Codex of the Gods: Autonomy

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Ideals of Divinity: Autonomy

Preface

This pantheon began in my first ever home game for D&D and has evolved significantly over the past few years. For around a decade, divinity in my games (both those I ran and played in) always seemed like an afterthought or something that was shoehorned in. This attitude was cemented in place after years of it being the status quo and reading stories about nightmare Game Masters using a character's faith as a looming threat: "Your god says you must do this, or you will lose all of your class abilities!"

It wasn't until I stumbled across The Way of Kings by Brandon Sanderson that I began to rethink the nature of divinity in the fantasy worlds I participated in. While worship isn't front-and-center in Sanderson's Cosmere novels, they introduced the concept of divine beings that are incredibly simple to understand, vague enough to have variations within the same faith, flexible enough to adapt to player desires, and alien enough to feel otherworldly. Part of this also included separating racial deities from their traditional races. For example, Lolth is the Goddess of Solitude, and not the Goddess of the Drow. Anyone can follow her, and the Drow can follow any gods they want to.

As things grew and took form, one of the major goals of this project was to make all of the greater deities interesting and compelling. Part of that involved stripping away any sense of alignment and instead focusing entirely on how each god manifests their Ideal and how that Ideal can be both helpful and useful or harmful and hindering. Each god in this pantheon has one sect that is widely accepted in society and one that is generally ostracized or kept at arms length.

Additionally, I discovered that I would need to overhaul the nature of how divine spellcasting worked. For more information on this, check out the Mortals and Faith section of the Overview.

Additional notes

When I began officially putting together the core of the pantheon I for my game, I started with the Dawn War pantheon listed on pg 11 of the DMG, and assigned each god an Ideal and an Outer Plane to call home and the language within this document will reflect those particular deities and planes. However, if you don't use the Dawn War pantheon, you can swap out one deity for another that has a similar feel.

The Nature of Divinity

The beings that fill this pantheon derive their power from a Shard in their possession. Each Shard is a physical manifestation of the Ideal it contains and appears as a slender, crystalline material that radiates a holy light. Each Shard will bond to whoever carries it and, if the host survives the process, it will eventually corrupt them and turn them into a being that is an extension of its Ideal.

While most mortals assume the gods are truly immortal, a more accurate understanding would be that they are former mortals that are now custodians of their Shard or Splinter. If a deity's avatar is damaged enough, the Shard within can be revealed and claimed by a challenger. In this case, the Shard will claim the challenger's body as its new vessel and the previous body will wither away to dust. However, barring this, deities are effectively immortal; they do not age, and are not generally subject to other lethal things like poisons or curses.

Greater Deities

As the most powerful beings in the cosmos, Greater Deities can have an enormous influence over the spaces they inhabit. Although they cannot act directly outside of their domains, they are effectively omnipotent within them. A divine being in this category can shape the space around them, banish tresspassers, or summon allies to them.

A Greater Deity can also create a Lesser Gods by investing a Splinter of their Ideal within a creature. Lesser gods will all have some affinity for the particular Ideal of the Greater Deity they serve, but they tend to retain their sense of identity. Additionally, a Greater Deity can appoint Champions to do their bidding out in the world beyond their domain. These Champions are quasi-mortal and cannot die from old age, but otherwise are generally a step or two above 20th level PCs with a particular boon from their patron god to help them perform whatever tasks have been given to them.

Divinity and Magic

This pantheon assumes that all magic - both arcane and divine - ultimately come from The Weave. While mortals access the Weave through a wide variety of methods, a god exists partially within the Weave; they can shape magic around them with their subconscious thoughts as long as they are within their Domains. Additionally, this connection to The Weave helps to sustain them and repair damage to their bodies.

However, this connection does not extent outside of a god's home turf. If they are drawn out of their seat of power, this connection is strained and less effective. Because of this, most deities stay in their personal realms.

Planar Thrones

This pantheon consists of 16 Greater Deities, and assumes each one is native to a particular Outer Plane that has manifested a physical embodiment of their Ideal. This results in many of the Gods being found in places that do not match Wizards of the Coast's canon. Tiamat is now in Gehenna instead of the Nine Hells, The Raven Queen is in Hades instead of the Shadowfell, and so on. A future project involves making an Atlas of the Planes document to go with this one and outline those locations and the effects the Ideals have on phsyical space.

