Asgardian Pantheon • Æsir

Thor — Thunderer, Giant-Slayer & Protector of Midgard

Thor, thunderer and giant-slayer, raising Mjölnir as protector of Midgard
Thor in battle with the jötnar. Mårten Eskil Winge, 1872.

Thor is the red-bearded thunderer of the Æsir: strongest of the gods, wielder of Mjölnir, breaker of hostile giants and one of the great divine protectors of Midgard. Where Odin wins through sacrifice, foresight and cunning, Thor meets danger head-on—with courage, appetite, temper and overwhelming force.

Thor at a Glance

Divine clanÆsir
Divine statusGreater deity; Divine Rank 18
AlignmentChaotic Good
ParentsOdin and Jörð, the Earth
WifeSif
ChildrenÞrúðr, Móði and Magni; Járnsaxa is named as Magni’s mother
RealmÞrúðvangr in Asgard; his hall is Bilskírnir
SymbolsMjölnir, thunder, lightning, the hammer-sign and the goat-drawn chariot
Sacred companionsTanngrisnir and Tanngnjóstr; Þjálfi and Röskva serve in his household
Major concernsThunder, storms, strength, protection, courage, battle, giants and the defence of the human world
Favoured weaponWarhammer
DomainsTempest, War, Protection and Strength; older rules also express Chaos, Good and Weather
Foretold fateHe kills Jörmungandr at Ragnarök, then dies from the serpent’s venom

Divine Mechanics

Thor in Play

Thor is not a mortal-scale boss enlarged with extra hit points. His encounter design centres on relentless movement, returning-hammer pressure, anti-giant power, storm control and protection of allies. Mjölnir lets him dominate both melee and distance, while his divine rank makes ordinary restraint, fear and battlefield obstruction unreliable answers.

Thor — 5.5e / 2024

Granted Domains & Spells

Clerics devoted to Thor commonly draw on Tempest, War and protective magic. Thor himself can wield the complete Cleric spell list, but the following spells most clearly express his personal divine authority.

Spell LevelThor-Granted Spells
1stthunderwave, shield of faith
2ndgust of wind, warding bond
3rdcall lightning, crusader’s mantle
4thice storm, freedom of movement
5thdestructive wave, greater restoration
6thchain lightning, heroes’ feast
7thwhirlwind, divine word
8thcontrol weather, holy aura
9thstorm of vengeance, mass heal

Thor, Lord of Thunder

Medium Celestial (Deity), Chaotic Good · Greater Deity, Divine Rank 18 · CR 45 (epic; beyond the core CR table) · PB +13

Armor Class 31 (divine resilience)
Hit Points 1,170 (60d8 + 900)
Speed 60 ft.

STRDEXCONINTWISCHA
48 (+19)30 (+10)40 (+15)22 (+6)30 (+10)32 (+11)

Saving Throws Str +32, Dex +23, Con +28, Int +19, Wis +23, Cha +24
Skills Athletics +45, Intimidation +24, Perception +23, Survival +23
Damage Resistances cold, fire, radiant; bludgeoning, piercing and slashing
Damage Immunities lightning, poison, thunder
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses truesight 240 ft., passive Perception 33
Languages all languages; telepathy 1 mile

Divine Traits

Divine Nature. Thor requires no air, food, drink or sleep, although he eats and drinks prodigiously by choice. He does not age.

Greater Deity — Divine Rank 18. Thor’s rank measures divine authority rather than Challenge Rating. Effects created by creatures of lower divine rank cannot permanently strip him of Mjölnir, his divine nature or his portfolio.

Legendary Resistance (6/Day). If Thor fails a saving throw, he can choose to succeed instead.

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

Storm’s Heart. Thor ignores Resistance to Lightning and Thunder damage. Immunity to either damage type becomes Resistance against damage dealt by Thor unless it comes from an Artifact, a deity of equal or greater rank or an equivalent cosmic source.

Giant-Slayer. Thor has Advantage on attack rolls against Giants and Titanic creatures. When he hits one with Mjölnir, the attack deals an extra 27 (6d8) Force damage.

Mjölnir Bound. Mjölnir is an Artifact and cannot be disarmed from Thor by a non-divine effect. When thrown, it returns to his hand immediately after the attack. Thor can call it to his hand from anywhere on the same plane as a Bonus Action.

