Asgardian Class by Rujusu
Asgardian Class by Rujusu
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Quick Build
Asgardian You can make an asgardian quickly by following
Proficiency Diefic Diefic Divine these suggestions. First, make Strength or
Level Bonus Features Points Limit Features Dexterity your highest ability score, depending on
whether you want to focus on strength-based
Divine Recovery, weapons or finesse weapons. Your next-highest
1st +2 - - -
Fighting Style score should be Constitution, unless you choose
an archetype that enables you to cast a spell, such
Divine Essence, as trickster, in which case you should choose the
2nd +2 Divine Features, 5 1 2 archetype's spellcasting ability as the next-highest
Divine Smite score. Second, choose the noble or soldier
Divine Health, background.
3rd +2 Asgardian 7 1 2
Archetype
4th +2
Ability Score
Improvement
9 1 3 Class Features
5th +3 Extra Attack 11 2 3 As an asgardian, you gain the following class features.
6th +3 Unyielding Will 13 2 4 Hit Points
Asgardian Hit Dice: 1d10 per asgardian level
7th +3 Archetype 15 2 4 Hit Points at 1st Level: 10 + your Constitution modifier
Feature Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per asgardian level after 1st
Ability Score
8th +3 17 2 4
Improvement Proficiencies
9th +4 - 19 3 5 Armor: All armors, shields
Weapons: Simple weapons, martial weapons
10th +4 All-Speak 21 3 5 Tools: None
Asgardian Saving Throws: Strength, Constitution
11th +4 Archetype 23 3 5 Skills: Choose two from Acrobatics, Animal Handling,
Feature Arcana, Athletics, History, Intimidation, Persuasion, and
Ability Score Religion
12th +4 25 3 5
Improvement
Starting Equipment
13th +5 - 27 4 6 You start with the following items, plus anything provided by
Magic your Background.
14th +5 29 4 6
Resistance
(a) chain mail or (b) leather armor
Asgardian one melee weapon of your choice
15th +5 Archetype 31 4 7 (a) two handaxes or (b) any two simple melee weapons
Feature (a) a dungeoneer’s pack, or (b) an explorer’s pack
Ability Score
16th +5
Improvement
33 4 7 Divine Recovery
17th +6 - 35 5 8 Blessed by Odin himself, you have divine essence flowing
through you. At 1st level, this divine essence enables you to
18th +6
Divine Wrath,
37 5 8 recover quickly from injuries. You have a pool of healing
Timeless Body power that replenishes when you take a long rest. With that
Ability Score pool, you can restore a total number of hit points equal to
19th +6
Improvement
39 5 8 your asgardian level × 5. As a bonus action, you draw power
from the pool to regain a number of hit points up to the
20th +6
Asgardian
Archetype 41 5 8
maximum amount remaining in your pool.
Feature
Fighting Style
Asgardians are exceptionally skilled warriors, each adopting
a particular style of fighting as their specialty. Choose one of
the following fighting styles to gain. You can’t take a Fighting
Style option more than once, even if you later get to choose
again.
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Defense You gain additional features at higher levels.
While you are wearing armor, you gain a +1 bonus to AC. When you spend a diefic point, it becomes unavailable until
you finish a long rest.
Dueling
When you are wielding a melee weapon in one hand and no Spellcasting
other weapons, you gain a +2 bonus to damage rolls with that Certain features enable you to spend diefic points to cast a
weapon. spell instead of using spell slots. The diefic cost to cast a spell
is equal to the spell's level. If a spell has an effect at a higher
Great Weapon Fighting level, you can spend addition diefic points to increase the
When you roll a 1 or 2 on a damage die for an attack you level of the spell that you cast, provided that the spell has an
make with a melee weapon that you are wielding with two enhanced effect at a higher level. The spell’s level increases
hands, you can reroll the die and must use the new roll, even by 1 for each additional diefic point you spend.
if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit. Diefic Limit
The maximum number of diefic points you can spend to cast
Protection a spell or activate a feature is determined by your asgardian
When a creature you can see attacks a target other than you level, as shown in the Diefic Limit column of the Asgardian
that is within 5 feet of you, you can use your reaction to table.
impose disadvantage on the attack roll. You must be wielding
a shield. Divine Features
Two-Weapon Fighting
At 2nd level, you train extensively to perfect skills that will aid
you in battle. You gain two divine features of your choice. The
When you engage in two-weapon fighting, you can add your divine features are listed below, certain asgardian archetypes
ability modifier to the damage of the second attack. also grant you additional divine features to choose from. You
Thrown Weapon Fighting learn more divine features as you gain levels in this class as
You gain a +2 bonus to ranged attack rolls you make with shown in the Divine Features column of the Asgardian table.
thrown weapons. When you make a ranged attack with a Additionally, when you gain a level in this class, you can
thrown weapon, you may immediately draw another thrown choose one of the divine features you know and replace it
weapon as part of the attack. with another divine feature that you could learn at that level.
You do so by training intensely for a week, by the end of
Divine Essence which you lose the previous divine feature and gain the new
divine feature.
Starting at 2nd level, the divine essence flowing through you If a divine feature has prerequisites, you must meet them
becomes more powerful. This divine essence is represented to learn it. You can learn a divine feature at the same time
by a number of diefic points, which is equal to 1 + twice your that you meet its prerequisites. A level prerequisite refers to
asgardian level. You can expend diefic points to fuel various your level in this class.
effects. At 2nd level, you can use it to fuel your Divine Smite.
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Divine Features If you reduce the damage to 0, you can catch the missile if it
You may only select a divine feature once even when you get is small enough for you to hold in one hand and you have at
to choose again. least one hand free. If you catch a missile in this way, you can
spend 1 diefic point to make a ranged attack with the weapon
Arcane Detection or piece of ammunition you just caught, as part of the same
You can cast detect magic at will without expending any reaction. You make this attack with proficiency, regardless of
diefic points. your weapon proficiencies. The attack has a normal range of
20 feet and a long range of 60 feet.
Arcane Weapon Divine Resilience
Prerequisite: 5th level Prerequisite: 5th level
You can spend 2 diefic points to cast magic weapon. When Your hit point maximum increases by an amount equal to
you do, you can target a second weapon with the spell. The your level when you gain this feature. Whenever you gain a
spell ends for that weapon if it is not being carried or wielded level thereafter, your hit point maximum increases by an
by you. additional hit point.
Divine Agility Divine Speed
You can take the disengage action as a bonus action on your You can take the dash action as a bonus action on your turn.
turn.
Divine Stamina
Divine Favor
Divine power guards your destiny. If you fail a saving throw or Prerequisite: 9th level
miss with an attack roll, you can roll 2d4 and add it to the You have advantage on Constitution saving throws.
total, possibly changing the outcome. Once you use this Additionally, you can recover from one level of exhaustion
feature, you can’t use it again until you finish a short or long after a short rest and three levels of exhaustion after a long
rest. rest.
Divine Reflexes Divine Strength
Prerequisite: 3rd level Your carrying capacity (including maximum load and
You can use your reaction to deflect or catch the missile maximum lift) is doubled, and you have advantage on
when you are hit by a ranged weapon attack. When you do so, Strength checks made to push, pull, lift, or break objects.
the damage you take from the attack is reduced by 1d10 + Elemental Resistance
your Dexterity modifier + your asgardian level. Prerequisite: 5th level
Select one of acid, cold, fire, lightning, or thunder damage.
