Asgardian Pantheon • Æsir

Baldr — The Beloved God of Beauty, Judgment & Promised Return

Baldr, beloved son of Odin and Frigg, whose death shadows the fate of the gods
Baldr the Beloved. Fairest-spoken among the Æsir, slain through the single flaw in Frigg’s protection.

Baldr is the beloved son of Odin and Frigg: fair, wise, gracious in speech and associated with a purity so complete that Breidablik admits nothing unclean. He is also dead. Loki discovered the one thing Frigg had not bound by oath—mistletoe—and placed it in blind Höðr’s hand. Baldr now remains in Hel with Nanna, awaiting the world after Ragnarök when prophecy says he and Höðr will return.

Baldr at a Glance

Divine clan Æsir
Divine status Intermediate deity; Divine Rank 14
Alignment Lawful Good
Current status Dead; dwelling in Hel with Nanna until the foretold return after Ragnarök
Parents Odin and Frigg
Wife Nanna
Son Forseti
Hall Breidablik in Asgard, where fewest baneful runes are found
Funeral ship Hringhorni, greatest of ships in Snorri’s account
Cause of death Mistletoe wielded by blind Höðr under Loki’s direction
Major concerns Beauty, wisdom, gracious speech, judgment, peace, protection, beloved dead and promised renewal
Domains Life, Light, Peace, Protection and Knowledge; older rules use Good, Healing and Knowledge
Favoured weapon No securely attested named weapon; legacy game traditions use a greatsword
Foretold return After Ragnarök, Baldr and Höðr come back from Hel and dwell with the surviving gods

Divine Mechanics

Baldr in Play

Baldr’s mythology gives him one of the clearest mechanical identities in the pantheon: almost everything in creation has sworn not to harm him, except mistletoe. His encounter rules therefore revolve around discovering or exploiting a genuine exception to divine protection rather than simply grinding through a large pool of hit points.





Baldr — 5.5e / 2024

Granted Domains & Spells

Spell Level Baldr-Granted Spells
1st bless, sanctuary
2nd calm emotions, warding bond
3rd beacon of hope, revivify
4th death ward, guardian of faith
5th greater restoration, wall of light
6th forbiddance, heal
7th divine word, resurrection
8th holy aura, sunburst
9th foresight, true resurrection

Baldr, the Beloved

Medium Celestial (Deity), Lawful Good · Intermediate Deity, Divine Rank 14 · CR 39 (epic; beyond the core CR table) · PB +12

Armor Class 31 (oath-woven divinity)
Hit Points 888 (48d8 + 672)
Speed 50 ft.

STR DEX CON INT WIS CHA
32 (+11) 28 (+9) 38 (+14) 34 (+12) 38 (+14) 42 (+16)

Saving Throws Str +23, Dex +21, Con +26, Int +24, Wis +26, Cha +28
Skills Insight +38, Perception +26, Performance +28, Persuasion +40, Religion +24
Damage Resistances radiant; bludgeoning, piercing and slashing from artifacts or divine sources
Damage Immunities poison; see Oaths of All Things
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 240 ft., passive Perception 36
Languages all languages; telepathy 1 mile

Divine Traits

Divine Nature. Baldr requires no air, food, drink or sleep. He does not age.

Intermediate Deity — Divine Rank 14. Lower-rank effects cannot permanently sever Baldr from his portfolios, Breidablik or the prophecy of his return.

Legendary Resistance (5/Day). If Baldr fails a saving throw, he can choose to succeed instead.

Magic Resistance. Baldr has Advantage on saving throws against spells and magical effects.

Oaths of All Things. Baldr is immune to damage and harmful conditions caused by a creature of lower divine rank unless the effect is delivered through mistletoe, an Artifact, a deity of equal or greater rank, or a campaign-specific fate-breaking source. When one of those exceptions damages Baldr, this immunity is suppressed until the end of Baldr’s next turn. The attack that first suppresses the immunity deals damage normally.

All-Beloved. A creature that has not been harmed by Baldr since the start of its last turn must succeed on a DC 36 Wisdom saving throw before willingly making a hostile attack against him. On a failure, the creature must choose another action or target. A creature of equal or greater divine rank is immune.

Bound to Hel’s Law. In the campaign present, Baldr cannot willingly leave Hel by teleportation, plane shift, gate or similar magic unless Hel releases him, the ancient condition that all things weep for him is fulfilled, or Ragnarök has passed and the foretold return begins. This restriction is a divine law, not a spell to be dispelled.

Divine Immortality. Defeating Baldr’s present divine form does not erase him from existence. His death and return are bound to prophecy-level conditions.

