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A Realmwalker's 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.
\pagebreakNum # Credits ___ **Lead Designer:**
Gabe Rodriguez, /u/grz_art ___ **Editors:** ___ **Cover Art and Logo:**
Wizards of the Coast ___ **GMBinder Theme:**
Ice Theme by /u/gq69
D&D Watercolor Stains by Jared Ondricek ___ **Artist Credits:**
Bryan Sola - [ArtStation](https://www.artstation.com/bpsola)
Caio Monteiro - [ArtStation](https://www.artstation.com/caiommonteiro)
David Rapoza - [Website](https://daverapoza.carbonmade.com/)
Denman Rooke - [ArtStation](https://www.artstation.com/denmanrooke)
Dominik Mayer - [ArtStation](https://www.artstation.com/dtmayer)
Ekaterina Burmak - [ArtStation](https://www.artstation.com/katemaxpaint)
Igor Kieryluk - [ArtStation](https://www.artstation.com/igorkieryluk)
Lie Setiawan - [ArtStation](https://www.artstation.com/liesetiawan)
Lorenzo Mastroianni - [ArtStation](https://www.artstation.com/lorenzomastroianni)
Manuel Castañón - [ArtStation](https://www.artstation.com/castaguer)
Randy Vargas - [ArtStation](https://www.artstation.com/vargasni)
Steve Prescott - [Instagram](https://www.instagram.com/thesteveprescott/)
Svetlin Velinov - [ArtStation](https://www.artstation.com/velinov)
Zack Stella - [ArtStation](https://www.artstation.com/zack_stella) \columnbreak **Playtesters:** ___ **Resources Used:**
Detect Balance [Spreadsheet](https://www.reddit.com/r/dndnext/comments/53pf0j/detect_balance_an_improved_scale_for_measuring_5e/) for Custom Races by [u/jwbjerk](https://www.reddit.com/user/jwbjerk/) ##### Changelog - Version 0.3 - Added NPC chapter - Added adventuring gear - Updated races - Updated backgrounds - Updated magic items - Version 0.2 - Added introductory section - Balance changes to races - Added spells - Added magic items - Improved class section - Changes to art - Version 0.1 - Internal release
*A Realmwalker's 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.
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###
Table of Contents
###
- ##### [
4
Welcome to Kaldheim
](#p4) - ### [
5
Chapter 1: Character Options
](#p5) - [
6
**Races**
](#p6) - [
7
Beskir
](#p7) - [
8
Draugr
](#p8) - [
9
Dwarf
](#p9) - [
10
Elf
](#p10) - [
11
Giantblood
](#p11) - [
12
Hagi Troll
](#p12) - [
13
Kannah
](#p13) - [
14
Omenseeker
](#p14) - [
15
Shapeshifter
](#p15) - [
16
Skelle
](#p16) - [
17
Tuskeri
](#p17) - [
18
Valkyrie
](#p18) - [
19
**Classes**
](#p19) - [
20
**Backgrounds**
](#p20) - [
20
Acolyte
](#p20) - [
20
Artisan
](#p20) - [
20
Augur
](#p20) - [
20
Noble
](#p20) - [
21
Outlander
](#p21) - [
21
Shieldmate
](#p21) - [
21
Skald
](#p21) - [
21
Urchin
](#p21) - [
22
Valkyrie
](#p22) - [
22
Viking
](#p22) - ### [
23
Chapter 2: Spellcasting
](#p23) - ### [
27
Chapter 3: Treasures
](#p27) - [
28
**Magic Item**
](#p28) - [
31
**Adventuring Gear**
](#p31) - ### [
27
Chapter 5: Friends & Foes
](#p27)
\pagebreakNum
Art by Dominik Mayer
@dtmayer
##### Welcome to
KaldHeiM
###
# T
he 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. \columnbreak ## About this book This document is a quick 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*](https://magic.wizards.com/en/articles/archive/feature/planeswalkers-guide-kaldheim-part-1-2021-01-08) and [*A Planeswalker's Guide to Kaldheim: Part 2*](https://magic.wizards.com/en/articles/archive/feature/planeswalkers-guide-kaldheim-part-2-2021-01-14). **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 5-6** provide a collection of stat blocks for various creatures found in Kaldheim, and for the ships used by many characters throughout the realms. \pagebreakNum
# chapter 1
CHARaCTER OPTioNS
\pagebreakNum
Art (previous) by 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 the Kaldheim setting, 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 | Language | Typical Speakers | |:---:|:-:| | Celestial | Valkyries | | Common | Anyone | | Dwarfish | Dwarves | | Elvish | Elves | | Fiendish | Demons, Cultists | | Giant | Giants, Spellcasters | | Littjaran | Shapeshifters | | 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. \columnbreak ### 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. In Kaldheim, dwarves can live to be 500 years old, trolls and giants are exceptionally longed lived, and demons, draugr, and valkyries have no known upper limit to their lifespans. ### 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 \pagebreakNum
Art by 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. \columnbreak
### Racial Traits As a beskir, you have the following 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. ***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. \pagebreakNum
Art by David Rapoza
@daverapoza
\columnbreak ## 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. ### Racial Traits As a draugr, you have the following traits. ***Creature Type.*** You are an Undead. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***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. ***Relentless Endurance.*** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest. ***Sleepless Revitalization.*** 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. \pagebreakNum
Art by 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. ### Racial Traits As a dwarf, from Kaldheim, the following traits replace your racial traits from the *Player's Handbook*. ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***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 gain 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. \columnbreak ### 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 \pagebreakNum