You gain resistance to the chosen type when you adopt this
divine feature. You may change the damage type when you
gain a level in this class.
Divine Smite
At 2nd level, when you hit a creature with a melee weapon
attack, you can expend 1 diefic point to cause the attack to
deal an extra 1d8 damage of the same type dealt by the
weapon to the target. The damage increases by 1d8 for each
additional diefic point you expend.
Divine Health
By 3rd level, the divine magic flowing through you makes you
immune to disease.
Asgardian Archetype Feature
At 3rd level, you choose an archetype that you strive to
emulate, which are detailed at the end of the class
description. Your choice grants you features at 3rd level and
again at 9th, 13th, 17th and 20th level.
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Ability Score Improvement Magic Resistance
When you reach 4th level, and again at 8th, 12th, 16th, and Starting at 14th level, you have advantage on saving throws
19th level, you can increase one ability score of your choice against magic.
by 2, or you can increase two ability scores of your choice by Additionally, when you succeed on a saving throw made
1. As normal, you can’t increase an ability score above 20 against a spell or magical effect that allows you to make a
using this feature. saving throw to take only half damage, you instead takes no
Using the optional feats rule, you can forgo taking this damage if you succeed on the saving throw.
feature to take a feat of your choice instead.
Divine Wrath
Extra Attack At 18th level, you can expend up to 9 diefic points to cast a
Beginning at 5th level, you can attack twice, instead of once, spell or activate an effect that you know, ignoring the
whenever you take the Attack action on your turn. maximum diefic points you can spend for a spell or divine
feature.
Unyielding Will Once you use this feature, you cannot use it again until you
At 6th level, you have advantage on saving throw against finish a long rest.
being charmed or frightened. If you have advantage from Timeless Body
another source, you can reroll one of the dice.
In addition, when you make a running long jump, the Starting at 18th level, the divine magic in your blood causes
distance you can cover increases by a number of feet equal to you to age more slowly. For every 10 years that pass, your
your Strength modifier. body ages only 1 year.
All-Speak
Starting at 10th level, you learn to all-speak, a language
understood by every sentinent being in the universe. You can
understand all spoken languages and any creature that can
understand a language can understand what you say.
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Realm Keeper Realm Keeper Magic
Starting at 3rd level, you learn to channel your divine essence
"Be warned, I will honor my sworn oath to protect this realm to cast spells. You begin by knowing alarm and wrathful
as its gatekeeper. If your return threatens the safety of Asgard, smite. You can cast these spells by expending diefic points as
Bifrost will remain closed and you will be left to die on the explained in the Divine Essence feature. You learn additional
cold waste of Jotunheim." ― Heimdall
spells when you reach certain levels in this class, as shown in
the Realm Keeper Spells table.
Your spellcasting modifier for these spells is Wisdom. You
A realm keeper is sworn to the ideals of civilization, be it the can use a weapon you are proficient with as the spellcasting
spirit of a nation, fealty to a sovereign, or service to a deity of focus to cast these spells.
law and rulership. These asgardians are the watchful Realm Keeper Spells
guardians on the walls, standing against the chaotic tides of Asgardian Level Spells
barbarism that threaten to tear down all that civilization has
built, and are commonly known as guardians, exemplars, or 3rd alarm, wrathful smite
sentinels. 5th locate object, augury
Emulating the Realm Keeper archetype means accepting
your place as a bulwark between civilization and the evils of 9th clairvoyance, sending
the world. As as the first line of defense against invasions, you 13th locate creature, arcane eye
learn specialized techniques for fighting the threats you face,
from armies of hobgoblins and hordes of orcs to towering 17th scrying, teleportation circle
giants and dreadful demons.
Expanded Divine Features
Realm Keeper Features
When you adopt this archetype at 3rd level, you may choose
Asgardian from the following expanded list of divine features when you
Level Feature gain a divine feature at certain levels.
Realm Keeper Magic, Expanded Divine
3rd
Features, Indomitable Guardian Denial of Entry
7th Vigiliant Sentry, Darkvision
Prerequisite: 17th level
11th Multiattack You can spend 5 diefic points to cast banishing smite. You
may use your Divine Wrath to spend up to 9 diefic points to
15th The All-Seeing cast this spell. When you do, you deal an additional 1d10
20th Guardian of the Bifrost force damage for each additional diefic point you expend
above the 5th diefic point.
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The warhorse obeys your commands as best as it can. It
Divine Premonition takes its turn on your initiative. On your turn, you can verbally
Prerequisite: 17th level command the warhorse where to move and whether to take
the Attack, Dash, Disengage, or Help action (no action
You have a supernatural premonition of important events to required by you). If you don't issue a command, the warhorse
come. Examples of such events include: takes the Dodge action.
The advance of an invading army just a few days away If you are incapacitated or absent, the warhorse acts on its
from your location or a location you care about, such as own, focusing on protecting you and itself. The warhorse
your homeland or the city where a loved one resides never requires your command to use its reaction, such as
The unnatural death of a person close to you when making an opportunity attack.
A natural catastrophe occuring at your location or a Indomitable Guardian
location you care about
The DM must inform you of such events 1 + d4 number of At 3rd level, you gain one of the following features of your
days in advance. You gain this information in the form of choice:
incoherent flashes of image in your mind. These images do Colossus Slayer
not inform you of the specifics of what is to come, but Your tenacity can wear down the most potent foes. When you
provides enough information that you are aware of the nature hit a creature with a weapon attack, the creature takes an
of what will occur. The following are examples of such extra 1d8 damage if it’s below its hit point maximum. You can
visions: deal this extra damage only once per turn.
In the case of an approaching army, you may see images of Giant Killer
a marching army along with their banners, followed by a When a Large or larger creature within 5 feet of you hits or
chaotic battle, followed by the destruction of a city. misses you with an attack, you can use your reaction to attack
In the case of an unnatural death of a loved one, you may that creature immediately after its attack, provided that you
see the loved one lying on the floor in a bedroom chamber, can see the creature.
having sustained grave injuries.
In the case of a natural catastrophe, you may see the
explosion of a volcano, followed by lava flowing down the
mountain side, followed by the burning of a town at the
footsteps of the volcano.
You will instantly recognize any creatures or locations in
your vision if you are familiar with it. Otherwise, you must
make an appropriate skill check decided by the DM (for
example, a History check) to determine whether you know
the creatures involved or the location based on your prior
knowledge.
Your premonition fails if some powerful force of magic
shroud such events from you. This may occur by an act of a
diety, the wish spell or other similarly powerful effects.
Divine Senses
You have advantage on perception (Wisdom) checks based on
sight and hearing. You can see and hear out to a range of 120
feet as if the image or sound was right in front of you.
Observant Sentry
You gain proficiency in Insight and Perception skills.
Spirit of Golltoppr
Prerequisite: 5th level
You can expend 2 diefic point to cast find steed, when you do
you always summon a warhorse, with the following changes:
Its armor class is 15
Its HP is 38 (6d10+6)
Its CR rating is 1
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Horde Breaker Sending Spell Modification
Once on each of your turns when you make a weapon attack, (Optional)
you can make another attack with the same weapon against a
different creature that is within 5 feet of the original target When you can cast the sending spell, instead of sending the
and within range of your weapon. message to the target's mind, you can instead choose to
project an enlarged image of your face in front of the target.