For now, that project is far in the future, but will still be hinted at in the rest of this codex series.

Mortals and Faith

The nature of Divinity as Ideals makes it incredibly easy for characters and NPCs to venerate multiple deities. A classic lawful-good character might follow the God of Honor and the God of Endurance. Another character might pursue Ambition and Cultivation as a means to grow and reach their goals.

This pantheon doesn't require or gain power from the worship of mortals by default. Instead, there's a trickle-down effect derived from the actions of mortals. When someone acts with or pursues honor; part of the energy of that action contributes to the God of Honor, creating empty spaces lends power to Desolation, and being generous gives energy to Endowment. And the list goes on. While there is a church following for each Ideal, and PCs are welcome to dedicate themselves to a single deity (or none!), it is likely that every person in your world will support several members of the pantheon through their actions. Still, the gods welcome worship as a way to encourage mortals to act in line with their Ideal as often as possible.

Divine Spellcasting Classes

As a consequence of divine power being separated from worship, you might consider unlinking the usual relationship between gods and clerics or paladins. Instead, link a cleric's spellcasting to their faith and let the player decide what that cleric has faith in. It might still be faith in a divine being, but when those divine beings are really Ideals, it can turn into having faith in the Honor of humanity, the Preservation of life, or the Endurance of the world. Likewise, a Paladin can swear an Oath for their power in a similar fashion.

This change doesn't really impact the mechanics of the game but gives the players much more control over how characters can participate in their faith. A cleric losing their own faith is a much more impactful moment than a god showing up and pulling the power plug for breaking the rules. The same can be said for Paladins as well. If they swear an Oath and then break that oath, it is much more compelling than an external figure determining their worthiness.

A Note on NPC Clergy

Each of the deities outlined in this document has two primary denominations, and each of those offers an Optional Rule ability to its higher ranking clergy members. These abilities are powerful and not design for PCs to have access to.

The assumption with these NPCs is that they forego the opportunity to adventure in favor of wholly dedicating themselves to their chosen Ideal. In addition to the obvious ability benefit, these powers can also give the players a reason to seek out other faith leaders instead of just always asking the party cleric or paladin about the Thing at hand.

That said, if your party is seeking out boons from the gods, these abilities can provide a good starting point for the abilities a god could bestow.

Gods of the Pantheon

This document uses the pantheon I've set up for my home game. It is based on the Dawn War pantheon and will ultimately include all of the deities in the table below. However, if you prefer to use other deities to better fit your worlds, feel free to do so! Take what works for you and your and mix it up with other things to make something unique to your group!

Gods & Ideals
Ideal Deity Home Plane
Ambition Tiamat Gehenna
Autonomy Avandra Limbo
Brutality Bane Archeron
Cultivation Melora The Beastlands
Desolation The Raven Queen Hades
Destruction Tharizidun Pandemonium
Devotion Moradin Elysium
Domination Gruumsh The Abyss
Endowment Ioun Mechanus
Endurance Kord Ysgard
Harmony Erathis Arcadia
Hatred Asmodeus The Nine Hells
Honor Bahamut Mt. Celestia
Passion Sehanine Arborea
Preservation Pelor Bytopia
Solitude Llolth Carceri

Art Credits

Cover image by /u/pfenixartwork

Autonomy: Avandra

Some people will say that Avandra is flighty and undependable because she never issues decrees or commands and has so few temples for her followers to gather or find shelter in. But if you think for even a moment that what they say is true, then you should see how long your luck can last after you steal someone’s autonomy."

- Athtar Reylana, Fortune Keeper

Divine Names

Of all the deities, Avandra has the most names and aliases. Common monikers and epithets include Lady Luck, The Traveler, Waylander, and Mistress of Fortunes, but she is also often referred to by improvised titles associated with luck, travel, and change.

