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D&D 5E Mythological Figures: Thor Odinson (5E)

The Gods of EN World have spoken and demanded their brethren, the master of lightning and storm: Thor! A lot of folks have requested Thor but I was asked to move him up the Mythological Figures queue so here he is! There is a plethora of mythology on Odinson here—check out Wikipedia or the Ancient History Encyclopedia for more information. The really important bits that get into the stats below are his belt, gloves, and of course his hammer. I really blew it out with Sun Wukong however (he'll post soon!), so today let’s focus on the build because Thor’s extremely well known these days (although as a blonde fellow and not a redhead which is strange).


Design Notes: Thor here is a straight-up power build (inspired by one of my PCs who I’m trying to retire because paladin + eldritch knight is devastating and multiclassing those archetypes is weird). On that note, “eldritch knight” is a great example of one of those game terms that straddle the OGL and the 5ESRD—it’s a term that’s covered by a previous OGL in the context of a prestige class (not a class archetype), but because it’s under that OGL and I’m not explicitly using the wording of the features of that archetype (explicitly being the key word) it’s fit for print. Anyone interested in seeing some more IP treatment of Thor can check out a decidedly more Marvel-bent build over yonder, although if your goal is to make your character a RAW Thor—what’s below is one way to go about it provided you can get the three key items here.

Also of note I was really torn on figuring out what the classic Thor’s alignment is—on the whole he seems to be good, but often enough he’s doing something nefarious or untoward that I landed on neutral, but another ENWorld user pointed out that Lawful Good is more appropriate. For that little bit of divinity factor and a way to shoulder into his hits to really be a powerhouse he's got some feats which I'm sure you can all figure out the official names for. :cool: The CR calculation for brought him in at only 13 but I think given his damage potential (all those smites!) that it should be something more like 15.

What do you folks think? My Norse-fu is weak and I’m keen to see how this can better embody the god of thunder so tell us what you’ve got!

Medium humanoid (human), lawful good fighter (eldritch knight) 14/barbarian (lightning harbinger) 4/paladin 2

Armor Class
18 (Constitution)
Hit Points 198 (16d8+4d12+100)
Speed 30 ft.

25 (+7)​
16 (+3)​
20 (+5)​
13 (+1)​
10 (+0)​
12 (+1)​

Saving Throws Str +13, Con +11
Skills Animal Handling +6, Athletics +13, Perception +6, Survival +6
Senses passive Perception 16
Languages Old Norse
Challenge 15 (13,000 XP)

Background Feature: Commoner’s Friend. Thor is always able to rely on the hospitality of commoners to help him hide or rest provided he poses no danger in doing so, going so far as to shield him from being discovered (though not at the cost of their lives).

Action Surge (1/short rest). Once on his turn, Thor can take an additional action on top of his regular action and a possible bonus action.

Bonded Weapon: Mjölnir. Thor’s hammer can only be disarmed from him when he is incapacitated. In addition, as long as he is on the same plane of existence as Mjölnir he can use a bonus action to summon it into his hand.

Danger Sense. Thor has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, Thor can’t be blinded, deafened, or incapacitated.

Disrupting Arcana. When Thor hits a creature with a weapon attack, it has disadvantage on the next saving throw it makes to resist a spell before the end of Thor’s next turn.

Divine Sense (2/long rest). As an action, until the end of his next turn Thor knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity. Within the same radius, he also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Divine Smite. When Thor hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 3d8. The damage increases by 1d8 if the target is an undead or a fiend.

Feat: Fortune Points (3/long rest). Thor can spend one fortune point to reroll an attack roll, ability check, or saving throw, or to force an attacker to reroll an attack made against him.

Feat: Power Attack. When Thor makes his first melee weapon attack in a turn, he can choose to take a -5 penalty to his melee weapon attack rolls in exchange for a +10 bonus to melee weapon damage. In addition, Thor can use a bonus action to make one melee weapon attack after he uses a melee weapon to reduce a creature to 0 hit points or scores a critical hit with it. Thor can only use this feature on his turn.

