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Fifth Edition Fantasy

Fifth Edition Fantasy brings tabletop fifth-edition fantasy roleplaying to Valheim. Pick a race and a class, choose a subclass and feats, learn spells, and grow from level 1 to level 12 by defeating Valheim's bosses and minibosses.

  • Thunderstore package: jdvanaus-Fifth_Edition_Fantasy
  • Nexus Mods: Fifth Edition Fantasy (for Vortex users)
  • Version: 1.6.0
  • Languages (1.5.0): English, Français, Italiano, Deutsch, Español (España and Latinoamérica), Русский, Português (Brasil), Polski, 简体中文, 繁體中文, 日本語 and 한국어. The mod follows Valheim's language setting.
  • Requires: BepInExPack_Valheim and Jotunn
  • Platforms: Windows. macOS is experimental. Console crossplay isn't supported.
  • Build planner: Fifth Edition Planner: try races, classes, feats and spells by level before you play.
  • Discord: Join the Fifth Edition Fantasy server for help, bug reports, suggestions, group finding and release announcements.
  • Support the mod: the mod is free. If it brings you joy, you can chip in with PayPal - entirely optional, and it doesn't unlock anything.

Features at a glance

Feature What you get
Races 58 playable races on top of the vanilla Human. Each has its own traits, and most have an active ability and a distinct look (horns, ears, tails, tusks, snouts, beaks, crests, manes, fins, shells, wings and more). Small races shrink and big races grow. Darkvision for the races that have it, and dwarves sense metal ore nearby (Stonecunning). 1.5.1: natural weapons, faster swimming and holding your breath, sunlight sensitivity, and new abilities for gnomes, deep gnomes, dwarves, catfolk and minotaurs.
Flight Fairies, Skyfolk, Owlkin and Glidefolk can fly. Sorcerers fly from level 12, and the Fly spell and the Aesborn's Radiant Awakening also let you fly.
Classes 13 classes: Runesmith, Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock and Wizard. Each has its own abilities on the class keys (Z and X), rulebook class features on the feature key (G), and 49 subclasses in all. 1.5.1: the Genie and (optional) Undead warlock patrons, the Wild Magic Surge table, the Transmuter's Stone, Reincarnate and the Forge Defender.
Druid Wild Shape Druids can turn into Valheim creatures and SRD beasts they have seen, within the 2014 challenge rating limits. Other players see your creature form.
Monsters 71 creatures from the fifth-edition SRD roam Valheim's biomes, from kobolds and owlbears to giants and dragon wyrmlings, with their stat-block abilities. See Monsters & Magic Items.
Magic items 102 SRD magic items, 40 enchanting runes for your own gear, and 38 spell scrolls. Find them in chests and on monsters, or craft them from monster parts. Server admins can also hand out reward books: a level, a feat, or +2 to an ability score (1.2.6). Since 1.2.7 the feat and ability books also drop from monsters, very rarely. Boots have their own slot, and the craftable Scroll of Revivify saves you from death if it's on your hotbar (1.2.8).
Adventurer's Log Press K for your journal, titles, background, deity, multiclass (from level 4), spells, skills, class features, reactions, alignment, dice rolls and daily vendor bounties. Look at another player and press K to inspect them.
World and loot Wayshrines, druid groves and ruined wizard towers to find, mimics among treasure chests, magic items and spell scrolls.
Feats 52 feats, such as Heavy Swing, Deadeye, Spear Dancer, Tough, Alert, Skilled, Fleet-Footed, Fortune's Favored, Battle Mage, Shieldwall Guard, Fey-Blessed, Unseen Hand, Chef and Healer. You get a feat pick at levels 1, 4, 8 and 12.
Spells 176 cantrips and spells, from Fire Bolt and Eldritch Blast up to Fireball, Wall of Fire, Globe of Invulnerability and Heal, plus summoning spells like Conjure Animals. Each has a painted icon, a casting animation and Valheim-style effects. Your class, subclass, race and feats decide which ones you know, and you can switch any spell off so it stays out of your spell list.
Fifth Edition rules Ability scores (point buy or 4d6), spell slots, prepared and known spells, rituals, short and long rests with hit dice, 2014 class resources, attack rolls with advantage, death saving throws your party can see and stabilize, 18 skills and checks, the full list of conditions, exhaustion, reactions, damage types with resistances and vulnerabilities, legendary bosses and alignment.
Leveling Start at level 1 and gain a level for each boss or miniboss you help defeat, up to level 12. In multiplayer, everyone who hit the boss or was nearby when it died gets the level.
Inventory 1.4.0: press Tab for one wooden window: your pack, a live 3D preview of your character, 10 equipment slots, food and draught pouches, the crafting menu and the Bag of Holding, with Inventory, Crafting, Companions, Party and DM tabs. Worn items leave the grid, so armour no longer takes pack space. Name your chests and assign items to them: the icons are painted on the chest, and Stash sends your assigned items home.
Character sheet Press L anywhere to open a sheet with Character, Feats, Spells, Race, Class and Subclass tabs. You pick your race, class, subclass and feats here.
Vendor options Talk to Haldor, Hildir or any other trader to reset your race, class and feats (200 coins) or change your appearance (50 coins).
