Midgard Heroes Handbook: Wizard Dragon Mask Class Analysis
Crit Academy covers Kobold Press’ Midgard Heroes Handbook. The Midgard Campaign Setting is a dark world of deep magic started by Wolfgang Baur and fleshed out by his team. It’s flavored with Central European myth and folklore - from the frozen Northlands to its wild steppes, dark forests, and craggy mountains. Today they cover their favorite Rogue Class Archetype.
Midgard Heroes Handbook has over 200+ pages of pure gold! Including:
New Races, Subclasses, Feats, and more. In this episode, we cover the Wizard School: Dragon Masks and Timekeeper
ARCANE TRADITION: DRAGON MASKS
Wizards practice the subtle magic of pulling power from thin air and shaping it to fit their needs. Sorcerers tame the chaotic power within themselves, releasing it in barely controlled gouts of magical eruptions. Mages who walk the path between these two diverse means of magic are called dragon magi. Dragon magi manifest their magic in a variety of styles, as diverse as the draconic species and the types of magic that populate the worlds.
TRADITION TIMEKEEPER - From Deep Magic: Time Magic
A timekeeper uses seconds and minutes not as a way to measure life but as the key to a great and mysterious power. The tradition of the timekeepers began in the magistracies of the West prior to the Great Mage Wars. Many timekeepers find themselves responsible for keeping watch over the dread walkers of the Wastes, to ensure they are never freed from stasis. Others seek to rediscover the lost spells and rituals that allowed long-gone mages to halt the dread walkers in the first place.
Unearthed Tips and Tricks! We deliver you new and creative content for you to bring with you on your future adventures.
Character Concept:
Adam B:
Rainbow Warlock(don’t give away the name until after its described)
This character either a bard multiclass, or entertainer background who is heavy into death metal style music. Looks hardcore, black leather pants and shirt with spikes and a spiked dog collar. Unfortunately when he made a pact with his patron, only a Unicorn would make a pact with him so his eldritch blasts were essentially rainbow blasts. All of his other techniques were colored to be “Fabulous”.
Monster Variant:
Listener: Spencer S.
Magnetic Elemental Origin: Earth Elemental The magnetic Elemental is formed of liquid metal that is continually shifting and moving into new form. The magnetic elemental lives within the deepest darkest dungeons where is is closer to the rare earth metals within the earth's crust.
New Features: Unstable Earth The magnetic elemental draws upon the rare earth metals within the ground towards itself creating a minor earthquake in the ground in a 10 foot radius. Each other creature must succeed a DC 13 Dex save, or take 4d8 bludgeoning damage and fall prone. On a success they take half damage and don’t fall prone. The area becomes difficult terrain. Magnetic Pull As a bonus action, the Magnetic elemental can attract metal weapons to its body. All creatures within 60 ft that are holding a weapon that is made of metal must make a strength saving throw (DC 13). On a fail, the weapon is ripped out of the creatures hands and flies towards the magnetic elemental. These weapons are then stuck to the magnetic elemental. Any attacker that grapples the Magnetic elemental or makes a melee weapon attack while it has at least one weapon attached to it, takes 1d4 piercing damage.
Unstable Influx All weapons come flying off the magnetic elemental in any direction that it chooses. Each targeted character within 20 ft must make a Dex saving throw DC 13 to dodge and avoid the incoming weapon(s). On a failed save the creatures take 2d10 damage or half as much on a success.
Increase the damage of the attack by 1d10 for every additional weapon beyond the first attached to the Magnetic Elemental.
Encounter:
The Huntsman
A local huntsman has injured himself or is getting too old and needs some assistance as he is unable to tend to his traps. He requires assistance emptying and resetting his traps in the forest area around his home. Helping him now, should hold him over until he can hire support, or his child returns to help.
Traps may not be triggered, do players accidently trigger them while searching for them?
What creatures do they capture? Have they drawn any other dangerous predators?
Can the creatures be easily herded to the huntsman's home, or do they escape?
Do the PCs get lost in the woods? Losing said animals?
Magic Item:
Thoughts and Prayers
Uncommon, Attunement
+1 to bonus to attacks and damage.
A weapon created by a monk of a holy order. These golden knuckles glow with radiance. Inlaid on the knuckles are some unidentifiable glyphs. An unarmed strike made while wearing these may have its damage converted to radiant or psychic damage.
Dungeon Master Tip:
DMtoDM2 on twitter:
Title your sessions something relevant to the session itself. When the season/campaign is over, you can post the titles and see a small snapshot of the adventurers you have been through.
Player Tip: Don’t be a Dick
Arcane Teachings:
2 spell combo
Magic Mouth + Glyph of warding
The mouth can be set to draw enemies to a wall, statue, sign, or some other location. You can set trigger when some enter the area, to say something like ‘Pst, hey you...yeah you. Come here, I got something good for ya.” Drawing their attention to the location, which then sets off the glyph of warding which contains an explosion rune.
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