Indomitable (2/long rest). Thor can reroll a saving throw that he fails but must use the new roll.

Járngreipr. Thor’s magic iron gloves allow him to wield the hammer Mjölnir as a maul instead of a warhammer and are otherwise treated as gauntlets of ogre power.

Lay on Hands (10 points/long rest). As an action, Thor can touch a creature and restore a number of hit points to it, up to the maximum amount remaining in this pool. Alternatively, he can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it.

Megingjörð. Thor’s magic belt increases his Strength to 21 (as a belt of hill giant strength; without it his Strength score is 15). While wielding Mjölnir, wearing this belt, and the gloves Járngreipr Thor’s Strength increases to 25.

Rage (2/long rest). On his turn, Thor can enter a rage as a bonus action. He is unable to cast or concentrate on spells while raging (although he can still use Divine Smite). His rage lasts for 1 minute, ending early if he is knocked unconscious or if his turn ends and he hasn’t either attacked a hostile creature since his last turn or taken damage since then. Thor can also end his rage on his turn as a bonus action. While raging, he gains the following benefits.

  • Thor has advantage on Strength checks and Strength saving throws.
  • When Thor makes a melee weapon attack using Strength, he deals 2 extra damage.
  • Thor has resistance to bludgeoning, piercing, and slashing damage.
  • Lightning Aura. Thor can use a bonus action while raging to make lightning jump out from in him a 10-foot radius. Total cover blocks this lightning. He chooses a creature in the area when he activates this feature, forcing it to make a DC 19 Dexterity saving throw or take 3 (1d6) lightning damage (success halves).

Reckless Attack.
When Thor makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until Thor’s next turn.

Second Wind (1/short rest). On his turn, Thor can use a bonus action to regain 1d10+14 hit points.

Spellcasting. Thor is an 8th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15; +7 to hit with spell attacks). Thor has the following spells prepared from the wizard’s spell list. In addition, he can cast paladin spells[D] as a divine spellcaster (using Charisma; spell save DC 15; +7 to hit with spell attacks).
Cantrips: light, prestidigitation, shocking grasp
1st-level (4 slots): bless[D], charm person, detect magic, fog cloud, shield of faith[D], thunderwave
2nd-level (3 slots): misty step, shatter, suggestion
3rd-level (3 slots): lightning bolt, fly, haste
4th-level (2 slots): none​

War-Magician. Thor can use a bonus action to make one weapon attack after casting a cantrip with a casting time of 1 action.


Extra Attack (2). Thor attacks three times.

Mjölnir (Hammer of Thunderbolts with 5 charges). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) magical bludgeoning damage. When Thor rolls a 1 or 2 on either of the damage dice, he can reroll the die and must use the new roll. On a critical hit against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

Thrown Mjölnir (1 charge). Ranged Weapon Attack: +16 to hit, range 20/60 ft., one target. Hit: 15 (2d6+8) magical bludgeoning damage and all creatures within 30 feet must succeed on a DC 17 Constitution saving throw or be stunned until the end of Thor’s next turn.
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Mike Myler

Mike Myler


The claim that there are archeological remains of ‘temples’ among Norse peoples proved to be false in Iceland, and doubtful in Sweden. The current archeologists analyzing the vicinity of the Swedish site reject its identification as a temple.

The claim Landnámabók mentions ‘priestesses’, proved false. It mentions female ‘chieftains’.

The claim that Ynglingasaga mentions ‘priestesses’, proved false. It mentions helpful nature spirits.

In Ynglingasaga, the term blót-gyðja must mean nature spirit, and cannot mean ‘priestess’, because the corresponding term for the male is blót-goð, namely the ‘helpful nature spirit’, goð, that receives the food.

