Valheim
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Fifth Edition Fantasy

Join the Discord: discord.gg/gPRFKDwe5n

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Get help, report bugs with /bug, suggest ideas with /suggest, find a group, and get pinged when a new version comes out.

Also on Nexus Mods for Vortex users.


Bring tabletop fifth-edition fantasy to Valheim. Choose from 58 playable races, 13 classes with 49 subclasses, 52 feats and 176 spells, pick a background and a patron god, face 71 monsters from the fifth-edition SRD, hunt for magic items, and grow in power as you defeat the Forsaken. Hire companions who find their way through anything (and fly, if their race or class can), and let the built-in automated Dungeon Master run a campaign for your group.

Plays in 12 languages: English, Français, Italiano, Deutsch, Español (España and Latinoamérica), Русский, Português (Brasil), Polski, 简体中文, 繁體中文, 日本語 and 한국어. It follows Valheim's language setting.

Features

Races (58)

Every race has its own racial abilities and its own look: skin and hair tones plus hand-built horns, ears, tails, tusks, snouts, beaks, crests, manes, fins, crystals, shells and wings.

  • Fairy: small, winged and fey. Gossamer wings that fold at rest and beat in flight, pointed ears, a cat-like tail, Druidcraft and Faerie Fire as racial spells, plus a full appearance customizer.
  • Flyers: Skyfolk and Owlkin (feathered wings), Glidefolk (glide membranes), Fairy. Aesborn grow radiant wings during Radiant Awakening.
  • Flying skill: flying trains its own skill, which makes flight cheaper on stamina the way Run does for running.
  • Plus: Half-Elf, Versatile Human, High Elf, Wood Elf, Drow, Season Elf, Shadow Elf, Dwarf, Highland Dwarf, Duergar, Halfling, Sturdy Halfling, Gnome, Woodland Gnome, Deep Gnome, Tiefling, Dragonborn (all ten colors), Elemental-kin (Emberkin, Windkin, Stonekin, Tidekin), Goliath, Firbolg, Catfolk, Shellfolk, Triton, Lizardfolk, Tuskfolk, Minotaur, Kobold, Goblin, Bugbear, Orc, Half-Orc, Serpentblood, Mindwarden, Witchblood, Runeforged, Harefolk, Satyr, Lionfolk and Moonbloods (Hide, Fang, Swift).
  • Small races shrink, big races grow. Carry weight, stealth, damage resistances and movement all vary by race.
  • Darkvision for the races that have it, and Stonecunning: dwarves, duergar and deep gnomes sense metal ore nearby. Dwarven Resilience, Fey Ancestry and Dragonborn breath that grows with your level.
  • Body traits: claws, horns and bites on unarmed strikes, Shellfolk natural armour, fast swimmers (Triton, Tidekin, Lizardfolk, Shellfolk), holding your breath before drowning, and Sunlight Sensitivity for Drow, Duergar and Kobolds.

Classes (13) and subclasses (49)

Class Subclasses
Barbarian Berserker, Bear Spirit, Eagle Spirit, Wolf Spirit, Fervent
Bard Lore, Skald
Cleric Life, Sun, Storm, Lore, Wild, Guile, Battle
Druid Beast, Land (with Wild Shape into Valheim creatures and SRD beasts you've seen)
Fighter Champion, Tactician (Battle Master maneuvers), Spellblade
Monk Open Hand, Dusk, the Elements
Paladin Devotion, the Green, Retribution
Ranger Hunter, Beast Warden (an animal companion), Night Warden
Rogue Thief, Assassin, Spellthief
Sorcerer Draconic (dragon wings at level 12), Chaos Sorcery
Warlock Fiend, Fey Patron, Deep Dreamer, Genie, Undead (optional)
Wizard Evocation, Warding, Summoning, Foresight, Beguiling, Glamours, Grave Arts, Change
Runesmith Alchemist, Siegesmith, Forge Warden

Classes have their rulebook features for levels 1 to 12 (Transmutation wizards even get Minor Alchemy at the workbench): Eldritch Invocations and Pact Boons, Metamagic, Battle Master maneuvers, Turn Undead, Extra Attack, Sneak Attack dice, Aura of Protection, Action Surge and more. Use them with the class feature key (G); Shift+G picks the next one.

