Fifth Edition Fantasy
Fifth-edition tabletop rules for Valheim in 12 languages: 58 races, 13 classes to level 20, 199 spells, epic dragons and the Tarrasque, companions, realms, planes, ships and a Dungeon Master who tells your story.Changelog
1.8.0 - Masters of the World: level 20, epic foes, the planes and the open sea
Characters now go all the way to level 20, the world has dragons, a Kraken and the Tarrasque to match, and the story reaches past Midgard: the elemental planes, the open sea, real dungeons and sieges. Companions finally play their class, and the House Rules gain the DMG's optional rules.
Level 20
- The level cap is 20 (
[2 Leveling] MaxLevel, 12-20). The Deep North's milestones carry you from 13 to 19 (the Intricate Key, three Mörkhalla chests, three Jotun invasions) and Kall gives 20. Experience mode's tables go to 20 too. - Class features 13-20 for every class (Rage 6 and unlimited, Indomitable, Extra Attack x3, Spell Mastery, Archdruid, Elusive...) and a capstone for every subclass.
- 7th, 8th and 9th-level spells (23 new spells, 199 in all): Fire Storm, Finger of Death, Prismatic Spray, Regenerate, Reverse Gravity, Delayed Blast Fireball, Sunburst, Earthquake, Control Weather (synced for everyone), Power Word Stun and Kill, Meteor Swarm, Mass Heal, Storm of Vengeance, Time Stop, Wish (a menu: duplicate any spell, or ask for one of the great boons), Wall of Ice, Plane Shift and Gate. Warlocks get Mystic Arcanum 7-9.
- Deep North gear: Bloodgold is the +3 metal (it grows magic items to +3), armour classes by set, and the Jotun Bane is a giant slayer.
- Masters of the World campaigns: from level 13 the campaign roller uses the Deep North's places and Kall's herald; Jotun raids are real armies.
- The level-up panel lists the level's new features, offers ASIs at every ASI level, and a scene card marks each tier of play (Local Heroes, Heroes of the Realm, Masters of the Realm, Masters of the World).
Epic foes and new monsters
- Dragons of every colour: the other nine adult dragons and all ten ancient dragons, each with its colour's breath, legendary resistance and Moder's legendary and lair actions. Adults appear after the Seeker Queen falls, ancients after Fader.
- The Kraken haunts the deep ocean with a storm around it; the Purple Worm swims the Ashlands' burning sea and swallows its prey.
- The Tarrasque wakes once per world, the first time anyone reaches level 20 (or when the DM types
fef tarrasque wake), with a banner for every player. - Epic foes get a second phase wherever you fight them.
- New SRD monsters built in code: the Hydra, Chimera, Manticore, Medusa, Roc, Gryphon, Hippogriff and Harpy. 15 monsters remade on Valheim bodies (Orc, Owlbear, Wyvern, the dragon wyrmlings, Specter, Banshee, Shadow, Air Elemental, Stirge, Shambling Mound, Gargoyle and the oozes). A druid wild-shaped into an Air Elemental becomes its whirlwind.
- The Deep North's own creatures (Kall, the Jotun warriors and witches, the Eyeless...) have 5e profiles.
Places and adventures
- Real dungeons: the undercroft now has a boss room (a bestiary boss by level), a riddle rune door (say the answer in chat, or read it with Arcana), a secret door to find with Investigation, and loot by tier.
- The elemental planes: the Planes of Fire, Water, Air and Earth join the Feywild and Shadowfell as realms. Plane Shift (7th) takes your party to the plane your tuning fork is attuned to (
fef plane attune <plane>); Gate (9th) opens the way for everyone near you. Each plane bites: fire burns, water tires swimmers, air holds you up, the rock of Earth heaves. - Naval adventures: ships have an armour class and hull points (creature blows roll against it); every crew member aboard - players and companions - speeds the oars and sails; fit a reinforced hull or fine sails with
fef ship upgrade; raiders board you on the open sea.fef shipshows the sheet. - Siege warfare: ballistae and catapults roll to hit, wreck buildings at double damage, machines have AC 15, crews reload faster, the Siegesmith commands them, guard companions load the ballistae, and raids on your stronghold become sieges.