Unstoppable Thunderer. Thor cannot be knocked Prone or moved against his will by a creature of lower divine rank unless he chooses to be affected. Difficult Terrain does not cost him extra movement.

Divine Immortality. Reducing Thor to 0 Hit Points defeats his present body but does not automatically destroy the god. Permanent death requires a valid divine-death condition established by the adventure or the fulfilment of a fate capable of overcoming his rank.

Divine Spellcasting

Thor casts spells using Charisma (spell save DC 32, +24 to hit with spell attacks). He requires no Material components.

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

Actions

Multiattack. Thor makes four Mjölnir attacks.

Mjölnir. Melee or Ranged Attack Roll: +32 to hit, reach 10 ft. or range 600 ft., one target. Hit: 38 (3d12 + 19) Bludgeoning damage plus 36 (8d8) Lightning damage and 27 (6d8) Thunder damage. A Huge or smaller creature hit must succeed on a DC 40 Strength saving throw or be pushed up to 30 feet and knocked Prone.

Hammerfall (Recharge 5–6). Thor strikes the ground or a solid surface with Mjölnir. Each hostile creature of his choice within 60 feet makes a DC 40 Strength saving throw. On a failure, a creature takes 88 (16d10) Thunder damage plus 66 (12d10) Bludgeoning damage, is hurled 40 feet away from Thor and falls Prone. On a success, it takes half damage and is not moved or knocked Prone. Structures and unattended objects take double damage.

Sky-Splitting Bolt (Recharge 4–6). Thor calls a stroke of divine lightning through a point he can see within 500 feet. Each creature in a 20-foot-radius, 200-foot-high cylinder makes a DC 32 Dexterity saving throw, taking 132 (24d10) Lightning damage on a failure or half as much on a success. A creature that fails cannot take Reactions until the start of Thor’s next turn.

Call the Thunder Chariot (1/Day). Tanngrisnir and Tanngnjóstr appear harnessed to Thor’s divine chariot in an unoccupied space within 60 feet. For 1 hour, the chariot has a flying speed of 240 feet, can hover, and can move across water or empty air. While Thor rides it, he and creatures aboard have three-quarters cover against attacks from below. The goats cannot be permanently killed while the chariot remains part of Thor’s divine household.

Bonus Actions

Megingjörð Surge (3/Day). Thor invokes the Belt of Strength. Until the start of his next turn, he gains 100 Temporary Hit Points, has Advantage on all Strength checks and saving throws, and one Mjölnir attack he hits deals an extra 45 (10d8) Force damage.

Reaction

Stand Between. When a creature Thor can see within 60 feet takes damage, Thor moves up to 30 feet toward it without provoking Opportunity Attacks and reduces the triggering damage by 60. If this movement places him adjacent to the attacker, Thor can make one Mjölnir attack against that attacker.

Legendary Actions — 4 Uses

Thor can take up to four Legendary Actions per round, one immediately after another creature ends its turn. He regains all expended uses at the start of his turn.

  • Thunderstride. Thor moves up to half his Speed without provoking Opportunity Attacks.
  • Mjölnir. Thor makes one Mjölnir attack.
  • Rolling Thunder (Costs 2 Uses). Each hostile creature within 30 feet makes a DC 32 Constitution saving throw, taking 44 (8d10) Thunder damage on a failure or half as much on a success. A creature that fails is Deafened until the end of its next turn.
  • Break the Line (Costs 2 Uses). Thor moves up to his Speed in a straight line. He may move through the spaces of Huge or smaller enemies; each such creature makes a DC 40 Strength save or takes 45 (4d12 + 19) Bludgeoning damage and falls Prone.
  • Storm-Crowned (Costs 3 Uses). Thor makes one Mjölnir attack against each of up to three creatures he can see within 120 feet.