Art by 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. Many elves revere Koma, the cosmos serpent. 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, 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 the next generation. \columnbreak
### Racial Traits As an elf from Kaldheim, the following traits replace your racial traits from the *Player's Handbook*. ***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. \pagebreakNum
Art by Randy Vargas
@vargasni
\columnbreak ## 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. ### Racial Traits As a giantblood, you have the following traits. ***Creature Type.*** You are a Humanoid. ***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. \pagebreakNum
Art by 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. \columnbreak
### Racial Traits As a hagi troll, you have the following traits. ***Creature Type.*** You are a Giant. ***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 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 do so no more than once per turn. 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. ***Regeneration.*** As a bonus action, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). \pagebreakNum
Art by 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. \columnbreak
### Racial Traits As a kannah, you have the following 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 falling prone 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. \pagebreakNum
Art by 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. ### Racial Traits As an omenseeker, you have the following 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 being knocked prone. ***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. \pagebreakNum
Art by 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. \columnbreak 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. ### Racial Traits As a shapeshifter, you have the following traits. ***Creature Type.*** You are a Fey. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***Shapechanger.*** As an action, you can change your form and your voice to duplicate a creature you have seen. You duplicate the creature's appearance and arrangement of limbs, including coloration, hair length, and sex. You become Small if the creature is smaller than you. You can duplicate the appearance of a member of another race, though none of your game statistics change, though you can't duplicate the appearance of a creature you've never seen. Your clothing and equipment merge into your new form and have no effect until you leave the form. You can duplicate the appearance of equipment, such as clothing and weapons, but these are extensions of your body and have no effect, and they cannot be removed from your person. You stay in the new form until you use an action to revert to your true form or until you die. Starting at 3rd level, when you use this trait, you gain one of the following additional benefits for as long as you remain in your new form, provided your new form has appropriate anatomy for them: - You gain a swimming speed equal to your walking speed, and can breathe both air and water. - You gain a climbing speed equal to your walking speed, and can move up, down, and across vertical surfaces and upside down along ceilings while climbing. - You gain a flying speed equal to your walking speed. - Your unarmed strikes deal 1d6 + your Strength modifier damage of a type of your choice: bludgeoning, piercing, or slashing (choose each time you use this trait). ***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. \pagebreakNum
Art by 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. ### Racial Traits As a skelle, you have the following 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. \pagebreakNum
Art by 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. \columnbreak
### Racial Traits As a tuskeri, you have the following 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. \pagebreakNum
Art by David Rapoza
@daverapoza
\columnbreak ## 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. ### Racial Traits As a valkyrie, you have the following traits. ***Creature Type.*** You are a Celestial. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***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. > ##### Valyrie 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. \pagebreakNum # 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*](https://media.wizards.com/2022/dnd/downloads/UA2022-drjwf73f8n.pdf). **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*](https://media.wizards.com/2022/dnd/downloads/UA2022-drjwf73f8n.pdf). **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. \columnbreak **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, there is little place for underhandedness. Still, rogues might represent scoundrels, raiders, or thieves, 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*](https://dnd.wizards.com/articles/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*](https://media.wizards.com/2022/dnd/downloads/UA2022-drjwf73f8n.pdf). ##### 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*. \pagebreakNum # Backgrounds This section presents 10 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. \columnbreak ### 