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Heimdall, “the Watcher, the White God”

 Heimdall, "the Watcher, the White God"
  • Pantheon: Norse pantheon
  • Deity Title: Heimdallr, the Watcher, the White God
  • Deity Symbol: A horn, a gold and diamond circlet
  • Home Plane: Asgard
  • Deity Level: Greater deity
  • Alignment: Lawful good
  • Aliases: Heimdall the Bright, Hallinskidi, Gullintanni, Rigg, VindhlĂ©r
  • Superior: Odin
  • Traditional Allies: Odin, Thor, Baldr, Freyja, Freyr
  • Traditional Foes: Loki, Fenrir, Hel, Jörmungandr
  • Divine Artifact: Gjallarhorn, a powerful horn that can be heard throughout the Nine Worlds, and the sword Hofund, which can cut through any material.
  • Servants: The Heimdalssons, a group of demigods and heroes associated with Heimdall.
  • Servitor Creatures: The hrimthurs, the giants of frost.
  • Sacred Animal: The Ram
  • Manifestations: A tall, handsome man with golden hair and piercing eyes, sometimes with shining armor and a horn, or in the guise of a watchman.
  • Signs of Favor: The sudden appearance of rainbows, strong winds, and the sounds of horns.
  • Worshipers: Guards, watchmen, sailors, farmers, and those seeking protection.
  • Cleric Alignments: Lawful good, lawful neutral
  • Specialty Priests: Foresters, watchmen, guards, and protectors.
  • Holy Days: Winter Nights (October 31st), Yule (December 20th-31st), Midsummer (June 21st).
  • Portfolio: Guardianship, watchfulness, sight, protection, foresight, and hearing.
  • Domains: Good, Knowledge, Law, Protection, Strength, Sun.
  • Favored Weapon: Longsword
  • Favored Class: Ranger
  • Favored Race: Humans
  • Duties of the Priesthood: To watch over and protect the community, to be vigilant and aware of danger, and to honor the gods.
  • Major Cult/Temple Sites: Himinbjorg, located at the edge of the rainbow bridge Bifrost.
  • Benefits: Followers of Heimdall receive heightened senses, including the ability to see and hear great distances. They also gain protection against surprise attacks and become more aware of danger. Those who are deemed worthy may receive magical horns or weapons, and the ability to summon the Bifrost bridge.

Heimdall is a wise and powerful god from Norse mythology, known as the “Watcher of the Gods”. He is often depicted as the guardian of Asgard, the home of the gods. Heimdall is a tall and imposing figure, with piercing eyes that seem to see everything. He is a stoic and serious god, always focused on his duties and responsibilities.

As the Watcher of the Gods, Heimdall is tasked with protecting Asgard from any threats that may arise. He is the god of vigilance and is always alert, with his keen senses allowing him to detect any danger from afar. He is a skilled warrior and is said to be able to hear the sound of grass growing and see as far as the edge of the world.

Heimdall’s ultimate goal is to ensure the safety and well-being of Asgard and its inhabitants. He takes his role as guardian very seriously and is always vigilant and prepared for any potential threats. He is not one to seek glory or fame, but rather takes pride in the knowledge that his actions are keeping the gods safe.

Despite his serious demeanor, Heimdall is known to have a kind and compassionate heart. He is a friend to all who seek his aid and will go to great lengths to protect those in need. He is respected and revered by all who know him, both gods and mortals alike.

Heimdall is a tall and imposing figure, standing at over 7 feet tall. He has long, flowing blonde hair and a neatly trimmed beard. His piercing blue eyes seem to look right through you, and his chiseled features give him a stoic and serious expression. He wears a suit of gleaming golden armor, adorned with intricate designs and symbols of his power and authority. In one hand he holds a shining sword, and in the other a powerful horn. His entire presence exudes strength, honor, and unwavering dedication to his duties as the guardian of the Bifrost Bridge.

In essence, Heimdall is a god of vigilance, protection, and strength, with a heart of gold and an unyielding commitment to his duties.


Clergy and Temples

Heimdallr brings forth the gifts of the gods to the humans, wall painting from 1907 by Nils Asplund in the auditorium of the University of Gothenburg.

Many of Heimdall’s clergy are fighters or rangers in addition to being clerics. Though rare in Asgardian cultures, paladins and monks also may devote themselves to Heimdall.

Heimdall’s temples are generally part of a community’s defenses and include at least one watchtower. They feature arrow slits for windows and their doors are easily barred. Patrons of the temple enjoy feasting, drinking, and carousing as much as any Asgardian, but they tend to limit themselves to certain times of the day or night, and are careful to be fit for their duties. Most communities welcome the temples as a way to strengthen their defenses and better protect the local people.

Visitors to Heimdall’s temples receive careful examinations by clergy seeking to emulate their god’s powers of perception. Those bringing information related to the community’s defense find themselves in “war rooms” filled with maps and defensive plans.

