To Gods

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Frigga is the wife of Odin , queen of the Aesir, and goddess of the sky. One of the Asynjur, she is a goddess of marriage, motherhood, fertility, love, household management, and domestic arts.

Her primary functions are as wife and mother, but these are not her only functions. She has the power of prophecy although she does not tell what she knows , and is the only one other than Odin who is permitted to sit on his high seat Hlidskjalf and look out over the universe. She also participates in the Wild Hunt along with her husband, Odin. Frigg's children are Baldr, Höðr her stepchildren are Hermóðr, Heimdall, Tyr, Vidar, Vali, and Skjoldr. Thor. Frigg's companion is Eir, the gods' doctor and goddess of healing. Frigg's attendants are Hlín (a goddess of protection), Gna (a messenger goddess), and Fulla (a fertility goddess).


Roleplaying Elements from

Deities & Demigods

By Rich Redman, Skip Williams, James Wyatt

The Lore of the GodsBook Two: The Asgardians

Lead Designers Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director Todd Morasch
Illustrations Michael Nickovich Typesetter Joshua Gilchrist

Though permitted to share the throne with Odin, Frigga spends most of her time in her house, Fensalir, spinning golden thread or weaving multicolored clouds. She often sends her followers to attend to the welfare of mortal wives, either taking vengeance on cruel husbands or assuring deserving worshipers of a blissful marriage. Her wishes often conflict with those of her warrior husband, and she will not hesitate to resort to trickery to get her own way.


Frigga's hall in Asgard is Fensalir ("water falls") .

Duties of the Priesthood

Priests of Frigga must be married women. They are expected to watch over their home and set a good example for other wives by not letting their husbands stray too far out of the marital fold. If the husband of a priestess of Frigga practices the common Norse custom of taking a second wife, the priestess must divorce him immediately. They must also serve as midwives.

Goddess of the Atmosphere, Queen of the Gods
Greater Deity
Large cat
Home Plane: Asgard
Alignment: Neutral
Portfolio: Birth, fertility, love
Worshipers: Druids, lovers, diviners, husbands and wives, Halflings
Cleric Alignments: CN, LN, N, NG, NE
Domains: Air, Community, Knowledge, Marriage
Favored Weapon: The natural weapons of the animal whose form she assumes

One of Odin’s several wives, Frigga (frig-ga) is primarily concerned with the household and married love. She is a stately, gracious, and bountiful woman often invoked during childbirth and by those wishing to conceive. Her attempt to protect Balder was one of the few times she acted to change the future she perceived. She has three handmaidens named Snotra (“Wisdom”), Syn (“Denial”), and Vor (so wise nothing can be hidden from her).


Frigga’s cult focuses on birth and renewal. Her followers include ranchers, animal farmers, and married couples raising or conceiving children. They are equally comfortable in family homes and in
the fields. The cult teaches followers to pay attention to the signs and omens around them in order to prepare for the future. Accepting fate does not mean that followers passively wait for events to overwhelm them.

Clergy and Temples

Frigga’s clergy are simple folks rooted in the realities of daily life. They understand the pressures of feeding a family and the concerns associated with childbirth. They work to assist and support the faithful, and to provide comfort when needed. The clergy often serve double duty as local midwives for both people and livestock. If wild animals are ill or injured, Frigga’s clergy travel the wilderness seeking, and dealing with, the source.

Frigga’s temples are just as strong and defensible as those of other Asgardians, but they tend to be simpler and smaller. They contain collections of scrying instruments, private rooms where clergy and faithful can confer, and small stores of healing supplies.

Those in rural areas may have wild animal hospitals. Communities of settled Halflings may have their own temple, or may share one with neighboring communities.

Visitors to Frigga’s temples find the comfort of a warm, dry place to rest. Those truly in need find that the clerics’ courtesy and generosity are bounded only by a desire to see the supplicant become self-sufficient.

Cleric 20/Wizard 20
Medium-Size outsider
Divine Rank 17
Hit Dice 20d8+160 (outsider) plus 20d8+160 (Clr) plus 20d4+160 (Wiz) (880 hp)
Initiative +13 (+9 Dexterity, +4 Improved Initiative)
Speed 60 ft., fly 200 ft. perfect
AC 75 (+9 Dexterity, +30 natural, +17 divine, +9 deflection)


Natural weapon (by animal form) +65/+60/+55/+40 melee; or spell +65 melee touch or +66 ranged touch *Always receives a 20 on attack rolls; roll die to check for critical hit.