Feats (52)

Heavy Swing, Deadeye, Spear Dancer, Tough, Alert, Skilled, Fleet-Footed, Fortune's Favored, Battle Mage, Shieldwall Guard, Fey-Blessed, Magic Initiate, Weapon Training, Ritekeeper, Chef, Healer and many more. Feats with an active ability fill the Feat ability keys in order, so no key is tied up by a feat you don't have.

Spells (176)

Cantrips and leveled spells from Fire Bolt and Eldritch Blast up to Fireball, Cone of Cold, Wall of Fire, Globe of Invulnerability and Heal, each with a painted icon, a casting animation and Valheim-style effects. Find Familiar summons a scouting raven (or a rat, frog, snake or spider) and Find Steed a rideable spectral Lox. Conjure Animals, Conjure Elemental and Planar Binding call creatures to fight for you.

  • Each spell has its own recast cooldown, shown on the Spells tab.
  • Targeted, area and healing spells cost nothing if nothing is in range to affect.
  • A ring shows who a targeted spell will hit and where an area spell will land. Press T to lock on to a target.
  • Many spells call for a saving throw against your spell save DC; damaging ones deal half damage on a success.
  • No spellcasting while wild shaped.
  • Casting costs stamina like a weapon swing (8 for a cantrip, more for higher levels), and the Spellcasting skill lowers it as you use magic, down to half at 100. Class, race and feat actions cost stamina too when they go off (toggles are free).
  • Leveled spells use spell slots that come back when you rest (see Fifth Edition rules below). Prepared casters pick their daily spells, known casters learn a set number, and every caster knows a set number of cantrips (2014 tables). Bards, Clerics, Druids and Wizards can cast Find Familiar and Speak with Animals as a slot-free ritual.
  • Switch spells on or off on the Spells tab so O only cycles through the ones you use.
  • Concentration spells (Bless, Hex, Moonbeam, Haste and others): one at a time, and a heavy hit can break them. Cast the same spell again to end it yourself.
  • Tap O for the next spell and I (or Shift+O) for the previous one. Hold O to open the spellbook: every spell you know, grouped by level. Scroll to pick, press 0-6 to jump to a spell level, and let go to keep your choice. Ctrl+O keeps it open.

Fifth Edition rules

The mod plays by the 2014 fifth-edition rules wherever Valheim allows:

  • Ability scores (STR, DEX, CON, INT, WIS, CHA) with racial bonuses, set in Session Zero: standard array, point buy or 4d6 drop the lowest. They change melee, bow and spell damage, carry weight and health.
  • Spell slots, prepared and known spells, and rituals.
  • Short rests by a fire with hit dice, and long rests in a bed.
  • Class resources with their 2014 uses: Rage, Bardic Inspiration, Channel Divinity, Wild Shape, Ki, Lay on Hands and more.
  • Attack rolls against armor class, with advantage and disadvantage.
  • Death saving throws: at 0 health you're Downed, not dead. Your party sees it and can Stabilize you.
  • Ability Score Improvements at levels 4, 8 and 12, and a level-up screen.
  • 18 skills with proficiency, Expertise, Jack of All Trades and passive Perception. Pick locks on locked chests, spot hidden caches, haggle with traders and recall lore about the creatures you meet.
  • Conditions (the full 5e list) with saving throws, and six levels of exhaustion.
  • Reactions: Shield, Counterspell, opportunity attacks, Hellish Rebuke, Uncanny Dodge, Deflect Missiles and more trigger on their own.
  • Damage types like radiant, necrotic and force, with resistances and vulnerabilities.
  • Legendary bosses with Legendary Resistance, Legendary Actions and Lair Actions.
  • Alignment, chosen in Session Zero (servers can let it shift with how you play).

Server admins can tune or switch off each rule in the [FifthEdition] config section, including going back to the Eitr spell system.