Vigilant Sentry The image mimics you as you speak the message to the
target and disappears after 1 minute or earlier if you choose
Beginning at 7th level, you are always on high alert. You have to dismiss it (no action required). Other creatures can see this
advantage on initiative rolls and you can’t be surprised while image. Physical interaction with the image reveals it to be an
you are conscious. illusion, because things can pass through it.
Additionally, you no longer need to sleep and can’t be
forced to sleep by any means. To gain the benefits of a long Suggested Magic Items (Optional)
rest, you can spend all 8 hours doing light activity, such as You can introduce the following magic items to your game to
tending to a campfire and keeping watch. represent various items that are typically associated with
Darkvision Heimdall.
Starting at 7th level, you have darkvision out to a range of 60
feet. If you already have darkvision from your race, the range Gjallerhorn: also known as the "Hollering Horn",
extends by an additional 30 feet. enables Heidmall to alert all of Asgard to dangers
threatening the city's gates.
Multiattack
At 11th level, you gain one of the following features of your Hollering Horn
choice.
adventuring gear (wondrous item, horn)
Defender's Furry Category: Items
You learn to attack with such unexpected speed that you can Item Rarity: Uncommon
turn a miss into another strike. Once on each of your turns As an Action, you can blow into the horn to make a tune
when you miss with a weapon attack, you can make another audible out to 6 miles. Alternatively, you may speak the name
weapon attack as part of the same action. of a group of people in general terms, such as all asgardians
Whirlwind Attack or all inhabitants of this town, before blowing into the horn.
You can use your action to make a melee attack against any Only creatures in the named group within a 6 miles radius
number of creatures within 5 feet of you, with a separate will hear the tune.
attack roll for each target. Sabre of Sorcery
The All-Seeing weapon (sword), very rare (requires attunement)
At 15th level, you possess the ability to see across every Category: Items
corner of the multiverse. You gain the following benefits: Damage: 2d6
Damage Type: Slashing
You can cast scrying and clairvoyance as a ritual, without Modifiers: Weapon Attacks +3, Weapon Damage +3
expending any diefic points. Properties: Two-Handed, Heavy
You can target a creature that is on a different plane of Weight: 6 lbs
existence as you when you cast scrying. You gain a +3 bonus to attack and damage rolls made with
A creature in any part of the multiverse may call out to you this magic weapon.
by name. The creature must shout your name in an area with This sword has 5 charges. While attuned to it, you can
a clear path to the sky. You become aware of the location of expend 1 charge and cast alter self, when you do you may
the creature who called out to you, so long as the creature is only take the change appearance benefit. Additionally, you
not being shrouded from you by magic or other means. can expend 1 charge when you hit a creature with this
weapon to cause blue flame to erupt, dealing an additional
Guardian of the Bifrost 2d8 fire damage to the target. This sword regains 1d4 + 1
expended charges daily at dawn.
At 20th level, you can cast forbiddance as a ritual without Proficiency with a greatsword allows you to add your
expending any diefic points. Once you use this feature, you proficiency bonus to the attack roll for any attack you make
cannot use it again until you take a long rest. with this weapon.
Additionally, you can cast teleport or planar shift by
expending 7 diefic points, ignoring the maximum diefic
points you are allowed to spend at this level. You also learn to
cast gate, which you may only cast using your Divine Wrath
feature.
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Death Bringer
"I'm not a queen or a monster. I'm the Goddess of Death."
― Hela
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The Spells Known column of the Death Bringer Spellcasting Expanded Divine Features
table shows when you learn more wizard spells of 1st level or
higher. Each of these spells must be an evocation, illusion or When you adopt this archetype at 3rd level, you may choose
necromancy spell of your choice, and cannot exceed the from the following expanded list of divine features when you
maximum spell level you can learn as specified in Maximum gain a divine feature at certain levels. If a divine feature
Spell Level column of the Death Bringer Spellcasting table. allows you to cast a spell, you always have that spell prepared
For instance, when you reach 5th level in this class, you can and it does not count against the number of spells you can
learn one new spell of 1st or 2nd level. have.
The spells you learn at 9th, 13th, and 17th level can come
from any school of magic. Additionally, you can choose from Ascendant Step
necromancy spells from the cleric spell list. Prerequisite: 9th level
Whenever you gain a level in this class, you can replace one
of the wizard spells you know with another spell of your You can cast levitate on yourself at will, without expending a
choice from the wizard spell list. The new spell must be of a spell slot or material components.
level for which you have spell slots, and it must be an Astral Explorer
evocation, illusion or necromancy spell, unless you’re
replacing the spell you gained at 3rd, 9th, 13th, or 17th level Prerequisite: 18th level
from any school of magic. You can spend 8 diefic points to cast astral projection,
Spellcasting Ability without needing material components and ignoring the
Wisdom is your spellcasting ability for your wizard spells, maximum diefic points you can normally expend. When you
since you learn your spells through years of practice dealing do so, you can’t take any other creatures with you.
with death. You use your Wisdom whenever a spell refers to Devil’s Sight
your spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a wizard spell You can see normally in darkness, both magical and
you cast and when making an attack roll with one. nonmagical, to a distance of 120 feet.
Death bringer spell save DC = 8 + your proficiency bonus Hand of Glory
+ your Wisdom modifier
Spell attack modifier = your proficiency bonus + your You can spend 1 diefic point to cast inflict wounds. When
Wisdom modifier you do, the attack deals an additional 1d10 necrotic damage.
Necromancer
Bonus Cantrips Prerequisite: 17th level
You learn fire bolt and one necromancy cantrip of your
choice from the wizard spell list. You learn to cast animate dead, which you always have
prepared and doesn't count against the number of spells you
know. You can only use your Divine Wrath feature to cast the
spell.
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The creature is aware of this effect before it makes its attack
Planar Traveler against you.
Prerequisite: 17th level
Whispers of the Grave
You can spend 7 diefic points to cast teleport, without Prerequisite: 9th level
needing material components and ignoring the maximum
diefic points you can normally expend. Once you use this You can cast speak with dead at will, without expending a
feature, you cannot use it again until you take a long rest. spell slot.
Spirit of Fenrir War Magic
Prerequisite: 13th level Beginning at 7th level, when you use your action to cast a
You can cast find greater steed by expending 4 diefic points. cantrip, you can make one weapon attack as a bonus action.
When you do, you always summon a dire wolf, with the
following changes: Channel Divinity
Its hit points is 52 (7d10 + 14) Starting at 11th level, you can channel your divine energy to
The wolf can make two bite attacks when it takes the fuel magical effects. You start off knowing the Undead Army
Attack action. option, you learn Control Undead at 15th level.
Its CR rating is 2 When you use your Channel Divinity, you choose which
effect to create. You must then finish a short or long rest to
The dire wolf obeys your commands as best as it can. It use your Channel Divinity again.
takes its turn on your initiative. On your turn, you can verbally Some Channel Divinity effects require saving throws.
command the wolf where to move and whether to take the When you use such an effect from this class, the DC equals
Attack, Dash, Disengage, or Help action (no action required your Death Bringer spell save DC.
by you). If you don't issue a command, the wolf takes the
Dodge action. Undead Army
If you are incapacitated or absent, the wolf acts on its own, You can summon a legion of undead at your command. When
focusing on protecting you and itself. The wolf never requires you create an undead using a necromancy spell, such as
your command to use its reaction, such as when making an animate dead, you can use your channel divinity to affect
opportunity attack. twice as many targets as you normally would.