Natural weapon by animal form +8 or by spell *Always does maximum damage.
Face/Reach 5 ft. by 5 ft./5 ft.

Special Attacks

Domain powers, salient divine abilities, spell-like abilities, turn undead 16/day.

Special Qualities

Divine immunities, DR 52/+4, fire resistance 37, sonic resistance 37, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 17 miles, remote communication, godly realm, teleport without error at will, plane shift at will, familiar (cats), SR 49, divine aura (17 miles, DC 36).
Saves* Fort +57, Ref +58, Will +66. *Always receives a 20 on saves.
Abilities Strength 27, Dexterity 28, Constitution 27, Intelligence 32, Wisdom 44, Charisma 29.


Alchemy +57, Animal Empathy +44, Bluff +50, Concentration +59, Control Shape +66, Craft (metalworking) +62, Craft (stoneworking) +62, Diplomacy +65, Gather Information +50, Handle Animal +58, Heal +63, Innuendo +46, Intimidate +52, Knowledge (Arcana) +62, Knowledge (history) +57, Knowledge (nature) +57, Knowledge (nobility and royalty) +57, Knowledge (the planes) +57, Knowledge (religion) +62, Listen +60, Ride (horse) +54, Scry +62, Search +52, Sense Motive +58, Spellcraft +62, Spot +60, Wilderness Lore +50. *Always receives a 20 on checks.


Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Divine Might, Divine Vengeance, Dodge, Energy Substitution (sonic), Eschew Materials, Combat Expertise, Extend Spell, Extra Turning, Improved Initiative, Mobility, Multiattack, Power Attack, Persistent spell, Reach Spell, Scribe Scroll, Sacred Spell, Silent Spell, Spell Mastery, Spring Attack, Still Spell.
Divine Immunities Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Salient Divine Abilities

Alter Form, Alter Reality, Alter Size, Arcane Mastery, Automatic Metamagic (quicken wizard spells), Call Creatures (animals), Clearsight, Divine Air Mastery, Extra Domain (Community), Extra Sense Enhancement (smell), Gift of Life, Grow Creature (animals), Increased Energy Resistance (sonic), Life and Death, Mass Life and Death, Mind of the Beast, Power of Nature, Shapechange, Speak with Creatures (animals), Spontaneous Wizard Spells, True Shapechange, Wound Enemy.

Domain Powers

17/day turn or destroy earth creatures, or rebuke or command air creatures; 17/day use calm emotions; cast divination spells at +1 caster level. Add Sense Motive to your list of cleric class skills. Once per day as a free action, grants another person a bonus to Will saving throws equal to her Charisma modifier. This bonus lasts for 20 rounds.

Spell-Like Abilities

Frigga uses these abilities as a 27th-level caster, except for divination spells, which she uses as a 28thlevel caster. The save DCs are 36 + spell level.

air walk, bless, chain lightning, clairaudience/ clairvoyance, control weather, control winds, creeping doom, detect secret doors, detect thoughts, discern location, divination, elemental swarm (air only), familiarity, find the path, foresight, gaseous form, heroes ’ feast, honest words, inner view, legend lore, lifeknot, lovers’ knot, mass heal, miracle, obscuring mist, passion, prayer, rapport, telepathic bond, refuge, repel vermin, shield other, status, true seeing, sending, sympathy , whirlwind, wind wall.

Cleric Spells/Day: 6/11/10/10/10/ 10/8/8/8/8; base DC = 27 + spell level.

Wizard Spells/Day: 4/7/7/7/6/6/6/ 6/5/5; base DC = 21 + spell level.

Other Divine Powers

As a greater deity, Frigga automatically receives the best possible result on any die roll she makes (including attack rolls, damage, checks, and saves). She is immortal.

Senses: Frigga can see, hear, and touch at a distance of seventeen miles and smell at a distance of thirty-four miles. As a standard action, she can perceive anything within seventeen miles of any animal, her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to twenty locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 17 hours.

Portfolio Sense: Frigga senses anything that affects an animal’s welfare the instant it happens and seventeen weeks into the past and the future.

Automatic Actions: Frigga can use Animal Empathy, Handle Animal, Heal, Knowledge (arcane), Knowledge (religion), Knowledge (nature), Scry, Spellcraft, or Wilderness Lore as a free action if the DC for the task is 30 or lower. She can perform up to twenty such free actions each round.

Create Magic Items: Frigga can create any light or medium armor, any simple weapon, any bow, and any item related to animal care.

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To Gods

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