respond to a will for fighting reaching out for an attack, extending on the chains as they unravel from your arms.
Blades of Chaos. The blades are a bound pair, being attuned to one, you are attuned to both. Both share the effects listed. The blades burn with a primal fire. These magic blades grant a +3 bonus to attack and damage rolls made with them. The blades have a reach of 20 feet.
Blessing of War. If you are a worshiper of Kratos, you gain all the following benefits for which you have the required piety:
Piety 1+. The blades sear onto your body. Your hit point maximum is reduced by 10 while you are attuned to the blades. A curse placed on the blades before Kratos was a god. Additionally, the blades count as a single weapon when it comes to the number of magic items you can normally attune to.
Piety 25+. The blades have 1 randomly determined major beneficial property.
Piety 50+. The blades have 1 additional randomly determined major beneficial property.
If you aren’t a worshiper of Kratos, the blades have 2 randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Burning Whirlwind. As an action you make an attack roll against all creatures of your choice within 20 feet of you. Once used, this property of the blades can’t be used again until the next dawn.
Primal Fire. When you hit with an attack using it, the target takes an extra 2d6 fire damage. Additionally, you have a climbing speed equal to your walking speed while wielding these weapons.
Destroying the Blades. The blades can only be destroyed when they have not drawn blood and no war has been waged for a century, then they must be struck by another artifact weapon.
Devotion to Kratos
Earning and Losing Piety
You increase your piety score to Kratos when you expand the god's influence in the world in a concrete way through acts such as these:
- Defy the will of an evil god
- Face a mighty creature in battle
- Be a guide, parent, or guardian to a child
- Destroy or ruin a temple to Kratos
Your piety score to Kratos decreases if you diminish his influence in the world, contradict his ideals, or undermine his civilizing influence through acts such as these:
- Kill the innocent or kill without cause
- Let your rage consume you
- Enslave another to your will
Kratos's Devotee
Piety 3+ Kratos trait
As a devotee of Kratos, you have shown yourself to be a powerful combatant. You gain proficiency in all weapons and armors. If you are already proficient with a weapon, you can add half your proficiency bonus (rounded down) to your damage rolls.
Kratos's Votary
Piety 10+ Kratos trait
You can cast searing smite (at 3rd level) with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Constitution is your spellcasting ability for this spell.
Kratos's Disciple
Piety 25+ Kratos trait
You are empowered with part of Kratos's durability. The first time time you drop to 0 hit points, you drop to 1 hit point instead.
Champion of War
Piety 50+ Kratos trait
You can increase your Strength or Constitution score by 2 and also increase your maximum for that score by 2.
Leviathan Axe
Weapon (Battleaxe), Artifact (Requires Attunement)
The Leviathan Axe was made for Kratos' wife Faye. A brilliant, large, axe is of dwarven make and was designed to rival the legendary Mjolnir. The axe channels the brutal cold of winter into every attack. Upon Faye's passing, the weapon passed to Kratos.
Axe of Winter. This magic axe grants a +3 bonus to attack and damage rolls made with it. The axe has the Thrown (range 40/120) property. When you make a ranged attack using this weapon it immediately flies back to your hand after the attack. Additionally, when you hit with an attack using this axe, the target takes an extra 1d8 cold damage.
Blessing of Winter. If you are a worshiper of Kratos, you gain all the following benefits for which you have the required piety:
Piety 1+. The axe has 1 randomly determined minor beneficial property.
Piety 25+. The axe has 1 randomly determined major beneficial property.
Piety 50+. The axe's additional cold damage increases to 2d10 cold damage.
If you aren’t a worshiper of Kratos, the axe has 2 randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Freezing Throw. As an action you can throw the weapon at an enemy, and on it hit, the enemy must make a DC 17 Constitution saving throw, on a failed save, the enemy is stunned until the end of your next turn. However, the Leviathan Axe remains lodged in the opponent and does not return to your had until the end of your next turn either. You can call the weapon back to your hand as a bonus action but the enemy immediately loses the stunned condition. On a successful save the creature is not stunned and the weapon immediately returns to your hand. Once used, this property of the axe can’t be used again until the next dawn.