Ward Undead Commander of the Undead
Prerequisite: 13th level At 11th level, whenever you create an undead using a
Undead creatures sense your connection to death and necromancy spell, such as animate dead, it has additional
become hesitant to attack you. When an undead creature benefits:
attacks you, that creature must make a Wisdom saving throw The creature’s hit point maximum is increased by an
against your spell save DC. On a failed save, the creature amount equal to your asgardian level.
must choose a different target, or the attack automatically The creature adds your proficiency bonus to its weapon
misses. On a successful save, the creature is immune to this damage rolls.
effect for 24 hours. An undead is also immune to this effect The creature adds your proficiency modifier to all its
for 24 hours if you target it with an attack or a harmful spell. saving throws when it is within 30 feet of you and you are
conscious.
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You may also extract the life force out of undead creatures
you summon just as easily as you embuned them with life. As
an Action, you can target any number of undead creatures
under your control, causing the magic animating the corpses
or bones to leave the bodies, making them instantly collapse
to the ground back into a corpse or pile of bones.
Channel Divinity
At 15th level, you gain one additional Channel Divinity
Option.
Control Undead
As an action, you target a number of undead creatures equal
to your Wisdom modifier that you can see within 30 feet of
you. The undead creatures must have a combined challenge
rating that is equal to or less than your asgardian level. The
targets must each make a Wisdom saving throw. On a failed
save, the target must obey your commands for the next 24
hours, or until you use this Channel Divinity option again.
Inured to Undeath
Beginning at 15th level, you have resistance to necrotic
damage, and your hit point maximum can’t be reduced. You
have spent so much time dealing with undead and the forces
that animate them that you have become inured to some of
their worst effects.
Bringer of Life and Death
At 20th level, you gain immunity to necrotic damage. Choose
two necromancy spells of any level from any class. The spell
doesn’t count against the number of spells you know. You
always have these spells prepared and can cast these spells
following the same rules as your Divine Essence feature. If
the spell you select is of 6th level or higher, you must use your
Divine Wrath feature to cast the spell.
By spending 8 hours of study, you may exchange one or
both spells for other necromancy spells of your choice.
Additionally, you can cast any 1st level and 2nd level
necromancy spell you know at will without expending any
diefic points. You must expend diefic points if you attempt to
cast the spell at a higher level (e.g. expending 2 diefic points
to cast the spell at 2nd level).
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Tempest Spells
Tempest Berserker Asgardian Level Spell
“You’re big. I’ve fought bigger.” 3rd earth tremor, thunderwave
5th gust of wind, warding wind
— Thor
9th lightning bolt, call lightning
13th storm sphere, ice storm
All tempest berserkers harbor a fury within. Their rage
grants them superior strength, durability, and speed. Tempest 17th destructive wave, control winds
berserkers also learn to harness the power of the elements,
unleashing destructive wrath upon their enemies. Some of Channel Divinity
the fiercest warriors amongst the asgardians, tempest
berserkers often seek out the strongest opponents on the Starting at 3rd level, you can channel your divine energy to
battlefield as a challenge of their martial prowess. fuel magical effects. When you use your Channel Divinity, you
choose one of the following options to use. You must then
Asgardian finish a short or long rest to use your Channel Divinity again.
Level Feature
Tempest Magic, Channel Divinity, Expanded
Destructive Wrath
3rd
Divine Features When you roll lightning or thunder damage, you can use your
Channel Divinity to deal maximum damage, instead of
7th Additional Fighting Style, Weapon Bond rolling.
11th Improved Divine Smite
Warrior's Madness
18th Wind Soul You can enter a state of rage known as berserkergang or
20th Divine Strength warrior's madness. On your turn, you can enter a rage as a
bonus action. While raging, you gain the following benefits:
Tempest Magic You have advantage on Strength checks and Strength
At 3rd level, you learn to channel your divine essence to cast saving throws.
certain spells. You start off knowing earth tremor and When you make a melee weapon attack using Strength,
thunderwave. You can cast these spells by expending diefic you gain a bonus to the damage roll equal to half your
points as explained in the Divine Essence feature. You learn proficiency modifier (rounded up).
additional spells when you reach certain levels in this class, You have resistance to bludgeoning, piercing, and slashing
as shown in the Tempest Spells table. damage.
Your spellcasting modifier for these spells and spells you
can cast using your Divine Features is Charisma.
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If you are able to cast spells, you can’t cast them or
concentrate on them while raging, though you may activate Champion of Lightning
your divine features that do not involve casting a spell. Prerequisite: 17th level
Your rage lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you haven’t You can spend 6 diefic points to cast chain lightning,
attacked a hostile creature since your last turn or taken ignoring the maximum diefic points you can normally expend.
damage since then. You can also end your rage on your turn Once you use this feature, you cannot use it again until you
as a bonus action. take a long rest. You may not expend additional diefic points
to cast this spell unless you use your Divine Wrath feature.
Expanded Divine Features Frenzy
When you adopt this archetype at 3rd level, you may choose Prerequisite: 13th level
from the following expanded list of divine features when you
gain a divine feature at certain levels. You can go into a frenzy when you rage. While you are raging,
you can make a single melee weapon attack as a bonus
Aerial Strike action.
Prerequisite: 18th level
Haughty
Once per turn, when you fly at least 20 feet in a straight line Prerequisite: 7th level
towards a target and then hits it with a melee Attack, you gain
a +5 bonus to the damage for that attack. If the target is a You laugh in the face of danger. Your sense of superiority
creature, it must succeed on an Athletics (Strength) saving makes you immune to being frightened.
throw against DC 8 + your proficiency bonus + your Strength Additionally, you can spend 1 diefic point to cast
modifier or be knocked prone. compelled duel.
Heart of the Storm
Prerequisite: 9th level
Whenever you start casting a spell of 1st level or higher that
deals lightning or thunder damage, stormy magic erupts from
you. This eruption causes creatures of your choice that you
can see within 10 feet of you to take lightning or thunder
damage (choose each time this ability activates) equal to half
your asgardian level.
Immovable Weapon
Prerequisite: 7th level
As part of the ritual to create a bond with your weapon, you
can permanently imbune the weapons with the effects of the
immovable object spell casted at 2nd level (you do not need
to expend any diefic points). The weapons, however, cannot
remain suspended in space, though the remaining effects of
the spell applies.
At 13th level, the weapon is imbuned with the effects of the
spell casted at 4th level. At 17th level, the weapon is imbuned
with the effects of the spell casted at 6th level.
Loyal Weapon
Prerequisite: 7th level
You become especially adept at fighting using your bonded
weapons. When you make a ranged weapon attack using your
bonded weapon, you can summon the bonded weapon as
part of that attack without using your Bonus Action.
Storm Guide
Prerequisite: 9th level
You gain the ability to subtly control the weather around you.
You have resistance to lightning and thunder damage.
If it is raining, you can use an action to cause the rain to
stop falling in a 20-foot-radius sphere centered on you. You
can end this effect as a bonus action.
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If it is windy, you can use a bonus action each round to
choose the direction that the wind blows in a 100-foot-radius
sphere centered on you. The wind blows in that direction
until the end of your next turn. This feature doesn’t alter the
speed of the wind.
Storm Aura
Prerequisite: 13th level
You emanate a stormy, magical aura while you rage. The aura
extends 10 feet from you in every direction, but not through
total cover.
