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===Cleric Domains=== '''Apocalypse:''' Representing gods who want to lay waste to all things. Lash out with Vicious Mockery, spend Channel Divinity to blast people with necrotic damage or let you distinguish truth from lies, and finally gain Resistance to Acid, Fire and Poison damage. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Beer:''' Gods with this domain tend to be beloved figures who champion partying and companionship. They start with a natural a talent for making booze in their downtime, as well as the ability to create a courage-boosting magical beer in combat, and then gain supernatural fear-battling powers and a number of damage resistances. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Cat:''' Yeah, this is basically the portfolio for deities of cats and [[catfolk]]. Taking this subclass makes you more catlike, complete with turning you into a non-insane [[werecat]] as its ultimate ability. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Clockwork:''' One of Midgard's most notable elements is the setting's incorporation of [[clockpunk]] [[magitek]], and this is the clerical version of the clockwork magic user. It gives you vastly increased tinkering skills, protection from enemy clockworks, the ability to make your clockwork minions, and finally some construct-like resistances, as well as the ability to freely swap your race to [[gearforged]]. This can be found in the Midgard Heroes Handbook. '''Darkness:''' Pretty self-explanatory, the emphasis on darkness not necessarily having to be the province of an evil god makes this a lot like the Twilight domain from Tasha's Cauldron. It gives you darkvision, the ability to create zones of magical freezing shadow, and ultimately animates your shadow as a living shield. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Dragon:''' You worship one or more of the [[Dragon Gods]], or the very concept of dragonness. Free Arcana proficiency and resistance to fear, the ability to charm reptiles, spending Channel Divinity to auto-make saves and emulating a dragon's Fearful Aura are all part of the package with this one. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Hunger:''' Despite being flavored in a ay that this could stand in for an Ambition domain, mechanically it's all about eating shit. Increased cooking proficiency, magical bite attacks, resistance to poison/disease, and the ability to induce insane, cannibalistic hunger in anybody nearby. This can be found in the Midgard Heroes Handbook, and also in Deep Magic where, weirdly, it was ''not'' moved to the villainous options section. '''Hunting:''' Pretty self-explanatory what this Domain is all about. Lot of ranger bonus spells, free bow proficiencies, and increased stealth and stalking capacities. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Justice:''' Because you didn't want to just play an Oath of Devotion Paladin. It basically turns you into a Paladin-lite; free weapon & armor proficiency, immunity to fear, magically track down criminals, and boost your social stats when making checks relating to justice and the law. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Labyrinth:''' This is the [[Minotaur]] clerical domain, with not a lot of lore beyond that. You gain increased navigation skills, can induce confusion, and finally can cast the Maze spell on people you don't like. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Lust:''' This Domain represents deities very firmly focused on earthly pleasures and physical sensuality. Despite [[Slaanesh|the obvious comparison]] for the average fa/tg/uy, Lust gods aren't inherently evil, and in fact are as likely to be affable party animals or sensual healers as they are straight-up hedonists. Features-wise, this is basically the clerical [[enchanter]], with a lot of focus on feature-based mind-control. Oh, and a Psychic damage Divine Strike. This Domain appears in the Midgard Worldbook, and also in Deep Magic. '''Moon:''' Not a lot of confusion about what this one does. Feature-wise, it revolves heavily around operating at night, but it lets you create various kinds of magical dim light that do shit like inflict cold damage or make your weapons more lethal against [[therianthrope]]s. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Mountain:''' Whilst obviously a [[dwarf]]-prominent domain, this also represents any kind of deity who inhabits the mountains or challenges his followers to battle against adversity and win. Boosts your survivability in mountain environments, including making you and your buddies better climbers. The most powerful ability is the ultimate one, which lets you summon avalanches to crush your foes. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Ocean:''' It's basically the Elemental Domain, Water Edition; you know what this does - free trident & net proficiencies, augmented swimming, water breathing, and the ability to cover yourself in scaly skin as natural armor. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Prophecy:''' This is basically the [[Cleric]] equivalent of the [[Diviner]], but with a surprisingly novel power set. Free History and Insight proficiencies, the ability to burn Channel Divinities to boost your walking speed or retcon an action you took, and finally the ultimate feature "It Was Foretold" - which gives you permanent Advantage on Dex saves, Insight and Perception checks, as well as Resistance to Fire, Poison and Psychic damage. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Speed:''' It's all about the motion for gods and clerics of this domain. You get a free passive boost to your speed, free Acrobatics and Insight proficiencies, can Channel Divinity to boost anybody's speed, can add +5 to your Dexterity modifier for a turn 1/day, and finally can spend Channel Divinity to cast Time Stop. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Time:''' The clerical [[Chronomancer]], able to bend and manipulate time to their advantage. Their features give them a lot of very powerful buffs, letting them modify Initiative in various ways, letting them boost attack & defense rolls, making them increasingly impossible to surprise, and finally adding Foresight and Time Stop to the cleric's spell list. Found in Deep Magic. '''Travel:''' All about getting up and going places, this domain largely revolves around the "overland travel" and traveling skill check portions of exploration. Bonus traveling skill and tool proficiencies, using Channel Divinity to remove Exhaustion (which means the Berserker barbarian might no longer suck so much), shorten overland travel time, and finally the ultimate ability; ignore difficult terrain and Resist Fire and Cold. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Void:''' The stand-in for the "[[Cthulhu Mythos]] cult magus" archetype, but also doubling as an Outer Space themed domain. Free proficiency in Arcana, Intimidate and Navigator's Tools (because astronomer's tools aren't a thing in 5e), increased aptitude with Int skills, the ability to use Wisdom modifier for Int skills, Channel Divinity to inflict madness, and ultimately you can make a mini black hole 1/day. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Winter:''' As you can probably guess, this revolves around boosting your ability to survive in cold environments and increasing your effectiveness with cold damage. Found in Deep Magic.
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