Destroying the Axe. The axe can only be destroyed by being used in the mutual destruction of the hammer, Mjolnir.
Draupnir Spear
Weapon (Spear), Artifact (Requires Attunement)
Once a legendary ring that would duplicate itself, it was reforged by the dwarves into a replicating spear after being stolen from Odin himself. With its restructuring and blessed with Kratos' divine blood, it became his.
Spear of Duplication. This magic spear grants a +3 bonus to attack and damage rolls made with it. The spear's normal range is 80 feet and its long range is 240 feet. When used to make a ranged attack, the spear can be recalled to you as part of your attack. When recalled, an entire new spear is created, and part of the old spear remains as a Fragment where the spear hit. This Fragment of the spear is non-magical and disappears after a minute. A Fragment can be removed from a creature as a bonus action or in place of an attack of a creature's Attack action or multiattack. The spear can only be recalled if it it was thrown as part of a ranged weapon attack. As a bonus action, you can choose to have each Fragment of the spear violently detonate, dealing 1d6 force damage per Fragment to any creature that has a Fragment in it still. Fragments last for 1 minute before disappearing.
Blessing of Winter. If you are a worshiper of Kratos, you gain all the following benefits for which you have the required piety:
Piety 1+. As a bonus action, the spear can be transformed into a ring or back into a spear.
Piety 25+. The spear has 1 randomly determined major beneficial property.
Piety 50+. The spear has 1 additional randomly determined major beneficial property.
If you aren’t a worshiper of Kratos, the spear has 2 randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Maelstrom. As an action you can use the spear to cast the whirlwind spell (save DC 18). Once used, this property of the spear can’t be used again until the next dawn.
Destroying the Spear. To destroy the Draupnir Spear, a copy of the spear must be cast into each of the nine realms within 1 minute of the first spear thrown, thus pulling the Draupnir Spear apart.
Thor, God of Thunder
Mjolnir
Weapon (Maul), Artifact (Requires Attunement)
The legendary hammer of Thor, God of Thunder, Mjolnir is considered to be one of the most powerful weapon in the realms. It has been used to win countless battles, and is said to only be able to be held by those who are worthy.
Hammer of Thunder. This magic maul grants a +3 bonus to attack and damage rolls made with it. The maul loses its Two-Handed property and instead gains the Thrown (range 40/120) property. When you make a ranged attack using this weapon it immediately flies back to your hand after the attack. Additionally, when you hit with an attack using this maul, the target takes an extra 2d6 lightning damage.
Blessing of Thunder. If you are a worshiper of Thor, you gain all the following benefits for which you have the required piety:
Piety 1+. The maul has 1 randomly determined minor beneficial property.
Piety 25+. The maul has 1 randomly determined major beneficial property.
Piety 50+. The maul's additional lightning damage increases to 3d8 lightning damage.
If you aren’t a worshiper of Thor, the maul has 2 randomly determined major detrimental properties and cannot be moved by any means.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Thunderer. As an action, you can make a ranged weapon attack with the hammer. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. Once used, this property of the maul can’t be used again until the next dawn.
Spells. While the maul is on your person, you can use an action to cast one of the following spells (save DC 18): lighting bolt (at 5th level), call lightning (at 5th level), or chain lightning. Once you use the maul to cast a spell, the spell can’t be cast again from it until the next dusk.
Destroying the Maul. The maul can only be destroyed by being used in the mutual destruction of the Leviathan Axe.