Domains

Like the other Prime Deities, Avandra is associated with a specific Ideal that she is the ultimate expression and personification of. She has several domains that fall within her power, but the core of her identity is the Ideal of Autonomy.

Autonomy. Freedom and the ability to make one's own way are the core ideals of Avandra. This ideal represents self-determination, independence, freedom, and opposes reliance on others, subjugation, and anything that might interfere with somebody's ability to choose their own path.

Luck. Making choices means taking chances, and so the domain of luck is commonly regarded as part of Avandra's portfolio. Because of this, anyone that gambles, takes risks, or goes for a long shot will often pray to Avandra for extra luck in their endeavors.

Travel. A part of the core concept of freedom involves exercising that freedom. While some of Avandra’s devout followers settle down and stay in a particular location, she encourages her followers to explore their freedom and experience the world.

Discovery. Part of having freedom is using it to explore and discover things in the world. Finding new locations, new paths, new creatures, or discovering any other hidden things lend power to Avandra.

Dogma

As a goddess of autonomy, Avandra’s dogma is short and sweet. She imposes as little as she can to encourage her followers to make their own way in the worlds they travel.

Forge Your Own Path. A person’s path through life should always be whatever and wherever they want. Nobody else should wield any power or authority over making that path for them. There is no more abhorrent thing than to steal someone’s choice.

Promote Independence. Encouraging others to make their own decisions and take charge of their own fate is the best thing you can do to serve others around you. Whenever possible, support others in making their own choices and finding their own paths.

Freedom vs. Anarchy: Avandra doesn’t get along easily with heavily structured civilizations due to the affinity that most governments have with imposing on personal freedoms in one way or another. However, she doesn’t advocate for anarchy; instead she promotes personal choice. Some of her most dedicated followers live and thrive in cities with powerful governmental authorities and structure. However, even though Autonomy doesn't advocate for anarchy sometimes her followers will hold attitudes with a more active opposition to civil structures.

Tenets

Followers of Autonomy also preach the following additional tenets to the general population:

Follow the Winds. Exploration is one of the purest forms of freedom. It comes with risks, but not being bound to anything oppressive is a reward in itself. Stick to the roads if you must, but get into the world and explore all that you can.

Avoid Dependance. Always make your own decisions about your own life. Do not let others manipulate you or make a decision for you.

Experience All You Can. Experiencing a variety of things gives you a better wealth of expertise to draw on that can help you make better decisions about the path you choose for yourself.

Allies of the Faith

Avandra’s allies share a great deal of similarity to her. As a being of freedom, her followers often spend a great deal of time in places that also support the following Ideals:

Church of Solitude

Often, a life of wandering is also a life of solitude, and as such, many followers of Avandra also respect Lolth and the Ideal of Solitude. While Lolth’s clergy err much more on the side of avoiding others, those that serve Avandra rarely feel lonely when they spend time alone.

Church of Cultivation

Because so many of Avandra’s followers live in wilderness, they are around the flora and fauna that live in them. If these followers live in areas where such life is healthy, they often will admire Cultivation as well.

Church of Desolation

Worshippers of Avandra often find themselves in empty areas that are void of civilization and, on occasion, void of life itself. Because of the frequency with which wanderers will find such places, they share a close bond with those that serve the Raven Queen.

Enemies of the Faith

As a goddess of the ever-changing nature of whims and freedoms, Avandra opposes the following faith traditions.

Church of Honor

Because Avandra values freedom, she has difficulty working with Bahamut’s rigid standards of Honor. The only oath that is acceptable in her realms is a dedication to promoting freedom across the lands and its people, and she will honor no other such promises.

Church of Harmony

Erathis’ tendency for maintaining power structures and positions of authority makes her a challenge for Avandra to work with. Rigidity is great for peace, but it is not a helpful thing for freedom and those that would seek to expand the freedoms of others in the world..

Church of Domination

Easily the biggest enemy of Avandra, Gruumsh and his teachings of domination have no place within Avandra’s worship. There is nothing more antithetical to her teachings. Those that follow Domination and push for its authority would seek to impose that authority onto others: restricting their freedom in the process.

