Faith Ain't Just a Flavor

by H2Oengineer

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Faith Ain't Just A Flavor

Introduction

The first time I filled out a D&D character sheet, after entering statistics for the character attributes of gender, age, size, height, weight and alignment I reached the entry for 'Faith' and just stared at that spot for a few minutes. I was preparing a Bard for the Lost Mine of Phandelver and it was my first foray into the Forgotten Realms. I then spent close to four hours browsing Forgotten Realms-devoted wikis and websites in wonderous awe of the lore, stories and summaries that Realms fans have spent on the topic of deities, divinity and faith.

I chose Mask, Master of all Thieves and Lord of Shadows, and then wove my character's backstory around the idea that Mask was formerly of mortal origin, and that his twin longswords (named Stealthwhisper and Shadowblade) were the true cause of his divinity. I hoped my DM would craft a subplot to the story involving them, but alas it was his first time behind the screen and we stuck story-as-written to the admittedly fantastic module.

Fast-forward to the present where I'm now the one behind the screen and have been the DM for a couple groups. For my current group and in preparation for playing Baldur's Gate: Descent Into Avernus I had an idea that if my players' characters are 'going to hell' then their respective faiths ought to play a major role.

So I present to you my first attempt at such a D&D supplement, because Faith Ain't Just A Flavor!

Overview

The DM first decides what deities their players' characters can pursue faith in. All 35 deities may be available from the start of the campaign, or just a select few, such as the ones associated with the campaign's starting plane/realm/city. The DM may then introduce other deities as their story progresses, in books, songs, magic item rewards, etc.

Within the DM's choice of deities, players may choose:

  1. One or two deities to pursue devotion to.
  2. Deities may not be a mix of both Good and Evil, but combinations of Good and Neutral or Evil and Neutral are permitted.
  3. Deities may not be a mix of Lawful and Chaotic, but combinations Lawful and Neutral or Chaotic and Neutral are permitted.

Characters' increasing faith is represented by their Devotion Score and ranges from a minimum of 1 and maximum of 100. A score of 0 represents no faith at all.

  • Characters roll 1d10 to discover their starting Devotion Score per deity.
  • A bonus to this roll is given if the Acolyte background was chosen (+10) or the character's class is Cleric or Paladin (+20).
  • At the DM's discretion, bonuses to this roll can be added with creative character backgrounds.

Thereafter, the characters' Devotion Score increases or decreases due to Roleplay, Prayer Skill Boons, Corruption & Conversion and Holy Artifacts. Increases in Devotion Score grant benefits at six different ranks (Initiate, Acolyte, Chaplain, Priest, Bishop, Cardinal).

The Rank Benefits are: once per long-rest abilities, area-of-effect auras, extra powers and at the highest Devotion Score of 100, demi-god like transformations. Refer to each deity's respective section to learn those benefits.

Deities by Alignment

Lawful Neutral Chaotic
Good Ilmater, Torm, Tyr Chauntea, Deneir, Eldath, Lathander Lliira, Selune, Sune, Tymora
Neutral Amaunator, Azuth, Helm, Hoar, Kelemvor, Mystra, Red Knight, Savras Gond, Silvanus, Tempus, Waukeen Leira, Mask
Evil Asmodeus, Bane, Loviatar Myrkul, Shar Bhaal, Cyric, Malar, Talona, Talos

Devotion Score In-Play

Using the Rank Benefits granted by deities does not increase or decrease Devotion Score.

Things that increase devotion score

  1. Roleplaying in accordance the theme of the chosen deity.
  2. Successfully corrupting or converting another character.
  3. Gaining a Holy Artifact.

Things that decrease devotion score

  1. Roleplaying in opposition to the theme of the chosen deity.
  2. Using a Prayer Skill Boon
  3. Being corrupted or converted.
  4. Losing a Holy Artifact.

Mechanics of Devotion

Roleplay

Players roleplay and the DM decides whether the intent or effect of the character's action inspires the story in the thematic direction that their chosen deity(ies) would desire. At the DM's discretion, the players either add or subtract from their Devotion Score the following:

  • Minor story element: 1d4 + Devotion Modifier
  • Major story element: 1d8 + Devotion Modifier
  • Story-diverging element: 1d12 + Devotion Modifier
Faith Aint't Just A Flavor | Introduction

When players add to their Devotion Score, they may choose which of their Deities to apply the increase to. However, when players subtract from their Devotion Score, the DM chooses which of their deities to subtract the decrease from.

The Devotion Modifier is tied directly to the Devotion score, in a similar way as other Character Sheet modifiers are tied to their scores:

Devotion Score Devotion Modifier Rank
1 to 19 0 Initiate
20 to 39 1 Acolyte
40 to 59 2 Chaplain
60 to 79 4 Priest
80 to 99 8 Bishop
100 12 Cardinal

Notice that the Devotion Modifier scales in a non-linear way to the Devotion Score. This means that devout actions are rewarded with greater deity favor with increasing faith and that less devout actions are punished with greater discipline to those of higher faith.

Roleplay Example:

A Bard (Acolyte of Mask, Devotion Score 25) of some renown for his story-telling prowess at the Half-wit Halfing, a Baldur's Gate tavern, mutters a concealed prayer under his breath, promising to spend the next tenday singing only ballads of Mask if he's able to successfully divert the attention of the gathered masses while his other party members pick the pockets of evil nobles gathered for the performance.

If Performance is rolled greater than the task's DC

The ploy succeeds. The party wins in their endeavor, thus stealing the tyrannical nobles' plans to corrupt the local water supply. The player rolls a d8 + 1 and adds the result to their Devotion Score to Mask.

If Performance is rolled less than the task's DC

The ploy fails. The party is imprisoned by guards the evil nobles employ. Perhaps the Bard will be able to redeem himself in the eyes of Mask by a daring prison escape. The player rolls a d8 + 1 and subtracts the result from their Devotion Score to Mask.

Prayer Skill Boons

All deities grant boons to their devoted followers for specific skills. After making a Skill Check and before the DM announces the result, a player may choose to Pray, possibly resulting in an automatic success. This occurs if an unmodified d100 roll is less than or equal to their current Devotion score. Successful Prayer Skill Boons reduce the character's Devotion Score to that deity by whatever the DC of that check was. Here's an example:

  1. A Bard (Acolyte of Mask, Devotion Score 25) attempts to deceive the prison guard by claiming that he's actually a nephew to the noble that the guard serves. The DM tells the Bard to roll for Deception, and sets the DC to 15.
  2. The Bard rolls a 5, but before the DM announces failure, the Bard proclaims that he says a prayer to Mask, and rolls a d100.
  3. The Bard rolls a number between 1 and 25, which is within the range of his Devotion Score, thus the Bard automatically succeeds the Deception check. The Bard then subtracts the check's DC (15) from his Devotion Score, reducing it to 10 and losing his Devotion Score 20-to-39 benefits.
  4. If the Bard had rolled between 26 and 100 on the d100, then the original Deception check result of failing applies and the Bard's Devotion Score does not receive any penalty.

Prayer Skill Boons by Deity

Skill Deities granting boon through prayer
Acrobatics Liira, Tempus, Tymora
Animal Handling Selune, Silvanus
Arcana Azuth, Deneir, Myrkul, Mystra
Athletics Bane, Bhaal , Helm, Tempus, Torm
Deception Asmodeus, Cyric, Leira, Mask, Shar
History Deneir, Kelemvor, Mystra, Red Knight, Tyr
Insight Amaunator, Cyric, Ilmater, Leira, Loviatar, Savras, Sune, Torm, Tyr, Waukeen
Intimidation Bane, Bhaal, Loviatar
Investigation Azuth, Deneir, Gond, Hoar, Red Knight
Medicine Eldath, Ilmater, Kelemvor, Lathander, Myrkul, Talona, Torm
Nature Chauntea, Eldath, Malar, Selune, Silvanus, Talos
Perception Helm, Hoar, Lathander, Savras
Performance Lliira, Waukeen
Persuasion Asmodeus, Waukeen, Shar, Sune
Religion All Deities
Sleight of Hand Lliira, Shar, Talona
Stealth Mask, Shar, Tymora
Survival Amaunator, Chauntea, Malar, Selune, Talos

This mechanic requires the DM to briefly pause between the player announcing the result of their roll and then the DM announcing that the check fails. DMs feeling generous may even ask whether the character prays. However, D&D 5e natively has classes with a similar mechanic, as with a College of Lore Bard's Cutting Words or a Divination Wizard's Portent dice.

This is also intended to be a risky decision for the player, for they do not know what the DM has set the DC for the task at, and therefore do not know whether casting a prayer to their character's deity(ies) is worth the potentially rank-reducing cost of the prayer's success.

Note that if a Cardinal (Devotion Score 100) character attempts this, they will automatically succeed at the Prayer Skill Boon, and also automatically be demoted to the rank of Bishop (or lower, if the DC is greater than 20), thus losing their Devotion Score 100 benefit. With great power, comes great responsibility.

DM beware if you intended for the check to be virtually impossible, and set the DC to 30+. With a sufficiently devout character, nothing is truly impossible.

Faith Aint't Just A Flavor | Devotion Benefits

Corruption and Conversion

Player and non-player characters can attempt to corrupt each other from their faith to particular deities, by persuading acts counter to an opposing deity's ethos. Corruption occurs between the opposing poles of Lawful versus Chaotic and Good versus Evil. This happens whenever there exists opposing opinions within the player characters' party on what path of action to enact and is resolved by competing Persuasion rolls, modified by the Devotion Modifiers.

Successful Corruption increases the Devotion Score of the character(s) winning the roll and decreases the Devotion Score of the character(s) losing the roll by 1d4/8/12, with the die value depending on the significance of the event at the DM's discretion.

If the losing characters' Devotion Score drops to zero, the excess converts the corrupted character to the corruptor's deity and Conversion occurs. When this occurs, the character who wins doubles their Devotion Score addition. Here are a few examples:

Corruption, with no conversion:

  1. A Bard, (Initiate of Mask, Devotion Score 10) hopes to regain favor with Mask (Chaotic Neutral) by convincing his party to lie about the Bard's true identity and be complicit with his successful deception of the prison guard.
  2. However, a Monk (Chaplain of Tyr, Devotion Score 45) believes that such complicity would reflect poorly on his belief in Tyr's principles (Lawful Good) and prefers that the party simply tell the truth to the guards and thus prove that they are in the right.
  3. The DM asks for the Bard and Monk to both check Persuasion, modified by their proficiencies and their respective deities' Devotion Modifiers.
  4. The Bard's d20 roll results in 12, to which a +3 is added for his Proficiency in Persuasion and no Devotion modifier is added (only Rank of Initiate). This sums to 15.
  5. The Monk's d20 roll results in 10, to which a +2 is added for his Proficiency in Persuasion and a Devotion modifier of +2 is added (rank of Chaplain). This sums to 14.
  6. The Bard's total check beats the Monk's total check, so he successfully corrupts the Monk to agree with his plan.
  7. The DM decides that this is a Major story element and sets the corruption value to 1d8.
  8. The Bard rolls 1d8, results a 5, and increases his Devotion Score to Mask to 15.
  9. The Monk is corrupted and his Devotion Score decreases by 1d8 + Devotion Modifier (result of 5 + 2 for Chaplain). The Monk's new Devotion Score to Tyr is now 38, and he has dropped down to the rank of Acolyte and lost his Chaplain rank benefits.