Divine Realm Actions — Þrúðvangr

Within Þrúðvangr or Bilskírnir, Thor can use one realm action on initiative count 20 (losing ties):

  • Doors of Bilskírnir. Up to six allies Thor can perceive teleport to unoccupied spaces within 60 feet of him as doors, gates or flashes of lightning briefly open between them.
  • Storm Over the Hall. A 60-foot-radius storm forms at a point Thor can see. Enemies inside treat the area as Difficult Terrain and take 22 (4d10) Lightning damage when they enter it for the first time on a turn or start their turn there.
  • No Giant Unchallenged. One Giant or Titanic creature Thor can perceive must succeed on a DC 32 Charisma saving throw or be unable to teleport, become Invisible or leave the plane until initiative count 20 on the next round.

Mjölnir — 5.5e

Weapon (warhammer), Artifact; requires attunement by Thor or a bearer accepted by the hammer.

  • Divine Weapon. Mjölnir grants a +5 bonus to attack and damage rolls. It deals an extra 4d8 Lightning and 4d8 Thunder damage on a hit.
  • Returning. After a thrown attack, the hammer returns to the wielder’s hand immediately.
  • Storm Authority. The bearer can cast call lightning and thunderwave at will, control weather once per Long Rest, and storm of vengeance once every 7 days. Thor ignores these limits.
  • Giant-Bane. Against a Giant, Mjölnir deals an extra 4d8 Force damage.
  • Unworthy Hands. A creature rejected by Mjölnir cannot attune to it. The hammer becomes impossibly heavy for that creature and cannot be moved by ordinary Strength checks.

Thor — Pathfinder 1e

Divine Package

  • Divine Status: Greater Deity
  • Divine Rank: 18
  • Alignment: Chaotic Good
  • Areas of Concern: thunder, storms, strength, protection, battle, giants
  • Domains: Chaos, Good, Protection, Strength, War, Weather
  • Suggested Subdomains: Defense, Ferocity, Storms, Tactics
  • Favored Weapon: warhammer

Full Domain Spell Access

Thor has divine access to every spell belonging to his domains. He may use 1st–5th-level domain spells at will, 6th–8th-level domain spells 3/day each and 9th-level domain spells 1/day each. His most characteristic effects include call lightning, control winds, divine power, freedom of movement, chain lightning, whirlwind, control weather and storm of vengeance.

Thor, Thunderer of the Æsir

CR 43 / MR 10 · CG Medium outsider (chaotic, extraplanar, good, mythic) · Greater Deity, Divine Rank 18 — SpiralWorlds deity overlay

Init +20; Senses truesight 240 ft., Perception +61
Aura divine thunder 1,800 ft. (Will DC 39)

Defense

AC 76, touch 58, flat-footed 66 (+10 Dex, +18 natural, +18 divine, +11 deflection, +9 insight)
hp 1,084 (48d10 + 720 Constitution + 100 mythic)
Fort +61, Ref +56, Will +56
DR 35/epic and lawful; SR 60
Immune ability damage, ability drain, charm, death effects, disease, electricity, energy drain, fear, paralysis, poison, sleep, stunning, thunder/sonic effects created by creatures of lower divine rank
Resist acid 30, cold 30, fire 30

Offense

Speed 60 ft.
Melee Mjölnir +85/+80/+75/+70 (4d6+43/19–20 ×3 plus 8d6 electricity and 4d6 sonic)
Ranged Mjölnir +76 (same damage; range increment 200 ft.; returning)
Space 5 ft.; Reach 5 ft.

Statistics

Str 48, Dex 30, Con 40, Int 22, Wis 30, Cha 32
Base Atk +48; CMB +85; CMD 105
Skills Acrobatics +61, Climb +88, Craft (metalworking) +57, Diplomacy +62, Handle Animal +62, Intimidate +80, Knowledge (nature) +57, Knowledge (planes) +57, Perception +61, Ride +61, Sense Motive +61, Survival +70, Swim +88

Mythic Power

Thor has 10 uses of mythic power per day and a surge of +1d12.

Divine Abilities

Storm’s Heart (Ex). Thor is immune to electricity. Electricity immunity possessed by a creature of lower mythic tier or divine rank counts as resistance 30 against Thor’s electricity damage.

Giant-Slayer (Ex). Thor gains a +18 divine bonus on attack and damage rolls against creatures of the giant subtype and may ignore their damage reduction.

Mjölnir’s Return (Su). Mjölnir returns immediately after a ranged attack and cannot be permanently disarmed from Thor by a non-artifact, non-divine effect.