Clergy & Temples

The majority of those that have dedicated themselves to Avandra work alone or in small groups. Ranks within this faith are really only indicators of experience and dedication, but there aren’t any specific benchmarks for earning a title.

Because of how much followers of Avandra value autonomy, they never issue commands or directives. Even when they work in groups with a distinct leader, everybody is there of their own volition and is free to leave if they want to. They can feel selfish, due to the focus on their autonomy.

Favored Ones: The fledgling followers of Avandra are referred to as Favored Ones. They are the most likely ones to be found in settlements. Diverse in their races, backgrounds, and abilities, Favored Ones often find themselves drawn to wander far and wide.

Windguide: Those who have followed the dogma of Avandra for long enough, and have performed certain requests from her and her Champions, are eventually bestowed with the title of Windguide. These individuals can occasionally be found tending to small shrines in the wilderness, but also have a powerful wanderlust.

Fortune Keeper: The most experienced clergy of Avandra are called Fortune Keepers and, although it’s possible for any dedicated worshippers to achieve this title, the majority of its members belong to races that have naturally longer lives. Many Fortune Keepers can actually be found within cities tending to the very few temples and shrines that exist within settlements. Those that do settle down often become storytellers and work to inspire others around them to create their own paths.

Temple Designs

Proper temples to Avandra are rare, and when they exist, they are more like open shrines with minimal structures around them. There are not generally any typical rooms for shelter and sleep, although occasionally, shrines in the wilderness might be protected by a rocky overhang or a dense tree canopy.

At minimum, a shrine to Avandra will contain a small altar or pedestal with her symbol carved into it. These spaces are almost always open to the sky or a natural ceiling above and lack constructed walls. They also vary widely in terms of accessibility; some are easy to find along well traveled roads, and others can be found in the depths of the earth or the peaks of the tallest mountains. There isn’t any rhyme or reason to where these shrines are erected in the wilderness, but they do sometimes seem to mark special locations.

Common Symbols & Icons

Mortals use many different symbols for the Mistress of Fortunes, but the most common ones generally consist of a pathway across a calm landscape, flowing lines to indicate a gentle breeze, or a set of double doors that has been left slightly opened. On occasion, the symbol for the Plane of Limbo, where she resides, is also used.

Her dedicated worshippers often dress in neutral and earthy tones - a practical color scheme for adventuring and wandering, but some of those that tend towards more regularly travelled paths will wear brighter colors that suit their fancy. Often her followers will carry an item that they discovered in the wilds as a sacred symbol of the Ideal they hold so closely. For Clerics and Paladins, these can function as a holy symbol.

Holy Days & Festivals

Avandra has two festivals that celebrate her and the Ideal she personifies. Both of these holidays are celebrated in ways that are deeply personal to those that participate. Some celebrate on their own in the solitary wilderness, while others celebrate together in larger cities where there are often more things to experience and investigate.

Dawn of New Paths

Dedicated to the first step of the journeys through life, this Holy Day is generally a massive festival where people can experience anything their heart desires. Merchants unveil new exotic imports, new foods are served everywhere, and even some illicit substances can often be partaken in the open as long as nobody causes another person harm because of them. This holiday is most often celebrated in early spring.

Day of Broken Chains

Dedicated to freedom and choice, the Day of Broken Chains tends to be more somber and melancholy at times. It is dedicated to remembering those that lived or died in some sort of prison or captivity, and there are many vigils and services held in their honor. This day is generally celebrated in winter, during the first new moon of the season.

Avatars & Champions

As a deity of choice, changes, and autonomy, Avandra communicates with her followers through whatever messenger is willing to carry whatever news she sends. Tales of a particular entity that serves her are rare, and most accounts of divine messengers are inconsistent with each other.

Avatar of Avandra

When Avandra herself appears to mortals, her form is often in some state of flux due to her subconscious shifting of preferences. Her skin, hair, and eyes may fade from one color to another, and shouldn’t be limited to naturally occuring tones. Likewise, her clothing style can also change as she wills it, but she usually sticks to looser, flowing outfits that are easy to move in.