Your aura has an effect that activates when you enter your
rage, and you can activate the effect again on each of your
turns as a bonus action. When your aura is activated, you can
choose one other creature you can see in your aura. The
target must make a Dexterity saving throw against DC 8 +
your proficiency bonus + your Constitution modifier. The
target takes 2d6 lightning damage on a failed save, and half
as much damage on a successful one. This damage increases
to 3d6 at 10th level and to 4d6 at 15th level.
Storm Avenger
Prerequisite: 19th level
You learn to cast storm of vengence, which you can only cast
using your Divine Wrath feature.
Thunderbolt Strike
Prerequisite: 7th level
When you deal lightning damage to a Large or smaller
creature, you can spend 1 diefic point to push it up to 10 feet
away from you. The creature must succeed on an Athletics
(Strength) saving throw against DC 8 + your proficiency
bonus + your Strength modifier or be knocked prone.
Additional Fighting Style Once you have bonded a weapon to yourself, you can’t be
disarmed of that weapon unless you are incapacitated. If it is
At 7th level, you can choose another fighting style. You may on the same plane of existence, you can summon that
choose from one of the fighting styles listed at 1st level or one weapon as a bonus action on your turn, causing it to teleport
of the following fighting styles. You cannot choose the same or fly (your choice) instantly to your hand. If you choose to
fighting style twice. have it fly to your hand, it will take the path of least resistance
and will not cause damage to objects, structures or creatures.
Great Weapon Throwing If the weapon is on a different plane of existence, you know
You can throw axes, hammers or mauls that do not have the which plane of existence the weapon is currently located.
thrown property. The range for the attack is 20/60 feet. If the You can have up to two bonded weapons, but can summon
weapon thrown is heavy and the attack hits, the target must only one at a time with your bonus action. If you attempt to
succeed on a Strength saving throw against DC 8 + your bond with a third weapon, you must break the bond with one
Strength modifier + your proficiency modifier or be knocked of the other two.
prone. You may use your bonded weapons as a spellcasting focus.
Weapon Bond Improved Divine Smite
At 7th level, you learn a ritual that creates a magical bond By 11th level, you are so suffused with divine might that all
between yourself and one weapon. You perform the ritual your melee weapon strikes carry divine power with them.
over the course of 1 hour, which can be done during a short Whenever you hit a creature with a melee weapon, the
rest. The weapon must be within your reach throughout the creature takes an extra 1d8 thunder damage.
ritual, at the conclusion of which you touch the weapon and
forge the bond.
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Stormborn
At 15th level, you have a flying speed equal to your current
walking speed whenever you are wielding your bonded
weapon(s) and you are not underground or indoors.
Divine Might
At 20th level, you embody god-like strength. Your Strength
increase by 8 and your maximum Strength score is now 28.
In addition, you count as three sizes larger when
determining your carrying capacity and the weight you can
push, drag, or lift. You have advantage on Strength checks
made to push, pull, lift, or break objects.
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Trickster
"I never wanted the throne, I only ever wanted to be your
Trickster Spellcasting
equal!" Trickster Level Spells Known Maximum Spell Level
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Spellcasting Ability Astral Explorer
Intelligence is your spellcasting ability for your wizard spells, Prerequisite: 19th level
since you learn your spells through dedicated study and
memorization. You use your Intelligence whenever a spell You can spend 8 diefic points to cast astral projection,
refers to your spellcasting ability. In addition, you use your without needing material components and ignoring the
Intelligence modifier when setting the saving throw DC for a maximum diefic points you can normally expend. When you
wizard spell you cast and when making an attack roll with do so, you can’t take any other creatures with you. Once you
one. use this feature, you cannot use it again until you take a long
Spell save DC = 8 + your proficiency bonus + your rest.
Intelligence modifier
Spell attack modifier = your proficiency bonus + your Beguiling Influence
Intelligence modifier You gain proficiency in the Deception and Persuasion skills.
Bonus Cantrips Cheat Death
You learn the minor illusion cantrip and one other cantrip of Prerequisite: 13th level
your choice from the wizard spell list. You can spend 4 diefic points to cast death ward.
Expanded Divine Features Frost Giant Heritage
Starting at 3rd level, you can choose from the following Prerequisite: 15th level
expanded list of divine features when you gain a divine
feature at certain levels. You learn armor of agathys, which you can cast by
expending 1 diefic point.
Ascendant Step Additionally, you can cast investiture of ice by expending 6
Prerequisite: 9th level diefic points, ignoring the maximum diefic points you can
expend at this level. You can’t do so again until you finish a
You can cast levitate on yourself at will, without expending a long rest.
spell slot or material components.
Mischievous Intent
You gain proficiency in the Stealth and Sleight of Hand skills.
Elusive Trickster
Prerequisite: 5th level
You can spend 2 diefic points to cast pass without trace.
Planar Traveler
Prerequisite: 17th level
You can spend 7 diefic points to cast teleport, without
needing material components and ignoring the maximum
diefic points you can normally expend. You can’t do so again
until you finish a long rest.
Shroud of Shadow
Prerequisite: 15th level
You can cast invisibility at will, without expending any diefic
points.
Shapeshifter
Prerequisite: 19th level
You learn to cast shapechange, which you can only cast
using your Divine Wrath feature.
Trickster's Escape
Prerequisite: 13th level
You can cast freedom of movement once on yourself without
expending any diefic points. You regain the ability to do so
when you finish a long rest.
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Vanish
Prerequisite: 14th level
You can use the Hide action as a bonus action on your turn.
Cunning Trickster
At 7th level, you gain the ability to cast illusions in the heat of
battle. You can cast an illusion spell that is a cantrip or 1st-
level spell using your bonus action.
Invoke Duplicity
Starting at 11th level, you can create perfect illusory
duplicates of yourself.
As an action, you create a number of illusions of yourself
up to your Intelligence modifier. The illusions last for 1
minute, or until you lose your concentration (as if you were
concentrating on a spell). The illusions appear in an
unoccupied space that you can see within 30 feet of you. As a
bonus action on your turn, you can move any number of them
to 30 feet to a space you can see, but it must remain within
120 feet of you.
For the duration, you can cast spells as though you were in
the illusions' space, but you must use your own senses.
Additionally, when both you and at least one of your illusions
are within 5 feet of a creature that can see the illusion, you
have advantage on attack rolls against that creature, given
how distracting the illusion is to the target.
Once you use this feature, you cannot use it again until you
take a short rest or long rest.
Spell Mastery
At 15th level, you have achieved such mastery over certain
spells that you can cast them at will. Choose two 1st-level
illusion spell and a 2nd-level illusion spell that you know. You
can cast those spells at their lowest level without expending
any diefic points. If you want to cast either spell at a higher
level, you must expend a diefic points as normal.
By spending 8 hours in study, you can exchange one or
both of the spells you chose for different spells of the same
levels that you know.
Master of Illusions
At 20th level, you become adept at creating illusions. Choose
any two illusion spells from any level from any class. You
learn those two spells and the spells doesn’t count against the
number of spells you can know. If the spell you select is of 6th
level or higher, you must use your Divine Wrath feature to
cast the spell. By spending 8 hours in study, you can exchange
one or both of the spells you chose for different illusion
spells.
