Odin
Odin
12/3/21 12:04 PM
Odin
The All-Father
Head of the Asgardian Pantheon
"Wherever you know of harm, regard that harm as your own, and give your foes
no peace."
Description: Odin typically appears as an older man with a bald head and a long gray beard. He wears a
patch over one eye and a gray tunic under a hooded cloak of blue. He often wears an antlered mantle, and is
almost always seen with his two Ravens, one on each shoulder.
Profile
Ideals: Odin is a proud, stern, and brave deity, he keeps a close relationship with the rest of the Asgardian
pantheon. Few things angered the All-Father, only helping a giant or losing a battle could draw his ire.
Bonds: Odin was said by some religious scholars to be the father of Tyr by his wife Frigga, and indeed, he
was believed by his worshipers from other worlds to have fathered most of the gods of the Norse pantheon.
Odin kept a pair of wolves, a pair of ravens, and an eight-legged horse as companions. His giant black wolves
were named Freke and Gere, and they traveled the planes of existence to keep Odin informed. His ravens were
sent as his messengers and spies and were named Hugin and Munin. Sleipnir was the name of his mighty
steed, who carried him into battle.
Flaws: Though it's likely has many flaws with his personality, it is arguable that his biggest flaw is that he
his destined to die in the mouth of Fenrir, a massive wolf that was sired by Loki, another Greater Deity of the
Asgardian pantheon. Even though Ragnarok brings much destruction, it is only a cycle of renewal.
Legend: Odin's origin is mostly unknown to scholars at large, this is likely due to him being a multi-
spherical deity of immense power. But, it is known that many of Odin's children are deities of great power as
well, among them are Thor, Tyr, Vidar, he a daughter-in-law named Sif, and Balder, another of his sons. It is
said that when bored, the All-Father will sometimes dawn the guise of old human man and wander the
material plane. Other times, Odin, his son Thor, his daughter-in-law Sif, and a host of Valkyries and Einherjar
would travel to the lower planes to shake things up amongst the fiends participating in the Blood War.
Exploration
The All-Father rules from Asgard, home of the Norse pantheon, on the plane of Ysgard. He claimed three
separate halls there as his realm, Valaskialf, Valhalla, and Gladsheim. Valaskialf was the seat of his all-seeing
throne Hlidskialf, from which he could observe anywhere in the multiverse. Valhalla served as his council
chambers, while Gladsheim was his feasting hall.
Regional Effects
Asgard is influenced by Odin's divine might, causing the following effects across the plane.
• Whenever Odin is sitting on his throne Hlidskialf, he can cast the Scrying spell at-will requiring no
components. The spell has a save DC of 35, and he is able to scry on any creature whether he is aware of
it or not, he becomes aware of it while on the throne. He is able to scry across any and all crystal
spheres.
• Any creature that dies in a heroic manner while on the plane is resurrected the next morning, even if it is
a mere visitor to the plane.
• Odin is able to bar any creature access to both the Bifrost, and the roots of Ygdrasil. Only creatures of
equal or greater Divine Rank to Odin can bypass this.
Lair Actions
On initiative count 20 (losing initiaitve ties), Odin can take a lair action causing one of the following effects.
When using Odin's mythic statistics, he can take a lair action or a mythic action, but not both.
• Odin momentarily accesses the power of his throne, learning the exact location of any creature he is
aware of on Asgard.
• Odin calls forth the might of his son Thor, causing a 500-foot tall, 15-foot radius column of lightning to
erupt on a point of his choosing within 300 feet of him. A creature in the affected area must succeed on a
DC 28 Dexterity saving throw, taking 55 (10d10) lightning damage plus 55 (10d10) thunder damage on
a failed saving throw, or half as much damage on a successful save.
• Odin summons his massive wolves Freke and Gere to assail a target of his choice that he can see within
120 feet of him, the target takes 35 (10d6) slashing damage plus 35 (10d6) piercing damage, and is
knocked prone.
Allies
Odin has many allies, but most of them are other deities worthy of their own tale. The All-Father also
has many powerful animal companions that usually accompany him in battle, chief among them being his
mount, the eight-legged horse Sleipnir. If you so wish, you can use the statistics of the Sleipnirian
Pegasus provided in 2CGaming's TPK Bestiary 1 on Page 244 to represent Sleipnir. The statistics for
Odin's wolves Freke and Gere are provided below.
Mythic Effects
When Odin is a mythic creature, he cause the following effects.
Deific Being
Odin is greater deity with a divine rank of 19. This grants him the following benefits against non-Deific
creatures.
• Odin automatically scores a critical on his attacks.
• When Odin deals damage, he deals the maximum amount of damage on each of his dice.
• Odin has Truesight out to 19 miles, and can communicate telepathically with any creature that is on the
same plane as him.
• Odin can't be banished, diseased, disintegrated, have his ability scores reduced, be imprisoned, be put to
sleep, killed outright, or have his form changed against his will.