Companions Hire an NPC companion from any trader (1.3.0): random for 250 coins, or pick their sex, race, class and subclass for 400. They match your level, wear the gear you give them, follow your orders on aggression and distance, and can be helped up when they fall. 20 coins a day in wages. They show on your map, and you can mute them (1.3.1). Hover over one to see its Armor Class (1.3.2). 1.3.8: companions work - farm everything around a chest, or maintain a base (fires, kilns with plain wood only, smelters, cooking, mead, honey, sap, crops harvested and replanted, sorting, repairs) between the stock levels you set - and they help downed players and each other back up. 1.3.9: companions guard a base by night (or day and night), work day and night shifts, keep fetch & craft lists topped up, take their own turns in turn-based fights, and find their own way across moats, gaps, ledges, ponds and doors. Stuck? fef companion recall. 1.4.0: the companion menu (F6) changes any companion's orders or work from anywhere; rename companions; raw stock levels (keep at least 10 raw meat, cook up to 20); companions repair their own gear at a workbench below 40%; and they never drop into places they can't climb out of. 1.5.1: much better pathing through mazes, over gaps and ledges, through doors and across water; companions of a flying race (or Sorcerers from level 12) fly after you; and gear repair no longer gets stuck on a piece no nearby station can mend. 1.6.0: companions climb steep ground, two on one job share the work, each can have their own chest that never loses anything, and the Earthwork job carries out your Groundwright's Rod plans. See Vendors & Appearance.
Realm Forge Whole places generated from a seed word: villages, towns, ports, castles, ruins, camps and taverns, each with its own weather, NPCs, treasure and encounter table. The DM sends the party in; with no DM, wandering monsters turn up on their own (1.3.1). Since 1.3.2 places use Valheim's own terrain, with lit streets and townsfolk on the player models. Since 1.3.3: whole campaigns (rolled from a seed or written by hand), a quest board, fast travel, shops, tavern brawls, places that remember you, and the place's own map. Since 1.3.4 the map zooms and shows the townsfolk, more people trade, and DMs get a guide for writing campaigns. 1.3.6: campaigns with consequences (outcomes, choices, factions, fame and notoriety, a doom clock, rivals, a traitor, artifacts, a stronghold, an epilogue), townsfolk who live their day, real doors, and journeys with rations and road events. 1.3.7: the RealmForge Portal map table and a world map of every place, free travel for quest-board jobs, and campaigns of up to 12 chapters. 1.3.9: real standing stones, tall wizard spires, castle gates that face the portal, and townsfolk who walk round walls instead of into them. 1.5.1: an automated Dungeon Master (fef autodm start, talk to it with @dm), townsfolk who keep a day and work, live animals, night markets, seasons, caravans, side sites, lake villages, an undercroft dungeon level, rebuilding burnt buildings, rivals and traitors in person, companion story arcs and a campaign's legacy. See Realm Forge & Taverns.
Earthworks 1.6.0: the Groundwright's Rod (workbench) plans earthworks with the hoe's own build menu - dig, raise, level, slope (following each edge's fall), set terrain and clear debris - and companions on the Earthwork job carry them out inside a workbench's range. Only raising costs stone. See Adventuring.
Gaming tables Cards and dice for coins in every tavern, or at a table you build (1.3.2): Texas Hold'em, Five-card draw, Blackjack, Liar's Dice, Ship-Captain-Crew, Acey-Deucey and Hazard, against friends and NPC players. Onlookers can bet on the hand (1.3.3). See Realm Forge & Taverns.
Turn-based fights Experimental and off by default: initiative, rounds and 2014 movement and actions, in Realm Forge places or everywhere. Red rings mark enemies, green rings mark allies (1.3.1); enemies show on the map and the clock moves 6 seconds a round (1.3.2). Since 1.3.3: a combat log, monster tactics and opportunity attacks, cover and high ground, the Ready action, and a DM dashboard where the DM can play a monster's turn. 1.3.6: with fef combat mode everywhere the open world has no wandering monsters: encounters find you as you travel (fef wild). 1.3.7: no food healing between turns, and a hit starts the fight. 1.3.9: companions get their own turns, one death save per turn, helping someone up costs your action, and reactions come back at the start of each creature's turn. 1.5.1: spell durations and cooldowns count in rounds, Haste and Longstrider speed, one free object interaction a turn, and Delay and Reroll for the DM. See Fifth Edition Rules.
DM window 1.3.8: press F9 (host or admin) to run the campaign, encounters, players and the world from one window: send the party to any chapter, quests, narration, spawn any creature, rules encounters, turn-based fights, checks and saves with a DC, XP and rewards, time, weather and Realm Forge places, plus every fef command as buttons.
12 languages 1.5.0: every window, button, tooltip and description the mod adds comes in 12 languages and follows Valheim's own language setting. Fix any wording yourself with feflang export and feflang reload. See Controls & Settings.
Accessibility 1.5.1: text size, colour-blind palettes with shape and letter cues, a UI scale that reaches more of the mod's windows, and the one-window inventory on a controller. See Controls & Settings.
Rebindable keys Every key the mod adds can be rebound in the game's own settings menu.
Playing together Parties with party chat and shared pins, a party window (F8) with your group's health, stamina, Eitr and conditions, the Help action (V), flanking, Inspiration, and Revivify / Raise Dead at a fallen friend's tombstone (1.2.7).
Running a campaign The host or a server admin can act as DM: narration, calling for checks and saves, pausing players, balanced encounters, choosing which races and classes the world offers, and a campaign journal with quests, NPCs and a Discord-ready recap (1.2.7).
Console commands fef in the F5 console reads and changes every setting, and gives server admins tools for characters and items (levels, feats, race and class resets, items, reward books), with Tab autofill (1.2.6), plus the DM, party and campaign commands (1.2.7).