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**, 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. ##### Variant Feature: Skilled You gain the Skilled feat, which appears in the *Player's Handbook*. \pagebreakNum ### 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 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 are incapacitated or absent, 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. > ##### Magical Mount > If you know the *find steed* or *find greater steed*\* spell, your DM may allow your Wild Mount to serve as your steed. If you are a Beast Master, your DM may allow your Wild Mount to serve as your Ranger's Companion. \* The *find greater steed* spell appears in *Xanathar's Guide to Everything*. \columnbreak ### 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 You gain the Inspiring Leader feat, which appears in the *Player's Handbook*. \pagebreakNum ### 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 You gain the Lucky feat, which appears in 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 - **Tool Proficiencies:** One type of gaming set - **Languages:** Celestial - **Equipment:** A gaming set (one of your choice), a horn, a hooded lantern, 3 flasks of oil, and a pouch containing 25gp worth of tyrite #### 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. If 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. \columnbreak ### 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 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. \pagebreakNum
# chapter 2
SPEllCASTING
\pagebreak
Art (previous) by Caio Monteiro
@caiommonteiro
# Magic The spells presented in this section are available to spellcasters in Kaldheim. The spells also appear on the class spell lists indicated in the Spells table below. Your DM might also allow you to choose spells found in *Icewind Dale: Rime of the Frostmaiden* or [*Elemental Evil Player's Companion*](https://dnd.wizards.com/products/tabletop-games/rpg-products/player%E2%80%99s-companion). ##### Spells | Level | Spell | School | Class | |:------:|:------|:-------|:------| | 1st | *Demon Bolt* | Evocation | Warlock, Wizard | | 1st | *Mists of Littjara* | Conjuration | Druid, Ranger, Wizard | | 1st | *Roots of Wisdom* | Abjuration | Druid, Ranger, Wizard | | 3rd | *Shackles of Treachery* | Enchantment | Bard, Warlock, Wizard | | 3rd | *Tergrid's Shadow* | Conjuration | Warlock, Wizard | | 4th | *Blessing of Frost* | Abjuration | Druid, Ranger, Wizard | | 4th | *Skull Raid* | Enchantment | Bard, Wizard | | 4th | *Withercrown* | Necromancy | Warlock, Wizard | | 5th | *Alrund's Epiphany* | Divination | Cleric, Wizard | | 5th | *Bind Monster* | Conjuration | Artificer\*, Wizard | | 5th | *Demonic Gifts* | Transmutation | Warlock, Wizard | | 6th | *Ravenform* | Transmutation | Druid, Wizard | \* The artificer class appears in *Tasha's Cauldron of Everything* and *Eberron: Rising from the Last War*. \columnbreak ### 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, two **augury ravens** appear (statistics in chapter 5) in unoccupied spaces of the DM's choice within 100 feet of you. You gain no special power over the ravens, and they are free to act as the DM deems appropriate. They might leave, attack you, or help you. #### Bind Monster *5th-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) - **Duration:** Concentration, up to 1 minute ___ You summon a magical chain to bind a creature you touch. The creature must make a Dexterity saving throw. On a failed save, the creature is restrained, and may immediately use its reaction to make an attack against you. On a successful save, the creature isn't affected. A creature restrained by the chain can use its action to make a Strength check against your spell save DC. On a success, it frees itself, ending the spell. If you maintain your concentration on this spell for the entire possible duration, the chains become a permanent object in your current plane. the chain continues to restrain the creature, and prevents the creature from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the chain. \pagebreakNum #### 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 1d4 fire damage, 1d4 lightning damage, and 1d4 poison damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the target takes an extra 1d4 fire, lightning, or poison damage (you choose when you cast the spell) 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. \columnbreak #### 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 heart of a Humanoid slain in battle) - **Duration:** Concentration, up to 1 minute ___ You transform a creature you touch into a **raven** (the DM has the creature's statistics), **augury raven**, or **giant raven** (found in chapter 5). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. 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. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. A *remove curse* spell cast on the creature dispels the transformation. \pagebreakNum #### 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 unless you're incapacitated. #### 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 - **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. \columnbreak #### 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 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th 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 5th level or higher grants a duration that doesn't require concentration. \pagebreakNum