Devotion to Thor
Earning and Losing Piety
You increase your piety score to Thor when you expand the god's influence in the world in a concrete way through acts such as these:
- Face a mighty creature in battle
- Defeat a giant
- Defeating other worthy creatures in a drinking contest
- Building or restoring a temple to Thor
Your piety score to Thor decreases if you diminish his influence in the world, contradict his ideals, or undermine his civilizing influence through acts such as these:
- Fleeing from battle
- Refusing to drink alcohol
- Denying Thor a fight
Thor's Devotee
Piety 3+ Thor trait
As a devotee of Thor, you have shown yourself to be a powerful combatant. You can call on Thor's favor and cast thunderwave or thunderous smite with this trait. You can cast either of these spells in this way a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest. Constitution is your spellcasting ability for this spell.
Thor's Votary
Piety 10+ Thor trait
You can call on Thor's favor and cast thunder step with this trait. You can cast the spell in this way a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest. Constitution is your spellcasting ability for this spell.
Thor's Disciple
Piety 25+ Thor trait
Your body has become sturdy from battle. You have advantage on saving throws against being moved against your will or knocked prone.
Champion of Thunder
Piety 50+ Thor trait
You can increase your Strength or Constitution score by 2 and also increase your maximum for that score by 2.
Odin, the Allfather, God of Magic
Gungnir
Weapon (Spear), Artifact (Requires Attunement)
An immensely powerful spear said to be used by Odin, the All-Father. It is said that powerful magical runes are engraved into the spear, giving it power.
Spear of Runes. This magic spear grants a +3 bonus to attack and damage rolls made with it. Once per turn, the first time you miss with an attack you can choose to hit instead. When you take the Attack action on your turn, you can replace one of your attacks by empowering the spear. The next attack that hits with this spear deals an addition 3d10 force damage.
Blessing of the Allfather. If you are a worshiper of Odin, you gain all the following benefits for which you have the required piety:
Piety 1+. As a bonus action, the spear can be transformed into a ring or back into a spear.
Piety 25+. The spear has 1 randomly determined major beneficial property.
Piety 50+. The spear has 1 additional randomly determined major beneficial property.
If you aren’t a worshiper of Odin, the spear has 2 randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Rune-Carved Blast. When you take the Attack action on your turn, you can replace one of your attacks with a gout of elemental energy. Choose between acid, cold, fire, lightning, poison, or thunder. You create a line that is 60 feet long and 5 feet wide. Creatures in that line must make a DC 18 Dexterity saving throw or take 6d6 damage of your chosen type on a failed save or half as much on a success. Once you have used this trait for a specific damage type, you cannot choose that damage type again until 24 hours have passed.
Destroying the Spear. To destroy Gungnir, it was be thrown into the still beating hearts of both the great wolf Fenrir, and the future destroyer, Surtur, then struck with either Mjolnir or the Leviathan Axe.
Devotion to Odin
Earning and Losing Piety
You increase your piety score to Odin when you expand the god's influence in the world in a concrete way through acts such as these:
- Identifying a magic item of legendary or artifact rarity
- Casting a spell of 7th or higher for the first time
- Breaking a curse from a magic item
- Building or restoring a temple to Odin
Your piety score to Odin decreases if you diminish his influence in the world, contradict his ideals, or undermine his civilizing influence through acts such as these:
- Undoing or countering a spell cast by Odin
- Hurting ravens or crows
- Casting a spell that hinders or intentionally hides something from Odin
- Helping Ragnarok occur in any way
Odin's Devotee
Piety 3+ Odin trait
As a devotee of Odin, you have proven yourself a worthy potential champion of the all-father. When you see a spell cast you can use your reaction to immediately identify the spell.
Odin's Votary
Piety 10+ Odin trait
You can cast counterspell spell with this trait. Once you cast the spell in this way, you can't do so again until you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Odin's Disciple
Piety 25+ Odin trait
You can cast identify spell with this trait. Once you cast the spell in this way, you can't do so again until you finish a short or long rest. Intelligence is your spellcasting ability for this spell. When you cast the spell in this way, you also learn information about it as if you cast the legend lore spell.
Champion of the All-Father
Piety 50+ Odin trait
You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2.