Indeed, the incorrect claim that goði means ‘priest’, is irrelevant, because this word isnt even in Ynglingasaga. The Norse term here is actually goð. Indeed, this particular goð who is mentioned is Freyr. He is known from other texts to be a blótgoð. For example, one community offers horse meat to him. Ynglingasaga describes the *origins* of these kinds of animistic sacred customs. Freyr becomes the recipient of a custom to honor a helpful nature spirit.

The term goð can only mean ‘helpful nature spirit’. It is incorrect to translate the term goð as a ‘priest’.

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I feel the biggest error in this conversation is the assumption that Inuit are exactly the same thing as Aztecs − that all Native American peoples are exactly the same, with the same sacred customs and same worldview.

In an animistic culture, each locality is unique. Each has its own sacred traditions that each family transmits to its own children.

Likewise for animistic Norse people. Each Norse locality has its own sense of the sacred, its own natural sacred spaces, its own nature spirits, its own worldview.

It is amazingly unscientific to assume that the Norse people are homogenous − or worse that the fictional ‘Germanic people’ are all homogenous.

The archeological evidence − again and again − shows how unique each Norse locality is.

Any generalization must be cautious and sensitive to differences among the diverse Nordic peoples.
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Personally, I don't particularly care about any recent academic articles that might say otherwise. I'm always going to treat the aesir and vanir as gods with priesthoods in my games because that's what I think is cool.


Animism is cooler. More ecologically friendly. More egalitarian. More freedom loving. More independent-thinking.

As a sacred tradition, animism is appealing.


Expert Long Rester
... He is magically throwing a magical hammer.

Great. Innately magical does not necessarily mean spellcasting in 5e. A monk can be Magical, a Zealot is magical.

Þórr is more like a psychic warrior, or a superhero, who channels the magic into physical feats, super strength, super toughness, and so on.

Sounds like a Zealot to me.

Something like adding his Charisma bonus to his AC.

I'm less convinced of this. There are lots of ways to represent innate magical toughness. A Bear Totem Warrior's Rage can certainly be considered magic channeled into physical feats, super strength, and super toughness.

His intimidating presence strikes disabling fear into the hearts of his enemies.

That sounds more like a Berserker.

If in a rage, his eyes spark electrically, and if I recall correctly, his nostrils flare with fire. This suggests an aura of lightning and fire.

I don't see it suggesting an aura of the size that a Storm Herald has. We have no record of lightning eyes or fie nostrils damaging people. It could be Prestidigitation tough, so that might be a spell.

...Please forgive me for snipping the rest of your post...

I don't think this is a series of characters based on how figures were interacted with in ancient times. This is a series of characters based on figures of myth. And how those myths have endured through the ages. Taking such a specific view as you have, even an accurate one is missing the mark.

This is not a thread of the specific animistic spirit Þórr and how it was viewed by only specific tribes of some ancient Scandinavians.

It is about Thor.

A mythological figure we have today based on a host of legends and myths from a number of ancient peoples. Some about Þórr, some about Donnar, some about Thunor etc. etc. etc.


Well, that was fun
Staff member
@TheCosmicKid, [MENTION=58172]Yaarel[/MENTION], I don't know what your beef with each other is, but take it somewhere else, please.


If the Norse gods aren't gods then why do we have myths of them doing the things gods tend to do? We know that Odin, Vili, and Ve (I think that's their named) crafted the world from the remains of Ymir. From memory, they also craft humans from pieces of wood. These all sound very god-like to me. Even if there are conflicting sources, these myths had to have come from somewhere.

As an aside, the Aesir vs. Giants fits really well into the 4e conflict if gods vs. Primordials.


Shane "Shane Plays" Stacks
Interesting write up and I like it overall. However I would not make him Lawful Good. I think the case can be made for a Good alignment, but not LG.


First Post
Should he not have access to Lightning Bolt or Call Lightning?

What about his patented Strike the ground and knock everybody back and/or prone ability?

I would definitely make him Chaotic Good.

I like the Fighter/Barb/Paladin blend. I'd probably add improved critical in there.

I think overall he should be just a tad stronger(whatever it takes to raise his CR a few digits)

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