# chapter 3
TREASURES
\pagebreak
Art (previous) by lie setiawan
@liesetiawan
# Magic Items This section presents a collection of magic items that can be found throughout the realms of Kaldheim.
### 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, artifact*
### 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. #### 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. \columnbreak #### 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 Sword.*** 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. #### 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. \pagebreakNum #### 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). 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, with the following changes: the creature is a construct with 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. The ice object or creature 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. #### 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 and can't fly again for 1d6 + 4 days. #### 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. \columnbreak #### 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 found with an associated rune can be copied just as spells in spellbooks can be copied. ##### Rune Spells | Rune | Glyph | Spell | |:------|:------|:-----:| | Blood | ᛡ | *False life* | | Cloud | ᚢ | *Fog cloud* | | Enemy | ᚾ | *Bane* | | Fire | ᛞ | *Burning hands* | | Flight | ᚻ | *Fly* | | Friend | ᚷ | *Bless* | | Frost | ᛁ | *Armor of agathys* | | Journey | ᚱ | *Longstrider* | | King | ᛟ | *Command* | | Light | ᛊ | *Guiding bolt* | | Life | ᛒ | *Cure wounds* | | Might | ᛝ | *Enhance ability* | | Mortality | ᚳ | *Inflict wounds* | | Shield | ᛉ | *Shield* | | Speed | ᛖ | *Expeditious retreat* | | Stone | ᚦ | *Sanctuary* | | Storm | ᛋ | *Thunderwave* | | Sustenance | ᛃ | *Vampiric touch* | | War | ᛏ | *Heroism* | | Wind | ᚴ | *Feather fall* | #### 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. #### 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. \pagebreakNum #### 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 an 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 is blinded. On a successful save, it takes half as much damage and isn't blinded. #### 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 be stunned and deafened until the end of your next turn. #### Tyrite *Wondrous item, legendary*
### Tyrite is a highly magical substance derived from the sap of the World Tree, and sometimes found in the bodies of cosmos monsters. It looks like the aurora-like lights of the Cosmos given solid form. It is used to brew the *cosmos elixir*, and was used to craft the *sword of the realms*. A creature that isn't a god that touches tyrite must succeed on a DC 20 Constitution saving throw or have the part of their body that touched the tyrite become tyrite. If this effect affects a creature's whole body, that creature is petrified. #### 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. \pagebreakNum # Adventuring Gear This section presents a selection of nonmagical items that can be found while adventuring in Kaldheim or purchased using the table below. ##### Adventuring Gear | Item | Cost | Weight | |:---|-----------:|:-:| | Book of lore | 30gp | 5 lb. | | *Gaming set* | | | | Tafl | 2gp | 1 lb. | | *Musical instrument* | | | | Jaw Harp | 12gp | 1.6 oz. | | Tagelharpa | 30gp | 2 lb. | | Rebec | 25gp | 1 lb. | ## Adventuring Gear Descriptions These items are presented in alphabetical order. The "musical instruments" section gathers the descriptions for the three musical instruments, and those descriptions are presented alphabetically in that section. #### Book of Lore *Adventuring gear*
### A book of lore contains useful information about a particular field of lore. A book of lore provides advantage on Intelligence checks made to recall information about that field of lore. ### Musical Instruments The *drum*, *flute*, *horn*, *lyre*, and *pan flute* musical instruments that appear in the *Player's Handbook* would be found and played by bards in the realms of Kaldheim, in addition to the following instruments: ___ **Jaw Harp:** A jaw harp is a