When other player characters and non-player characters contribute to the corruption, the single Persuasion roll is made with advantage and bonuses/penalties apply to all characters involved. Players may choose which two characters of the opposing sides makes the roll(s).

Prayer Skill Boons cannot be used during Corruption, however other roll modifiers may be permitted at the DM's discretion, such as Bardic Inspiration, Portents, Bless, Exhaustion, etc.

Ties are won by the character with the higher Devotion Score. If equal, then the winner is chosen at DM's discretion.

Corruption with conversion:

  1. Much later in the story, the Bard (Bishop of Mask, Devotion Score 85) successfully wins an argument with the Monk (Initiate of Tyr, Devotion Score 5), convincing him that the only way to secure lasting peace for Baldur's Gate is to fool the residents into believing that the player characters are demi-gods.
  2. The DM decides that this is a Story-diverging element and sets the corruption value to 1d12.
  3. The Monk rolls 1d12, results in 12, which drops his Devotion Score to Tyr to -7. This removes all his faith in Tyr and increases his faith in Mask to a Devotion Score of 7.
  4. The Bard rolls 1d12, results in 1 and a Devotion modifier of +8 sums to 9 (new Devotion Score to Mask of 94). However because the Monk was converted from Tyr to Mask, the Bard's Devotion Score bonus doubles from 9 to 18. This elevates the Bard's Devotion Score to Mask above 99, reaching the ceiling of 100. The Bard is now a Cardinal of Mask and gains the highest Devotion benefit.

Characters who are unconscious cannot be corrupted and/or converted. It is at the DM's discretion whether characters who remain silent during an argument are affected by bonuses/penalties to Devotion Score.

Holy Artifacts

The primary purpose of Holy Artifacts is to provide the DM an easy hook to engage the player characters into their story. Holy Artifacts grant a bonus to Devotion Score, preventing their wielder from being converted away from their faith to the chosen deity.

Holy Artifacts can be both magical and non-magical wondrous items, weapons and armor that the DM assigns significance to a specific deity or set of deities. Such items provide bonuses to the Devotion Score which scales either with level or rarity. A suggestion of such scaling is provided. See Pyromaniac Press' Faiths of the Forgotten Realms chapters 3 & 4 for examples, or just use your imagination!

Item Rarity Character Level Devotion Score Bonus
Common 1 to 3 +3
Uncommon 4 to 6 + 8
Rare 7 to 9 +12
Very Rare 10 to 13 +15
Legendary 14 to 17 +20
Artifact 18 to 20+ +30

Ideas for Holy Artifacts:

  • Characters gain the Devotion Score benefit only after attunement.
  • Possession of a Holy Artifact for a deity counter to the characters' own (Good vs Evil, Lawful vs Chaotic) has a corrupting effect.
  • Holy Artifacts are sentient, and able to be corrupted themselves.
  • Holy Artifacts may be concealed as a mundane item, with benefits that unlock as characters increase in devotion and/or visit particular temples, cities or planes.
Faith Aint't Just A Flavor | Corruption, Conversion & Holy Artifacts

Deities Summary

Deity Alignment Domain Supports Condemns Prayer Skill Boons
Amaunator LN Light / Sun Law, honesty & transparency Chaos, lies & deceit Insight, Surival & Religion
Asmodeus LE Sin Deceit & temptation Honesty & transparency Deception, Persuasion & Religion
Azuth LN Arcana Law-abiding magic use Law-breaking magic use Arcana, Investigation & Relgion
Bane LE Tyranny Merciless domination & conquest Subservience & peace Athletics, Intimidation & Religion
Bhaal CE Murder Killing & inciting fear Mercy & peace Athletics, Intimidation & Religion
Chauntea NG Pastoral Nuturing & caring Harming & pain Nature, Surival & Religion
Cyric CE Lies / Trickery Lies, deceit & illusions Law, honesty & transparency Deception, Insight & Religion
Deneir NG Writing / Glyphs Knowledge-seeking & scribing Lies & Deceit Arcana, Investigation & Religion
Eldath NG Peace Peace and kindness War and fear Medicine, Nature & Religion
Gond TN Craft Invention, disciplined work & efficiency Procrastination & neglect Investigation & Religion
Helm LN Watchful Protection Duty, protection & truth Chaos, deception & lies Athletics, Perception & Religion
Hoar LN Revenge Poetic justice & retribution Mercy & peace Investigation, Perception & Relligion
Ilmater LG Martyr Assuage suffering of others Tyranny & neglect Insight, Medicine & Nature
Kelemvor LN Grave Natural justice & order of life Necromancy & undead History, Medicine & Religion
Lathander NG Light / Life Hope, insipiration & enlightenment Doom & tyranny Medicine, Perception & Religion
Leira CN Illusion Deception, illusions and lies Law, honesty & transparency Deception, Insight & Religion
Lliira CG Joy Revelry, celebration & joy Gloom, domination & fear Performance, Sleight of Hand, & Religion
Loviatar LE Torment Torture, fear & suffering Mercy, joy & peace Insight, Intimidation & Religion
Malar CE Bloodied Cruel & savage melee kills Poison, disease & ranged kills Nature, Survival & Religion
Mask CN Disguise Thievery, obscured identity & secrecy Law-abiding, transparency & truth Deception, Stealth & Religion
Myrkul NE Necromancy Necromancy & death Life & hope Arcana, Medicine & Religion
Mystra LN Magic Seeking & preserving magic for all Mundane solutions & secrecy Arcana, History & Religion
Red Knight LN Strategy Meticulous planning & strategy Chaos and spontaneity History, Investigation & Religion
Savras LN Revelation Truth & transparency Lies & Deceit Insight, Perception & Religion
Selune CG Nature / Freedom Wanderlust, freedom & acceptance Hermits, law & discrimination Animal Handling, Nature & Religion
Shar NE Subversion Deception, subversion & lies Honesty, joy & revelry Deception, Persuasion & Religion
Faith Aint't Just A Flavor | Deities Summary
Deity Alignment Domain Supports Condemns Prayer Skill Boons
Silvanus TN Nature / Wild Balance with nature procrastination Invention & efficiency Animal Handling, Nature & Religion
Sune CG Passion Fostering beauty, purity and pleasure Punishment, retribution & fear Insight, Persuasion & Religion
Talona CE Poison Corruption, suffering & disease Purity, beauty & pleasure Medicine, Sleight of Hand & Religion
Talos CE Destruction Wanton destruction Peace and mercy Nature, Survival & Religion
Tempus TN War Fury, glory & martial prowess Peace, subservience & magic-reliance Acrobatics, Athletics & Religion
Torm LG Dutiful Balance bewteen zeal and compassion, courage, truth Domination, torture, suffering Athletics, Insight & Religion
Tymora CG Luck Hope, charity & risk-taking Fear, ungenerous & rule-keeping Acrobatics, Stealth & Religion
Tyr LG Justice Law enforcement & righteousness Law breaking & evil History, Insight & Religion
Waukeen TN Trade Equitable trade, freedom, liberty Oppression & tyranny Performance, Persuasion & Religion
Faith Aint't Just A Flavor | Deities Summary

Lawful Good

Ilmater

The Crying God, the Lord of the Rack, the One Who Endures, the Broken God

Ilmater teaches that there is finite suffering in the multiverse, and those who can endure more than their share can alleviate the hardships of others. On occasion, it is fitting to return a 'share' of the pain a tormentor causes as a reminder that though the faithful of Ilmater suffer to shield the weak, anyone distributing suffering deserves to feel its sting.

Devotion Score Benefit
1 to 19 Wrack As an action, you unleash a wave of crippling pain to a creature within 60 feet. The target must make a Constitution saving throw or take 1d8 necrotic damage, and it is unable to take the Dash action until the end of its next turn. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8)
20 to 39 Life Transfer You can transfer the wounds from an injured creature you touch. Both you and the creature must be willing. You can transfer an amount of damage equal to your level plus your Wisdom modifier. The creature regains hit points while you receive the same amount as slashing damage. The damage you receive in this way ignores resistances. You can use this feature a number of times equal to your Wisdom modifier per long rest (minimum of once).
40 to 59 Ecstasy of Agony Once per long rest, you can use your action to pray, and you and all allies within 30 feet that are below their hit point maximum have advantage on attack rolls for a number of rounds equal to your Wisdom modifier (minimum of one round). The effect ends on a creature if it receives healing or upon reaching its hit point maximum).
60 to 79 Unfailing Endurance You become proficient in Constitution saving throws (if you aren't already). You are also immune to the effects of the first 2 levels of exhaustion.
80 to 99 Glory of the Martyr Once per long rest, you can use your action to activate an aura of divine glory. You emit a silvery light in a 20-foot radius, equal to the light spell, which lasts for 1 minute or until you dismiss it using a bonus action or reaction. An enemy creature within the aura that attacks an ally instead of you is at disadvantage to do so, and any creature successfully striking you and dealing damage must make a Wisdom saving throw or suffer psychic damage equal to your level.
Devotion Score Benefit
100 Avatar of Suffering Your righteous suffering is a boon to your allies. Once per long rest you can use an action to undergo a transformation, becoming a bleeding and broken symbol of perseverance; you gain the following effects and abilities for 1 minute, until you drop unconscious, or until you use a bonus action to end the transformation: 1. You bleed 10 hit points at the start of each of your turns. This damage can't be healed while the transformation is in effect. You can heal any allies within 30 feet by an equal amount of hit points as the damage you took and assign them as you see fit. This healing can't raise a creature's hit points above hits hit point maximum. If no injured allies are within 30 feet, the healing is wasted. 2. All allies within 30 feet gain a +2 bonus to AC. 3. Allies within 30 feet that drop to 0 Hit Points but aren't killed outright are automatically stabilized.

