To Norse Gods

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Heimdallr brings forth the gifts of the gods to the humans, wall painting from 1907 by Nils Asplund in the auditorium of the University of Gothenburg. Heimdallr brings forth the gifts of the gods to the humans, wall painting from 1907 by Nils Asplund in the auditorium of the University of Gothenburg.

Heimdall is the god of the dawn light and guardians. He is the son of Odin and nine giant sisters. Heimdall was born on the horizon and nurtured on the strength of the earth, the moisture of the sea, and the warmth of the sun. He has the power to see a hundred miles by day or night, and his hearing is so sensitive that he can hear grass growing in Midgard he also requires very little sleep. Heimdall lives in a great castle called Himinbjörg (Heaven-protection) located atop the bridge Bifrost, which connected Midgard and Asgard before it was broken during a terrible battle. In his true form, he is a strapping warrior in white armor his horse is Gulltoppr (Gold-top). He carries a flashing sword and the famous alarm horn, Gjallerhorn.

Heimdall is destined to be the last of the gods to perish at Ragnarök when he and Loki would slay one another

Role-playing Notes

Image from the Árni Magnússon Institute in Iceland Image from the Árni Magnússon Institute in Iceland


Heimdall's main duty is guarding the rainbow bridge, Bifrost. He will not allow anybody to cross it without Odin's express permission. He is the one who will summon the other gods to Ragnarok by blowing upon Gjallerhorn. Heimdall is the sworn enemy of Loki, and will always send aid to aid mortals caught up in the mischief god's plots.


The sword of Heimdall

Duties of the Priesthood

Priests of Heimdall serve as guards for kings and other powerful men. They are expected to be unswerving in their duty, and must never allow someone to pass a post under their guard without their master's permission. Heimdall's priests hold bridges sacred and must avenge any act that destroys one.

Heimdall (Aesir)
The Watcher; The Bright God, Guardian of the Rainbow Bridge Bifrost, Watchman of Asgard, Golden Tooth, The Ram
Intermediate Deity
Symbol: Gjallahorn Horn, Rainbow
Home Plane: Asgard
Traditional Allies: Nearly all of the Aesir
Traditional Foes:
Frost Giants
Alignment: Lawful good
Portfolio: Watchfulness, sight, hearing, loyalty
Worshipers: Fighters, paladins, sentries, guards, dwarves
Cleric Alignments: LG, LN, NG
Divine Artifact: Horn of the Watch
Favored Class: Monk, Paladin
Favored Race: Human
Domains: Good, Protection, Vigilance*
Favored Weapon: Longsword
Benefits: monks and paladins who worship Heimdall gain the ability of Darkvision 60’

Some myths say Heimdall (haym-dahl) is the son of giants, while others claim that he is simultaneously the child of all nine daughters of Aegir and Ran. Heimdall visited Midgard in human guise and stayed one night in each of three different houses. Each house treated him differently, and he cursed or blessed their children accordingly. The result was the three social classes of the Asgardian world: thralls or slaves, free peasants, and nobles. Heimdall’s duty primary duty is to sound his horn, Gjallahorn, and alert all the gods to the coming of Ragnarok.


Prophesies say that in the last battle, Heimdall’s nemesis Loki will steal Heimdall’s sword. Though Heimdall is destined to kill Loki in Ragnarok, he is fated to die soon thereafter of his own wounds.


The cult of Heimdall appeals to those who find themselves on the edge of their community, facing outward and looking for threats. This attracts fighters of all sorts, as well as nobility and officials who believe in a strong defense. The clergy teaches self-discipline, responsibility, and obedience to authority.

Clergy and Temples

Many of Heimdall’s clergy are fighters or rangers in addition to being clerics. Though rare in Asgardian cultures, paladins and monks also may devote themselves to Heimdall.

Heimdall’s temples are generally part of a community’s defenses and include at least one watchtower. They feature arrow slits for windows and their doors are easily barred. Patrons of the temple enjoy feasting, drinking, and carousing as much as any Asgardian, but they tend to limit themselves to certain times of the day or night, and are careful to be fit for their duties. Most communities welcome the temples as a way to strengthen their defenses and better protect the local people.

Visitors to Heimdall’s temples receive careful examinations by clergy seeking to emulate their god’s powers of perception. Those bringing information related to the community’s defense find themselves in “war rooms” filled with maps and defensive plans.