Heimdall, God of Foresight
Gjallarhorn
Wondrous Item, Artifact (Requires Attunement)
A rune-carved magical horn that was given to Heimdall for protection. The horn is prophesied to begin Ragnarok.
Horn of Ragnarok. The horn has 10 charges. You can use an action to blow this horn and expend a number of charges up to 5. In response, 1d4 + 1 Einherjar warrior spirits per charge appear within 60 feet of you. These spirits use the berserker statistics. They return to from whence the came after 1 hour or when they drop to 0 hit points. The horn regains 1d4 + 3 charges every 7 days. Creatures summoned from the horn are friendly to you and your companions and follow your commands.
Blessing of Ragnarok. If you are a worshiper of Heimdall, you gain all the following benefits for which you have the required piety:
Piety 1+. The horn has 1 randomly determined major detrimental property-a test to make sure you are worthy of its power.
Piety 25+. The horn has 1 randomly determined major beneficial property.
Piety 50+. The horn has 1 additional randomly determined major beneficial property.
If you aren’t a worshiper of Heimdall, the horn has 2 randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Call of the Nine Realms. You can summon a valkyrie from the horn with 2 charges, these valkyries use the battleforce angel statistics. You can also summon a frost giant for 3 charges, or a fire giant for 4 charges.
Destroying the Horn. To destroy Gjallarhorn, it must have all its charges expended, and during the hour all creatures summoned by the horn must be reduced to 0 hit points, then the horn must be swallowed by Jormungandr, the World Serpent.
Devotion to Heimdall
Earning and Losing Piety
You increase your piety score to Heimdall when you expand the god's influence in the world in a concrete way through acts such as these:
- Detecting an ambush
- Feeding those who are starving
- Defending a those in need from monsters
- Building or restoring a temple to Heimdall
Your piety score to Heimdall decreases if you diminish his influence in the world, contradict his ideals, or undermine his civilizing influence through acts such as these:
- Attacking a defenseless settlement
- Letting others knowingly fall into a trap or ambush
- Averting your gaze from injustice
Heimdall's Devotee
Piety 3+ Heimdall trait
As a devotee of Heimdall, you have proven yourself a worthy potential champion of the sentinel god. You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Heimdall's Votary
Piety 10+ Heimdall trait
You can cast darkvision with this trait. Once you cast the spell in this way, you can't do so again until you finish a short or long rest. Wisdom is your spellcasting ability for this spell.
In addition, when you cast darkvision with this trait, the creature has darkvision out to a range of 300 feet, instead of 60 feet.
Heimdall's Disciple
Piety 25+ Heimdall trait
By performing an hour-long ritual, you can see the invisible creatures within line of sight for 1 hour.
Champion of Foresight
Piety 50+ Heimdall trait
You can increase your Constitution or Wisdom score by 2 and also increase your maximum for that score by 2.
Vestiges of Divergence
Blades of Chaos
Weapon (Twin Shortswords), Legendary (Requires Attunement)
The jagged and dark twin blades were forged with hatred and made for warfare. The blades seem to respond to a will for fighting reaching out for an attack, extending on the chains as they unravel from your arms.
Attunement. When you first attune to these swords, chains extend from the hit of the blades and wrap around your forearms. The chains sear you and fuse onto your arms. You take 6d8 fire damage. Additionally, the blades count as a single weapon when it comes to the number of magic items you can normally attune to.
Dormant. While wielding the blades in their dormant state, you gain the following benefits:
- You gain a +1 bonus to attack and damage rolls made with this weapon.
- The weapon has the reach property, extending its range to 10 feet as it extends out on a chain.
- You can use a Bonus Action to speak this magic sword's Command Word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or sheathe the sword.
Awakened. When the blades reaches an awakened state, they gains the following properties:
- The bonus to attack and damage rolls increases to +2.
- The weapon's range extends by 5 feet to a total of 15 feet.
- The fire of your weapons now deal 2d6 fire damage to any target it hits.
Exalted. When the blades reaches an exalted state, they gains the following properties:
- The bonus to attack and damage rolls increases to +3.