Torm

The True, the True God, the Brat, the Foolish, the Loyal Fury

Once a mortal hero, Torm is one of three deities who make up the Triad, a trio made up of Tyr, Torm, and Ilmater. Though lesser in power than these greater deities, Torm serves an important role for warriors who seek a middle ground between zeal and compassion. Followers of The Loyal Fury believe the healing of good things is essential as the destruction of evil.

Devotion Score Benefit
1 to 19 Gauntlet of Torm Once per long rest as a bonus action, you can empower your unarmed strikes for up to 1 minute. Your hands glow as they are encased with radiant gauntlets. Until the effect ends or until you freely dismiss it on your turn, you can use your fists to make unarmed strikes that deal 2d6 radiant damage on a hit. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
20 to 39 Striker's Aid When you hit a creature within 5 feet of you with a melee weapon attack, you can use the Help action as a bonus action. This special Help action can only be used to grant advantage on the next attack an allied creature makes against the same target within 1 minute. Multiple instances of this feature don't stack. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining expended uses when you finish a long rest.
Faith Aint't Just A Flavor | Lawful Good
Devotion Score Benefit
40 to 59 Ward Other Once per long rest you can protect an ally at the cost of your own defense. As a reaction when a friendly creature within 60 feet of you is targeted with a weapon or spell attack, you can increase the creature's Armor Class by a number equal to double your proficiency bonus, and your own AC is reduced by the same amount. You can use this feature after you know an attack would hit but must do so before damage for the attack is determined.
60 to 79 Bold Truth Once per long rest you can grant yourself +10 on one Wisdom (Insight) check you make within the next minute.
80 to 99 Divine Strike You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the damage increases to 2d8
100 Torm's Heart You are immune to being frightened, charmed, or possessed by any creature, and you gain proficiency in Constitution saving throws.

Tyr

The Even Handed, Grimjaws, the Maimed God, the Blind Overlord, the Wounded One, the Just God

Tyr, the Maimed God, is a deity of law and righteousness. His clergy is charged with promoting and maintaining law and order and to ensure justice is delivered in good faith for all the peoples of the realms. Tyr's faithful must act lawfully and take up arms against evil-doers to bring them to justice to answer for their crimes. In remote areas, members of the clergy are often the sole enforcers of the law; a Tyrran may act as judge, jury, and executioner in areas where the law is otherwise absent.

Devotion Score Benefit
1 to 19 Halting Command Once per long rest, you can use your action to issue a halting command to one creature you can see within 30 feet that can hear you. The creature must make a Wisdom saving throw or its speed drops to 0 and it can't benefit from any bonus to its speed until after the end of its next turn. Afterwards, the creature can only move half its normal speed for 1 minute. On a successful save, the creature's speed doesn't drop to 0, but it can only move at half its normal speed for 1 minute. An afflicted creature makes a new saving throw at the end of each of its turns, and on a success, the effect ends.
20 to 39 Weapon of Justice Once per long rest as an action, you imbue your weapon with Tyr's holy power. For 1 minute, you can add your Charisma modifier to any attack rolls you make with the weapon. The weapon is considered magical for the duration.
Devotion Score Benefit
40 to 59 Vow of Justice Once per long rest as a bonus action, you can utter a vow to bring justice to a creature you can see within 10 feet of you. You gain advantage on attack rolls against that creature for 1 minute or until it drops to 0 hit points or falls unconscious.
60 to 79 Aura of Insight You radiate a presence of divine insight. You and all creatures of your choice within 10 feet of you have advantage on Wisdom (Insight) checks. This aura increases to 30 feet at 18th level.
80 to 99 Truth Be Told You are always under the effects of a zone of truth spell centered on you. the zone moves with you, but is extinguished if you drop to 0 hit points or fall unconscious.
100 Avatar of the Justicars Once per long rest you can use your action to transform into the ideal Justicar; for 1 minute or until you choose to end the effect using your action, you gain the following benefits: 1. The range of your Vow of Justice increases to 30 feet. 2. Saving throws against your spells are made with disadvantage. 3. You are resistant to damage from bludgeoning, piercing and slashing weapons, both mundane and magical.
Faith Aint't Just A Flavor | Lawful Good

Lawful Neutral

Amaunator

The Keeper of the Eternal Sun, the Light of Law, the Yellow God, At'ar the Merciless

Amaunator is the god of the sun and law. He is worshipped as an implacable and often uncaring deity dedicated to the status quo, order, bureaucracy, and the harsh ever-present sun. The Yellow God has been slain, but he always returns, much as the sun rises after each night. The sun is eternal, consistent, and unrelenting, as are the earthly laws modeled from its example.

Devotion Score Benefit
1 to 19 Blessed Law You are well versed in the finely detailed and convoluted ways of bureaucracy and law. Whenever you make an Intelligence ability check involving law or bureaucracy, you are considered proficient in the relevant skill, and you gain double your proficiency bonus on the roll.
20 to 39 Reinvigorating Warmth Once per long rest as an action, you generate a wave of pleasant warmth in a 30-foot radius around you. All creatures of your choice within the area regain hit points equal to 1d4 + your Charisma modifier (minimum of +1).
40 to 59 Waves of Exhaustion Once per long rest as an action, you emit waves of heat that exhaust creatures of your choice in a 30-foot radius from you. Each creature you target must make a Constitution saving throw, or its speed is halved, and it has disadvantage on all ability checks for 1 minute. On a successful save, the target is unaffected. an affected creature can make another saving throw at the end of its turn; on a successful save, the effect ends for it.
60 to 79 Eyes of Amaunator You can see through normal and magical darkness to 60 feet and you are immune to the blinded condition. Allies within 10 feet of you are also immune to the blinded condition. The range increases to 30 feet at 18th level.
80 to 99 Sunlord's Favor You have resistance to fire and radiant damage, and you suffer no ill effects from prolonged exposure to high temperatures (such as from dehydration or hyperthermia).
Devotion Score Benefit
100 Avatar of Light Once per long rest you can use your action to transform into a form of pure light and energy. For 1 minute, or until you end the transformation with a bonus action, you gain the following benefits: 1. You become incorporeal and can't touch or manipulate physical objects, nor can you make weapon attacks or cast spells. You can pass through solid objects and you gain a flying speed equal to your walking speed. You become immune to all nonmagical damage, and you have resistance to all forms of magical damage. You can end your turn within a solid object, but if you do, the other effects of this feature are suppressed. 2. All creatures that can see you within 30 feet are blinded. A blinded creature that stays in the affected area can make another saving throw at the end of its turn. On a successful save, the effect ends for it. 3. A creature that starts its turn within 30 feet of you that isn't behind total cover takes 1 radiant damage.

Azuth

The High One, Patron of Wizards, Lord of Spells

Azuthan ideals focus on guardianship and teaching the knowledge of magic. The Lord of Spells expects his followers to gather, distribute, and teach the knowledge of spells and magic throughout the realms. The High One demands his clergy adhere to strict order and use a disciplined approach to achieving these goals. The church seeks to instill order by teaching others to use magic responsibly and preserve it, so it can be used to fight the forces of chaos.

Devotion Score Benefit
1 to 19 Arcane Enlightenment Once per long rest you can increase your knowledge of magic for 1 minute. During that time, you have advantage on Intelligence (Arcana) checks. In addition, you can use an action to identify a magic item if you hold or touch it and concentrate for 1 round. However, once you use this ability, Arcane Enlightenment ends.
20 to 39 Spiritual Weapon Once per long rest, you can cast spiritual weapon at its lowest level without using a spell slot.
40 to 59 Divine Recovery Once per short rest, you can pray to Azuth to recover some of your expended spell slots. The spell slots must have a combined level equal to or less than half your level (rounded up), and none of the slots can be higher than 5th level.
Faith Aint't Just A Flavor | Lawful Neutral
Devotion Score Benefit
60 to 79 Aura of Magic Resistance While you are conscious, you and all friendly creatures within 10 feet of you have advantage on saving throws against spells. At 18th level, the aura's range increases to 30 feet.
80 to 99 Adept Spellcaster Your devotion has imbued you with the ability to cast spells quickly. Choose a number of your prepared spells equal to your character level that have a casting time of 1 action; they may be cast with a bonus action instead. This list may be changed after a long rest.
100 Avatar of the Magistrati Once per long rest as an action, you can activate an aura of arcane power in a 30-foot radius that lasts for 1 minute or until you use a bonus action to dismiss it. This aura has the following benefits: 1. A circle of power emanates from you for the duration. This circle can't be dispelled. 2. You can cast any spell that you have prepared that has a casting time of 1 action with a bonus action instead.

Helm

He of the Unsleeping Eyes, the Watcher, the Vigilant One, the Great Guard, the God of Guardians

Helm represents the watchful protection of a charge above all else. To stand guard eternally over a place, item, or creature and ward it from harm is the highest calling. Helm doesn't differentiate between good or bad, merely fulfillment of a duty or not.

Devotion Score Benefit
1 to 19 Protective Intercession When a creature you can see attacks an ally within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to use this feature.
20 to 39 Hold the Line Once per long rest you can use an action or a reaction to grant all allies within 30 feet of you a +1 bonus to AC so long as they remain stationary. The effect lasts for each creature until it moves or is moved from the position it was in when the ability took effect, or after 1 minute. The bonus to AC increases to +2 at 9th level and +3 at 15th level.
40 to 59 Divine Sight Once per long rest as a free action you can momentarily pierce all obfuscations and see clearly. You are under the effects of the true seeing spell until the start of your next turn.
60 to 79 Aura of Vigilance You are constantly vigilant of falsehoods and on the lookout for enemies. A creature that uses Charisma (Deception) or Dexterity (Stealth) within 30 feet of you must make a new skill check with disadvantage to escape your notice. At 18th level, the aura's radius increases to 60 feet.
Devotion Score Benefit
80 to 99 Unmovable Sentinel You can't be moved against your will, nor can you be knocked prone. All abilities that would move you fail to do so, though any other effects they convey (such as damage) affect you normally.
100 Resilient Gauntlet Once per long rest you can use your action to become the ultimate watchman and defender. Your skin takes on the sheen of steel and your eyes glow with a white holy light. For 1 hour you gain the following benefits: 1. You are affected by the true seeing spell. 2. You radiate a zone of truth, as the spell. However the zone moves with you for the duration, and only affects creatures of your choice. 3. You gain resistance to bludgeoning, piercing and slashing damage from nonmagical sources.

Hoar

The Doombringer, Lord of Three Thunders, the Poet of Justice

Hoar gleefully dispenses poetic justice and just desserts. Revenge is righteous, and only those who have wronged others need fear his intentions.