Additionally, choose one 3rd-level illusion spell that you
know. You can cast the selected spell once at 3rd level
without expending any diefic points. When you do so, you
can’t do so again until you finish a short or long rest.
If you want to cast the spell at a higher level, you must
expend diefic points as normal.
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Champion Challenge. As a bonus action, you issue a
Valkyrior challenge that compels other creatures to do battle with you.
Each creature of your choice that you can see within 30 feet
"I don't plan to stop drinking. But... I don't wanna forget. I can't of you must make a Wisdom saving throw. On a failed save, a
turn away anymore. So... if I'm gonna die, well... it might as well creature can’t willingly move more than 30 feet away from
be driving my sword through the heart of that murderous
you. This effect ends on the creature if you are incapacitated
hag."
or die or if the creature is more than 30 feet away from you.
― Valkyrie
Expanded Divine Features
Astral Explorer
Valkyrior Features Prerequisite: 19th level
Asgardian You can spend 8 diefic points to cast astral projection,
Level Feature without needing material components and ignoring the
maximum diefic points you can normally expend. When you
3rd
Valkyrior Magic, Expanded Divine Features,
Channel Divinity
do so, you can’t take any other creatures with you, except a
mount you summoned using the find greater steed spell.
7th Warding Maneuver
Battle Synergy
11th Extra Attack (2)
Prerequisite: 5th level
15th Ferocious Charger
20th Exalted Champion
You have advantage on attack rolls against a creature if at
least one of your allies is within 5 ft. of the creature and the
ally isn't incapacitated.
Valkyrior Magic
Elemental Weapon
At 3rd level, you learn to channel your divine essence to cast Prerequisite: 9th level
certain spells. You start off knowing heroism and shield. You
can cast these spells by expending diefic points as explained You can spend 3 diefic point to cast elemental weapon. The
in the Divine Essence feature. You learn additional spells spell duration lasts for up to two hours.
when you reach certain levels in this class, as shown in the
Tempest Spells table.
Your spellcasting modifier for these spells and spells you
can cast using your Divine Features is Charisma.
Valkyrior Spells
Asgardian Level Spells
3rd heroism, shield
5th aid, gentle repose*
9th haste, protection from energy
13th find greater steed, freedom of movement
17th steel wind strike, hold monster
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Additionally, if an effect, such as the soul cage spell, targets a
Expert Rider soul within 30 feet of you, you can use your reaction attempt
You gain proficiency in animal handling. You have advantage to block the effect. Make a Strength or Dexterity (your choice)
on saving throws made to avoid falling off your mount. If you check with proficiency against DC 10 + the spell's level (if the
fall off your mount and descend no more than 10 feet, you effect was not caused by a spell, the DM decides an
can land on your feet if you’re not incapacitated. appropriate DC). On success, the creature's soul is unaffected
Additionally, mounting or dismounting a creature costs you by the spell or effect.
only 5 feet of movement, rather than half your speed.
Incredible Athlete
Ferry the Dead You gain proficiency in the Athletics and Acrobatics skills.
Prerequisite: 15th level
Master of Tactics
You learn the speak with undead spell, which you can cast Prerequisite: 3rd level
by expending 3 diefic points.
You can ferry the spirit of fallen warriors to the Heroic You can use the Help action as a bonus action. Additionally,
Domains of Ysgard. Choose a creature that has been dead for when you use the Help action to aid an ally in attacking a
no longer than 10 days. If the creature has a neutral or good creature, the target of that attack can be within 30 feet of you,
alignment and the creature's soul is willing, you can escort rather than within 5 feet of you, if the target can see or hear
the body and soul of the creature to Ysgard. You disappear you.
from your current plane of existence and travel between
planar boundaries to the gates of Ysgard, ferrying the Visions of Death
creature's body and soul with you. Once you reach Ysgard, Prerequisite: 15th level
you lay the body to rest and the soul is free to wander the
realm of Ysgard. You then return to your original plane of You gain the ability to see 60 feet into the Etheral Plane and
existence. This entire process takes 10 minutes. Astral Plane. Objects and creatures in these planes appear
translucent and in shades of gray.
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You also have an uncanny sense of when creatures are near Extra Attack (2)
death. Any creature within 60 feet of you that you can see
appears to have a faint glow around them whenever it is Beginning at 11th level, you can attack three times, instead of
below a quarter of its maximum hit points (rounded up). The twice, whenever you take the Attack action on your turn.
glow disappears when its hit points increases above a quarter
of its maximum hit points. Ferocious Charger
At the DM's discretion, you may also see a faint glow Starting at 15th level, you can run down your foes, whether
around a creature that will die within the next 10 minutes. you’re mounted or not. If you move at least 10 feet in a
Some potential causes of death could include: straight line right before attacking a creature and you hit it
Old age with the attack, that target must succeed on a Strength
Poisoned or murdered by an assassin saving throw (DC 8 + your proficiency bonus + your Strength
Betrayal by an ally modifier) or be knocked prone. You can use this feature only
A falling log or boulder once on each of your turns.
You do not know the cause of death, only that death is Exalted Champion
imminent. Your actions may save the creature from death,
have no effect on the outcome, or may even cause it to occur At 20th level, your presence on the field of battle is an
as a self-fulfilling prophecy. inspiration to those dedicated to your cause. You can use
your action to gain the following benefits for 1 hour:
Warding Maneuver You have resistance to bludgeoning, piercing, and slashing
At 7th level, you learn to fend off strikes directed at you, your damage from nonmagical weapons.
mount, or other creatures nearby. If you or a creature you can Your allies have advantage on death saving throws while
see within 5 feet of you is hit by an attack, you can roll 1d8 as within 30 feet of you.
a reaction if you’re wielding a melee weapon or a shield. Roll You have advantage on Wisdom saving throws, as do your
the die, and add the number rolled to the target’s AC against allies within 30 feet of you.
that attack. If the attack still hits, the target has resistance This effect ends early if you are incapacitated or die. Once
against the attack’s damage. you use this feature, you can’t use it again until you finish a
You can use this feature a number of times equal to your long rest.
Constitution modifier (minimum of once), and you regain all
expended uses of it when you finish a long rest.
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Number of Diefic Points
Class Creation Notes The maximum divine essence points may seem weird,
Martial vs Spellcaster Choice however it is actually the sum of all the spell slots of a half
caster. For instance, expending 1 diefic point enables casting
Asgardians have a number of abilities such as summoning of a 1st level spell, while expending 5 diefic points enables a
lightning, raising the dead, creating illusions or opening casting of a 5th level spell. Thus, a paladin with two 5th level
portals that is best represented by magic. At the same time, spell slots is equivalent to an asgardian with 10 diefic points.
asgardians are also exceptional fighters and particularly Thus, if you sum over all the spell slots of a paladin, the
resilient to physical attacks. As such, asgardians are best combined diefic points is 41.
represented by a half martial, half spellcaster class, similar to
paladins or clerics. Given the martial skills of asgardians, it Divine Features
feels fitting they should have a d10 hit die and thus be a half Divine Features are similar to Eldritch Invocations (in fact
caster class. However, at the same time, it should not be some are reflavored Eldritch Invocations). This is used to
outclassed by the cleric class which can cast 9th level spells. make up for the lack of versatility from limited spell access.