• Odin automatically succeeds on all ability checks and saving throws as if he rolled a 20, and non-Deific
creatures can't succeed on saving throws against his spells or abilities.
These advantages are muted against Epic creatures. When Odin encounters Epic creatures for the first time in
a day, he does not gain these benefits for a number of rounds equal to the creature’s Epic (not total) character
level or Epic CR.
Silver Tongued
Odin is a notorious trickster, and has swindled nearly every creature he has ever interacted with. Odin adds
triple his proficiency bonus to all Charisma ability checks (+48). Additionally, any creature Odin speaks with
must succeed on a DC 36 Wisdom saving throw, or believe everything Odin says to be true. A creature
normally immune to the charmed condition has Epic advantage on this saving throw.
Mythic Odin
Rewards
Putting an end to the All-Father is a nigh impossible task, he is among the most powerful deities that exist
throughout the multiverse only being beat out by an entity such as Ao in Realmspace. Not only do you
have to endure his physical might, but you have to manage to outwit him as well, the more difficult of the
two tasks. Odin is one of, if not the most cunning creature to exist. He has lived for eons and the only time
he's supposed to die is when fate alone wills it so, managing to end him prior to Ragnarok could have
unforeseen consequences. But, those willing to slay the All-Father in the first place likely don't give a
damn about ANY consequences, and they will be rewarded with a relic of great power.
Gungnir
Relic, Spear (requires attunement)
This short spear possesses a haft made from the wood of Yggdrasil itself, with head of it being forged of
starmetal. The head of the spear is almost completely covered in powerful runes.
Properties
While unattuned, the relic has the following properties.
Dwarven Craftsmanship: This weapon was crafted by the Midgard dwarves alongside the likes of Mjolnir
and other artifacts of the Aesir. This weapon grants a +5 bonus to attack and damage rolls, its inner and
outer ranges are tripled, and it returns to the wielders hand after being thrown regardless of it hitting or
not. Finally, this weapon deals 3d8 piercing damage on a successful hit instead of its normal damage.
Unerring: Once per turn, you can choose to make an attack with the relic automatically hit. You still roll a
d20 to determine if the attack is a critical. Additionally, this weapon scores a critical on rolls of 17-20.
Rune of Transposition: When you successfully hit a creature with a ranged attack using the relic, you can
use your reaction to teleport to an unoccupied space adjacent to the target and immediately make another
attack against it as a part of the same reaction.
Wicked Blows: Whenever you successfully hit a flesh-and-blood creature with the relic, the target begins
bleeding until it receives magical healing of 9th level or higher. While bleeding in this manner, an affected
creature loses 6d8 hit points at the start of each of its turns.
Attunement
To attune to this weapon and unlock its more potent powers, you must die. But you have to die in a
specific and meaningful way. First, you must pierce yourself with the whole of Gungnir itself,
permanently reducing your hit point maximum by 6d8. While still being impaled by the spear, you must
then hang yourself from the branches of Yggdrasil. When you die in this manner, you gain insights into
the coveted rune magic and are able to properly put the rest of the runes on Gungnir to use. Additionally,
only Epic magic can return you to life after dying this way. Finally, the only way you can be subsequently
resurrected is by dying a worthy death (e.g. in battle against an epic foe, refusing to retreat against
overwhelming odds, dying to protect another, etc.).
Upon attunement, the relic gains the following properties in addition to its unattuned properties.
Magical Might: The relic acts as a spellcasting focus for any arcane spells you cast. When casting a spell
using the relic as a focus, you can ignore components that have a cost for non-Epic spells as well as any
verbal components a spell may have. Additionally, the save DC of your spells is increased by 3 and you
can choose to use the Spell Point system for magic rather than the Spell Slots system if you wish. If you
are unable to cast spells, you instead become immune to spells of 6th level or lower unless you wish to be
affected.
Spirits Bane: You can see into the ethereal plane (120 feet), and the relic can affect any creature inhabiting
the ethereal plane as if it wasn't.
Runic Empowerment: As a bonus action on your turn, you can empower the spear with all of the runes
engraved upon it for 1 minute granting the following.
• The weapons range increases to anything that you can see.
• The weapon deals two additional damage dice on a successful hit, and the damage dice increase by
one size.
• If you critically hit a creature with the relic, the target must make a DC 35 Constitution saving throw
or die.
• The weapon deals arcane damage rather than piercing damage.
You can empower the relic in this way only once per Long Rest.
Truly Unerring: This weapon automatically hits anything you target with it regardless of any cover it may
have. Additionally, the weapon now scores a critical on rolls of 15-20.
Bane
By slaying the All-Father and taking his signature weapon, you have been marked for death by the
remaining gods that compose the pantheon he ruled over. While you are attuned to, and or wielding the
relic any of the Aesir or Vanir deities are made aware of your exact location. Additionally, all Aesir and
Vanir deities make attack rolls against you with Epic advantage and deal maximum damage on their
attacks. Finally, unless the remaining deities composing the Norse pantheon are slain you are unable to
use Yggdrasil or the Bifrost for planar travel.