Aegir – God and Clerics for D&D 5e

Aegir (Intermediate God)

Although more closely related to the giants than either the Aesir or the Vanir, Aegir is the god of the ocean and personification of its strength for good or ill. He lives in a great castle on the bottom of the occan with his wife, Ran, and their nine daughters. Aegir is sometimes called “Alebrewer” because he often throws feasts for his friends, the Aesir. Aegir has the power to create or quell storms at sea. In his true form, he is a giant standing sixty feet tall. He has a long gray beard, and carries a tree-sized club carved in the shape of a maiden which can deliver 4d1O points of damage to structures
or beings.

Roleplaying Tips

The only predictable thing about Aegir is that if ship captains don’t offer a va luable sacrifice to him when beginning a voyage, they are certain to feel his wrath. When he decides to sink a ship, he often sends his avatar to smash it to bits with his club. Other times, he simply destroys it with a terrible storm. He looks with favor upon
raiders and pirates. If such men make the proper sacrifices to him, Aegir is 10% likely to aid them with favorable winds, or to conceal their approach with a storm or fog.

STATISTICS

  • Alignment. Chaotic Evil.
  • Worshippers Alignment. Any alignment.
  • Spheres of Influence. Sea.
  • Holy Symbol. Rough ocean waves.

Clerics of Aegir

To be a priest of Aegir, a man must be a ship captain. Such men advance in the fighters class who worship Aegir and have been granted a few clerical powers on the side.

Alignment Restriction. Any good alignment.

Weapons Allowed. Any weapon.

Armors Allowed. Any non-metal armor.

Divine Domains. Knowledge, Tempest, Twilight.

GRANTED POWERS

  • Level 1. Can cast spells as a cleric of the same level.
  • Level 15. Breathe water.