Champion: Alain Brightmoon

Alain was a halfling woman that grew up as a slave in a brutal environment, and she still bears scars from the heavy metal chains she wore during this time. At some point, she escaped her life of servitude and dedicated herself to serving the Goddess of Freedom. Eventually she was named a Champion of Avandra and was given the ability to change her form to whatever she desires. Some think that Alain is the first Changeling, but this is generally regarded as just a rumor.

Known Sects & Cults

Avandra’s worshippers fall into two primary sects:

The Unguided

The Unguided are filled with wanderlust, and through their travels, gain a special knack for finding hidden places. They pride themselves on not needing a guide and their ability to find things that would normally be obscured.

Optional Rule: See the Unseen. Windguides and Fortune Keepers in this group are supernaturally good at finding things. Windguides can use an action to detect secret openings, paths, or other obscured places that are in line of sight and not hidden by magic. A Fortune Keeper can locate any hidden place within 120ft, even if they are magically hidden. Both Fortune Keepers and Windguides can perform this even when blinded.

Chain Breakers

A very private, and secretive sect that, the Chain Breakers care more about freeing people in prisons or slavery than almost anything else. In areas where slavery is prominent, membership in this sect is often punishable by death.

Optional Rule: Catch Me if You Can. These clergy are nearly impossible to capture. Once per day, a Windguide can channel their power to to escape from non-magical bindings and have advantage to avoid spells that would dominate, restrain, stun, or paralyze for up to an hour. A Fortune Keeper can extend this ability to one creature within 30ft. Also, a Fortune Keeper cannot be held against their will unless a rare or rarer magic item is used, and they have advantage on saves to avoid any such item.


Alain Brightmoon

Small celestial, Unaligned


  • Armor Class 17
  • Hit Points 212 (25d8+100)
  • Speed 60 ft., fly 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 24 (+7) 18 (+4) 12 (+1) 24 (+7) 15 (+2)

  • Saving Throws Str +9, Dex +14, Wis +14, Cha +9
  • Skills Nature +8, Perception +14, Survival +14
  • Damage Resistances psychic, radiant
  • Damage Immunities bludgeoning, piercing, and slashing damage from non-magical weapons
  • Condition Immunities charmed, grappled, paralyzed, petrified, restrained, stunned
  • Senses Truesight 120 ft
  • Languages Common, Celestial, Elvish, Halfling,
  • Challenge 20 (25,000 XP)

Shapechanger. Alain Brightmoon can use her action to polymorph into a small or medium humanoid.

Magic Resistance: Alain Brightmoon has advantage on saving throws against spells and magical effects.

Herald of Freedom. Alain is permanently under the effects of freedom of movement

Legendary Resistance (3/day). If Alain fails a saving throw, she can choose to succeed instead.

Spellcasting. Alain Brightmoon is a 20th level spellcaster. Her spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). Alain has the following ranger spells prepared:

1st level (4 slots): hail of thorns, hunter's mark
2nd level (3 slots): cordon of arrows, silence
3rd level (3 slots): conjure barrage, nondetection
4th level (3 slots): conjure woodland beings
5th level (2 slots): conjure volley, swift quiver

Actions

Multiattack. Alain Brightmoon makes two attacks with her longbow.

+3 Longbow. Ranged Weapon Attack: +17 to hit, range 150/600, one target. Hit: 28 (4d8+10) piercing damage.

Legendary Actions

Alain Brightmoon can take 3 legendary actions, choosing from the options below. She can take only one legendary action at a time and only at the end of another creature's turn. She regains spend legendary actions at the start of her turn.

Move. Alain moves up to half her speed without provoking opportunity attacks.
Holy Strike. Alain makes an attack with her longbow.
Cast a Spell (2 actions). Alain casts a spell.