Hammerfall (Su). As a standard action every 1d4 rounds, Thor strikes the ground. Enemies within 60 feet take 20d6 sonic plus 12d6 bludgeoning damage and fall prone; Reflex DC 49 halves damage and negates prone. Structures take double damage.

Thunder Chariot (Su). As a swift action, Thor can call his goat-drawn chariot. It has a fly speed of 240 feet (perfect) and can plane shift between Asgard and Midgard at Thor’s direction.

Divine Immortality (Ex). Thor does not age and need not eat, drink, sleep or breathe. Defeating his current body does not permanently destroy him unless a valid divine-death condition applies.

Portfolio Awareness (Su). Thor automatically senses major supernatural storms, giant incursions threatening communities under his protection and invocations of his name made in desperate battle within 18 miles.

Spell-Like Abilities

CL 28th; concentration +39; save DC 39 + spell level. Chaos and Good domain effects function at CL 29th.

Constant: freedom of movement, true seeing
At Will: call lightning, call lightning storm, dispel magic, divine power, gust of wind, protection from evil, righteous might, shatter
3/Day: chain lightning, control winds, greater dispel magic, heal, holy aura, whirlwind
1/Day: control weather, miracle, storm of vengeance

Mythic/Divine Techniques

Break the Line (Su). By expending one use of mythic power as a swift action, Thor moves up to his speed without provoking attacks of opportunity. Creatures whose spaces he passes through must succeed on a DC 49 Reflex save or take 8d6+28 bludgeoning damage and fall prone.

Thunder Without Shelter (Su). By expending one use of mythic power when he deals electricity or sonic damage, Thor ignores resistance and treats immunity as resistance 30 for that effect.

Protector’s Intercession (Su). As an immediate action, Thor can reduce damage dealt to an ally within 60 feet by 60 points and move up to 30 feet toward that ally.

Mjölnir — Pathfinder 1e

Major Artifact; Aura overwhelming evocation and transmutation; CL 30th.

  • Functions as a +5 holy, returning, seeking, thundering warhammer.
  • Deals an additional 4d6 electricity damage and 2d6 sonic damage on every hit.
  • Against giants, deals an additional 4d6 divine damage and ignores damage reduction.
  • The wielder may use call lightning storm at will and control weather 1/day.
  • A rejected wielder cannot move the hammer by mundane means.

Thor — D&D 3.5e

3.5e divine mechanics are credited to PAOLO’s Dicefreaks build and retained with the permission recorded on the original page.