Wiki pages

  • Getting Started: installing the mod and making your first character.
  • Races: every race, its traits and abilities.
  • Classes: every class and subclass.
  • Spells: every cantrip and spell, and who can learn it.
  • Feats: every feat and its prerequisites.
  • Leveling & Character Sheet: how levels work and what each sheet tab shows.
  • Controls & Settings: default keys, rebinding and config options.
  • Vendors & Appearance: the trader options, hiring companions and the appearance customizer.
  • Multiplayer & FAQ: playing with friends (parties, the party window, Help, reviving, running a campaign), platforms and crossplay, achievements, saved data, troubleshooting and bug reports.
  • Adventuring: the Adventurer's Log, backgrounds, deities, multiclassing, bounties, places to find, magic items and combat rules.
  • Fifth Edition Rules: ability scores, spell slots, prepared spells and cantrips known, rituals, rests, class resources, attack rolls, death saves, skills, conditions, exhaustion, reactions, damage types, legendary bosses and alignment.
  • Monsters & Magic Items: the SRD bestiary by biome, magic items, enchanting runes and crafting parts.
  • Credits: the artists and projects whose work the mod uses.
  • Console Commands: the fef command: settings, admin tools, DM tools, parties and the campaign journal, with Tab autofill.
  • Realm Forge & Taverns: generated places and taverns for your adventures, campaigns, the quest board, fast travel, shops, gaming tables, wandering monsters, and the DM commands.

Default keys

Key Action
L Character sheet
K Adventurer's Log (look at a player: inspect them)
O / I / P Next spell (hold O: spellbook) / Previous spell / Cast spell (hotbar slot 1)
Z, X, H, J, N, B, Y, U Ability hotbar slots 2-9: class, race and feat abilities by default, or any spell you put there
F Toggle flight (for anyone who can fly)
Space / Left Ctrl Fly up / fly down
G Class feature (Shift+G: next feature)
T Lock on to a spell target
F7 Error log window (copy errors for a bug report)
F6 Companion menu
F8 Party window (Shift+F8: its settings)
V Help the player you're looking at
Backspace Turn-based fights: end your turn

The ability hotbar (new in 1.2.2) sits at the bottom of the screen. Slot 1 always casts your selected spell (P); slots 2-10 hold class, race and feat abilities or any spell, on Z, X, H, J, N, B, Y, U by default (slot 10 unbound). Open the inventory and press Abilities to drag things onto it. The game's own 1-8 item keys can be rebound or turned off (1.2.9).

See the Controls & Settings page for the full list.

Disclaimer

This is an unofficial fan project. It is not affiliated with, endorsed by or sponsored by Wizards of the Coast or Iron Gate.

License notice (SRD)

This work includes material from the System Reference Document 5.1 and the System Reference Document 5.2 ("SRD 5.1" and "SRD 5.2") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.1 and SRD 5.2 are licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Races, subclasses, feats and features that are not in the SRD use original names and descriptions written for this mod. Some were renamed in 1.1.0 (for example Aarakocra is now Skyfolk). Existing characters convert automatically when you update.