Monsters

71 creatures from the fifth-edition SRD live in Valheim's biomes: kobolds and giant rats in the Meadows, owlbears, gnolls and green trolls in the Black Forest, ghouls, wights, gelatinous cubes and the Green Hag in the Swamp, giants, winter wolves and the legendary Adult White Dragon in the Mountains, gorgons and bulettes in the Plains, phase spiders in the Mistlands, and hell hounds and fire elementals in the Ashlands. They use their stat-block tricks (pack tactics, regeneration, lycanthropy, petrification, splitting oozes, frightful presence) and drop parts for crafting. Twenty have their own 3D models; the rest are reworked Valheim monsters. Server admins control them in the [Bestiary] config section.

Magic items

102 SRD magic items (potions, rings, cloaks, boots, belts, amulets, wands and staves with charges) and 40 enchanting runes that add +1 to +3 bonuses or effects like Flame Tongue and Vorpal to your own gear. Find them in dungeon chests and on monsters, or craft most of them from monster parts. Boots have their own slot, so you can wear them with a belt or ring.

The Scroll of Revivify (level 3 workbench: 200 coins, 5 leather scraps, a ruby) saves you from death: keep it on your hotbar, and when you would really die it burns away and you get back up with a third of your health.

Leveling

Start at level 1 and gain a level for each boss you defeat, up to level 12. In multiplayer, everyone who hit the boss or was within 60 m when it died levels up. New levels unlock class features, subclass features, feats and higher-level spells.

Or level up with experience ([Leveling] Progression = Experience): every kill gives XP for the biome you're in. Each biome has a soft level cap (Meadows 2, Black Forest 4, Swamp 5, Mountains 7, Plains 9, Mistlands 10, Ashlands 12). Past it, kills there give very little, so pushing into harder biomes levels you faster. Bosses still give a big XP reward. fef xp shows where you stand.

Adventurer's Log

Press K for your journal, titles, background, deity, multiclass (from level 4), spells, skills, class features, reactions, alignment, your dice rolls and bounties. Look at another player and press K to inspect them.

  • Backgrounds (13): Soldier, Sage, Outlander, Criminal, Acolyte, Folk Hero, Charlatan, Entertainer, Guild Artisan, Hermit, Noble, Sailor or Urchin. Each gives a small permanent bonus, skill proficiencies and a Valheim feature: Folk Heroes plant berry bushes, mushrooms, thistle and dandelions (the saplings look like the plant, and picked plants show where they regrow) and can sow a whole grid of crops in one click, Sailors turn the wind behind their ship once a day, Hermits get extra mead, Outlanders see the next weather coming, and more.
  • Deities (14): Odin, Thor, Freyja, Tyr, Loki, Heimdall, Hel, Njord, Skadi, Baldr, Frigg, Ullr, Forseti or Frey. Clerics and Paladins get the full boon.
  • Bounties: vendors post daily hunting and gathering jobs for coins, scrolls and magic items.
  • Titles: 17 to earn, shown after your name.

World and loot

  • Wayshrines, druid groves and ruined wizard towers to discover, and mimics hiding among treasure chests.
  • Magic items: Boots of Striding and Springing, Cloak of Elvenkind, Ring of Feather Falling, Wand of Magic Missiles, Pearl of Power, the SRD items above, and 38 spell scrolls anyone can read.
  • A natural 20 doubles a hit's damage (a natural 1 halves it), and bosses adapt to one-note tactics. Both can be turned off.

Inventory (1.4.0)

Press Tab for one wooden window with your pack, your character and the crafting menu. A live 3D preview of your character (drag to turn, scroll to zoom, drop an item on it to equip) sits beside 10 equipment slots (Head, Cape, Chest, Legs, Feet, Main hand, Off hand, Ammo, Utility, Trinket), 3 food pouches and a draught pouch (right-click to eat or drink one), and your Health, Stamina, Eitr, Armor and AC. Worn items leave the grid, so armour no longer takes pack space ([UI] WornItemsLeaveGrid). The footer has Sort, Stash, the Bag of Holding (it opens inside the window), a trash slot and your coins. Tabs along the top: Inventory, Crafting, Companions, Party and DM. [UI] CharacterPanel and [UI] OneWindow switch the new layout off.

Chests: open a chest and click its name to rename it. Pick an item up and click the chest's name to assign that item to the chest: its icon is painted on the front of the chest, Stash sends every assigned item in your pack to its chest within 15 m, and companions on Maintain base put those items there too.