Ranger 20/Cleric 20
Medium-Size outsider
Divine Rank15
Hit Dice20d8+180 (outsider) plus 20d10+180 (Rgr) plus 20d8+180 (Clr) (1,060 hp)
Initiative+12 (+8 Dexterity, +4 Improved Initiative)
Speed60 ft.
AC69 (+8 Dexterity, +15 divine, +28 natural, +8 deflection)
Attacks+5 bane* keen lawful longsword +76/+71/+66/+61 melee; or spell +66 melee touch or +63 ranged touch +78/+73/+68/+63 against evil outsiders.
Damage+5 bane* keen lawful longsword 1d8+36/15-20 or by spell *2d6 plus 1d8+36/15-20 against evil outsiders.
Face/Reach5ft. by 5 ft./5 ft.
Special AttacksDomain powers, salient divine abilities, spell-like abilities; turn undead 15/day.
Special QualitiesDivine immunities, DR 65/+5, fire resistance 35, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, teleport without error at will, plane shift at will, favored enemies (giants +5, goblinoids +4, dragons +3, aberrations +2, undead +1), SR 67, divine aura (1,500 ft., DC 33).
SavesFort +56, Ref +55, Will +64.
AbilitiesStrength 32, Dexterity 27, Constitution 28, Intelligence 27, Wisdom 44, Charisma 27.
Skills*Animal Empathy +44, Bluff +43, Climb +51, Concentration +54, Craft (metalworking) +53, Craft (stoneworking) +53, Diplomacy +52, Gather Information +34, Handle Animal +48, Heal +62, Hide +48, Innuendo +38, Intimidate +45, Intuit Direction +57, Jump +51, Knowledge (arcana) +48, Knowledge (nature) +44, Knowledge (the planes) +35, Knowledge (religion) +48, Listen +59, Move Silently +48, Ride (horse) +50, Scry +39, Search +48, Sense
+52, Spellcraft +48, Spot +59, Swim +51, Wilderness Lore +53. *Always receives a 20 on checks.
FeatsAlertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Endurance, Combat Expertise, Extra Turning, Great CleaveImproved Bull RushImproved Critical (longsword), Improved InitiativeMobility, Power Attack, Power Critical (longsword), Quick Draw, Spring Attack, Sunder, Track, Weapon Focus (longsword), Whirlwind Attack.
Divine ImmunitiesAbility damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine AbilitiesAlter Form, Alter Size, Annihilating Strike, Banestrike (giants), Battlesense, ClearsightDivine Inspiration (courage), Divine Storm, Divine Weapon Focus (longsword), Divine Weapon Specialization (longsword), Extra Sense Enhancement (hearing), Extra Sense Enhancement (sight), Increased Damage Reduction, Increased Spell Resistance, Irresistible Blows, Shapechange, Sunder and Disjoin, Wound Enemy.
Domain PowersCast good spells at +1 caster level; cast law spells at +1 caster level.

Spell-Like Abilities: Heimdall uses these abilities as a 25th level caster, except for good and law spells, which he uses as a 26th-level caster. The save DCs are 33 + spell level.

Aid, Blade Barrier, calm emotions, dictum, dispel chaos, dispel evil, divine power, flame strike, hold monster, holy aura, holy smite, holy word, magic circle against chaos, magic circle against evil, magic vestment, magic weapon, order’s wrath, power word blind, power word kill, power word stun, protection from chaos, protection from evil, shield of law, spiritual weapon, summon monster IX (as good or law spell only).

Cleric Spells/Day: 6/11/10/10/10/10/8/8/8/8; base DC = 27 + spell level.

Ranger Spells/Day: 8/7/7/7; base DC = 27 + spell level.

Possessions: When Heimdall sounds his horn Gjallahorn, all living creatures have a chance to hear it (Listen DC 5 on Asgard, 10 on Midgard, and 15 on Niflheim). All Aesir and Vanir hear it automatically, regardless of their location or that of the horn.

Anyone other than Heimdall who tries to sound the horn must make a Perform check (DC 40) and a Use Magic Device check (DC 40). Even if that person succeeds, all Aesir and Vanir have a chance to notice something strange in the sound (Listen DC 5).

Mortals within one mile of Gjallahorn when it sounds must make a Fortitude save (DC 39) or be stunned for 1d10 minutes. Mortals who fail their saves by 5 or more are deafened permanently.

Caster Level: 25th; Weight: 10 lb.

Other Divine Powers

An illustration of the Norse god Heimdallr with Gjallarhorn, from an Icelandic 18th century manuscript. Date 1760

As an intermediate deity, Heimdall 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: Heimdall can touch and smell at a distance of fifteen miles and see and hear at a distance of thirty miles. As a standard action, he can perceive anything within fifteen 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 15 hours.

Portfolio Sense: Heimdall senses all attempts to reach Asgard the instant they begin and fifteen weeks into the past.

