Odin – God and Clerics for D&D 5e

Odin (Greater God)

Odin referred to as the “All-Father”, Odin is the leader and creator of the Norse Pantheon. Along with his brothers, Vili and Ve, he slew the great frost giant, Ymir and made the earth out of the giant’s body. He also, directly or indirectly, fathered most of the Norse Gods and helped create the first man and woman. Odin’s first concern is battle, but he is also the god of knowledge, wisdom, poetry, and inspiration.

Odin has many powers. When sitting on his throne in the hall Valaskialf, Odin can see anything happening anywhere. He can use telepathy on any being within 300 hundred miles of his avatars, and he can inspire a berserk rage in up to 1,000 men at a time.

Unlike most greater gods, Odin cannot raise the dead, and can himself be killed during Ragnarok.

In his true from, Odin appears to be a man of about fifty feet with a patch over one eye. He has a bald head and long gray beard, and usually wears a gray tunic beneath a hooded cloak of blue. He is often accompanied by two wolves and two ravens wichi perch on his shoulders.

Roleplaying Tips

Heroic, proud and stern, Odin resembles the typical norse chieftain in temperament and outlook. He is primarily concerned with power – his own in Asgard and that of his worshippers in Midgard. Only two things will make Odin angry with a worshipper: helping a giant or losing a battle.

Odin has several animals that aid him in maintaining his dominion over both realms. Perhaps the most impressive of these are Freke and Gere, two aged wolves with graying muzzles who wander the planes gathering information for him. In addition he has two ravens, Hugin (thought), and Munin (memory) who perch on his shoulders.

Odin uses them as spies and messengers, sending them on various tasks to the far part of gladsheim. He can see through their eyes or speak through their beaks, and often uses them to gather information in particular area of interest, or to warn his worshippers on impending attacks.

Odin ride an eight-legged steed called Sleipnir. This magical horse can move across any surface and fly through the air.

STATISTICS

  • Alignment. Chaotic Good.
  • Worshippers Alignment. Any.
  • Spheres of Influence. Knowledge, Poetry, War, Wisdom.
  • Holy Symbol. Blue eye.

Clerics of Odin

To be a priest of Odin, one must be a chieftain of a tribe. Odin’s priests must like fighting. In addition, they must be good tacticians and leadersof men. They must always be in the front lines during battle. Priests of Odin must have 15 strenght or more and 15 charisma or more.

Alignment Restriction. Any alignment.

Weapons Allowed. Any weapon.

Armors Allowed. Any armor.

Divine Domains. Knowledge, Life, Nature, Twilight, War.

GRANTED POWERS

  • Level 1. +1 hit point per level
  • Level 5. Extra Attack (1) feature as per fighters
  • Level 8. +2 hit point per level
  • Level 11. Extra Attack (2) feature as per fighters
  • Level 15. +3 hit point per level
  • Level 20. Extra Attack (3) feature as per fighters