Devotion Score Benefit
1 to 19 Rebuke You can physically rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw. The creature takes 2d8 necrotic damage on a failed saving throw or half as much on a successful one. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.
20 to 39 Divine Reprisal Once per long rest as an action, you and all allies within 30 feet that have less than half their hit point maximum have advantage on attack rolls for a number of rounds equal to your Wisdom modifier (minimum of one round).
40 to 59 Divine Consequence Once per long rest as an action, you call forth Hoar's judgement on your enemies. All opponeents within 30 feet that have successfully struck you with an ability or attack in the current encounter must make a Wisdom saving throw or suffer disadvantage on all saving throws for a number of rounds equal to your Charisma modifier.
60 to 79 Aura of Retaliation When a creature within 10 feet of you hits you with an attack and deals damage, it takes psychic damage equal to your Charisma modifier (minimum of 1). At 18th level the aura's range increases to 30 feet.
Faith Aint't Just A Flavor | Lawful Neutral
Devotion Score Benefit
80 to 99 Reprisal When you are hit with a melee or ranged attack, you can use your reaction to make a melee or ranged attack against the offender if the weapon is within your reach or within your readied weapon's range.
100 Avatar of Retribution Once per long rest you can assume the form of the embodiment of Retribution. Using your action, you undergo a transformation. For 1 minute, or until you end the transformation as a bonus action, you gain the following benefits: 1. An enemy that can hear or see you and starts its turn within 30 feet of you must make a Wisdom saving throw or become frightened until the start of its next turn. 2. A creature within range of your opportunity attacks is unable to take the Disengage action unless it succeeds the Wisdom saving throw. 3. You regain 5 hit points when you hit a creature that has damaged you with an attack during the current encounter.

Kelemvor

The Lord of the Dead, the Judge of the Damned

Kelemvor is the just and impartial judge of the dead, and not just a figure to be feared by those who lived life according to their faith and principles. However, he judges the faithless and the false (those who betray or falsely represent their faith) harshly. Undead are viewed as an unnatural halt to the cycle of life and judgement, and the Lord of the Dead doesn't abide such creatures to exist.

Devotion Score Benefit
1 to 19 Death's Embrace Once per long rest as an action, you speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is paralyzed for 1 minute or until it takes damage. The creature makes another saving throw at the end of its turn, and on a success, the effect entds for it.
20 to 39 Aura of Rest Mindless undead - such as skeletons and zombies - won't attack you, and all other undead must make a Charisma saving throw to target you with an attack, spell, or other harmful effect. Undead that succeed on the save are free to act as they wish.
40 to 59 The Weight of Mortality Once per long rest you unleash a wave of bone weariness. As an action and spoken prayer to Kelemvor all living creatures within 30 feet of you must make a Constitution saving throw or gain 1 level of exhaustion that lasts for 1 minute. A creature that fails its saving throw by 5 or more gains 2 levels of exhaustion instead. This effect stacks with existing levels of exhaustion. Constructs are immune to this feature, but undead who are usually immune aren't, and they have disadvantage on saving throws against it.
Devotion Score Benefit
60 to 79 Strong Soul You are immune to the draining abilities of undead, such as those that drain statistics or reduce maximum hit points.
80 to 99 Between Life and Death You stand between the worlds of life and death. You gain resistance to necrotic and poison damage, immunity to disease, and you are immune to gaining levels of exhaustion.
100 Avatar of Merciful Death Once per long rest as an action you can assume the form of an Avatar of Merciful Death, a figure cowled in a robe of shifting darkness. For 1 minute, or until you end the transformation as a bonus action, you gain the following benefits: 1. You generate an aura of death around you in a 30-foot radius. Each living or undead creature that starts its turn in the aura must make a Constitution saving throw or have its hit point maximum reduced by 2d10. A creature that has its hit point maximum reduce to 0 dies or is destroyed if it is undead. 2. For each living or undead creature that dies or is destroyed within 30 feet of you (from any cause) while this aura is active, you regain 10 lost hit points.

Mystra

The Lady of Mysteries, the Mother of All Magic, Our Lady of Spells

Mystra is the weave that infuses everything in the realms with raw magic. Her clergy can tap into the weave and use its magical potential to cast spells and create items of great power. Though Mystra is inherently good, her magic can be used in many ways - sometimes for evil purposes. Her clergy is charged with preserving magic while guiding its use to advance greater understanding of magic for all.

Devotion Score Benefit
1 to 19 Magic Domain You gain two wizard cantrips of your choice. These cantrips don't count against the number of cantrips you can know.
20 to 39 Weapon of the Weave Once per long rest you can imbue your weapon with magic from the weave. For 1 minute, you add your Intelligence modifier to attack rolls made with that weapon (minimum of +1). The weapon is considered magical for the duration.
40 to 59 Potent Magic You add your Intelligence modifier to the damage you deal with any cantrip.
60 to 79 Aura of Warding The magic of the weave lies so heavily on you that it forms a ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.
Faith Aint't Just A Flavor | Lawful Neutral
Devotion Score Benefit
80 to 99 Protector of the Weave Your role as Protector of the Weave bestows you with life sustaining sustenance delivered through your connection to Mystra. Whenever you start your turn with fewer than half your hit point maximum, you can use a bonus action to expend a spell slot to regain hit points equal to 1d6 × the slot's level + your Intelligence modifier.
100 Avatar of the Weave Guardians Once perlong rest you can use your action to transform into the ideal guardian of the weave; for 1 minute, you gain the following benefits, or until you use an action to end the transformation early: 1. You can use your Protector of the Weave feature even if you aren't below half your hit point maximum. 2. Once, before the duration expires, when you start your turn with no spell slots remaining, you can use your action to regain spell slots with a combined spell level of 5, none of which can be higher than 3rd level. You must immediately choose which spell slots to recvoer.

Red Knight

Lord of Strategy, Grandmaster of the Lanceboard

Careful observation, meticulous planning, and a well-executed strategy - these are the language of the Red Knight, the goddess of strategy. Believing that intelligent planning can beat even overwhelming odds, the Lord of Strategy embraces creative approaches and calculated risks. Even in the chaos of battle, followers of the Red Knight keep their heads - it is, after all, their best weapon.

Devotion Score Benefit
1 to 19 Careful Planning You can't be surprised in combat and add your proficiency bonus to initiative rolls.
20 to 39 Always Prepared Once per long rest when you roll initiative, you select up to 4 allied creatures other than yourself who are within 30 feet of you. They add your Wisdom modifier (minimum of +1) to their initiative rolls.
40 to 59 Pressed Advantage Once per long rest, when an ally makes an opportunity attack against a creature who is within 5 feet of you, you can use your reaction to immediately make a melee weapon attack with advantage against that same creature.
Devotion Score Benefit
60 to 79 Two Steps Ahead At the end of a long rest, you can roll 3d4 and record the number rolled for each die. Until the end of your next long rest, whenever a creature you can see within 30 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to impose a bonus or penalty to the attacker's roll equal to one of the numbers you rolled. You can only expend one of the numbers at a time. You must decide whether to modify the attacker's roll before you know the outcome.
80 to 99 Sweep the Board Once per long rest, you can knock unstead opponents off their feet for a tactical advantage. As an action, you drive your foot into the ground, creating a shockwave. All creatures standing on the ground within 10 feet of you must succeed on a Strength saving throw or be knocked prone.
100 Checkmate You learn to channel the Red Knight's unrivaled analytical talents for a brief time. Once per long rest as an action, you gain the following benefits for up to 1 minute, ending the effect early on yourself as a bonus action: 1. You roll a d4 when you first take this action and again at the start of each of your turns for the duration. Until the start of your next turn, you can influence one ability check, attack roll, or saving throw of a creature within 30 feet of you with the number you rolled, using the rules of the Two Steps Ahead feature. 2. You have advantage on all Intelligence saving throws and ability checks. 3. You can't be charmed, paralyzed, or petrified.
Faith Aint't Just A Flavor | Lawful Neutral

Savras

The All-Seeing, the Third Eye, Divination's Lord

Savras represents the ideal of truth revealed, free of obfuscation and bias. Knowledge, divination, and fortune telling are the clergy's stock in trade, revealing what is, and what isn't wished for.

Devotion Score Benefit
1 to 19 Moment of Prescience You become more difficult to ambush. Your proficiency bonus is doubled for Passive Perception for the purposes of avoiding a creature's attack or to notice a trap (but not for discerning secret doors or concealed objects). Additionally, even when you are surprised, you aren't considered a valid target for Sneak Attack or Assassinate features for failing to act in the current turn of combat. You are still subject to a Sneak Attack if the opponent has an ally within 5 feet of you.
20 to 39 Flash of Foresight Once per long rest when initiative is rolled, you see into the near future in an area surrounding you, gaining insight to act more freely. For a number of rounds equal to your Wisdom modifier (minimum of one), you ignore your place in the initiative order. Instead, you can choose to act at any time in a round (including first). You can also choose to act on the same initiative as another creature, once its actions have been announced, but before any dice are rolled or results of its declared actions have taken place. The creature must still proceed with the declared actions once you have resolved your turn, even if your actions alter the conditions under which it planned to act.
40 to 59 Unshackle Will Once per long rest as an action, all creatures within 30 feet of you that are under charms, compulsions, confusion effects, or domination because of a failed saving throw are granted a new saving throw to end the effect.
60 to 79 Boundless and Unrestrained You are immune to hold person, hold monster, banishment, and imprisonment spells.
80 to 99 Savant Your ability to divine and interpret information from subtle movement and clues in your environment and from creatures within it lends you an almost supernatural ability to correct for small variables that affect your actions in a positive way. Any time you roll a 1 or 2 on a d20, you can choose to roll the die again. Subseuent results of 1 or 2 are again allowed to be rerolled if you choose.
Devotion Score Benefit
100 Embodiment of Destiny Unobstructed You can draw upon the flow of fate and destiny. Once per long rest using your action, you undergo a transformation. For 1 minute, you gain the following benefits: 1. You gain the benefits of the true seeing and foresight spells. 2. All spells and abilities that generate ongoing enchantment (charm, domination, curses) and imprisonments (Otiluke's resilient sphere, forcecage, imprisonment, etc.) within 30 feet are automatically dispelled.
Faith Aint't Just A Flavor | Lawful Neutral

Lawful Evil

Asmodeus

The Lord of the Ninth, the Cloven, Old Hoof and Horn

The origins of Asmodeus are as slippery as the Old Hoof and Horn himself. A generally accepted origin describes the god as originally a servant of lawful powers, tasked with defeating the demons of the Abyss. As the gods' mortal creations continued to bring ruin on themselves, Asmodeus suggested that he be allowed to harvest and punish the souls of the wicked; this would discourage mortals from evil acts, empower Asmodeus's battle against the demons, and let the gods focus on other affairs. The gods eventually agreed, signing what became known as the Pact Primeval. When the gods realized that Asmodeus was actively tempting mortals into sin to harvest their souls, they confronted him. His response? "Read the fine print."

