K is for Kaldring


alphabet (k)Kaldring, the Rimestaff, is Jorn’s signature weapon. Jorn is the Skoti god of winter. He is an exceptional tracker who knows the swiftest, safest paths across (and between) every realm.

«Wherever snow falls, I’m home.»

As an exceptional tracker who is fascinated by the natural world, Jorn spends decades on end alone in the wilds. He can predict storms years before they arrive and can also control the weather around him, but he prefers to let nature take its course while he observes and learns.

Jorn can read signs that are invisible to others. He can also talk with all animals, whose company he prefers over gods and humans alike, and often has one or two accompanying him on his travels.

When Alrund set out on his quest to fight every Cosmos monster and learn their secrets, the only person he asked for help was his brother Jorn. Only Jorn knew how to find a path through the Cosmos and track the elusive, magical monsters, making him indispensable for Alrund’s mission. The two brothers still share a strong bond, and Jorn readily returns from his wandering when the Skoti are in need of his help.

Kaldring, the RimestaffIn Dungeons & Dragons

Our favorite game has already a powerful staff with cold powers: the Staff of Frost. We’ll use it as inspiration and make it worthy of a god.

Kaldring, the Rimestaff

Staff, legendary (requires attunement by a Cleric with access to the Nature domain, Druid, Sorcerer, Warlock, or Wizard)

You have resistance to cold damage and add the ray of frost cantrip to your known spells list while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC + 2: cone of cold (5 charges), control weather (8 charges), ice storm (4 charges), or wall of ice (4 charges). In the case of control weather, it can only be used to generate temperatures of cold or arctic cold, and precipitations of snow or blizzard.

You can also use a charge and no action as you cast a spell that deals cold damage to change it to piercing damage (as the energy solidifies in flying icicles).

The staff regains 1d6 + 4 expended charges daily at dawn. If the weather is cold, it regains 1d4 + 6 charges instead. If you expend the last charge, roll a d20. On a 1, the staff turns to snowflakes and disappears.

In Eberron

The Rimestaff in Eberron is linked to Risia, the Plain of Ice. This plane is layer upon layer of snow and ice with a constant blizzard raining down new layers of sleet snow and ice from a dark grey-clouded sky. In this scenario, Jorn can be an archfey from that plane.

If the Rimestaff is within a manifest zone to Risia, there is a 50% chance of extreme weather in the form of snow, sleet, hail, or a blizzard. Also, it regains all its used charges at dawn, and if you expend its last charge, you can roll a d20. On a 20, it regains its charges. It doesn’t disappear on a 1.

Finally, you can expend all its charges and willingly destroy it to create a manifest zone to Risia in the place you are. The area has a radius of 2d12 x 10 feet, and is permanent.


How are you planning to the Rimestaff in your campaign? Are you one with the cold? Or do you turn hot as Katy Perry? Do you think the Staff of Frost is «cooler»? (pun intended) Leave your comments below before to reach absolute zero!

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