Divine Spellcasting

Baldr casts spells using Charisma (spell save DC 36, +28 to hit with spell attacks). He requires no Material components.

At Will: any Cleric or Baldr-granted spell of 5th level or lower.
3/Day Each: any Cleric or Baldr-granted spell of 6th–8th level.
1/Day Each: any Cleric or Baldr-granted spell of 9th level.

Actions

Multiattack. Baldr makes three Shining Judgment attacks.

Shining Judgment. Melee or Ranged Spell Attack: +28 to hit, reach 10 ft. or range 240 ft., one target. Hit: 45 (10d8) Radiant damage plus 36 (8d8) Psychic damage. The target cannot knowingly speak a lie until the start of Baldr’s next turn unless it succeeds on a DC 36 Charisma saving throw.

Peace of Breidablik (Recharge 5–6). Each hostile creature of Baldr’s choice within 90 feet makes a DC 36 Wisdom saving throw. On a failure, it is Charmed until the end of Baldr’s next turn, its Speed becomes 0, and it cannot make attacks or cast damaging spells. On a success, its Speed is halved until the end of its next turn.

All Things Weep (1/Day). Baldr invokes the grief bound to his death. Allies of his choice within 120 feet regain 80 Hit Points and end Charmed, Frightened and Stunned. Hostile creatures there make a DC 36 Wisdom saving throw, taking 66 (12d10) Psychic damage on a failure or half as much on a success.

Gift of Life (1/Day). Baldr touches one creature that died within the last minute and whose soul is free and willing. The creature returns to life with half its Hit Points, ends all non-divine diseases and poisons, and gains 50 Temporary Hit Points. This cannot return a deity whose death is governed by a prophecy-level condition.

Bonus Action

Gracious Word. One ally within 120 feet gains 35 Temporary Hit Points and Advantage on its next saving throw before the start of Baldr’s next turn.

Reaction

None May Gainsay the Judgment. When a creature Baldr can see succeeds on a saving throw against one of his spells or divine abilities, Baldr can force it to reroll. A creature of equal or greater divine rank is immune to this Reaction.

Legendary Actions — 4 Uses

  • Radiant Step. Baldr moves up to half his Speed without provoking Opportunity Attacks.
  • Shining Judgment. Baldr makes one Shining Judgment attack.
  • Merciful Intercession (Costs 2 Uses). One creature within 120 feet regains 45 Hit Points and may immediately repeat one saving throw against Charmed, Frightened or Stunned.
  • Speak Peace (Costs 2 Uses). One creature within 120 feet makes a DC 36 Wisdom saving throw or loses its Reactions and cannot make Opportunity Attacks until the end of its next turn.
  • Renew the Oath (Costs 3 Uses). If Oaths of All Things is currently suppressed, Baldr immediately restores it.

Divine Realm Actions — Breidablik, If Baldr Has Returned

Baldr does not control Hel and therefore has no realm actions there. In Breidablik, after his return, he can use one of the following on initiative count 20:

  • Nothing Unclean. One curse, disease, poison or possession affecting each ally Baldr chooses in the realm ends.
  • Fewest Baneful Runes. Until initiative count 20 on the next round, hostile spells of 8th level or lower cast inside Breidablik require a successful DC 36 spellcasting ability check or fail without effect.
  • Remembered Wisdom. Up to six allies gain Advantage on all d20 Tests until initiative count 20 on the next round.

Baldr — Pathfinder 1e

Divine Package

  • Divine Status: Intermediate Deity
  • Divine Rank: 14
  • Alignment: Lawful Good
  • Areas of Concern: beauty, wisdom, gracious speech, judgment, peace, protection and promised return
  • Domains: Good, Healing, Knowledge, Protection, Sun
  • Suggested Subdomains: Resurrection, Restoration, Honor, Light
  • Favored Weapon: greatsword in the legacy game tradition

Baldr, the Beloved

CR 38 / MR 10 · LG Medium outsider (extraplanar, good, lawful, mythic) · Intermediate Deity, Divine Rank 14 — SpiralWorlds deity overlay

Init +18; Senses truesight 240 ft., Perception +63
Aura beloved presence 1,400 ft. (Will DC 40)

AC 70, touch 55, flat-footed 61
hp 1,060
Fort +57, Ref +51, Will +57
DR 25/epic; SR 56

Speed 60 ft.
Melee +5 holy keen greatsword +74/+69/+64/+59 (2d6+31/17–20 plus 6d6 sacred)
Ranged touch shining judgment +72 (10d8 sacred plus 8d8 mind-affecting)

Str 32, Dex 28, Con 38, Int 34, Wis 38, Cha 42

Mythic Power 10/day; Surge +1d12.