Avatar of Autonomy

Huge celestial, Unaligned


  • Armor Class 24
  • Hit Points 615 (30d20+300)
  • Speed fly 100 ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 26 (+8) 30 (+10) 24 (+7) 30 (+10) 23 (+6)

  • Saving Throws Dex +17, Int +16, Wis +19, Cha +15
  • Skills Arcana +16, History +16, Perception +19, Religion +16
  • Damage Resistances cold, fire, lightning
  • Damage Immunities Bludgeoning, piercing, and slashing from nonmagical weapons, Radiant
  • Condition Immunities Blinded, Charmed, Grappled, Paralyzed, Petrified, Restrained, Stunned
  • Senses truesight 120 ft., passive Perception 29
  • Languages Celestial, Sylvan, telepathy 120 ft.
  • Challenge 30 (155,000 XP)

Shard of Divinity. When an Avatar's hitpoints drop below 100, the Shard of Divinity within them is exposed and can be pulled free. Removing a Shard requires a DC 30 Strength check. For every 10 hit points below 100 the Avatar has, the DC is reduced by 1, down to a minimum of DC 20.

Beacon of Freedom. Autonomy's avatar cannot be affected by anything that would reduce her speed or impede her movement unless she allows it.

Legendary Resistance (5/day). If Autonomy fails a saving throw, she can choose to succeed instead

Limited Magic Immunity. Unless she wishes to be affected, Autonomy is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Autonomy's weapon attacks are magical.

Fluid Presentation. Autonomy can appear in any form she desires, and can change her appearance without using any actions. This lets her add her Charisma modifier to her Armor Class

Regeneration. Autonomy regains 25 hitpoints at the start of her turn.

Innate Spellcasting. Autonomy's innate spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). Autonomy can innately cast the following spells, requiring no material components:

Cantrips: sacred flame, thorn whip, true strike
1st level (4 slots): bane, bless, entangle, guiding bolt, sanctuary, thunderous smite
2nd level (3 slots): hold person, moonbeam, silence, spiritual weapon
3rd level (3 slots): beacon of hope, daylight, dispel magic, mass healing word, sleet storm remove curse
4th level (3 slots): banishment, confusion, freedom of movement, guardian of faith
5th level (3 slots): banishing smite, destructive wave, flame strike, geas, hallow, mass cure wounds
6th level (1 slot): forbiddance, heal, planar ally
7th level (1 slot): divine word, plane shift, symbol
8th level (1 slot): holy aura, sunburst
9th level (1 slot): mass heal, true resurrection

Actions

Holy Quarterstaff. Melee Weapon Attack: +14 to hit, Reach 5 ft, one target. Hit 25 (4d6+8) bludgeoning damage and 7 (2d6) radiant damage.

Aura of Freedom. Each creature of Autonomy's choosing within 120 ft of her is magically freed from any restraints, grapples, or paralysis.

Legendary Actions

Autonomy can take 5 legendary actions, choosing from the options below. She can take only one legendary action at a time and only at the end of another creature's turn. She regains spend legendary actions at the start of her turn.

Move. Autonomy moves up to half her speed without provoking opportunity attacks.
Holy Strike. Autonomy makes a strike with her Holy Quarterstaff.
Cast a Spell (2 actions). Autonomy casts a spell of 5th level or lower.
Font of Magic (5 actions). Autonomy channels magic through her divine connection to The Weave. She rolls a d10 and regains that many spell slots.

Autonomy's Lair

Autonomy lives in the Ever-Changing Chaos of Limbo and her Planar Throne is located in a palace called Dweomortor. This location seems to float randomly through Limbo, but is driven by the constantly changing whims of Autonomy's subconscious mind. She rarely leaves her palace, since she can direct its travel anywhere within the plane, but she is at home anywhere in Limbo.

Lair Actions

On initiative count 20 (losing initiative ties), Autonomy takes a lair action to cause one of the following effects; she can't use the same effect two rounds in a row.

  • Rifts of chaos open up, filling a 20 ft radius centered at a point Autonomy chooses within 120 ft and deal 10 (3d6) damage of a random type (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder). These rifts remain until initiative count 20 on the next round.
  • Gravity ceases to exist or changes direction for creatures within 120 ft of Autonomy's form. Creatures in the area make a Dexterity saving throw or are affected until initiative count 20 on the next round. If gravity ceases for that creature, they float in the air and cannot move without flight. If gravity changes directions, they fall in that direction and take falling damage as appropriate.
  • Autonomy draws on The Weave to heal herself, regaining 100 hitpoints.
 

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