Ranger 20/Cleric 20

Medium-Size outsider
Divine Rank 15
Hit Dice 20d8+180 (outsider) plus 20d10+180 (Rgr) plus 20d8+180 (Clr) (1,060 hp)
Initiative +12 (+8 Dexterity, +4 Improved Initiative)
Speed 60 ft.
AC 69 (+8 Dexterity, +15 divine, +28 natural, +8 deflection)
Attacks +5 bane* keen lawful longsword +76/+71/+66/+61 melee; or spell +66 melee touch or +63 ranged touch *+78/+73/+68/+63 against evil outsiders.
Damage +5 bane* keen lawful longsword 1d8+36/15–20 or by spell *2d6 plus 1d8+36/15–20 against evil outsiders.
Face/Reach 5 ft. by 5 ft./5 ft.
Special Attacks Domain powers, salient divine abilities, spell-like abilities; turn undead 15/day.
Special Qualities Divine immunities, DR 65/+5, fire resistance 35, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, teleport without error at will, plane shift at will, favored enemies (giants +5, goblinoids +4, dragons +3, aberrations +2, undead +1), SR 67, divine aura (1,500 ft., DC 33).
Saves Fort +56, Ref +55, Will +64.
Abilities Strength 32, Dexterity 27, Constitution 28, Intelligence 27, Wisdom 44, Charisma 27.
Skills* Animal Empathy +44, Bluff +43, Climb +51, Concentration +54, Craft (metalworking) +53, Craft (stoneworking) +53, Diplomacy +52, Gather Information +34, Handle Animal +48, Heal +62, Hide +48, Innuendo +38, Intimidate +45, Intuit Direction +57, Jump +51, Knowledge (arcana) +48, Knowledge (nature) +44, Knowledge (the planes) +35, Knowledge (religion) +48, Listen +59, Move Silently +48, Ride (horse) +50, Scry +39, Search +48, Sense Motive +52, Spellcraft +48, Spot +59, Swim +51, Wilderness Lore +53. *Always receives a 20 on checks.
Feats Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Endurance, Combat Expertise, Extra Turning, Great Cleave, Improved Bull Rush, Improved Critical (longsword), Improved Initiative, Mobility, Power Attack, Power Critical (longsword), Quick Draw, Spring Attack, Sunder, Track, Weapon Focus (longsword), Whirlwind Attack.
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 Size, Annihilating Strike, Banestrike (giants), Battlesense, Clearsight, Divine Inspiration (courage), Divine Storm, Divine Weapon Focus (longsword), Divine Weapon Specialization (longsword), Extra Sense Enhancement (hearing), Extra Sense Enhancement (sight), Increased Damage Reduction, Increased Spell Resistance, Irresistible Blows, Shapechange, Sunder and Disjoin, Wound Enemy.

Domain Powers
Cast good spells at +1 caster level; cast law spells at +1 caster level.


Spell-Like Abilities: Heimdall uses these abilities as a 25th level caster, except for good and law spells, which he uses as a 26th-level caster. The save DCs are 33 + spell level.

Aid, Blade Barrier, calm emotions, dictum, dispel chaos, dispel evil, divine power, flame strike, hold monster, holy aura, holy smite, holy word, magic circle against chaos, magic circle against evil, magic vestment, magic weapon, order’s wrath, power word blind, power word kill, power word stun, protection from chaos, protection from evil, shield of law, spiritual weapon, summon monster IX (as good or law spell only).

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

Ranger Spells/Day: 8/7/7/7; base DC = 27 + spell level.

Possessions: When Heimdall sounds his horn Gjallahorn, all living creatures have a chance to hear it (Listen DC 5 on Asgard, 10 on Midgard, and 15 on Niflheim). All Aesir and Vanir hear it automatically, regardless of their location or that of the horn.

Anyone other than Heimdall who tries to sound the horn must make a Perform check (DC 40) and a Use Magic Device check (DC 40). Even if that person succeeds, all Aesir and Vanir have a chance to notice something strange in the sound (Listen DC 5).

Mortals within one mile of Gjallahorn when it sounds must make a Fortitude save (DC 39) or be stunned for 1d10 minutes. Mortals who fail their saves by 5 or more are deafened permanently.

Caster Level: 25th; Weight: 10 lb.

Other Divine Powers

As an intermediate deity, Heimdall automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Heimdall can touch and smell at a distance of fifteen miles and see and hear at a distance of thirty miles. As a standard action, he can perceive anything within fifteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once
for 15 hours.