Used with permission from PAOLO

As seen in PAOLO’s thread at Dicefreaks

THOR
Barbarian 20, fighter 10, ranger 33
Medium outsider (Chaotic, Extraplanar, Good)
Divine Rank18
Hit dice20d12+380 (Bbn) plus 10d10+190 (Ftr) plus 33d8+627 (Rgr) (1801 hp)
Initiative+14, always first (+10 Dexterity, +4 Improved Initiative, Supreme Initiative)
Speed70 ft. (14 squares)
Armor
Class
91 (+10 Dexterity, +18 divine, +33 natural, +11 deflection +9 armor), touch 49,
flat-footed 91
Base
Attack/Grapple
+41/+104
AttackMjolnir +120 melee touch (4d8+101 plus 3d6 electric plus 2d6 holy/17-20/x3 plus 9d6 electric plus 2d6 holy plus 2d8 sonic); or Mjolnir +118 melee touch (4d8+79 plus 3d6 electric plus 2d6 holy plus power word stun/17-20/x3 plus 9d6 electricity plus 2d6 holy plus 2d8 sonic) and Unarmed Strike +82 melee (1d3+45); or Mjolnir +85 ranged (4d8+79 plus 3d6 electric plus 2d6 holy/17-20/x3 plus 9d6 electricity plus 2d6 holy plus 2d8 sonic); or spell +104 melee touch or +69 ranged touch.*Always receives a 20 on attack rolls; roll die to check for critical hits. Always deals maximum damage.
Full AttackMjolnir +120/+115/+110/+105 melee touch (4d8+101 plus 3d6 electric plus 2d6 holy/17-20/x3 plus 9d6 electric plus 2d6 holy plus 2d8 sonic); or Mjolnir +118/+113/+108/+103 melee touch (4d8+79 plus 3d6 electric plus 2d6 holy plus power word stun/17-20/x3 plus 9d6 electricity plus 2d6 holy plus 2d8 sonic) and Unarmed Strike +82/+81/+76 melee (1d3+45); or Mjolnir +85 ranged (4d8+79 plus 3d6 electric plus 2d6 holy/17-20/x3 plus 9d6 electricity plus 2d6 holy plus 2d8 sonic); or spell +104 melee touch or +69 ranged touch.*Always receives a 20 on attack rolls; roll die to check for critical hits. Always deals maximum damage.
Space/Reach5 ft./5 ft.
Special
Attacks
Domain powers, divine abilities, spell-like abilities, Divine Rage 18/day, favored enemies (giants +14, magical beasts +12, dragons +10, animals +8, monstrous humanoids +6, outsider (evil) + 4, outsider (fire) +2).
Special
Qualities
Divine immunities, DR 35/epic and lawful (5/— from class features), acid immunity, godly communication, godly realm, fast movement, uncanny dodge, trap sense + 6, wild empathy +44, woodland stride, swift tracker, evasion, camouflage, hide in plain sight, SR 70, divine aura (1,800 ft., DC 39), understand, speak, and read all languages and speak directly to all beings within 18 miles.
SavesFort +70, Ref +60, Will +52. *Always receives a 20 on saves.
AbilitiesStrength 56 (101), Dexterity 31, Constitution 49, Intelligence 19, Wisdom 25, Charisma 33
SkillsBluff +53, Climb +89, Concentration +54, Craft (metalworking) +55, Craft (stoneworking) +45, Diplomacy +51, Handle Animal +81, Heal +52, Hide +52, Intimidate +72, Jump +79, Knowledge (nature) +60, Knowledge (the planes) +45, Knowledge (religion) +45, Listen +64, Move Silently +53, Ride (Dexterity)+61, Search +51, Sense Motive +40, Spellcraft +29, Spot +59, Survival+89, Swim +89, Rope Use+42. *Always receives a 20 on checks.
FeatsAlertness, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Endurance, Great Cleave, Great Fortitude, Greater Weapon Focus (warhammer), Greater Weapon Specialisation (warhammer), Greater Two-Weapon Fighting, Improved Bull Rush, Improved Critical (warhammer), Improved Initiative, Improved Sunder, Improved Two-Weapon Fighting, Improved Unarmed Strike, Knockdown, lightning reflexes, Mobility, Power Attack, Power Critical (warhammer), Quick Draw, Spring Attack, Sunder, Track, Two-Weapon Fighting, Weapon Focus (warhammer) Weapon Specialisation (warhammer), Whirlwind Attack.
Epic
feats
Bane Of Enemies, Death Of Enemies, Dire Charge, Epic Weapon Focus(warhammer), Epic Weapon Specialisation (warhammer), Improved Whirlwind Attack .
Salient
Divine Abilities
Alter Form, Annihilating Strike (DC 73), Banestrike (giants), Banestrike (beasts), Battlesense, Divine Blast (14/day, 348 damage), Divine Celerity, Divine Rage, Divine Ranger, Divine Storm, Divine Weapon Focus (warhammer), Divine Weapon Specialisation (warhammer), Energy Storm (electricity), Extra Energy Immunity (cold), Extra Energy Imunity (fire), Increased Damage Reduction, Increased Energy Resistance (fire), Increased Energy Resistance (cold), Increased Spell Resistance, Irresistible Blows (warhammer), Mass Divine Blast, Power of Nature, Supreme Initiative, Wound Enemy.
EnvironmentAsgard
OrganisationSolitary (unique)
Challenge rating65
TreasureMjolnir, Meginjarder, Jarn Grieper, magic chariot
AlignmentChaotic good
Mårten Eskil Winge (1825–1896) Title Thor's battle with the Ettins
Mårten Eskil Winge (1825–1896) Title Thor’s battle with the Ettins

Thor appears as a powerfully built man with a red beard, wearing a chain shirt, a glove and a belt. At his side he carries his powerful warhammer Mjolnir (‘that which smashes’).

Alter Reality Thor may use wish involving his portfolio, save for the duplication of other spells. This costs Thor no XP, and requires a standard action to implement. Thor can use the Alter Size SDA and may create avatars.