Devotion Score Benefit
1 to 19 Pact Primeval Sending evil creatures to the Nine Hells earns your lord's approval. When an evil creature that isn't a devil dies within 30 feet of you, your next attack or ability check within 1 minute is made with advantage. You can choose to benefit from this feature twice, regaining uses when you finish a short or long rest.
20 to 39 Let's Make A Deal Once per long rest you can use your action to tempt a creature into sin. You whisper into the mind of a creature that you can see within 60 feet of you, promising its heart's desire in exchange for its service. The creature must make a Charisma saving throw. On a failed save, it is charmed by you for 1 minute, following your verbal commands to the best of its ability. The target can repeat the saving throw at the end of each of its turns, ending the effect early on a success. The target won't follow an order that would clearly cause it harm. The creature has advantage on its saving throws if you are fighting it or if you cause it to harm its allies. If the initial saving throw is successful, the creature is unaffected.
40 to 59 Devil's Chains Once per long rest as an action, you create deadly bindings reminiscent of a chain devil. You select up to two creatures you can see within 30 feet of you; magical razor-sharp chains burst up from the ground around them and attempt to wrap around each target. The targets must make a Dexterity saving throw or take slashing damage equal to twice your level and become restrained until the end of your next turn. A creature who makes this saving throw takes half as much damage and isn't restrained. A creature of Huge size or larger automatically succeeds on its saving throw.
Devotion Score Benefit
60 to 79 Nine Hells Rebuke Your ability to punish your attackers is second nature to you. You may use your reaction to cast hellish rebuke as a cantrip if you cast it with its 1st level effects.
80 to 99 Rakshasa Your loyal service to the supreme ruler of the Nine Hells transforms you into a powerful and quasi-immortal devil. Your creature type registers as a fiend and you are affected by spells and features that detect such creature types. You can also cast disguise self at will without expending a spell slot. In addition, when you are killed on any plane other then the Nine Hells, your body reforms in the Nine Hells over a number of days equal to 1d12 minus your Wisdom modifier (minimum of 1 day). Afterwards, you can reenter the Material Plane (or another plane the DM allows) once again as a living creature. If you are killed while you are in the Nine Hells, you are permanently dead and cannot be restored to life even with a wish spell.
100 Dread Might Once per long rest you can use your action to transform into a terrifying devil reminiscent of a pit fiend. The transformation lasts for 1 minute or until you end it early with a bonus action. While transformed, you gain the following benefits: 1. Bat-like wings sprout from your your back, melding out of your armor or other gear. You gain a flying speed equal to your walking speed. 2. Your weapon attacks deal an extra 1d6 fire damage. 3. On each of your turns, you can use a bonus action to make a ranged spell attack by hurling flames at a target you can see within 80 feet. On a hit, the flames deal 4d6 fire damage and ignite objects that aren't being worn or carried.

Bane

The Black Hand, Lord of Darkness

Followers of Bane strive to dominate others through tyranny and force of arms. They embrace strife in campaigns of conquest, viewing it as a tool to test the resolve of the faithful and break the will of enemies. Only the strong shall rise above the ranks to rule over the weak. A Banite in a position of power will rule with an iron fist and seek to douse all hopes of rebellion - pursuing all enemmies mercilessly.

Devotion Score Benefit
1 to 19 Battle Formation You gain a +1 bonus to your AC whenever anally is within 5 feet of you. In addition, whenever a foe within 5 feet of you makes an attack that doesn't include you as a target, you can ue your reaction to make a melee weapon attack against the offending creature. You can use this part of the feature a number of times equal to your Wisdom modifier. You regain all uses when you finish a short or long rest.
Faith Aint't Just A Flavor | Lawful Evil
Devotion Score Benefit
20 to 39 Cause Fear Once per long rest as an action you assume a terrifying presence. You force creatures of your choice within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of its turns, ending the effect early on itself on a success.
40 to 59 Unholy Weapon Once per long rest as an action, you can imbue one weapon you are holding with negative energy. For 1 minute, you add your Charisma modifier to attack rolls made with the weapon (minimum of +1). If the weapon isn't magical, it is considered magiccal for the duration. While this feature is in effect, you can use a bonus action on your turn to extinguish any nonmagical l ight sources within 30 feet of you. You can end this effect on your turn as a part of any other action. If you hare no longer holding or carrying the weapon, or if you fall unconscious, this effect ends.
60 to 79 Aura of Dread While you are conscious, you project an ominous aura in a 10-foot radius. An enemy that willingly moves into the affected area or starts its turn there must make a Charisma saving throw. On a failed save, the creature has disadvantage on attack rolls until the start of its next turn. A successful saving throw negates the aura's effect on that creature until the start of its next turn. At 18th level, the aura's radius increase to 30 feet.
80 to 99 Commanding Tyrant You can use your reaction to cast command on a creature that failed its saving throw against your Aura of Dread feature without using a spell slot. You can use this feature a number of times between long rests equal to your Charisma modifier (minimum of once). You can continue using this feature to cast command as a reaction after reaching your daily limit of free uses, but you must expend a spell slot as usual.
100 Dreadmaster's Avatar Once per long rest you can use an ation to undergo a transformation that gives you a domineering presence. The transformation lasts for 1 minute or until you use an action to end it; you gain the following benefits while it is active: 1. Your Charisma score increases by 2. This can raise your Charisma score above 20. 2. Enemies within 30 feet of you have disadvantage on their saving throws against your spells and features. 3. You can cast command at will without expending a spell slot.

Loviatar

Maiden of Pain, the Willing Whip, Patroness of Torturers

Loviatar seems straightforward to the uninitiated; she is well-known as a goddess of torture and pain. What the common folk don't know is how dedicated the Maiden of Pain is to her pantheon; the Willing Whip professes a dogma that mixes pleasantry with agony, healing with suffering. The greatest of the goddess's followers aren't those who wantonly focus on brgining suffering to others. Her true champions are those who know how to enthrall, knowing that moments of respite make the return to pain all the sweeter.

Devotion Score Benefit
1 to 19 Torturous Sustenance Your delight in tearing at a foe's mind brings Loviatar's reward. When you deal psychic damage to another creature as part of a weapon attack or spell, you can use this feature as part of the attack or spell to regain hit points equal to your proficiency bonus. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) regaining expended uses when you finish a short or long rest.
20 to 39 Lash Out Once per long rest when you are hurt, you can return the pain you suffered in kind. As a bonus action, you create a field of pain in a 10-foot radius around you. Until the start of your next turn, you add 1d8 to the field's damage for each successful weapon or spell attack made against you. At the end of your next turn, all enemies within the field's radius must make a Wisdom saving throw, taking 1d8 plus the additional d8's as necrotic damage on a failed save, or half as much damage on a successful one, and then the field dissipates.
40 to 59 Enthralled Victim You enrapture a target with the sweeet agony of Loviatar. Once per long rest as an action, you choose a target within 30 feet of you that you can see. The target must make a Wisdom saving throw or it is charmed by you for one minute. While affected in this manner, the target's attention is primarily focused on you in terrified awe. The charmed condition ends on the target if you or your allies attack it or damage it with a spell. The target can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. A crature immune to the charmed condition can't be targeted by this feature.
60 to 79 Sweet Agony You can inflict pain upon yourself in order to receive Loviatar's blessing. Once per long rest you can use an action to expend at least two of your available Hit Dice, rolling them and dealing slashing damage to yourself equal to the result of this roll. This damage is unaffected by resistances or other effects that reduce the damage. In exchange, you regain expended spell slots; each slot has a Hit Die cost equal to the spell's level.
Faith Aint't Just A Flavor | Lawful Evil
Devotion Score Benefit
80 to 99 Zone of Agony When a creature 10 feet of you hits you with a weapon or spell attack, you can use your reaction to lash out with a spectral whip, making a ranged spell attack against the target and dealing 1d6 necrotic damage on a hit. At 18th level, this damage increases to 1d10 and the range increases to 30 feet.
100 Torturous Avatar You gain the ability to transform into a horrifying avatar of the Maiden of Pain herself. Once per long rest as an action, you gain the following benefits for 1 minute, or until you end the effect on yourself early with a bonus action: 1. Attack rolls against you are made with advantage. 2. Weapon and spell attacks against you that deal damage inflict an equal amount of necrotic damage to the attacker; provided they are visible and within 30 feet of you. 3. The dice for the damage inflicted from your Lash Out and Zone of Agony features are maximized.
Faith Aint't Just A Flavor | Lawful Evil

Neutral Good

Chauntea

The Great Mother, the Grain Goddess, the Golden Goddess, She Who Shapes All

Chauntea is a goddess of life, but it is the particulars of her domain that make her one of the most generally beloved deities. Known as the Grain Goddess, Chauntea takes a special interest in farmers and all manner of agrarian societies. This makes her one of the most important deities in the eyes of the many rural communities who live or die by the harvest. In any civilized settlement, any town or city in the Realms, even lowly acolytes of Chauntea are treated with kindness and respect.

Devotion Score Benefit
1 to 19 Welcome Guest Identifying yourself as a clerif of Chauntea makes you a welcome guest in any rural community. When in a non-hostile community, its residents are happy to freely provide food and ldogting equal to poor conditions for yourself and up to four others. In addition, you add double your proficiency bonus to Charisma checks and Wisdom (Insight) checks when interacting with common folk such as farmers, laborers, and simple craftsmen.
20 to 39 Favor of the Goddess Once per long rest when you or a creature you are traveling with rolls a Wisdom (Survival) check to forage for food and water or to navigate, you can grant advantage on the check. Additionally, a foraging creature benefiting from this feature adds your Wisdom modifier to the number of pounds and gallons of food and water it receives even if the check would normally fail.
40 to 59 Great Mother's Insight You and friendly creatures within 10 feet of you can add your Charisma modifier (minimum of +1) to their Wisdom (Survival) and Intelligence (Nature) checks. At 18th level, this radius increases to 30 feet.
60 to 79 Harvester's Abjuration Once per long rest when you would take damage from a beast, monstrosity, or plant type creature, you can use your reaction to gain resistance to the damage dealt by that creature type until the start of your next turn, including from the triggering attack.
80 to 99 Grower's Grace You gain resistance to necrotic and poison damage, and you are immune to the poisoned condition. Also, when a creature within 60 feet of you that you can see takes poison or necrotic damage, you can use your reaction to grant the creature resistance to the damage before it takes effect. This conferred resistance lasts until the start of your next turn.
Devotion Score Benefit
100 Planter's Seeds You find a gift from Chauntea beside you every time you complete a long rest, a gift in the form of 1d4 + 1 small, pale seeds. As an action, you can throw these seeds onto the earth to cast one of your spells without expending a spell slot or requiring any of the spell's normal components. You must throw down a number of seeds equal to the level of the spell you wish to cast, and the spell must have a casting time of 1 action or a bonus action. The seeds can be tossed into any area other than one containing an open flame. The seeds magcially appear in your hand when you use this feature if they are somewhere on your person. You can have a maximum of ten of these seeds at one time; you don't gain additional seeds beyond this maximum and those that leave your possession become mundane.

