D&D 5E Mythological Figures: Hel

No pantheon is complete without someone to rule over the afterlife and today’s entry in Mythological Figures is one of the most eponymously named gods to do so: Hel!

No pantheon is complete without someone to rule over the afterlife and today’s entry in Mythological Figures is one of the most eponymously named gods to do so: Hel!

Hel DnD 5E BANNER.jpg


One of Loki’s three children with Angrboða (her siblings are the wolf Fenrir and Jörmungandr the world serpent), the gods knew from the start that Hel would be trouble. Odin himself threw her into Niflheim to “administer board and lodging to those sent to her, and that is those who die of sickness or old age.” So it is that she rules over the Norse afterlife other than Valhalla, in the Halls of Hel beneath one of the world tree Yggdrasil’s three roots. This realm is filled with great mansions that have high walls and enormous gates, and when Ragnarök comes Loki will arrive with the people kept here alongside him. Hel has a dish called Hunger, a knife called Famine, the servants Ganglati and Ganglöt, an entrance threshold called the "stumbling-block," the "sick-bed," and the curtains "gleaming-bale". Despite her divinity she is not a woman of great beauty however, possessing fierce features, often with a dejected demeanor, and a keen mind. When the god Baldr is brought to her halls she refuses to release him to his brother Hermóðr but offers to let him go if all things in the world will weep for him—yet the jötunn Þökk refuses to so she keeps him.

Design Notes: Odin technically doesn’t have class levels, but Thor and Loki got that treatment so after reviewing Hel’s exploits it made sense to go with a character build for her instead of a monster build. Although it might seem odd for her to have the mind domain it suits the flavor for a “master of the realm” type and in terms of power the cleric is pretty impressive—her average damage is 150 a turn via upcasted spirit guardians for 3 rounds, upcasted spiritual weapon for 3 rounds, and 2 harm spells. Which brings us to a look at the numbers! The DMG came in at 18.833 and the Blog of Holding at 19.33, averaging out to an impressive CR 19 (bigger and badder than the other Norse gods built with class levels).


Hel
Medium humanoid (human), neutral cleric (mind) 20
Armor Class 23 (+2 glamered half plate, +2 shield)
Hit Points 150 (20d8+60)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)​
14 (+2)​
16 (+3)​
14 (+2)​
20 (+5)​
9 (–1)​
Saving Throws Wis +11, Cha +5
Skills History +8, Insight +11, Persuasion +5, Religion +8
Senses darkvision 60 ft., passive Insight 26, passive Perception 20
Languages Old Norse
Challenge 19 (22,000 XP)

Background: Courtier. Hel is able to use her position as a master of the afterlife to access the bureaucratic functionings of organizations that she encounters. She is able to identify who has authority and influence, what the group is recently concerned with, and how to acquire something from them.

Alter Reality (1/Short Rest). Hel can choose for an ally she sees within 30 feet to change the roll for a saving throw it has failed to a roll of 20, possibly turning a failure into a success.

Aura of Fortitude. While she is conscious, Hel and friendly creatures within 10 feet of her gain a +2 bonus on Intelligence, Wisdom, and Charisma saving throws.

Blessing: Darksight. Hel has darkvision 60 feet.

Blessing: Hel’s Master (1/Long Rest). Hel can summon servants from her realm as if she had blown a silver horn of Valhalla, except instead of conjuring berserkers she summons 2d10+2 ghouls.

Channel Divinity (3/Short Rest). Hel can channel divine energy directly from her realm, using that energy to fuel one of the following magical effects.
Mental Interference. When a creature within 30 feet of Hel makes a Wisdom saving throw, she can use her reaction to fray its mind and give it disadvantage on the save. When she is not forcing the creature to make its Wisdom saving throw, Hel can also deal 10 psychic damage before the creature rolls its saving throw.​
Turn Undead. As an action, Hel presents her holy symbol and speaks a prayer censuring the undead. Each undead within 30 feet that can see or hear her must make a DC 19 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. An undead that fails its saving throw is instantly destroyed if its challenge rating is 4 or below. A turned creature must spend its turns trying to move as far away from Hel as it can, and it can’t willingly move to a space within 30 feet of her. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.​

Divine Insight (2/Short Rest). Hel can reroll an ability check, gaining a +10 bonus.

Divine Intervention (1/Week). Using an action, Hel draws directly from the power underlying her realm. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell is appropriate.

Feat: Perceptive. Hel is able to read lips.

Feat: War Magic. Hel has advantage when she is concentrating on a spell and has to make a Constitution saving throw from taking damage, she can wield weapons or a shield in both hands and still make somatic components for spellcasting, and can use her reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from her.

Magical Anguish. Whenever Hel deals radiant damage with a cleric spell or cantrip, she can choose to change it to psychic damage instead.

Powerful Spellcaster. Hel deals an extra 5 damage with cleric cantrips.