Portfolio Sense: Heimdall senses all attempts to reach Asgard the instant they begin and fifteen weeks into the past.

Automatic Actions: Heimdall can use Listen, Search, or Spot as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round.

Create Magic Items: Heimdall can create magic weapons and armor and items that enhance Perception by giving bonuses to Listen, Search, or Spot checks, as long as the item’s market price does not exceed 200,000 gp.

The Lore of the Gods

Book 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

Heimdall is the guardian of the rainbow bridge, Bifrost. There he watches for the coming of the frost giants at the Ragnarok, at which time he will sound his horn Gjallar. He is innocent and graceful due to his beauty and goodness. It is said that his teeth are made of gold. Heimdall possesses a steed with a golden mane called Goldtuft that provide him with the swiftest transport to and from the bridge. In the Ragnarok legend, he and Loki are said to kill each other. He never sleeps, can see in the dark, and can hear the grass growing in the fields. His dwelling place is Himinbjorg (which means heavenly mountains).

Artifacts that the Avatar May Possess:

An illustration of the Norse god Heimdallr with Gjallarhorn, from an Icelandic 18th century manuscript. Date 1760 An illustration of the Norse god Heimdallr with Gjallarhorn, from an Icelandic 18th century manuscript. Date 1760

Gjallar, Horn of the Watch

Heimdall’s horn, Gjallar, is a large ram’s horn inlaid with gold and emeralds. Sound-ing the horn activates all spell-like powers at 20 th level:

-alarm at will.

-expeditious retreat at will.

-sound burst at will.

-shatter at will.

-Magic Circle Against Chaos/ Evil/Good/Law at will.

-break enchantment 5/day.

- dismissal 5/day.

-Repulsion 5/day.

-secure shelter 2/day.

-mirage arcana 2/day.

-The possessor gains the Alertness feat

-The possessor gains a +6 bonus in Listen, Sense Motive and Spot skill checks.

Goldtuft (Heimdall’s Steed)

Vasily Vasilyevich Vereshchagin (1842–1904)

Vasily Vasilyevich Vereshchagin (1842–1904)

The Lore of the Gods

Book 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

Goldtuft (Heimdall’s Steed)
Large outsider
Hit Dice 8d10 + 40 (100hp)
Initiative +4 (Dexterity)
Speed 100 ft.
AC 21 (-1 Size, +4 Dexterity, +8 Natural)
Attacks 4 hooves +10 melee OR 2 hooves +10 melee; rear kick +15 melee
Damage hoof 1d6 +7; rear kick 2d10 + 7
Face/Reach 5 ft. by 10 ft./5 ft.
Special Attacks Trample 1d8 + 7
Special Qualities Scent, Damage Reduction 20/ +1, SR 20, Immunities, Resistances, Spell-like Abilities, plane shift, Travel
Saves Fort +8, Ref +8, Will +6
Abilities Strength 25, Dexterity 18, Constitution 20, Intelligence 12, Wisdom 14, Charisma 13
Skills Listen +10, Spot +10, Balance +14, Intuit Direction +8, Swim +16
Feats Improved Critical (hoof), Power Attack
Climate/Terrain Asgard
Organization Unique
Challenge Rating 13
Treasure None
Alignment Always Neutral
Advancement None

Goldtuft is Heimdall’s steed with a long gold colored mane and is built much like a very large warhorse. Goldtuft serves Heimdall by carrying him to any destination as quickly as possible in order for him to conduct important business or to warn others of impending danger. Heimdall has been known to send Goldtuft to rescue faithful followers from situations of impending doom on rare occasions.

Immunities (Ex): Goldtuft is immune to poison and petrification attacks.

plane shift (Sp): Goldtuft has the ability to plane shift at will. This ability is as if cast by a 20 th level sorcerer.

Resistances (Ex): Goldtuft has cold, fire and sonic resistance 10.

Spell-like Abilities (Sp): Goldtuft can use the following spell-like powers at will; pass without trace, freedom of movement, dimensional anchor, water breathing.

These powers are as if cast by a 16th level sorcerer.

Trample (Ex): As a standard action, Gullinbursti can trample Medium or smaller creatures for 1d8 + 7 points of damage. Opponents who do not make attacks of opportunity against the boar can attempt a Reflex save (DC 28) to halve the damage.

Travel (Su): Goldtuft has the innate ability to transverse any medium, including the air. He can travel at his maximum speed whether on the ground, in the air or through the water.

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To Norse Gods

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