Deneir

Lord of All Glyphs and Images, the Scribe of Oghma

One of the gods of knowledge, Deneir is the god of scribes, calligraphers, cartographers, librarians, and all who write or record knowledge. He encourages his faithful to pursue knowledge in its many forms as an art to be cherished. ONe of the highest orders of Deneir's church is to unlock the mysteries of the Metatext - the pieces of information hidden within all text that when put together reveal the secrets of the multiverse.

Devotion Score Benefit
1 to 19 Reveal Magic Once per long rest you can use an action to cast detect magic. The spell lasts for 10 minutes and doesn't require your concentration. You can end the effect using a bonus action.
20 to 39 Glyph of Revealing Once per long rest you can use an action to inscribe a glyph onto a horizontal surface, which can be a shield. Once the glyph is completed, it glows with a bright light for a moment and then fades from view. However, for 1 hour, all glpyphs, symbols, magical runes, secret pages, or other magical writing within 120 feet that aren't behind total cover glow with white light. The glyph of revealing can be moved safely for the duration without ending the spell. This spell reveals magical glyphs and symbols but doesn't prevent them from being triggered if conditions are met.
Faith Aint't Just A Flavor | Neutral Good
Devotion Score Benefit
40 to 59 Cast Glyph Once per long rest you can use your action to cast a special glyph of warding without using a spell slot or material components. You may cast the spell on an object, and it works exactly like a normal glyph of warding. Alternatively, you can cast as special glyph on a creature that you touch. When you do so, select a damage type (acid, cold, fire, lighting , or thunder). The next time the creature is hit with an attack that deals damage, the attacker is automatically struck by a ray that deals 4d6 of the damage type you selected. After discharging its effect, the glyph's magic ends. Unlike a normal glyph of warding, a glyph used in this way moves with the protected creature until its effect is triggered. You can only have one glyph protecting a creature at a time; if you cast another glyph on a creature, the old one fades away and loses its magic.
60 to 79 Glyphscribe When using your Cast Glyph feature you can cast symbol instead of glyph of warding without using a spell slot or material components. In addition, the damage caused to attackers when attacking a creature protected by a glyph increases to 10d6.
80 to 99 Magic Resistance You have resistance to damage from spells.
100 Avatar of the Glyphscribe Once per long rest you can use your action to transform into the ideal glyphscribe; for 1 minute, you gain the following benefits: 1. You have advantage on Intelligence ability checks and saving throws. 2. You can use your reaction to rebuke a creature that hits you with an attack that deals damage - the creature takes 3d6 psychic damage. 3. You may cast glyph of warding in 1 minute. 4. Any glyph of warding you cast deals maximum damage if you choose the explosive runes option.

Eldath

Goddess of Singing Waters, the Quiet One, Mother Guardian of groves, the Green Goddess

Eldath's followers are healers and peacekeepers, holy men and women who value mercy over violence. While other combative deities see Eldath's beliefs as naive, it is still a dangerous taboo to strike or kill her faithful. Devotees of Eldath focus on sparing their foes and encourage the same in those around them. Paladins of the goddess struggle to uphold the highest ideals of inner peace and kindness despite the unfortunate occasional need for violence.

Devotion Score Benefit
1 to 19 Mercy You gain the ability to make any damage you deal nonlethal when it reduces a creature to 0 hit points. This applies to damage you deal with ranged spell attacks or damaging spells that force the target to make a saving throw. In addition, whenver you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus if you haven't willingly killed a creature since your last long rest.
20 to 39 Peaceful Demonstration Once per long rest you can use your action to encourage mercy among your allies. You bless yourself and up to four allies that you can see within 30 feet. An affected creature regains hit points equal to 1d6 + your Wisdom modifier when it reduces an enemy to 0 hit points with a melee attack and elects to render it unconscious instead of killing it. This blessing lasts for up to one minute, or until you end the effect early with a bonus action for all those affected.
40 to 59 Lifted Burden Once per long rest as an action, you touch a creature within reach who is charmed, frightened, paralyzed, or stunned. The effect on the creature immediately ends, and you make a saving throw with advantage against the effect as if you had been the original recipient, suffering the effect until the end of your next turn on a failed save, or ending the effect entirely on a successful one.
60 to 79 Rebuke Violence When a creature hits you with a melee weapon attack, you can use your reaction to push it up to 10 feet away from you if it is one size larger than you or smaller; in addition, the creature's next attack is made with disadvantage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining expended uses when you finish a long rest.
80 to 99 Gentle Waterfall Your Peaceful Demonstration healing die becomes a d12, and you add your Wisdom Modifier (minimum of +1) to the additional hit points restored by your Mercy feature.
Faith Aint't Just A Flavor | Neutral Good
Devotion Score Benefit
100 A Quiet Place Once per long rest you can use your action to become an avatar of Eldath's peace for up to one minute, ending the effect on yourself early as a bonus action. While under these effects, you gain the following benefits: 1. You can use your Lifted Burden feature at will. 2. You can use healing spells with a cast time of actions as bonus actions. 3. You have resistance to all nonmagical bludgeoning, piercing, and slashing damage.

Lathander

The Morning Lord, Inspiration's Dawn, the Rose-and-Gold God

Lathander is the breaking of dawn, the first light, and the hope of renewal and rebirth. The Morning Lord represents the cycle of the natural order and is naturally opposed to undead and anything that represents the antithesis of life.

Devotion Score Benefit
1 to 19 Bane of the Dead When you use a spell or attack to deal damage to an undead creature, you deal extra damage of the same type dealt in the attack equal to your Wisdom modifier (minimum of +1).
20 to 39 Brilliance of the Dawn Once per long rest you can use your action to harness sunlight, banish darkness and blind your foes. You present your holy symbol and dispel any magical darkness within 30 feet of you. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw or is blinded. The blindness lasts for 1 minute. A blinded creature makes a new Constitution saving throw at the end of its turn. On a successful save, it isn't blinded. A creature isn't affected if it doesn't rely on sight, or if it is behind total cover and can't see the effect.
40 to 59 Renewal of Vigor Once per long rest as an action, you cast a rosy light from your hands, and affect all creatures of your choice within 30 feet. An affected creature can immediately use its reaction to expend one or more of its Hit Dice to renew its hit points as if it had taken a short rest. The maximum number of Hit Dice a creature can expend is equal to your Charisma modifier. As no time passes, those affected don't actually rest, nor do they gain the benefits of a short rest.
Devotion Score Benefit
60 to 79 Aura of Radiance You and all allies within 10 feet gain resistance to necrotic damage. At 18th level, the aura's radius increases to 30 feet.
80 to 99 Disrupt Unlife Whenever you are struck by a targeted attack, spell, or ability from an undead creature, you can gerate ab acklash of radiant energy that surges at your attacker. The undead creature automatically takes radiant damage equal to your Charisma modifier and you can choose to expend your reaction to force it to make a Charisma saving throw or incur disadvantage on its saving throws until the start of its next turn. This ability only activates an an attack, feature, or spell specifically targets you, and not when you are simply affected by an area of effect, aura, or otherwise passive ability.
100 Avatar of the Dawn Once per long rest you can use an action to assume the form of an Avatar of the Dawn, becoming a glowing being infused with pure sunlight. For 1 minute or until you dismiss the transformation with a bonus action, you gain the following benefits: 1. You shed actual sunlight in a 60-foot radius. 2. All undead within 60 feet take 3d6 radiant damage at the start of each of your turns. 3. All allies within 60 feet regenerate a number of hit points equal to your Charisma modifier at the beginning of each of your turns. In addition, all allies are cleansed of any levels of exhaustion they had when the power is activated, and they can't gain levels of exhaustion if they remain within the area while this feature is active. 4. Any creature that dies within the radius is reincarnated as an animal native to the area within 1d4 days of death unless prevented from doing so by raising or resurrection magic. If no animals are native to the area, the creature doesn't reincarnate, but a sunflower blooms where it died instead.
Faith Aint't Just A Flavor | Neutral Good

True Neutral

Gond

Wonderbringer, the Lord of All Smiths

Gond is one of the gods of knowledge who oversees the domains of crafting, technology, construction, and creation. His faithful seek to discover new technologies and then craft inventions to help improve work output and efficiency. However, some areas in the realms don't welcome Gond's faithful, believing that new inventions encroach upon old trades, others welcome the improved efficiency and quality of life they deliver.

Devotion Score Benefit
1 to 19 Gond's Blessing Once per long rest as an action you can improve your ability to use tools; for 1 hour, you gain a bonus equal to your Charisma modifier on ability checks you make when using tools with which you are proficient.
20 to 39 Enhance Tool or Weapon Once per long rest you can use an action to temporarily enhance a tool or weapon by imbuing it with magic to improve its quality. For 1 hour, the item is considered magical and its user gains a bonus equal to your Wisdom modifier (minimum of +1) on ability checks with the tool or attack rolls with the weapon.
40 to 59 Enhance Armor Once per long rest you can use an action to touch and temporarily alter a metal suit of armor. For 1hour, the suit gains a +1 bonus and is considered magical and adamantine. This effect will enhance both magical and nonmagical armor; but the item's total bonus can't exceed +3.
60 to 79 Aura of Tool Competency You project a divine aura that inspires competency with tools. You and all allies within 10 feet of you add double their proficiency bonus when making ability checks with tools with which they are proficient. The aura's radius increases to 30 feet at 18th level.
80 to 99 Wondermaker You double your proficiency bonus with any ability check you make with a tool with which you are proficient. In addition, whenever you score a crtical hit against an object or construct, you deal maximum damage.
100 Avatar of the Wondermakers Once per long rest you can use your action to transform into the ideal crafter; for 1 minute or until you use your action to end the transformation, you have the following benefits: 1. The radius of your Aura of Tool Competency increases to 50 feet. 2. When your Enhance Tool or Weapon feature is active, you score a critical hit on a roll of 19 or 20 on attack rolls with it. 3. When your Gond's Blessing feature is active, you can add double your Wisdom modifier as a bonus to ability checks when using tools which with you are proficient.