Character sheet

Press L to open the character sheet (it opens your inventory with it), or press Tab and click the Character Sheet button in the window's header. It has tabs for your race, class, subclass, feats and spells, with full descriptions. A new character starts with no race: pick one on the Race tab, then a class.

Wards

Anyone allowed on a ward can press Shift + E on it to repair every damaged building piece inside its circle, one piece every 2 seconds.

Bag of Holding

A craftable pouch (level 2 workbench) that opens your own bottomless chest. Only you can use it. It has no slot limit, a search box and auto-sort by type, name or amount. Star items as favorites to keep them out of "Put in everything". The contents weigh nothing, stay with you on death, count for crafting and building wherever you are, and can feed smelters, kilns, cooking stations and fires. The crafting and build menus show how many of each ingredient you have. Coins in the bag pay traders, and a trash slot destroys items you don't want (it asks first).

Vendors

Talk to Haldor, Hildir or any other trader for extra options:

  • Reset race, class and feats: 200 coins
  • Change appearance: 50 coins
  • Hire a companion: 250 coins for a random sellsword, 400 to choose their sex, race, class and subclass

Companions

Hire an NPC companion from any trader. They match your level, use their class's default ability scores and start with their class's kit. Press E on them to give orders: follow or stay, passive / defensive / aggressive, how far they chase, and how close or far they keep from you while travelling and while fighting. Give them gear from their pack and choose what they wear, or mute them. Hover over one to see its Armor Class. Healers heal you, spellcasters throw cantrips. Your party's companions show on the map and minimap. At 0 health they go down, monsters leave them alone, and you help them up by staying beside them for 2 seconds. Wage: 20 coins a day. Companions who stay with you long enough open up about their past, and become Loyal if you help them.

Companions at work (1.3.8): on the orders window's Work tab, give a companion a chest and a range. Farm gathers everything around it (trees, rocks and ore, pickables - berry bushes are kept - bushes, hunting, loose items) and empties its pack into the chest, skipping anything its tools can't break and waiting by the chest when it's done or the chest is full. Maintain base keeps fires fuelled, fills kilns with plain wood only, feeds smelters, cooks and takes the food off before it burns, fills and taps fermenters, empties beehives and sap collectors, harvests and replants crops, puts loose items away, and can sort chests and repair gear, all between the minimum and maximum stock levels you set. Companions jump for ledges they can't path to, and help downed players and each other back up.

Companions in fights and on the move (1.3.9): in turn-based fights companions roll initiative and take their own turns by 5e rules - their own speed, attack rolls against AC, Extra Attack, healing, helping the downed up, death saves, opportunity attacks. New jobs: Guard (patrols around the chest at night and wakes sleepers when the base is attacked), day and night shifts, Fetch & craft lists ("Wood x20", kept topped up in your pack or a chest) and saved presets. They plan their own routes across moats, gaps, switchbacks, doors and ponds, and fef companion recall (or [Hotkeys] RecallCompanions) brings a stuck one to you.

Companion menu and smarter companions (1.4.0): press F6 to see every companion - its health, what it's doing and its most worn gear - and change its orders or work from anywhere. Rename companions; a companion's chest is named after it. Set raw stock levels (keep at least 10 raw meat, cook up to 20), and companions repair their gear at a workbench or forge below 40%. They no longer drop into places they can't climb out of, plan a way there and back on every job, and take the shortest way through leaps, ledges and doors.

Through any maze (1.5.1): companions plan routes across big labyrinths, leap gaps along a real jump arc (through windows, under beams), check the room over their head before jumping up a ledge, stop at a drop they didn't expect, re-plan when a bridge goes up or a wall swings shut, and shut every door they opened behind you. A companion only appears next to you when you're far away or it really can't find a way. Gear repair works properly too: one item no station nearby can mend no longer keeps the rest from being fixed.