Divine Immunities Transmutation, energy drain, ability drain, ability damage, mind-affecting effects; acid, cold, electricity, fire, sonic, disease, poison, stunning, sleep, Paralysis, death effects, disintegration, banishment, imprisonment, turning, rebuking.

Divine Rage The following changes are in effect as long as Thor rages: AC 86, hp 2116, atk +130/+125/+120/+115 melee (Mjolnir 121 or 148 if using two-handed, +18 electric +12 holy,17-20/x3, SQ acid resistance 33, SR 111, SV Fort + 75, Will + 54; Strength 121, Constitution 59. His rage can be used 18/day; the rage lasts for one hour and he is not winded afterward.

Domain Powers Cast chaos spells at +1 caster level; cast good spells at +1 caster level; bonus Weapon Focus (warhammer) feat.
ranger Spells per Day: 5/5/5/4, DC 17 + spell level.

Spell-Like Abilities Thor uses these divine domain abilities at caster level 28th; Chaos and Good domain effects function at caster level 29th. Weather powers produced directly by Mjölnir use the artifact caster level given in Mjölnir’s own entry.

The save DCs are 39 + spell level. Aid, animate objects, blade barrier, call lightning, chaos hammer, cloak of chaos, control weather, control winds, dispel evil, dispel law, divine power, flame strike, fog cloud, holy aura, holy smite, holy word, ice storm, magic circle against evil, magic circle against law, magic vestment, magic weapon, obscuring mist, power word blind, power word kill, power word stun, protection from evil, protection from law, shatter, sleet storm, spiritual weapon, storm of vengeance, summon monster IX (as chaos or good spell only), whirlwind, word of chaos.

Campaign Present

What Is Thor Doing Now?

Thor is not sitting permanently in Bilskírnir waiting for Ragnarök. He moves through Midgard, Asgard and the roads between worlds whenever giant incursions, monstrous weather or threats to ordinary settlements become severe enough to draw his attention. His arrival is unmistakable: pressure falls, animals panic, clouds build and thunder begins before anyone sees the red beard or raised hammer.

His most dangerous concern remains Jörmungandr. Thor knows the serpent belongs to his foretold death, yet prophecy has never made him cautious. He watches signs in the oceans, cults that invoke the World Serpent, and any attempt to force Ragnarök ahead of its proper time.

Thor also contests giants who push beyond feud into conquest. Not every jötunn is his enemy, and giant blood runs through his own family, but those who prey on farms, roads and settlements quickly discover why the hammer is feared in Jötunheim.

Living Worship

Thor’s cult is immediate and practical. He is invoked for protection, courage, dangerous journeys, violent weather and the defence of homes and communities. Hammer-signs appear on pendants, door fittings, weapons, oath objects and shrines. Farmers, sailors, craftspeople, soldiers and householders may honour him without belonging to a specialised warrior cult.

His priests are expected to be brave, dependable and willing to stand where danger is worst. That does not mean accepting every foolish challenge. Thor’s courage protects people; it is not a ritual obligation to waste a life proving that one possesses no fear.

Offerings vary by region: ale, food, the first share of a feast, ironwork, carved hammers, successful weapons and public acts of protection all suit his worship. A community that survives a destructive storm or giant attack may dedicate a hammer-post or hold a feast in thanks.

Signs of Favour

Thunder rolls from a clear sky; a hammer pendant becomes warm before danger; lightning strikes beside rather than through a threatened home; a broken weapon holds for one final blow.

Signs of Warning

Milk sours during a storm, iron rings crack, goats refuse a road, thunder answers an oath with no lightning, or a shrine-hammer falls face-down.

Direct Appearance

Thor’s presence feels physical before it feels holy: air pressure, ozone, vibration through timber and stone, then the sense that something impossibly strong has entered the same space.

What He Hates

Predation disguised as strength, cowardice that abandons dependants, oath-breaking in the face of danger, and giants or monsters that treat mortal settlements as disposable prey.

Family, Household & Allies

Thor is the son of Odin and Jörð, the personified Earth. His wife is Sif. Þrúðr is his daughter; Móði and Magni are his sons, with the jötunn Járnsaxa named as Magni’s mother. Ullr is Sif’s son and Thor’s stepson.