Silvanus

Oak Father, the Forest Father, the Old Oak, Treefather, Old Father Tree

Silvanus has both druids and rangers among the ranks of the faithful, and one and all of his clergy respect nature and the natural world, encompassing all that it has to offer. Followers harness the spirit of survival and adventure in the wilderness, the freedom to roam and exist in balance with the untamed and often unforgiving wilderness, refusing the lures of crafting and technology.

Devotion Score Benefit
1 to 19 Wilderness Walker You can ignore difficult terrain penalties to movement, and you take half the bludgeoning damage resulting from a fall.
20 to 39 Natural Order Once per long rest you can use your action to assert your position as a dominant creature in the wild. Each creature of the plant or beast type that can see or hear you within 30 feet must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. I talso can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move the creature can use the Dodge action.
40 to 59 Oath of the Wild You gain resistance to poison damage, and you have advantage on Dexterity (Stealth) and Wisdom (Perception) checks while you are in a wilderness environment.
60 to 79 Aura of Natural Protection You and all friendly creatures within 10 feet of you have resistance to bludgeoning, piercing, and slashing damage from the natural weapons of creatures. This protection doesn't extend to manufactured or improvised weapons, or creatures whose natural weapons are treated as magical. At 18th level, the range of this aura increases to 30 feet.
80 to 99 Pack Hunter You gain advantage on attack rolls if you are within 5 feet of an ally.
100 Avatar of Nature Once per long rest as an action you can assume the form of the embodiment of nature. Your skin becomes rough like bark and you exude a fine fog and fresh pine aroma. For 1 hour or until you end the effect using your action, you gain the following benefits: 1. You and allies within 30 feet gain a bonus of 10 feet to base walking speed and a climb speed equal that. 2. You and all allies within 30 feet ignore difficult terrain penalties to movement. 3. You can't be surprised 4. You can automatically follow tracks and scents that aren't magcially obscured. 5. Beasts and plants consider you the same creature type and won't willingly attack you, though they can be forced to do so via compulsion or domination abilities.
Faith Aint't Just A Flavor | True Neutral

Tempus

The Foehammer, the Lord of Battles

Tempus is the lord of war, an irresistible force in battle, and amaster of tactics. The Foehammer is uncaring to the morality or justification of a conflict, instead he epitomizes the fury, glory and martial prowess that war brings.

Devotion Score Benefit
1 to 19 Battle Fervor You become hardened against the dread of impending mortality. You gain advantage on saving throws against being frightened.
20 to 39 Battle Cry Once per long rest you can use a bonus action to let forth a battle cry that can be heard across great distances, inspiring your allies in combat. For a number of rounds equal to your Wisdom modifier (minimum of 1 round), you and all allies within 100 feet that can hear you can reroll a result of 1 on attack rolls. You must take the second result, even if it is a 1. This isn't a subtle or quiet ability. All creatures within 100 feet - that aren't deafened or otherwise unable to perceive sound - can hear the battle cry and pinpoint its origin.
40 to 59 Personal Challenge Once per long rest as a bonus action, you call out a challenge to a creature you can see within 60 feet that can see and hear you. For 1 minute, the creature suffers disadvantage on all attack rolls that aren't directed at you.
60 to 79 Company Maneuvers You and all allies within 60 feet of you (including mounts) gain an additional 5 movement speed. In addition, affected creatures don't incur eexhaustion from a forced march so long as they rest for at least 8 hours a day. At 18th level, the affected area extends to 120 feet.
80 to 99 Tempered in Battle Once per long rest when you are reduced to 0 hit points but you aren't killed outright, you can choose to drop to 1 hit point instead. Additionally, you suffer none of the drawbcks of old age, and you can't be magcially aged. Tempus k eeps you hale until your last battle.
100 Avatar of War Once per long rest you can use your action to assume the form of an Avatar of War, your countenance becoming fearsome and your weapon bursting into flame. For 1 minute, or until you use a bonus action to end the transformation, you gain the following benefits: 1. At the start of each of your turns, you regain 10 hit points. 2. Your weapon bursts into flame and deals an additional 2d6 fire damage on a successful hit. 3. All enemies within 30 feet of you when you start the transformation must make a Wisdom saving throw or be frightened of you until the transformation ends.

Waukeen

Or Lady of the Gold, the Coinmaiden, the Merchant's Friend

Wuakeen is the goddess of trade, barter, and wealth. Trade isn't always fair, nor are parties necessarily always expected to be content with the outcome, but Waukeen deems it should be equitable. Skilled negotiation is applauded, while fraudulent trade is condemned. Finally, the Golden Lady represents the freedom to travel, trade, and negotiate. Liberty from unjust imprisonment, oppression, and the control of tyrants are recent but critical beliefs of the faith. Waukeen condemns all forms of theft and discourages charity.

Devotion Score Benefit
1 to 19 Life Trade Once per long rest as an action, you touch two willing creatures. The two creatures agree to a life force trade, allowing the transfer of hit points from one creature to another. This transfer is immediate but takes an action by the giver (if the giver is the caster, the action of casting allows immediate transfer). Any number of hit points can be transferred, with one creature gaining and one creature losing the agreed upon amount. The giver can't give more hit points than it has, and the receiver can't gain more than its hit point maximum. Any poison or disease is transferred and afflicts both creatures, with new saving throws as applicable.
20 to 39 Avarice Once per long rest as an action you can incite avarice in all creatures of your choice within 30 feet. Each affected creature must make a Wisdom saving throw or suffer disadvantage on all attack rolls, skill checks, and saving throws, as it becomes distracted by thoughts of material gain. This effect lasts for a number of rounds equal to your Wisdom modifier (minimum of 1). An affected creature makes another saving throw at the end of its turn, and on a success, the effect ends for it.
Faith Aint't Just A Flavor | True Neutral
Devotion Score Benefit
40 to 59 Binding Contract Once per long rest you can spend a minute to create a magically binding contract between two willing creatures (one of whom may be the caster) similar to the geas spell. Each participating creature signs a pre-written contract that outlines up to three conditions of activity or declarations of action or service. Generally, these are intended to provide a good or service or to refrain from participating in certain activities or trading with certain individuals, but it is by no means limited to these examples. These conditions must specify clear completion conditions, that once reached or acheived, ends the spell early. The overall time frame can be up to one year. Once signed, the magic takes effect. There is no saving throw. Much like the geas spell, each time an affected creature takes actions that directly counter the agreed upon conditions it takes 5d10 psychic damage - but no more than once each day. The Binding Contract can be ended by casting a remove curse, greater restoration or wish spell on either of the participants, but the other is immediately made aware of the spell ending and the method used to do so. The spell doesn't work on charmed, dominated, or magically compelled or influenced creatures, but it doesn't discern if a participant has been otherwise intimidated or coerced by nonmagical means.
60 to 79 Aura of the Astute You and each ally within 10 feet gain divine insight that penetrates both mundane and magical deceptions. You and affected allies gain advantage on Wisdom (Insight) checks to penetrate deceptions and on saving throws and Intelligence (Investigation) checks versus illusion spells and abilities that create falsehoods in language, image, sound, or disguise. At 18th level, this aura extends to 30 feet.
80 to 99 Wealthtwist As an action, you can convert gems, coins, trade bars, and raw precious metals into spell energy by replicating a spell slot at the rate of 250 gp per slot level. If a spell can be cast with a higher-level spell slot, Wealthtwist can replicate the slot at the cost of an additional 250 gold pieces per slot level.
100 Avatar of Trade Once per 1 week, you can assume the form of an Avatar of Trade, garbed in the finest clothes, and projecting an aura of competence, integrity, and success. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: 1. You and all alliles within 30 feet gain advantage on Charisma (Persuasion, Deception, and Intimidation) checks, while all creatures you perceive as opponents or rivals incur disadvantage on those checks. 2. If you are acting as an impartial facilitator to a trade deal (for which you'd expect a modest fee of 10% of the total trade worth - 5% from each side) you gain double your proficiency bonus on Charisma ability checks to facilitate the trade agreement. 3. All goods you sell during this transformation automatically fetch an additional 10% value, while all purchaes can be negotiated to a 10% discount. 4. At the close of any significant series of trade sessions under the influence of this feature (concluding or brokering 5 or more deals) you find yourself gifted with a trinket - either as token of appreciation, or a minor item 'thrown in' as part of the deal. This item need not have any intrinsic worth, but under Waukeen's guidance, this item will lead you to new and exciting trade opportunities in the future. The DM's discretion applies in this situation, but suggestions for items gained from this feature could include a map to a little-known region, and item made of a rare or unknown material or craftmanship, or a lost trinket that generates an introduction to a powerful trade prince or trade guild that grants a boon upon its return.
Faith Aint't Just A Flavor | True Neutral

Neutral Evil

Myrkul

Lord of Bones, Old Lord Skull the Reaper, Lord of the Dead

The image of the reaper in the Realms - a skeleton draped with black cloth - is thanks to Myrkul, the Lord of Bones. Followers of Myrkul pursue necromancy and practice the arts of Undeath.

Devotion Score Benefit
1 to 19 Deathdrinker You learn how to become empowered by the death of your enemies. When a hostile creature within 30 feet of you reaches 0 hit points, you can use your reaction to cast a damaging cantrip you know against an enemy within range, provided you have the necessary components available to cast the spell. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining expended uses when you finish a long rest.
20 to 39 Myrkul's Retribution to strike an acolyte of Myrkul is to invite death. Once per long rest when you are struck by a melee or spell attack, you can use your reaction to force the attack to roll a Constitution saving throw. On a failed save, the creature takes 1d6 necrotic damage plus an additional 1d4 necrotic damage for each of your levels, or half as much on a successful save.
40 to 59 At Death's Door Once per long rest, as a creature struggles on the border between life and death, you benefit from its proximity to the Lord of Bones. When a creature within 30 feet of you reaches 0 hit points and begins making death saving throws, you can expend your reaction to link yourself to that creature. Until the target either dies or survives, you gain temporary hit points equal to your Charisma modifier for each successful death saving throw it makes or double your Charisma modifier for each death saving throw it fails. Once the target finishes making death saving throws (whether it stabilizes, is healed, or dies), you gain temporary hit points equal to half your level.
60 to 79 Quench the Spirit A number of times equal to your Wisdom modifier (minimum of once) per long rest, you call the soul of a creature within range toward death. The creature must make a Constitution saving throw, taking 6d10 necrotic damage on a failed save, or half as much damage on a successful one. If the target is a living creature whose hit points are reduced to 0 by this spell, it dies, and its soul can't be restored to life using revivify or raise dead.
80 to 99 Doomspeaker Once per long rest you can use an action to mark an enemy as fated for death. For 1 minute, or until you end the effect early as a bonus action, your spell attack rolls with necromancy spells have advantage against that creature. In addition, when you roll necrotic damage against a target, you can reroll any die showing a result of 1 or 2 (using new results).
Devotion Score Benefit
100 Reaper's Avatar Once per long rest as an action on your turn or as a reaction when you reach - hit points, your appearance changes to that of a cloaked reaper for one minute. You are unable to end this transformation early. Additionally, you can't benefit from healing and you can't be killed or destroyed by any effect that would normally do so, such as a beholder's disintegration eye ray or power word kill. While transformed, you gain the following benefits: 1. Your Deathdrinker feature is active for the duration, regardless of whether a creature has been reduced to 0 hit points or not. 2. Your At Death's Door feature is active for any number of creatures within 30 feet of you that reach 0 hit points. 3. If you are reduced to 0 hit points, you don't fall unconscious, and you may continue to act on your turn. You continue to make death saving throws each round, tracking the total number of successes and failures (even beyond 3) until the transformation ends. If your total number of failures is greater than your total successes, you fall dead. If your total successes exceeds your failures, you remain alive and your temporary hit points transform into normal hit points.