Automatic Actions: Heimdall can use Listen, Search, or Spot as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round.

Create Magic Items: Heimdall can create magic weapons and armor and items that enhance Perception by giving bonuses to Listen, Search, or Spot checks, as long as the item’s market price does not exceed 200,000 gp.

The Lore of the Gods

Book Two: The Asgardians

Lead Designers Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director Todd Morasch
Illustrations Michael Nickovich Typesetter Joshua Gilchrist

Artifacts that the Avatar May Possess:

Gjallar, Horn of the Watch

By Dorothy Hardy (1868-1937) - H. A. Guerber, Myths of the Norseman,1908, Public Domain,
By Dorothy Hardy (1868-1937) – H. A. Guerber, Myths of the Norseman,1908, Public Domain,

Heimdall’s horn, Gjallar, is a large ram’s horn inlaid with gold and emeralds. Sound-ing the horn activates all spell-like powers at 20 th level:

Goldtuft (Heimdall’s Steed)

Heimdall is the guardian of the rainbow bridge, Bifrost. There he watches for the coming of the frost giants at the Ragnarok, at which time he will sound his horn Gjallar. He is innocent and graceful due to his beauty and goodness. It is said that his teeth are made of gold. Heimdall possesses a steed with a golden mane called Goldtuft that provide him with the swiftest transport to and from the bridge. In the Ragnarok legend, he and Loki are said to kill each other. He never sleeps, can see in the dark, and can hear the grass growing in the fields. His dwelling place is Himinbjorg (which means heavenly mountains).

The Lore of the Gods

Book Two: The Asgardians

Lead Designers Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director Todd Morasch
Illustrations Michael Nickovich Typesetter Joshua Gilchrist

Goldtuft is Heimdall’s steed with a long gold colored mane and is built much like a very large warhorse. Goldtuft serves Heimdall by carrying him to any destination as quickly as possible in order for him to conduct important business or to warn others of impending danger. Heimdall has been known to send Goldtuft to rescue faithful followers from situations of impending doom on rare occasions.

Goldtuft (Heimdall’s Steed)
Large outsider
Hit Dice8d10 + 40 (100hp)
Initiative+4 (Dexterity)
Speed100 ft.
AC21 (-1 Size, +4 Dexterity, +8 Natural)
Attacks4 hooves +10 melee OR 2 hooves +10 melee; rear kick +15 melee
Damagehoof 1d6 +7; rear kick 2d10 + 7
Face/Reach5 ft. by 10 ft./5 ft.
Special AttacksTrample 1d8 + 7
Scent, Damage Reduction 20/ +1, SR 20, Immunities, Resistances, Spell-like Abilities, plane shift, Travel
SavesFort +8, Ref +8, Will +6
AbilitiesStrength 25, Dexterity 18, Constitution 20, Intelligence 12, Wisdom 14, Charisma 13
SkillsListen +10, Spot +10, Balance+14, Intuit Direction +8, Swim +16
FeatsImproved Critical (hoof), Power Attack
Challenge Rating13
AlignmentAlways Neutral

Immunities (Ex): Goldtuft is immune to poison and petrification attacks.

plane shift (Sp): Goldtuft has the ability to plane shift at will. This ability is as if cast by a 20 th level sorcerer.

Resistances (Ex): Goldtuft has cold, fire and sonic resistance 10.

Spell-like Abilities (Sp): Goldtuft can use the following spell-like powers at will; pass without trace, freedom of movement, dimensional anchor, water breathing.

These powers are as if cast by a 16th level sorcerer.

Trample (Ex): As a standard action, Gullinbursti can trample Medium or smaller creatures for 1d8 + 7 points of damage. Opponents who do not make attacks of opportunity against the boar can attempt a Reflex save (DC 28) to halve the damage.

Travel (Su): Goldtuft has the innate ability to transverse any medium, including the air. He can travel at his maximum speed whether on the ground, in the air or through the water.


Image from the Árni MagnĂșsson Institute in Iceland

Heimdall, the watchful guardian of the Norse gods, stands tall on the Bifrost Bridge that connects the realm of gods with the world of mortals. His keen senses and sharp eyes never waver as he watches over the realms, always vigilant for any threats that may arise.

In the 1450s, Heimdall has noticed an increase in dark forces stirring in the world of mortals. As the Renaissance unfolds across Europe, Heimdall senses that the balance between good and evil is shifting. He sees the rise of powerful empires, the spread of new technologies, and the growth of new ideas that threaten to upset the delicate balance of the world.

Heimdall knows that he must take action to protect the world from these threats. He sends omens to his followers, urging them to prepare for the coming darkness. He watches over the world with even greater intensity, using his keen senses to detect any sign of danger.

Despite the challenges that lay ahead, Heimdall remains steadfast in his duty. He knows that the fate of the world rests in his hands, and he will do whatever it takes to keep it safe.

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