Divine Abilities

Oaths of All Things (Su). Baldr is immune to damage and hostile conditions from non-artifact, non-divine sources unless mistletoe is incorporated into the effect. Once an exception harms him, this immunity is suppressed until the end of his next turn.

Beloved of Creation (Su). A creature of lower mythic tier or divine rank must succeed on a Will DC 47 save to initiate a hostile action against Baldr unless Baldr has harmed it since its previous turn.

Bound to Hel’s Law (Su). Before Ragnarök, planar travel cannot remove Baldr from Hel unless Hel releases him or an equivalent prophecy-level condition is fulfilled.

Unanswerable Judgment (Su). When a creature succeeds on a save against one of Baldr’s supernatural or spell-like abilities, Baldr may force a reroll as an immediate action, up to three times per round.

Gift of Life (Su). Once per day Baldr can restore a creature that died within the previous minute as breath of life with no material component, except the creature returns at half maximum hit points and loses no prepared spells.

Divine Immortality (Ex). Baldr cannot be permanently destroyed outside a valid divine-death or prophecy condition.

Spell-Like Abilities

CL 24th; concentration +40; save DC 40 + spell level. Good, Healing and divination domain effects function at CL 25th.

Constant: mind blank, true seeing
At Will: bless, calm emotions, daylight, death ward, divination, sanctuary, warding bond
3/Day: forbiddance, greater restoration, heal, holy aura, resurrection, sunburst
1/Day: foresight, miracle, true resurrection

Mythic/Divine Techniques

All Things Weep (Su). By expending one use of mythic power, Baldr heals allies within 120 feet for 10d8+30 and deals 12d10 mind-affecting damage to enemies there; Will DC 47 half.

Peace of Breidablik (Su). By expending one use of mythic power, Baldr creates a 60-foot-radius field for 1 round in which enemies must succeed on a Will DC 47 save to make attacks or cast damaging spells.

Renew the Oath (Su). As an immediate action costing one use of mythic power, Baldr restores Oaths of All Things if it is currently suppressed.

Baldr — D&D 3.5e

The complete Divine Rank 14 legacy build is retained below as the edition-specific rules package. Names and obvious encoding errors are cleaned, but the underlying mechanics remain intact.

Baldr
Barbarian 20/Bard 20
Medium-Size  outsider
Divine Rank 14
Hit Dice 20d8+180 (outsider) plus 20d6+180 (Brd) plus 20d12+180 (Bbn)
(1,060 hp)
Initiative +12 (+8 Dexterity, +4 Improved Initiative)
Speed 70 ft.
AC 76 (+8 Dexterity, +27 natural, +14 divine, +17 deflection)
Attacks +5 bane* keen holy greatsword +70/ +65/+60/+55 melee; or spell +64 melee touch or +62 ranged touch *+72/+67/+62/+57 against evil outsiders.
Damage +5 bane* keen holy greatsword 2d6+20/15-20 or by spell *4d6+20/ 15-20 against evil outsiders.
Face/Reach 5 ft. by 5 ft./5 ft.
Special Attacks Domain powers, salient divine abilities, spell-like abilities.
Special
Qualities
Divine immunities, DR 25/epic, fire resistance 34, sonic resistance 14, fast healing 34, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 14 miles, remote communication, godly realm, teleport without error at will, plane shift at will, fast movement, bardic knowledge +28, bardic music 24/day (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion) range 14 miles, uncanny dodge (cannot be flanked, +4 against traps), SR 46, divine aura (1,400 ft., DC 41).
Saves Fort +55, Ref +54, Will +54.
Abilities Strength 31, Dexterity 27, Constitution 29, Intelligence 27, Wisdom 27, Charisma 44.
Skills* Alchemy +44, Appraise +44, Balance +51, Bluff +58, Climb +48, Concentration +50, Craft (metalworking) +54, Craft (stoneworking) +54, Decipher Script +34, Diplomacy +66, Disguise +58, Escape Artist +49, Gather Information +58, Hide +49, Intimidate +62, Intuit Direction +54, Jump +48, Knowledge (arcana) +27, Knowledge (nature) +27, Knowledge (the planes) +27, Listen +44, Move Silently +39, Perform +105, Scry +44, Sense Motive +49, Spellcraft +49, Spot +44, Swim +46, Tumble +46, Use Magic Device +41, Wilderness Lore +44. *Always receives a 20 on checks.
Feats Alertness, Blind-Fight, Cleave,Combat Casting, Combat Reflexes, Dodge, Endurance,Combat Expertise, Extra Music, Great Cleave,Improved Critical (greatsword), Improved Initiative, Jack of All Trades, Mobility, Power Attack, Power Critical (greatsword), Spring
Attack
, Superior Expertise, Weapon Focus (greatsword), 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 Reality, Alter Size, Area Divine Shield, Divine Bard, Divine Blast, Divine Fast Healing, Divine Rage, Divine Recall (every person or thing of beauty), Divine Shield, Divine Skill Focus (Perform), Gift of Life, Increased Energy Resistance (sonic), Irresistible
Performance
(all abilities), Mass Divine Blast, Rejuvenation,
Shapechange.
Domain Powers Cast good spells at +1 caster level; cast healing spells at +1 caster level; cast divination spells at +1 caster level.
Spell-Like
Abilities
Baldr uses these abilities as a 24th-level caster, except for good
spells, healing spells, and divination spells, which he uses as a 25th-level caster. The save DCs are 41 + spell level. Aid, Blade Barrier, clairaudience/ clairvoyance, cure critical wounds, cure light wounds, cure moderate wounds,cure serious wounds, detect secret doors, detect thoughts,
discern location, dispel evil, divination, find the path, foresight, heal, Healing Circle, holy aura, holy smite, holy word, legend lore, magic circle against evil, mass heal, protection from evil, regenerate, summon monster IX (as good spell only), true resurrection, true
seeing
.
Divine
Rage
The following changes are in effect as long as Baldr rages: AC 71; hp 1,360; attacks +75/+70/+65/+60 melee (2d6+25/15-20, +5 bane keen holy greatsword); SQ Fire resistance 44, sonic resistance 24, SR 56; SV Fort +60, Will +59; Strength 41, Constitution 39; Climb +53, Concentration +55, Jump +53, Swim +51. His rage can be used 14 times per day, it lasts for 1 hour (or until ended), and he is not winded afterward.