Flying companions (1.5.1)

A companion of a flying race (Fairy, Skyfolk, Owlkin, Glidefolk) or a Sorcerer of level 12+ (Dragon Wings) flies while it follows you, whenever the way is long or climbs or drops. It plans a route through the air with room for its whole body, flies slowly near walls and fast in the open, and lands about 1.5 m from you on solid floor (on top of the tower you're standing on, not the ground below it). It comes down to fight, work or wait, and if the air gets it nowhere it lands and walks. Companions that can't fly keep to the ground.

Realm Forge and taverns

For DMs, and for groups playing without one. fef realm build <seed> builds a whole place from a seed word: a village, town, port, castle, ruin, camp or tavern, each with its own biome, weather, time of day, buildings, NPCs with stories, treasure and encounter table. Send the party in with fef realm open party. With no DM, wandering monsters from the place's own table turn up now and then (fef realm wander on|off). Places use Valheim's own terrain, with lit streets and furnished buildings, and the townsfolk look like real people. Tavern keepers sell drinks, meals and rooms. fef realm info is the DM sheet.

Campaigns: fef campaign build <seed> builds a hub tavern and a chain of places of rising level that ends in a lair, or write your own campaign as a text file and fef campaign load it (a how-to guide and two examples come with the mod). Tavern keepers run a quest board (hunts, places to clear, fetching, letters, escorts) and sell fast travel to the places you've found. Traders sell gear priced by your Charisma, places remember what you did there, the map shows the place you're in (zoom in to see who's where), and the regulars will start a tavern brawl if you ask.

Living campaigns (1.3.6): your choices matter. Finish a chapter by killing, sparing, recruiting or bribing the threat. Factions remember you, fame and notoriety change prices and greetings, and a doom clock ticks while you dawdle. Rival adventurers, a hidden traitor, dilemmas, lieutenants, artifacts that awaken, a stronghold to claim and an epilogue are all part of it. Towns live their day: townsfolk stroll, work, gossip, gather at the tavern in the evening and go home at night. Doors open as you approach, and the next chapter's smoke rises on the horizon. Type fef new in game for the full list.

Getting around (1.3.7): build a RealmForge Portal (a map table in the Transportation tab) to open the world map and travel to any Realm Forge place, or type fef realm worldmap. Quest-board jobs take you there and back for free. Checks roll as real 3D dice on screen.

Deeper campaigns and a living world (1.5.1): undercrofts become whole dungeon levels with traps, burnt buildings can be rebuilt, the rival party camps in person (talk, fight or ally), the traitor hides among four suspects, companions have their own story arcs, and a finished campaign leaves memorials behind. Every campaign place lies where the campaign map says, with the other places' silhouettes on the horizon. Seasons, night markets, caravans you can guard, townsfolk at work, animals in pens and side sites to find fill out the world.

Gaming tables

Every tavern has a gaming table, and you can build your own. Play Texas Hold'em, Five-card draw, Blackjack, Liar's Dice, Ship-Captain-Crew, Acey-Deucey or Hazard for coins, against friends and NPC players who really play. Set the ante, blinds and bets before a hand. Watching? Bet on who wins the next hand.

Turn-based fights (experimental)

Off by default. With fef combat mode realms (or everywhere), fights switch to initiative and rounds using the 2014 rules: your speed in feet, one action, one bonus action and one reaction. Backspace ends your turn. Red rings mark enemies and green rings mark allies, enemies show on the map, and the clock moves 6 seconds per round. Monsters fight by type (packs gang up, archers keep their distance, clever ones go for casters) and take opportunity attacks, cover and high ground count, you can Ready an attack, and a combat log shows every roll. The DM has a combat dashboard with every override (pause, skip, grant, timers, free roam), can play a monster's turn by hand and picks legendary actions. There are also freeze and time-stop tools for scenes. With everywhere, the open world has no wandering monsters: encounters find you as you travel (fef wild), so you're never stuck in one endless fight. Spell durations and cooldowns count in rounds, you get one free object interaction a turn, and the DM can delay a turn or reroll initiative.

DM window

F9 opens the DM window for the host or a server admin: run the campaign (send the party to any chapter, outcomes, quests, narration, sessions, skill challenges), encounters (rules encounters, any bestiary creature, wild encounters, sieges, turn-based fights, freezing), players (heal, revive, teleport, checks and saves with a DC, XP, levels, rewards, items) and the world (time, weather, Realm Forge places) from one window, plus every fef command with its options as buttons.