It will be quite awkward for a class representing Thor to not Most Divine Features enable access to one particular class,
be able to summon lightning better than a cleric who sometimes with a slight boost to the spell ability. Non-spell
worships Thor. As such, Divine Wrath is introduced at 18th Divine Features provide half feats or class features typically
level to enable a one time power surge from this class. This present with other class features (e.g. Favored by the Gods is
should not warrant a downgrade into a d8 hit die zone as the a 3rd level feature of the Divine Soul sorcerer that is gained
spell versatility of this class is extremely limited compared to alongside Divine Magic).
other full caster classes or even warlocks.
Arcane Detection
Featureless Levels Reflavored Eldritch Sight (Warlock Eldritch Invocation)
9th, 13th and 17th levels have no features for half caster Arcane Weapon
classes as they gain 3rd, 4th and 5th level spells at these Enables this martial class to have access to magic weapons.
levels. The asgardian main class does not have spellcasting
abilities, however all the subclasses are designed so they Divine Agility and Divine Speed
learn spells at these levels. Additionally, the asgardian class
can spend more diefic points similar to casters gaining Might seem overpowered, however, someone would have to
higher level spell slots. The half-caster classes, especially the adopt two divine features just to get a two thirds of the
paladin still comes out on top at these levels as the Rogue's Cunning Action feature.
subclasses also get free spells and the paladin can choose Divine Favor
from various spells. Therefore, additional divine features are
granted at these levels. A 3rd level feature of the Divine Soul sorcerer. I would
consider this a half feat or half feature as it is gained along
Balance with Paladin side Divine Magic which grants one additional spell and
allows a sorcerer full access to cleric spells.
This class is very similar to the Paladin at earlier levels and
becomes more similar to the Monk at higher levels with Divine Reflexes
various reflavored monk features (e.g. All-Speak instead of This is reflavored Deflect Missile, the 3rd level Monk feature
Tongue of the Sun and Moon). The balance with Paladins is which is granted alongside a Monastic Tradition so it's fitting
that the Paladin class has more access to spells compared to as a half feature. Loki does this in the Avengers movie.
the main asgardian class. The Paladin has various Auras
which buff allies and can heal allies. The asgardian class can Divine Resilience
deal damage in a similar fashion to the paladin but focuses This is a half feat as the tough feat grants twice the hit point
more on self survivability rather than boosting allies. gains.
Divine Essence Divine Stamina
Spell Slots vs Diefic Points This fits very well with asgardian's increased stamina. It
Classes that are provided spell slots are provided with a list works well with spells for various archetypes that require
of spells to select as the character gains levels. However, concentration. Outside of that, it is not particularly useful as
looking at all the spells, there aren't enough spells that is Concentration saving throws do not occur nearly as often as
common to all asgardians that it warrants a spell list. Dexterity or Wisdom saving throws. The exhaustion recovery
Asgardian magic appears to be innate and better represented was included for flavoring as it is rare for exhaustion to play
as points similar to ki points or psi points. out in a game.
Divine Strength
Reflavored Totem Barbarian's 6th level bear feature. It is a
full feature for a barbarian, though I feel this ability is not
game breaking that providing it as a Divine Feature would
cause any particular issue.
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Elemental Resistance Subclasses
This highlights the asgardian's resilience to damage. The subclasses were designed to have progression similar to
Fighting Style Cleric and Paladin subclasses, at 1st and 3rd level
respectively. Each subclass gets 2 spells every few levels that
This is the same fighting styles that fighters have, with the are always prepared. The subclass also gains powerful
exception of thrown weapons fighting which replaces archery features at these levels. For the Paladin subclasses it's always
as asgardians tend not to use any ranged weapons apart from two Channel Divinity Options. As such some of these
thrown weapons. subclasses follow that same pattern.
Divine Recovery Realm Keeper
This represents the asgardian's improved healing abilities. Most of the spells gained by the Realm Keeper are fairly self
This is the same number of healing as the paladin's Lay on explanatory. They fit well with Heimdall's enhanced
Hands feature, except it uses a bonus action as the healing perceptions and teleportation abilities. Augury was added as
can only be used to heal the asgardian and no one else. Heimdall can sometimes see briefly into the future.
Extra Attack Denial of Entry
Most martial classes gets Extra Attack at this level. This works well flavor-wise with Heimdall being the guardian
of the Bifrost, enabling him to banish creatures that are not
Unyielding Will supposed to be on this plane.
Similar to monk's 7th level Stillness of Mind feature. Divine Premonition
However, the Monk also gets Evasion, so this class also gets
an additional Divine Essence feature to make up for the This fits well with Heimdall's ability to see into the future.
discrepancy. Spirit of Golltoppr
All-Speak Golltoppr (or "Golden Top") was Heimdall's mount. Given
this is the only creature he could summon, it was buffed to be
Reflavored 13th level Tongue of the Sun and Moon monk more appropriate for the level.
feature. Warhorse Stats
Offensive CR: 1 CR (11 DPR) + 1 CR Level (+6 Attack) = 2
Magic Resistance CR
Improved Gnome Cunning racial feature to match the Defensive CR: 1/4 (38 HP) + 1 CR Level (15 AC) = 1/2 CR
asgardian's magical resistance. This is gained at the same
level as when monks gain Diamond Soul. This is comparable Indomitable Guardian
to Diamond Soul. Diamond Soul grants saving throws for Reflavored Hunter Ranger 3rd level feature. This feels fitting
everything, including non-magical effects and enables as Heimdall likely needs to fight a wide range of threats and
rerolling of a failed saving throw. This on the other hand sometimes a large number of opponents simultaneously due
enables saving throws only for magic, but allows taking no to his role as being the sole guard of the Bifrost.
damage on a successful save. This may seem like an
improvement over Evasion, however it does not affect Vigilant Sentry
damage generated by non-magical effects such as a dragon's
breath weapon. Reflavored Feral Instinct (7th level Barbarian feature)
combined with Warforge's Sentry's Rest racial feature.
Timeless Body
Multiattack
This is the 18th level druid feature.
Similar to Hunter Ranger's 11th level feature, except Volley
Divine Wrath was replaced with Defender's Fury, which is a reflavored
Gloom Stalker's 11th level Stalker's Fury feature.
Completely made up feature that feels very fitting to be a
powerful 18th level feature that enables this class to cast the The All-Seeing
very few 9th level spells that they have access to (if any).
Entirely made up feature that ties in well with Heimdall's all
seeing powers.
Guardian of the Bifrost
Entirely made up, enabling casting of a few spells as a 20th
level feature is not too game breaking, given all these spells
require expending diefic points with the exception of
forbiddance which other spellcasters could cast as a ritual
anyways.
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Death Bringer Bringer of Life and Death
A mix of the wizard's 18th level Spell Mastery feature with
Bonus Cantrips the wizard's 20th level Signature spell, however only for
Hela can manipulate energy beams and launch them at necromancy spells. It's more powerful than Spell Mastery as
opponents. In Thor: Ragnorak, she was portrayed as basically it allows all 1st and 2nd level necromancy spells. However,
being able to cast fire bolt. The necromancy cantrip is fitting there are only 7 such spells and it requires the Death Bringer
with her Goddess of Death persona. to actually know the spell.
Ascendant Step Tempest Berserker
9th level Eldritch invocation, provides some limited flying
capabilities to Hela. Frenzy
Astral Explorer 3rd level Path of the Berserker Barbarian feature. Can be
gained as a divine feature despite this being a full level
Reflavored Monk's 18th level Empty Body feature without the feature for the barbarian because this subclass can only rage
invisibility aspect. Hela can astral project in the comics. once per short rest, so typically 3 per day, whereas the
Devil's Sight barbarian gets 6 at higher levels and even unlimited at 20th
level.