flexible metal reed attached to a frame. It is held in the mouth and plucked to make an interesting sound. ___ **Tagelharpa:** A tagelharpa is a four-stringed bowed lyre, held between the thighs when played. ___ **Rebec:** The rebec is a bowed string instrument, a precursor to the violin. #### Tafl *Gaming set*
### Tafl is a board game played on a checkered board with two armies of uneven numbers. \columnbreak ##### Food and Drink | Item | Cost | |:---|-----------:| | Fish | 2sp | | *Mead* | | | Cup | 1sp | | Jug | 5gp | | Porridge, bowl | 5cp | | *Soup* | | | Vegetable | 1sp | | Fish | 3sp | | Meat | 4sp | | *Tea* | | | Cup | 6cp | | Gallon | 3sp | \pagebreakNum
# chapter 5
FRIENDS & FOES
\pagebreak
Art (previous) by Manuel Castañón
@castaguer
# Bestiary This chapter provides a number of monsters and NPCs who can be found in Kaldheim. The Kaldheim Creatures table below also includes a creatures from the *Monster Manual* (MM) that might be found in the realms. 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 | |:----------|:--------------|:--:| | Augury Raven | Beast | aaa | | Awakened Tree (MM) | Plant | 2 | | Berserker (MM) | Humanoid | 2 | | Cave Bear (MM) | Beast | 2 | | Dolphin | Beast | 1/8 | | Elderfang Disciple | Humanoid | aaa | | Elderleaf Mentor | Humanoid | aaa | | Elk (MM) | Beast | 1/4 | | Fire Giant (MM) | Giant | 9 | | Frost Giant (MM) | Giant | 8 | | Ghost (MM) | Undead | 4 | | Goat (MM) | Beast | 0 | | Goldspan Dragon | Dragon | aaa | | Giant Goat (MM) | Beast | 1/2 | | Giant Spider (MM) | Beast | 1 | | Hagi Troll | Giant | aaa | | Hakka | Humanoid | aaa | | Hawk (MM) | Beast | 0 | | Hellkite | Dragon | aaaa | | Hunter Shark (MM) | Beast | 2 | | Ice Wizard | Humanoid | aaa | | Imp (MM) | Fiend | 1 | | Koma | Celestial | aaa | | Kraken (MM) | Monstrosity | 23 | | Lindwurm | Beast | aaa | | Mammoth (MM) | Beast | 6 | | Moritte | Fey | aaa | | Narfi | Undead | aaa | | Owl (MM) | Beast | 0 | | Ox | Beast | aaa | | Panther (MM) | Beast | 1/4 | | Pegasus (MM) | Celestial | 2 | | Polar Bear (MM) | Beast | 2 | \columnbreak | | | | |:----------|:--------------|:--:| | Riding Horse (MM) | Beast | 1/4 | | Sarulf | Celestial | aaa | | Seal | Beast | 0 | | Scorn Effigy | Construct | aaa | | Shapeshifter | Fey | aaa | | *Skoti* | | | | Alrund | Celestial | aaa | | Birgi | Celestial | aaa | | Cosima | Celestial | aaa | | Egon | Celestial | aaa | | Esika | Celestial | aaa | | Halvar | Celestial | aaa | | Jorn | Celestial | aaa | | Kolvori | Celestial | aaa | | Reidane | Celestial | aaa | | Tergrid | Celestial | aaa | | Toralf | Celestial | aaa | | Valki | Celestial | aaa | | *Tiny Creatures* | | | | Fish | Beast | aaa | | Lynx | Beast | aaa | | Rabbit | Beast | aaa | | Squirrel | Beast | aaa | | Torga Troll | Giant | aaa | | Toski | Celestial | aaa | | Vampire Dragon | Undead | aaa | | Varragoth | Fiend | aaa | | Valkyrie | Celestial | aaa | | Vega | Celestial | aaa | | Vorinclex | Monstrosity | aaa | | Whale | Beast | aaa | | Yeti (MM) | Monstrosity | 3 | | Zombie (MM) | Undead | 1/4 | ## Using a Stat Block This chapter is a companion to the *Monster Manual* and adopts a similar presentation. Please read the introduction of the *Monster Manual* to familiarize yourself with how to read a stat block before proceeding. 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. Finally, 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. \pagebreakNum
Art by Jesper Ejsing
@ejsing
# Augury Raven \pagebreakNum
Art by Sidharth Chaturvedi
@https://www.sidharthchaturvedi.com/
# God's Hall Guardian \pagebreakNum
Art by Andrew Mar
@andrewkmar
# Goldspan Dragon \pagebreakNum
Art by Svetlin Velinov
@velinov
# Hellkite \pagebreakNum
Art by Jesper Ejsing
@ejsing
# Koma \pagebreakNum
Art by Filip Burburan
@filipburburan
# Lindwurm \pagebreakNum
Art by Wayne Reynolds
@waynereynoldsart / insta
# Scorn Effigy \pagebreakNum
Art by Chris Rahn
@chrisrahnart / insta / twitter
# Sarulf \pagebreakNum
Art by Jason Rainville
@jason_rainville
# Toski \pagebreakNum
Art by Nicholas Gregory
@cosmicdaydreamstudio / insta / website
# Vampire Dragon \pagebreakNum
Art by Daarken
@daarken / deviantart
# Vorinclex