Bard Spells Known (4/9/8/8/8/8/7; base DC = 27 + spell level):

Other Divine Powers

As an intermediate deity, Baldr 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: Baldr can see, hear, touch, and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen 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 14 hours.

Portfolio Sense: Baldr senses anything involving objects of beauty and discussions and comparison of beauty the instant it happens and fourteen weeks into the past.

Automatic Actions: Baldr can use Appraise, Craft (metalworking), or Craft (stoneworking) as a free action if the DC for the task is 25 or lower. He can use Perform as a free action if the DC for the task is 39 or lower. He can perform up to ten such free actions each round.

Create Magic Items: Baldr can create magic instruments and magic art tools and supplies, as long as the item’s market price does not exceed 200,000 gp.

Legacy Divine Artifact:

Mace of Holy Brilliance

This heavy mace in constructed of oak and ivory and is a +5 Brilliant Energy, disruption, ghost touch, Holy weapon with the following special powers (at 20th level):

-Can be used to invoke the Sunbeam power, as if it were a Sunblade.

Campaign Present

What Is Baldr Doing Now?

Baldr is in Hel. He is not walking Asgard, suppressing darkness across Midgard or acting as a roaming protector. Hermóðr found him seated in Hel’s hall after riding nine nights on Sleipnir, and the attempt to ransom him failed when Þökk refused to weep.

Nanna remains with him. Baldr is neither a decomposing corpse nor a powerless mortal shade, but he is subject to Hel’s law and to the conditions surrounding his death. He does not seek an early escape. The prophecy that he will return after Ragnarök is one of the few certainties left to the divine order, and breaking it carelessly could destroy the very future in which he comes home.

Baldr’s priests still receive divine magic. The power reaches them across death through the oaths and promises that still bind his name. Their strongest revelations come as dreams, moments of impossible calm, memories shared by several mourners at once, and judgments that become clear only after anger has passed.

Breidablik — The Empty Hall

Breidablik remains Baldr’s hall in Asgard, but its lord is absent. The place is kept clean, quiet and ready rather than turned into a memorial tomb. Nothing unclean is willingly admitted, and disputes brought across its threshold are expected to end without bloodshed.

Frigg’s household and Baldr’s surviving kin guard the hall’s integrity. The empty high-seat is not occupied by a regent. To sit there would imply that Baldr’s return is no longer expected.

The Death of Baldr

The gods test Baldr's invulnerability before the mistletoe killing
The gods test the protections surrounding Baldr before Loki discovers the mistletoe exception.