Automated Dungeon Master (1.5.1)

No one wants to DM? fef autodm start (host or server admin) and the mod runs a Realm Forge campaign for you: it reads the places aloud, puts each chapter's goal on the quest list, sends fights at a steady pace (easier after deaths, harder after clean wins), brings in complications like the doom clock, the rivals and the traitor, and hands out XP and Inspiration when a chapter is won. Anyone can talk to it by typing @dm in chat: "@dm where now?", "@dm recap", "@dm I search the room". It stays on for the server until fef autodm stop, which prints the recap.

Out of the box it's the Director: built in, offline and free. Optionally, the host can let Claude do the talking ([AutoDM] Brain = AI) with their own Anthropic API key, kept on the host in the ANTHROPIC_API_KEY environment variable or BepInEx/config/FifthEditionFantasy/anthropic-key.txt, never in the shared config. It acts only through a fixed set of DM actions, with an hourly spending cap ([AutoDM] AiMaxDollarsPerHour, 1 US dollar by default) and an XP cap. Without a key, or past the cap, the Director carries on.

Languages

The mod's text follows Valheim's own language setting: French, Italian, German, Spanish, Russian, Brazilian Portuguese, Polish, Simplified and Traditional Chinese, Japanese and Korean, with English as the default. [Language] Language picks a different language for the mod alone, including Latin American Spanish (es-419). Russian, Chinese, Japanese and Korean use a Windows system font in the mod's windows ([Language] SystemFont). Console command words stay in English.

The translations were drafted by AI, so some wording will be off. Fix any line yourself: feflang export writes the table to BepInEx/config/FifthEditionFantasy/Translations/<code>.json, edit it, then feflang reload. Corrections are welcome on the Discord.

Accessibility (1.5.1)

[Accessibility] TextScale sizes the text in the mod's windows and [UI] Scale the whole windows. [Accessibility] ColorblindMode (Deuteranopia, Protanopia or Tritanopia) swaps the good / bad colours and adds letter and shape cues.

Default keys

Key Action
L Character sheet
K Adventurer's Log (look at a player: inspect them)
O Next spell (hold: spellbook)
I Previous spell
P Cast the selected spell (hotbar slot 1)
Z, X, H, J, N, B, Y, U Ability hotbar slots 2-9 (class, race and feat abilities, or any spell you put there)
1-8 Item hotbar (vanilla). Rebind or clear each slot, or turn them all off with [Hotkeys] ItemSlotKeys
F Toggle flight (flying races)
Space / Left Ctrl Ascend / descend while flying
G Class feature (Shift+G: next feature)
T Lock on to a spell target
F7 Error log: copy errors for a bug report
Arrow keys Folk Hero grid planting: more/fewer columns (Right/Left) and rows (Up/Down), with a plant on the cultivator
Shift + E on a ward Repair every damaged piece inside the ward, one every 2 s
F6 Companion menu: every companion's orders and work, from anywhere
F8 Party window (Shift+F8: its settings)
F9 DM window (host or admin): campaign, encounters, players, world and every fef command
V Help the player you're looking at (advantage on their next attack or check)
(unbound) End your concentration spell (or cast the same spell again)
Backspace Turn-based fights: end your turn

Valheim's own keys still apply: Q is vanilla Auto-run (press W or S to stop it). Where a mod key shares a key with a vanilla action (L = Toggle walk, F = Forsaken power for flyers), the mod key wins.

Ability hotbar: the bar at the bottom of the screen shows each slot's key, icon, name and cooldown, with your spell slots and class resources above it. Slot 1 always casts the spell picked with Next/Previous spell. Open the inventory to edit it: press Abilities and drag class, race and feat abilities or spells onto a slot, drag slots onto each other to swap them, and drag one off (or right-click it) to clear it. A spell on its own slot leaves the Next/Previous cycle until you take it off the bar. Slot 10 starts unbound.

You can rebind every key in game under Settings > Keyboard & Mouse, in the "Fifth Edition Fantasy" section below the vanilla keys. Click a key and press the new one. Esc cancels and Backspace unbinds. Conflicting keys show in red. In the config file every key is under [Hotkeys], and fef config set Hotkeys.CastSpell P works from the console too.

