The Seiðr
Within Mannaheim, many believe the only means of casting spells that aligns with the Allfather's vision is through the use of runes to bind and unbind the unseen forces. Yet there are others who cling to the old ways; thode who harness the primal forces through a deeper understanding of the unseen world. These wielders of Vanir magic are the Seiðrs.
Hit Points At 1st Level: 8 + your Constitution modifier
Hit Points At Higher Levels: 1d8 (or 4) + your Constitution modifier per Seiðr level after 1st
Weapon Proficiencies: Clubs, Daggers, Darts, Javelins, Quarterstaffs, Seax, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.
a quarterstaff and a Seiðr focus (they can be the same item)
(a) any simple melee weapon or (b) any simple missile weapon
An explorer’s pack
Circle of Dreams
Circle of the Moon
Circle of Fire
Circle of Frost
Circle of the Harvest
Circle of the Sower
Circle of the Tempest
Circle of the Tides
Level, Max CR, Limitations, Example
2nd, 1⁄4, No flying or swimming speed, Wolf
4th, 1⁄2, No flying speed, White Shark
8th, 1, —, Giant Eagle
You can stay in a beast shape for a number of hours equal to half your Seiðr level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Control Flames
Create Bonfire
Cudgel
Frostbite
Guidance
Gust
Infestation
Magic Stone
Mending
Mold Earth
Poison Spray
Primal Savagery
Produce Flame
Resistance
Seiðrcraft
Shape Water
Thorn Whip
Thunderclap
Absorb Elements
Animal Friendship
Beast Bond
Bake Lembas Bread
Ceremony
Charm Person
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Earth Tremor
Entangle
Fog Cloud
Guiding Hand
Healing Word
Ice Knife
Jump
Longstrider
Purify Food and Drink
Snare
Speak with Animals
Thunderwave
Vanir Fire
Wild Cunning
Animal Messenger
Augury
Barkskin
Beast Sense
Continual Flame
Darkvision
Dust Storm
Earthbind
Enhance Ability
Enlarge/Reduce
Find Traps
Flame Blade
Flame Sphere
Gust of Wind
Healing Spirit
Heat Metal
Hold Person
Lesser Restoration
Locate Animals or Plants
Locate Object
Moonbeam
Pass Without Trace
Protection from Poison
Skywrite
Spike Growth
Summon Beast
Warding Wind
Wither and Bloom
Aura of Vitality
Call Lightning
Conjure Animals
Daylight
Dispel Magic
Elemental Weapon
Erupting Earth
Feign Death
Flame Arrows
Freedom of Waves
Meld into Stone
Plant Growth
Protection from Energy
Sleet Storm
Speak with Plants
Summon Vanir
Tidal Wave
Wall of Water
Water Breathing
Water Walk
Wind Wall
Blight
Charm Monster
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Divination
Dominate Beast
Elemental Bane
Fire Shield
Freedom of Movement
Giant Insect
Grasping Vine
Guardian of Nature
Hallucinatory Terrain
Ice Storm
Locate Creature
Stone Shape
Stoneskin
Summon Elemental
Wall of Fire
Watery Sphere
Antilife Shell
Awaken
Commune with Nature
Cone of Cold
Conjure Elemental
Contagion
Control Winds
Freedom of Winds
Dream
Geas
Greater Restoration
Insect Plague
Maelstrom
Mass Cure Wounds
Realm Binding
Reincarnate
Revivify
Scrying
Transmute Rock
Tree Stride
Wall of Stone
Wrath of Nature
Bones of the Earth
Conjure Vanir
Find the Path
Flesh to Stone
Heal
Heroes’ Feast
Investiture of Flame
Investiture of Frost
Investiture of Stone
Investiture of Winds
Move Earth
Polymorph
Primordial Ward
Seiðr's Grove
Sunbeam
Transport via Plants
Wall of Thorns
Draconic Transformation
Fire Storm
Mirage Arcane
Raise Dead
Regenerate
Reverse Gravity
Symbol
Whirlwind
Ægirbara
Animal Shapes
Antipathy/Sympathy
Avalanche
Control Weather
Earthquake
Feeblemind
Incendiary Cloud
Sunburst
Wind Walk
Bifröst
Foresight
Shapechange
Storm of Vengeance
Resurrection
The Old Powers
Seiðr revere nature above all, gaining their spells and other magical powers from their devotion to one of the Vanir Gods. Seiðr pursue a mystic spirituality of a transcendent union with nature and service to the gods of nature. The oldest class of spellcasters in Mannaheim, ancient Seiðr traditions are sometimes called the "Old Faith", in contrast to the worship of the Æsir in temples and shrines. The true center of a Vanir worshipper's faith is their sacred grove; a single tree and its surrounding area that are prized by one of the Vanir gods. These groves are usually unknown to all but the members of their god's priesthood and guarding them is almost always the duty of a nearby Seiðr.Guardians of Balance
Seiðr spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Seiðrs also gain the ability to take on animal forms, and Seiðr dedicated to Freyja make a particular study of this practice, even to the point where they prefer animal form to their natural form. Seiðr are known among the Astari and Vestari, almost unheard of among the Dvergr, but to the Elves they are the most common manner of spellcaster. As such, their circles can sometimes cross the borders of the forests. Above all, a Seiðr is the living bond between the material world and the invisible world of spirits and old gods.A Word of Caution
Many fear that which they do not understand. Amongst the Astari, who above all revere Óðinn and the Æsir, the gods of war, worship of the Vanir gods is seen by many as "old-fashioned" or could even be called "heretical" or "blasphemous" by others. Óðinn's style of rune based spellcasting is considered the only acceptable form of magic by the Cult of Óðinn, which holds enormous influence over Astari society as its most populous cult. A Seiðr who makes a showy display of their natural magic in an Astari settlement is courting a possible hostile response from townspeople who may be offended or simply don't understand what they're seeing.Class Features
Hit Points
Hit Dice: 1d8 per Seiðr LevelHit Points At 1st Level: 8 + your Constitution modifier
Hit Points At Higher Levels: 1d8 (or 4) + your Constitution modifier per Seiðr level after 1st
Proficiencies
Armor Proficiencies: Light Armor and Medium Armor (Seiðr will not wear armor made of metal.)Weapon Proficiencies: Clubs, Daggers, Darts, Javelins, Quarterstaffs, Seax, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.
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