Baldr dreamed that his life was in danger. Frigg responded by taking oaths from fire, water, metals, stones, earth, trees, sicknesses, beasts, birds, venom and serpents that they would not harm him. Once the protection became known, the gods turned Baldr’s invulnerability into a game, throwing weapons and stones at him because nothing would bite.

Loki learned that Frigg had not asked an oath of mistletoe because she considered it too young. He placed the mistletoe weapon in the hand of blind Höðr and guided the shot. Baldr fell dead.

The point is not that Baldr had a generic weakness to “plants” or to radiant damage. His death occurs because an apparently complete system of protection contains one precise exception. That logic now drives his game mechanics as well as his story.

Hringhorni, Nanna & the Road to Hel

Baldr’s body was carried to Hringhorni, called the greatest of ships. The gods could not launch it until the giantess Hyrrokkin shoved it into the sea. When Nanna saw Baldr placed upon the pyre, she died of grief and was laid beside him. Thor consecrated the pyre with Mjölnir, Odin placed Draupnir upon it, and Baldr’s horse was burned with its trappings.

Hermóðr then rode Sleipnir to Hel and found Baldr seated in the high-seat. Hel agreed to release him only if every living and dead thing wept for him. The world almost did. Þökk refused. The tradition identifies that refusal with Loki, and Baldr remained below.

Baldr sent Draupnir back to Odin through Hermóðr. Nanna sent gifts to Frigg and Fulla. These exchanges matter: death has separated the households, but it has not severed memory, obligation or communication completely.

The Promised Return

Baldr’s story does not end in Hel. After Ragnarök, when the renewed earth rises green from the sea, Baldr and Höðr return from Hel and join the surviving gods. That future is one of the central reasons his cult is not merely a cult of mourning.

His return does not undo the death. It transforms its meaning. Baldr becomes a divine promise that some losses remain real and terrible while still belonging to a larger renewal. His priests therefore resist cheap assurances that every death will be reversed. Baldr’s own resurrection requires the turning of an age.

Living Worship

Direct evidence for a large historical cult of Baldr is limited, so his present worship grows primarily from the mythology rather than from an invented claim of vast surviving temples. Mourners, judges, mediators, craftspeople, healers and families preserving the memory of the dead form the heart of his cult.

Offerings

White cloth, carefully made objects, letters to the dead, reconciled debts, funeral rings, flowers left uncut until they fall naturally and promises kept after the person who requested them has died.

Signs of Favour

An old grievance suddenly becomes easy to speak about, a white plant flowers out of season, a disputed judgment is accepted without triumph or humiliation, or several mourners dream the same peaceful room.

Signs of Warning

Mistletoe appears where none grew before, a supposedly unanimous oath reveals one missing name, a funeral fire refuses to catch, or a beautiful object develops a single hairline flaw.

Priestly Duty

Make peace without pretending harm never happened, preserve truthful memory of the dead, protect fair judgment, and examine every “perfect” protection for the exception everyone else ignored.

Baldr Is Not Simply a Sun God

Baldr is explicitly described as extraordinarily fair and bright, and a white plant is compared with his brow. Later interpretation often turns that brightness into a straightforward solar portfolio. The surviving Eddic material is more specific and more interesting: Baldr is wise, gracious, beloved, associated with unanswerable judgments, purity, invulnerability, tragic death and eventual return.

Light remains an appropriate game domain because of those traditions, but it should not erase the deeper themes of oath, grief, judgment and renewal.

Adventure Pressure

The Second Mistletoe

A sprig appears in Breidablik despite every ward. It is not descended from the plant that killed Baldr, which means a second exception to Frigg’s oath-system now exists.

Something Did Not Weep

An ancient object is discovered that was never asked to mourn Baldr. Hel’s original condition may therefore have failed for a reason no one understood at the time.

Nanna’s Missing Gift

One of the gifts Nanna sent back from Hel vanishes from Frigg’s keeping and reappears in a mortal grave that predates Baldr’s death.

Breidablik Opens

The sealed doors open by themselves and the empty high-seat is warm. Baldr has not returned, but something in the hall believes the appointed time has arrived.

Sources & Licensing

Gylfaginning provides Baldr’s brightness, wisdom, gracious speech, Breidablik, Frigg’s oaths, the mistletoe killing, Hringhorni, Nanna’s death, Hermóðr’s ride to Hel and the failed attempt to weep Baldr back into the world. It also states that after Ragnarök Baldr and Höðr return from Hel to the renewed world.

Read Gylfaginning.

The living cult, dream-omens and some divine mechanics are campaign developments built around the source tradition. The page does not treat Baldr as a historically attested generic sun god or invent a named ancient weapon for him.

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