Fitting flavor-wise for Hela.
Spirit of Fenrir
Haughty
Fenrir was Hela's dire wolf. The CR rating was increased as Completely made up, seems fitting with Thor's arrogant
the CR rating for all other creatures that can be summoned portrayal in the movies.
using find greater steed had CR 2. Enabling Hela to attack
with the dire wolf separately makes up for the lack of Heart of the Storm
versatility with being able to only summon a dire wolf using 6th level Storm Sorcery Sorcerer feature. The sorcerer also
find greater steed. I explicitly stated that the mount can attack gets Storm Guide at this level.
on its own though it already can according to current rules.
Dire Wolf Stats - see this Reddit Post on boosting Dire Immovable Weapon
Wolf to CR 2
Gives the feel of Thor's hammer being immovable and it can
Ward Undead have interesting in combat and out of combat uses depending
Similar to Circle of Land Druid's 14th level Nature’s on whether the player is creative or not.
Sanctuary feature, except for Undead instead of beasts or
plants. Loyal Weapon
Makes thrown weapon fighting with the hammer much more
Whispers of the Grave thematic and effective. It is not too broken as thrown weapon
9th level Eldritch Invocation. Fitting flavor-wise for this class. attacks have a short range.
Master of the Undead Storm Guide
Modified School of Necromancy Wizard's 6th level Undead 6th level Storm Sorcery Sorcerer feature. The sorcerer also
Thralls feature. gets Heart of the Storm at this level.
Unleash Divinity: Control Undead Storm Aura
A mash of Oathbreaker Paladin's 3rd level ability and School This is the Path of the Storm Herald Barbarian's 3rd level
of Necromancy Wizard's 14th level Command Undead ability. Storm Aura feature with the sea option. Can be gained as a
However, modified so it can control multiple undead divine feature despite this being a full level feature for the
simultaneously. barbarian because this subclass can only rage once per short
rest, so typically 3 per day, whereas the barbarian gets 6 at
Unleash Divinity: Undead Army higher levels and even unlimited at 20th level.
Completely made up, may seem too strong, but it is Storm Avenger
somewhat situational to use as it requires corpses to be lying
around and it only be used once per short rest compared to Allows the player to feel like Thor without being broken as it
School of Necromancy Wizard's Undead Thralls which is requires giving up other potentially useful divine features.
always active. The wizard also has more spell slots so overall
the wizard will still be able to summon more undead, so this Thunderbolt Strike
just closes the gap. Tempest Domain Cleric's 6th level Thunderbolt Strike
feature. Requires expending diefic point since it is a full level
feature for the cleric at this level.
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Additional Fighting Style Valkyrior
Enables the player to throw more powerful weapons that Valkyrior Magic
works well with some of the other divine features.
Initially I wanted to make this class not have spells at all and
Weapon Bond have Improved Critical at this level. However, given the dead
Eldritch Knight's 3rd level feature, very fitting for Thor. levels for the main class at 9th, 13th and 17th, this class will
be at a disadvantage compared to other subclasses if it
Improved Divine Smite doesn't gain spells at each of those levels.
Most of the spells are for fighting. Find greater steed was
Paladin 11th level feature. added to enable the Valkyrior to summon a pegasus, very
fitting for this subclass.
Stormborn
Tempest Domain Cleric 17th level feature, however with the Channel Divinity
restriction that the character must be wielding a bonded Guided Strike was taken from War Domain Cleric's 2nd level
weapon as various depiction shows Thor needs his hammer feature (Oath of Devotion Paladins also gets this at 3rd level).
to fly. Champion Challenge was taken from Oath of the Crown
Paladin's 3rd level feature.
Divine Might
Completely made up, taking inspiration from the Barbarian Expanded Divine Features
class's Primal Champion feature, except the increase in Astral Explorer
Constitution is also moved to strength. Seems fitting to Valkyriors can astral project as they need to ferry the dead to
demonstrate Thor's Strength. This also makes Thor as Valhalla.
strong as Superman in my homebrew world as the
Kryptonian class also gets this feature at 20th level. Battle Synergy
This is reflavored pack tactic. Works well for the feel of a
Trickster Valkyrior fighting in synergy with comrades in battle.
Spellcasting Elemental Weapon
There are too many spells that Loki should know that having Provides the subclass with a powerful weapon as this
only a limited set can box the player in. The increased subclass does not have a method of dealing elemental
versatility is balanced by only allowing two extra cantrips at damage.
this level instead of another feature that other subclasses get. Expert Rider
Cunning Trickster Cavalier Fighter's Bonus Proficiency and Born to Saddle
Feature. The Cavalier also gets Unwavering Mark at this
Completely made up, got inspiration from Eldritch Knight's level, so it's fitting for these abilities to be considered a half
7th level War Magic feature. It seems more powerful than feature.
War Magic, but since it only allows illusion spells, it's not
broken and in fact can allow players to have creative uses in Ferry the Dead
battle. Seems fitting for a trickster. Ribbon feature to describe a Valkyrior's major role.
Invoke Duplicity Incredible Athlete
Trickery Domain's 2nd and 17th level Channel Divinity: Allows gaining abilities fitting for a martial class.
Invoke Duplicity and Improved Duplicity rolled into one. Master of Tactics
However, this effect can only be used once per short rest Mastermind Rogue's 3rd level feature. The Mastermind
compared to three times per short rest for the cleric. Thus, it Rogue also gets Master of Intrigue at this feature. So it's
seems balanced to roll this into one feature. fitting for this to be a half feature.
Spell Mastery Visions of Death
Wizard's 18th level Spell Mastery feature. This is gained Ribbon feature with some potential utility in combat.
earlier, however it's balanced since the feature can only be Demonstrate's Valkyrie's ability to see death.
used for illusions for a trickster, which greatly limits the
damage that can be done. Warding Maneuver
Cavalier Fighter's 7th level feature.
Master of Illusions
A bit of the Wizard's 20th level Signature Spell feature along Extra Attack
with the ability to learn any two illusion spell. The wizard gets Fighter's 11th level feature. This might seem a bit OP with
two 3rd level spells and this gets only one illusion spell and access to Divine Smite as well. However, this subclass does
two illusion spells. not get Improved Divine Smite.
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Ferocious Charger
Cavalier Fighter's 15th level feature.
Exalted Champion
Oath of the Crown Paladin's 20th level feature.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Credits
Author: /u/unfathomablewu
Special Thanks
/u/Cosmic_King_Thor for providing valuable
suggestions/feedback on this class.
Art Credit
Cover page: David Finch
3rd page: Charlie Wen
4th page InHyuk Lee
5th page: Marvel Studios
6th page: Raymond Sebastien
7th page: Vince Carl Aldemeta
9th page: Andy Park
10th page: Andy Park
11th page: Marvel Studios
12th page: imGuss on DeviantArt
13th page: wallpaperset.com
14th page: wallpapercave.com
15th page: Cyril Terpent
16th page: Noiry
17th page: Aleksi Briclot
18th page: Jonathan Ting
19th page: JemLeigh on DeviantArt
20th page: Ryan Meinerding
21th page: VelociousFalcon on DeviantArt
22th page: Marc Lee
Credit page: Sébastien Del Grosso