A review copy of “The Book of Seidr” was provided by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.

Support my work by using my affiliate links and pledging via Patreon.

Designed by: Thieves’ Cant Games (Evan Jackson)

When I think Norse, I’m usually thinking of Viking warriors, barbarians, or skalds (hello, Bard College of Valor). The Book of Seidr (from the designer of the Norse monster book The Book of Monstrous Kennings) offers a different take on Norse-themed player content,  with new subclasses, spells, companions, and feats based around the fate-weaving Norse magic.

Seidr is ancient Norse magic, and involves accessing the cloth of fate known as the Weave, drawing power from it, and even altering it. The supplement includes a breakdown of the Weave and the interesting paradox surrounding fate and free will.

The new Seidr-themed subclasses are the Blót Seidr Sorcerer, the Disir Warlock, and the Seidr Magic Wizard.

Blót literally means blood, and this Sorcerer is all about draining their own life force into channeling magic, a theme that’s sorely lacking among published 5e subclasses. The actual blood magic doesn’t really come online until 6th level, when you can convert hit dice directly into sorcery points. Who needs hit points when I have MORE POWER!?

I also like the 14th level ability Bloodletting, where the Sorcerer can store half slashing or piercing damage they see within 30 feet and add it to their own spell damage total.

The Disir are ghostly female spirits that grant the Disir Warlock their powers, including several nice Cleric spells such as Spirit Guardians. Their signature ability is the Dis Totem. Once per short rest, they create a 30ft aura by summoning one of three different spirits, including the hit point-granting Shieldmaiden. At 14th level the Warlock can turn into a spirit themselves!


Finally there’s the Sedir Magic Wizard. How do we create a fate-altering wizard when the Divination Wizard already exists? The Weave Fate ability is almost identical, though instead of storing D20s ahead of time, you simply use your reaction to force a reroll and take the second roll.

The more interesting feature comes at 6th level with the Weftward. Whenever the Wizard casts a spell, a ward is created (equal to 2 x level + INT). This ward can then be used as a reaction to block damage (for allies) or healing (for enemies). The ward can be recharged using spell slots, giving the wizard a unique magical shield.

The supplement also includes Norse-themed spells, eldritch invocations, feats, guiding spirits, and woads, which are magical tattoos. Woads can either be rewarded as magic items, which require attunement, or as optional feats. Both options are solidly balanced, and give DMs options between fostering a Norse-themed player character, or running an entire Viking campaign world.

The spells nicely reflect the fate-altering theme of Seidr magic, including redirecting spells in different directions, and the companions offer cool choices to further expand and enhance a Seidr-themed character, including a celestial familiar.

With huge, awesome art pieces on nearly every page, tons of content, and an intriguing theme, The Book of Seidr is a complete player-focused package for Norse fans who want to focus more on magic than might.


  • Three magical, Norse-themed subclasses.
  • Over a dozen Fate-themed spells and Eldritch Invocations.
  • Several unique celestial and elemental creatures that would make excellent companions.
  • Two methods for using over a dozen Woads (Magic tattoos) as magic items or as feats.


  • None!

The Verdict: By focusing on a lesser explored area of Norse lore and mythology, The book of Seidr offers a rich tapestry of magic-focused player content, perfect for an appropriately themed character or campaign.

A review copy of “The Book of Seidr” was provided by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.

Support my work by using my affiliate links and pledging via Patreon.