- The weapon's range extends by 5 feet to a total of 20 feet.
- The fire of your weapons now deal 3d6 fire damage to any target it hits.
Leviathan Axe
Weapon (Battleaxe), Legendary (Requires Attunement)
A brilliant large axe of dwarven make. It emanates a cold mist off the blade, and readies to be called back to its owner at any distance.
Dormant. While wielding the axe in it's dormant state, you gain the following benefits:
- You gain a +1 bonus to attack and damage rolls made with this weapon.
- The weapon deals an extra 2d6 cold damage.
- It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after the Attack, the weapon flies back to your hand.
Awakened. When the axe reaches an awakened state, it gains the following properties:
- The bonus to attack and damage rolls increases to +2.
- The normal range for the weapon increases to 30 feet and the long range increases to 80 feet.
- As an action you can throw the weapon at an enemy, and on it hit, the enemy must make a DC 15 Constitution saving throw, on a failed save, the enemy is Stunned until the end of your next turn. However, the Leviathan Axe remains lodged in the opponent and does not return to your had until the end of your next turn either. You can call the weapon back to your hand as a bonus action but the enemy immediately loses the stunned condition. You can use this trait once and cannot use it again until you complete a short or long rest. On a successful save the creature is not stunned and the weapon immediately returns to your hand.
Exalted. When the axe reaches an exalted state, it gains the following properties:
- The bonus to attack and damage rolls increases to +3.
- The weapon deals an extra 1d6 cold damage, to a total 3d6 cold damage.
- The normal range for the weapon increases to 45 feet and the long range increases to 100 feet.
- The DC saving throw for your stun is now a 17.
Guardian Shield
Armor (Shield), Very Rare (Requires Attunement)
A nigh unbreakable shield that is retracts back into the user's gauntlet. You gain the following benefits:
- The shield can be retracted as a bonus action. While retracted your AC does not benefit from the shield but your hand is free. As a reaction when you are the target of an attack you can have the shield expand granting the AC bonus of the shield to the triggering attack. You do not drop what was in your hand at the time, but it cannot be used while the shield is out.
- You gain a +l bonus to AC while the shield is expanded.
Draupnir Spear
Weapon (Spear), Legendary (Requires Attunement)
An ornate and powerful spear that can take the form of a ring.
Dormant. While wielding the spear in it's dormant state, you gain the following benefits:
- You gain a +1 bonus to attack and damage rolls made with this weapon.
- The weapon deals an extra 1d6 damage. The damage type can by any of: acid, cold, fire, lightning, poison, or thunder. You may change which damage type this weapon deals as an action.
- You can't be disarmed of this weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
- As a bonus action, you can have the spear transform into a ring.
Awakened. When the spear reaches an awakened state, it gains the following properties:
- The bonus to attack and damage rolls increases to +2.
- The normal and long range for the weapon are doubled to 40 ft./120 ft.
- The weapon can now be recalled to you as part of your attack instead of as a bonus action. When recalled, an entire new spear is created, and part of the previous spear remains as a Fragment. This Fragment of the spear is non-magical and disappears after a minute. This Fragment can be removed from the creature as a bonus action. The spear can only be recalled if it it was thrown as part of a ranged weapon attack.
Exalted. When the spear reaches an exalted state, it gains the following properties:
- The bonus to attack and damage rolls increases to +3.
- The weapon deals an extra 1d6 damage, to a total 2d6 damage.
- The normal and long range for the weapon are doubled to 80 ft./240 ft.
- As an action, you can choose to have each Fragment of the spear violently detonates, dealing 1d6 damage of its currently selected damage type per Fragment to any creature that has a Fragment in it still.
Mjolnir
Weapon (Maul), Legendary (Requires Attunement)
A legendary maul of immense power created by the dwarves and said to be used by Thor, the Thunderer.
Dormant. While wielding the maul in it's dormant state, you gain the following benefits:
- You gain a +1 bonus to attack and damage rolls made with this weapon.