His household also includes the human siblings Þjálfi and Röskva, taken into his service after the famous incident in which one of Thor’s resurrected goats was left lame because a bone had been broken. The goats Tanngrisnir and Tanngnjóstr draw his chariot and can be slaughtered for food and restored, provided their bones remain intact.

Thor’s relationship with Loki is not a simple friendship or feud. The two travel together in several stories; Loki creates problems, solves others and eventually becomes an enemy of the divine order. Their mythic history is therefore best played as familiarity under increasing strain rather than a fixed ally/foe label.

Mjölnir, Megingjörð & Járngreipr

Historical illustration of a Mjölnir hammer pendant
A hammer pendant of the Mjölnir type, illustrated in Nordisk familjebok.

Mjölnir is the defining weapon of Thor: a short-handled hammer forged by dwarven smiths, hurled against giants and repeatedly associated with protection as well as destruction. It returns after being thrown and is powerful enough to make even the enemies of Asgard fear the sight of it raised.

Megingjörð, the Belt of Strength, magnifies Thor’s already unmatched physical power. Járngreipr, the iron gloves, are named among the treasures he uses with the hammer. These are not decorative accessories: the Prose Edda explicitly groups hammer, belt and gloves among Thor’s three precious possessions.

Mjölnir also has a ritual life beyond combat. The hammer blesses, protects and marks sacred transitions; its symbolism therefore belongs on household shrines and oath objects as naturally as on a battlefield.

Stories That Define Thor

Útgarða-Loki’s Impossible Contests

At Útgarða-Loki’s hall, Thor is apparently humiliated by tests he cannot win: he fails to empty a drinking horn, cannot fully lift a cat and is forced down by an old woman. The revelations transform failure into cosmic scale. The horn reaches the sea, the cat is Jörmungandr, and the old woman is Elli—Old Age itself. Thor does not win, but he frightens his hosts by coming close enough to expose what his strength means when the contest is rigged by illusion.

The Theft of Mjölnir

When Þrymr steals Mjölnir and demands Freyja as payment, Thor ultimately enters the giant’s hall disguised as the proposed bride. Once the hammer is placed within reach, the comedy turns into slaughter. The story captures a recurring truth about Thor: he may endure disguise, mockery or an awkward plan, but the moment Mjölnir returns to his hand the balance of power changes instantly.

Fishing for Jörmungandr

Thor goes to sea with Hymir and uses an ox-head as bait for Jörmungandr. The World Serpent rises; Thor braces against the boat and brings Mjölnir to bear, but the encounter ends before the foretold final killing. Every retelling points toward Ragnarök, when god and serpent will finally destroy one another.

Ragnarök

At the final battle Thor kills Jörmungandr. He then takes nine steps before falling, overcome by the serpent’s venom. His sons Móði and Magni survive the destruction and inherit Mjölnir in the renewed world.

Adventure Pressure

The Ninth Thunder

A coastal cult claims Thor has already taken eight symbolic steps toward his death and is deliberately engineering the ninth. Their rites are changing the behaviour of sea serpents across the North Atlantic.

A Hammer That Will Not Rise

A consecrated Mjölnir relic becomes impossibly heavy on the eve of a giant attack. The problem is not the relic; someone inside the settlement has broken the oath that made the ward possible.

Goat-Bone Theft

One bone from Tanngnjóstr is stolen during a feast. The goat reforms maimed, and the thief intends to use the divine bone as a key into Þrúðvangr.

The Storm Without Thor

A thunderstorm moves against the wind for nine nights, destroying only Thor’s shrines. The pattern points not to a weather spirit but to someone trying to erase his protection before a larger invasion.

Sources & Licensing

The mythic core of this page follows the Eddic tradition, especially the Prose Edda accounts of Þrúðvangr, Bilskírnir, Mjölnir, Megingjörð, Járngreipr and Thor’s goat-drawn chariot, alongside the poems and stories surrounding Þrymr, Útgarða-Loki and Ragnarök.

Read the Eddic source material at Project Gutenberg.

The 3.5e divine mechanics retain the permission credit attached to the earlier PAOLO/Dicefreaks build. Campaign-specific 5.5e and Pathfinder mechanics are original game material for this setting.

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