- Flying mounts: Find Greater Steed (4th, paladin) summons a saddled gryphon you can fly (Ascend and Descend keys), with beating wings.
- Swim down: Crouch dives and Jump rises; the camera goes under the water.
- Chases in the world: a fleeing quarry runs through the streets, vaulting fences, with dice for the hard parts.
- Campaigns: longer campaigns (7 chapters by default) with sub-quests (each one gets a journal line when its chapter opens, and a map pin at its target while you're in the place), campaign-only characters made at Session Zero, relics for the heroes at the epilogue, and the chapter places cleaned up 30 minutes after the win (their loot goes to the hub's chest).
- Duels:
fef duel <name>challenges a player (or a creature nearby); initiative is rolled, nobody else can join in, a beaten duellist yields at 1 health, and onlookers bet withfef duel bet.
Companions
- They play their class: caster companions have spell slots and cast real spells - the wizard's Fireball and Cone of Cold, the cleric's Bless (it helps your rolls) and Mass Healing Word, the druid's Entangle, the warlock's Hold Person and more, in real time and on their turn.
- Sidekicks (Essentials Kit):
fef companion sidekick <name> expert | warrior attacker|defender | spellcaster healer|mage. - Pact of the Chain familiars: a chain warlock can call an imp, quasit, pseudodragon or sprite that fights beside you with its poison or sleep sting, and hides while you sneak.
- Companions advise, vote or lead in the DM's polls, climb out of pits with a grappling hook, and come back to you when work is done.
Magic items and crafting
- Sentient magic items with minds of their own: alignment, purpose and voice. They talk through the AI DM (or canned lines), and can refuse you.
- Cursed items cling once worn; Identify (a new ritual), Detect Magic, a short rest and Remove Curse deal with them.
- Items that grow with the kills, blocks or casts you make with them.
- Crafting as downtime (Xanathar's):
fef downtime craft scroll|potion|item <name>- scrolls of spells you can cast, potions with a herbalism kit, magic items with monster trophies.
Rules and House Rules
- Wilderness hazards (on): frigid water, thin ice, extreme heat and thin air call for saves against exhaustion.
- Underwater combat: swinging a sword under water is clumsy, bows struggle, fire is halved; swimming races fight freely.
- The Forsaken powers are divine blessings: a power used by a follower of its god lasts longer and comes back sooner - most of all for clerics and paladins.
- New House Rules switches (all off unless you turn them on): Tasha's optional class features, madness, lingering injuries, Epic Boons past level 20, costly material components, PHB multiclassing (prerequisites, levels split between classes, the multiclass slot table), sorcery points at the book's rate, pets that grow with you.
- House Rules presets (By the Book, Fifth Edition Fantasy, Casual) and a Table rules card that lists only what differs from the book.
- Eitr Casting per character: cast from an Eitr pool (the DMG's spell points) instead of slots, picked at Session Zero.
Discord
- A session recap posted to your Discord now comes with the campaign map drawn at the party's chapter (with the bot updated).
- Play-by-post:
/tell-dmin Discord leaves a message for the DM, read out at the start of the next session. - The wiki is mirrored into a Discord forum.
Tables and games
- Two new tavern games: Wyrm's Ante and King's Table. NPC players have temperaments and tells you can Read with Insight; hand history and a turn clock.
Interface and other
- Valheim 1.0.20. The Controls page has one "Fifth Edition Fantasy keys" link instead of 30 rows.
- The DM waits for the table before a poll closes (nudges at 2 and 5 minutes).
- No more stutter on the first dice roll of a session.
- Shrines got real materials and appear in existing worlds; grid planting, companion work and repair fixes.
- Race looks: every head reshaped for its race - tusks from the corners of the mouth, fangs, snouts, dragon scales, beards and horns that sit on the skull.
Settings: SpellSystem moved
SpellSystem moved from [2 Rules] to [2 House Rules] and gained a third value: PlayerChoice (the new default - each character picks slots or Eitr at Session Zero). A stored Slots (the old default) becomes PlayerChoice when your config is migrated; Slots or Eitr set there forces everyone. The old 1.0.x Eitr rules are gone. Your other values move over automatically.