Controller (experimental)

Button Action
LB + A Toggle flight (flying races)
Hold A / B Ascend / descend while flying
Left stick Fly in any direction
LB + D-pad Right Next spell (hold: spellbook)
LB + D-pad Left Previous spell
LB + RT Cast spell
LB + RB Class ability
LT / RT (tap) Inventory window: previous / next tab
LB / RB Inventory tab: move between chest, grid, info and character panel

Holding Next spell on a controller opens a radial spell wheel: aim with the right stick. The other actions are unbound on a controller by default. Bind them in the Controller column next to the keyboard keys: select a row, then press a button, or hold one button and press another for a combo. Start clears a binding. In the Companions, Party and DM windows the D-pad moves an orange focus frame and A presses.

Installation

Install with r2modman or the Thunderstore Mod Manager. BepInExPack_Valheim and Jotunn are installed automatically.

To install manually, put FifthEditionFantasy.dll in BepInEx/plugins.

Vortex users can get it from Nexus Mods instead (install BepInExPack for Valheim and Jotunn from Nexus too).

Multiplayer

Every player needs the mod installed (on a dedicated server, install it on the server too). Your race, class, level and appearance are saved with your character. Gameplay settings follow the server's config. Type /roll 2d6+3 in chat to roll dice for everyone nearby.

  • Parties: /party invite <name>, /p <message> for party chat, shared dice and /pin <text> for party map pins.
  • Party size: up to 6 by default, counting players and their companions (2 per player). The host sets it with fef party max <n> or [Party] MaxPartySize.
  • Party window (F8): your group's health, stamina, Eitr, armor class and conditions, with as much or as little detail as you like (Shift+F8).
  • Help (V), flanking and Inspiration, and Revivify / Raise Dead at a fallen friend's tombstone.
  • No DM? Let the mod run it: fef autodm start, then talk to it with @dm in chat.
  • Run a campaign: the host or a server admin is the DM. Build places with Realm Forge, run turn-based fights, freeze creatures or stop time. Narrate with fef announce, call for checks and saves with fef check / fef save, pause players, spawn balanced encounters, choose which races and classes the world offers, and keep a campaign journal with quests, NPCs and a fef recap for Discord. See the Console Commands wiki page.

Compatibility

  • Windows: fully supported.
  • macOS: experimental. The mod includes macOS assets, but hasn't been tested on a Mac yet. Please report problems on the Discord.
  • Linux (Proton or native): untested.
  • Achievements: Valheim normally disables achievements whenever mods are installed. This mod turns them back on (real cheats still disable them). Set AllowAchievementsWhenModded = false in the config to keep vanilla's behavior. Type achievementstatus in the F5 console to check.
  • Console crossplay: not supported. Xbox, PlayStation and Switch players can't install mods. On a crossplay server, every PC player still needs the mod.

Notes

  • Configuration file: BepInEx/config/jdvanaus.fifthedition.cfg
  • Found a bug? Press F7 for the error log: it lists every error with duplicates removed, split into Discord-sized parts. Copy them and post them with /bug on the Discord: https://discord.gg/gPRFKDwe5n (the window has a button for the link).
  • Console commands: fef does settings and admin tools, with Tab autofill on every word (fef help lists them; changing characters needs the host or a server admin). fefbug copies a bug report to paste into the Discord's /bug. feflang shows the active language (feflang export, feflang reload, feflang missing). achievementstatus shows whether achievements can progress. selftest runs a quick check of every race, class, feat and spell (it's a cheat command: needs devcommands + confirmcheats).

Disclaimer

This is an unofficial fan project. It is not affiliated with, endorsed by or sponsored by Wizards of the Coast or Iron Gate.

License notice (SRD)

This work includes material from the System Reference Document 5.1 and the System Reference Document 5.2 ("SRD 5.1" and "SRD 5.2") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.1 and SRD 5.2 are licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Races, subclasses, feats and features that are not in the SRD use original names and descriptions written for this mod.

Credits

Created by jdvanaus. Built with BepInEx, Harmony and Jotunn.

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