- The weapon deals an extra 2d6 lightning damage.
- It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after the Attack, the weapon flies back to your hand.
- The maul has the thrown (20/60) property in place of the two-handed property.
Awakened. When the maul reaches an awakened state, it gains the following properties:
- The bonus to attack and damage rolls increases to +2.
- The normal range for the weapon increases to 30 feet and the long range increases to 80 feet.
- Three times a day you can have the maul cast lightning bolt or call lightning. The DC for these spells is 15.
Exalted. When the maul reaches an exalted state, it gains the following properties:
- The bonus to attack and damage rolls increases to +3.
- The weapon deals an extra 1d6 lightning damage, to a total 3d6 lightning damage.
- The normal range for the weapon increases to 45 feet and the long range increases to 100 feet.
- The DC saving throw for the spells cast by the hammer is now a 17.
Gungnir
Weapon (Spear), Legendary (requires attunement)
An immensely powerful spear said to be used by Odin, the All-Father.
Dormant. While wielding the spear in it's dormant state, you gain the following benefits:
- You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain a +1 bonus to your spell save DC and spell Attack.
- When you take the Attack action on your turn, you can replace one of your attacks by empowering the spear. The next attack that hits with this spear deals an addition 3d10 force damage.
Awakened. When the spear reaches an awakened state, it gains the following properties:
- The bonus to attack rolls, damage rolls, spell attacks, and spell save DC increase to +2.
- When you take the Attack action on your turn, you can replace one of your attacks with a gout of elemental energy. Choose between acid, cold, fire, lightning, poison, or thunder. You create a line that is 60 feet long and 5 feet wide. Creatures in that line must make a DC 15 Dexterity saving throw against your spell save DC or take 6d6 damage of your chosen type on a failed save or half as much on a success. Once you have used this trait for a specific damage type, you cannot choose that damage type again until 24 hours have passed.
Exalted. When the spear reaches an exalted state, it gains the following properties:
- The bonus to attack rolls, damage rolls, spell attacks, and spell save DC increase to +3.
- The DC saving throw for the effects of the spear are now a 17.
- When you take the Attack action on your turn, you can replace one of your attacks with a sweep of the spear. The spear magically extends as if on a magical thread in a 20-foot cone. Creatures in that area must make a DC 17 Dexterity saving throw against your spell save DC or take 4d8 force damage and be knocked prone on a failed save or half as much on a success and the creature is not knocked prone.
- Three times a day, you can capture some of the incoming energy, granting you resistance to the triggering damage type until the start of your next turn.
Gjallarhorn
Wondrous Item, Legendary (Requires Attunement)
A rune-carved magical horn that was given to Heimdall for protection. The horn is prophesied to begin Ragnarok.
Dormant. Gjallarhorn grants the following benefits in its dormant state:
The horn has 3 charges. You can use an action to blow the horn and expend a number of charges up to 2. In response, 1d4 Einherjar warrior spirits per charge appear within 60 feet of you. These spirits use the berserker statistics. They return to from whence the came after 1 hour or when they drop to 0 hit points. The horn regains 1d4 charges every 7 days. Creatures summoned from the horn are friendly to you and your companions and follow your commands.
Awakened. When a character awakens Gjallarhorn, apply the following changes to the item’s traits:
The horn now has 6 charges. The maximum number of charges you can expend at once as an action increases to 3. The number of Einherjar warriors summoned by the horn increases to 1d4 + 1. The horn regains 1d4 + 1 charges every 7 days.
Exalted. When a character exalts Gjallarhorn, apply the following changes to the item’s traits:
The horn now has 10 charges. The maximum number of charges you can expend at once as an action increases to 5. The number of Einherjar warriors summoned by the horn increases to 1d4 + 1. The horn regains 1d4 + 3 charges every 7 days. You can summon a valkyrie from the horn with 2 charges, these valkyries use the battleforce angel statistics. You can also summon a frost giant for 3 charges, or a fire giant for 4 charges.