Spellcasting. Hel is a 20th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 19; +11 to hit with spell attacks). She has the following spells prepared from the cleric’s spell list:
Cantrips: guidance, resistance, sacred flame, spare the dying, thaumaturgy
1st-level (4 slots): command, cure wounds, guiding bolt, healing word, inflict wounds
2nd-level (3 slots): aid, blindness/deafness, detect thoughts, hold person, spiritual weapon, warding bond
3rd-level (3 slots): animate dead, bestow curse, fear, revivify, spirit guardians
4th-level (3 slots): confusion, divination, freedom of movement, phantasmal killer
5th-level (3 slots): commune, dominate person, raise dead, scrying, telekinesis
6th-level (2 slots): harm, planar ally
7th-level (2 slots): divine word, plane shift, resurrection
8th-level (1 slot): earthquake
9th-level (1 slot): true resurrection


ACTIONS
Famine. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) magical slashing damage and the target makes a DC 19 Constitution saving throw or gains one level of exhaustion for 1 minute. A target that fails its saving throw by 5 or more gains two levels of exhaustion instead. A target cannot gain more than two levels of exhaustion from this weapon.

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
 

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Mike Myler

Mike Myler

Lanefan

Victoria Rules
That's the nature of PC builds! Unfortunately clerics don't get access to counterspell ...
She's a deity - she should get access to anything she damn well wants! :) Never mind that if you're building her as a PC with class levels etc. what's stopping her from having a bunch of Wizard levels as well? Nothing says deities have to adhere to any silly 20-level limit like mere mortals do...

This reminds me of 1e, where the deities were (very foolishly IMO) made weak enough that high-level PCs could wander around killing them off.

I've always seen Hel as both a death deity and in particular a knowledge deity, the nearest thing to omniscient the D&D realm has, thus to me her listed Intelligence here is at the very least 6 points too low and probably more like 10 points too low.
 

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Voadam

Legend
Norse myths are full of Death gods.

Hel gets the old and sick, those who don't go elsewhere. Odin and Freya get the heroic dead who die in battle and they split them 50/50 with their cohort of valkyrie warrior death goddesses gathering them before they go to Hel. Ran the giantess uses a net to snare the souls of those who drown in the sea, catching them before they go to Hel.
 

paladinn

Explorer

The Gylfaginning is the first part of the Prose Edda, and was written in Old Norse. Based on her context as a death deity, I would assume her blue-black half is meant to be corpse-like. I wouldn't mind having a look at an annotated version of the Prose Edda to see if it has any notes on her appearance.

Half blue-black.. So half of her is Drow? Muy interesante...
 


Iry

Hero
If you want to beef up her defenses slightly while staying "PCish", you could give her Gnome Cunning.
Even putting aside her divinity, no part of her ancestry is human. :cool:
 
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Mike Myler

Have you been to LevelUp5E.com yet?
If you want to beef up her defenses slightly while staying "PCish", you could give her Gnome Cunning.
Even putting aside her divinity, no part of her ancestry is human. :cool:
Hrm...if she were built as a (deep?) gnome, that'd mean a Strength of 10 to accommodate the ability score point buy. Don't reckon her being physically strong works into the mythology very much though and it would mean better darkvision (which I am into).
 

Marvel comics tended to combine her character with Old Age who beat up Thor at Utgard Loki's palace (to be fair, he did have the Midgard Serpent on the payroll, so Hel working for UL wouldn't have been out of the question), but I don't recall any actual Norse stories with her fighting. When you have endless hordes of undead, why should you fight anyone? Speaking of endless undead, you could revamp her as a necromancer wizard with some kind of magic item to power up any undead she animates. How about a half-face mask that gives any zombies or skeletons you create a cold aura or poisoned aura, but if you use it, your type becomes undead and you have disadvantage on saving throws against being turned or controlled as an undead (unless you happen to be in a realm of the dead that you rule) until you complete a long rest. A penalty like that (which doesn't really affect Hel as long as she is in Hel) should make even the greediest murder hobo think twice about taking the item.....
 

My only note is that the Defensive CR is awfully low, I mean one Power Word: Stun would likely just end the whole fight. I think this is part of the issue with relying on AC too much for the defensive capability, at some point those low hps are going to cost you.

Her saves aren't that great, she doesn't have magic resistance, and none of her spells really help in the defense department (no temp hp, no big heals, no bless for save boosting). She is a really fragile glass cannon.
I often see that...
 

Mike Hinshaw

Villager
Hel is a giantess - Her father, Loki, is a fire giant by birth, her mother, Angerboda, is (probably) a hill giant or frost giant - this should be reflected in her write-up. There are guidelines for monstrous races as PCs or NPCs in the official rules IIRC. As for the coloration of her:

"She is half blue-black and half flesh-color (by which she is easily recognized), and very lowering and fierce."
Prose Edda - Brodeur translation

The term blue-black (blàr) can also be translated as "corpse-black", and refers to the color of a frozen corpse. Translators sometimes take this to mean that she is half-alive and half-dead, which is not verifiable, but it could be used to define her as well (I would not, but that is purely opinion).

I do like that you defined her as a character, though I agree that she should be multi-classed with access to arcane magic. And making her neutral is, IMHO, the right way to go. I would, though, define her as having access to the Death domain rather than Mind.

Just my opinion.

Mike Hinshaw
 


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