Shar

Mistress of the Night, the Lady of Loss, Nightsinger

Shar is the embodiment of the idea that where light exists, so too does darkness. Twin to the goddess Selune, Shar is a goddess of darkness, loss, and secrets. The church of the Mistress of the Night is one of subversion, seeking to recruit into the faith through upheaval of life, home, community, and government. As much a secret society as a religious sect, the church of Shar basks in the cold evil of its goddess's unfeeling embrace.

Devotion Score Benefit
1 to 19 Eyes of Shar Your worship of the Mistress of Night grans you vision in blackest night. You gain darkvision out to 60 feet if you didn't possess it already or add 30 feet to its range if you did. In addition, you don't have disadvantage on Wisdom (Perception) checks that rely on sight while in nonmagical darkness, out to 60 feet.
Faith Aint't Just A Flavor | Neutral Evil
Devotion Score Benefit
20 to 39 Bitter Secrets You can turn enemies against one another by filling their minds with divisive lies. Once per long rest as an action, you whisper into the mind of two creatures you can see within 60 feet of you, forcing both to make a Wisdom saving throw. On a successful save, the creature is unaffected. On a failed save, the DM rolls a d8 for the creature who failed the save: on 1-3, that creature is frightened of the other; on 4-6 that creature is hateful of the other and treats it as a hostile creature; on 7-8, the creature's primary goal is to obtain an object that is worn or carried by the other creature. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself with a success. Undead and creatures that can't be charmed are immune to this effect. When the effect ends, both affected creatures know you were the cause.
40 to 59 Mind of Shar You gain Shar's protection against assaults on the mind. You gain advantage on any saving throw you must make against an effect that deals psychic damage, and against effects that cause the blinded, deafened, or stunned conditions.
60 to 79 Voice of Ineffable Evil You can manipulate the attitudes of creatures without their knowing. When the effect of your Bitter Secrets feature ends, or any spell you cast that charms the target ends or fails, you can roll a Charisma (Deception) check, contested by the creature's Wisdom (Insight) check. If the result of your check is greater than the target creature's, it is unaware that you attempted to charm or influence it, even if the target creature witnessed you casting a spell or the spell's text states the creature normally becomnes aware that it was charmed.
80 to 99 True Lies You learn the modify memory spell and your mastery of deception allows you to freely twist the minds of others. Once per long rest when you cast the modify memory spell, the maximum duration of the event you target doubles to 20 minutes, rather than 10, and you can maintain concentration on the spell for up to two minutes, instead of one, for describing how the memories are affected. In addition, when you finish casting the spell, you make a Charisma (Deception) check against a DC of 8 + the target's Wisdom modifier + the level of the spell slot used to cast the spell. If your check equals or exceeeds this number, the modify memory spell doesn't expend a spell slot.
Devotion Score Benefit
100 Shar's Kiss You gain the ability to force a creature to choose between service to Shar or a gruesome death. Once per long rest as an action, you make a melee spell attack to touch a creature and force it to make a Wisdom saving throw. On a success, the target takes 5d10 cold damage and is otherwise unaffected. On a failed save, the target feels your compulsion to serve Shar for 30 days, suffering effects similar to a geas spell. The target is charmed by you for the duration, but can elect to disobey the will of Shar, suffering 3d10 cold damage and 3d10 necrotic damage when it chooses to do so, taking this damage no more than once per day for its disobedience. The effect can be ended early by ou as an action or it can be ended with a greater restoration or a wish spell. You regain the use of this feature when you finish a long rest, but successfully compelling another creature will immediatley end the current effects on your previous target.
Faith Aint't Just A Flavor | Neutral Evil

Chaotic Good

Liira

Our Lady of Joy, Joybringer, the Goddess of Joy, Mistress of the Revels

No one can throw a party like Lliira's followers, and no one can be the life the party like the goddess herself. The Joybringer is a goddess of pure revelry and gladness, and her followers seek to follow her example, passing over darkness and misfortune with a dancer's tiptoed step. Nothing sums up Lliira's personality quite like her favorite holiday - all of them.

Devotion Score Benefit
1 to 19 Song of the Pained When you expend Hit Dice as part of a short rest, friendly creatures other than yourself who are within 30 feet of you regain an additional hit point for each Hit Die you expend as part of the rest. The amount of hit points regained per Hit Die increases to 2 at 6th level and 3 at 17th level.
20 to 39 Path of the Dancer Once per long rest as a bonus action, you begin to dance as part of your momvement. You ignore difficult terrain and don't provoke opportunity attacks while the effect is active, and you leave behind a sparkling, shimmering path through the air when you move. The path is 5 feet wide and persists until the start of your next turn. Friendly creatures moving through this shimmering path also gain its benefits while within those spaces. The effects last for 1 minute, ending early if you dono't move a distance of at least half your base walking speed each round.
40 to 59 Maddening Dance Once per long rest as an action, you perform a wild, taunting dance. While the dance persists, hostile creatures within 30 feet of you have disadvantage on all weapon and spell attacks that target a creature other than you. You can continue the dance for up to 1 minute, using your action each round to do so. While you are performing your maddening dance, your base movement speed is halved.
60 to 79 Aura of Freedom You and creatures within 10 feet of you have advantage on saving throws and ability checks against being restrained or grappled or to break free of such an effect. At 18th level, this radius increases to 30 feet.
80 to 99 A Hasty Step When a creature within 30 feet of you that you can see is struck by a melee weapon attack, you can expend your reaction to immediately grant it up to 10 feet of movement. This movement must be used immediately by the creature and doesn't provoke opportunity attacks.
Devotion Score Benefit
100 Swing Dance Once per long rest you can enter a graceful battle stance as a bonus action that is more dance than frenzy. At the start of the dance you roll a Charisma (Performance) check with advantage. The result of the check becomes a pool you can draw from for the next minute, adding it as a bonus to any attack roll, ability check, or damage roll you make while the dance persists. You can't expend a total amount greater than your proficiency bonus on each of your turns. The dance ends after 1 minute, when the pool is expended, or if you die or fall unconscious.

Selune

Our Lady of Silver, the Moonmaiden, the Night White Lady

Selune's widespread worship and general popularity likely has to do with how broad of a pantheon she enjoys. The Moonmaiden enjoys purview over travelers, adventurers, quests, navigation, seekers of truth, and non-evil lycanthropes. The tenants of these domains attract followers from academics, wizards, simple folk, and zealots alike. The moonmaiden is a welcoming goddess, accepting any into her fold who uphold goodness and battle against the darkness of evil - espcially the dark void of her counterpart, Shar. Driven by wanderlust and the guidance of their goddess, Selune's worshippers strive to promote freedom, acceptance, and the search for truth.

Devotion Score Benefit
1 to 19 Burning Moonlight Twice per short or long rest, you can replace traditional damage of your spells with the intenstiy of burning moonlight. When you cast a spell that normally deals damage other than radiant, you can cause it to deal radiant damage instead. You must declare the use of this feature when you case the spell.
20 to 39 Tears of Selune Once per long rest you can bless your spells with the radiance and insight of Selune's guiding light. When you deal radiant damage to a creature as part of a spell, you can create dancing lights, as if by the cantrip, as part of the same spell. The lights appear in your space or the space of the target if it is within the cantrip's range. Alternatively, once per long long rest whhen you use a spell to restore hit points to a creature other than yourself, you can simultaneously grant the recipient the benefits of the guidance cantrip. You must maintain concentration on these effects to sustain them as if you had cast the spell normally.
Faith Aint't Just A Flavor | Chaotic Good
Devotion Score Benefit
40 to 59 Moonblade A number of times equal to your Wisdom modifier per long rest (minimum of 1), you evoke a blade of moonlight in your free hand as a bonus action. The blade is ismilar in size and shape to a longsword, and it lasts for 10 minutes as a concentration spell. If you let go of the blade, it disappears, but you can evoke it again as a bonus action during the original spell's duration. You can use your action to make a melee spell attack with the moonblade. On a hit, the target takes 2d6 radiant damage and it has disadvantage on Constitution saving throws to maintain its concentration until the end of your turn. You may use this feature as a spell using a spell slot of 4th level of higher; the damage increases by 1d6 for every two slot levels above 2nd.
60 to 79 Aura of Purest Moonlight When you or a friendly creature within 10 feet of you is attacked by a monstrosity, aberration, or lycanthrope, the damage of the attack is reduced by a number equal to your proficiency bonus (minimum of -1). At 18th level, the aura's radius increase to 30 feet.
80 to 99 Moon's Hunter You add double your proficiency bonus to Wisdom (Survival) checks made to track a creature and you can track even while moving at a fast pace. In addition, you have advantage on Intelligence (Arcana) and Ingelligence (Nature) checks to recall information about monstrosities, aberrations, and lycanthropes.
100 Lunacy Once per long rest you can use your action to radiate an aura of moonlight for up to 1 minute, until you are unconscious, or end the effect early as part of any other action. While the effect is active, the area within 30 feet of you is at least dimly lit with a pale, silvery light. A hostile creature who is an aberration, monstrosity, or lycanthrope that starts its turn in the area or moves into it, must make a Constitution saving throw. On a failed save, the creature takes 3d8 radiant damage, or half as much damage on a successful one. In addition, friendly creatures in the lit area have advantage on saving throws made agains these hostile creature types.

Sune

Lady Firehair, the Lady of Love, the Princess of Passion

Sune is the goddess of love, passion, and pleasure. The clergy of Lady Firehair seek out and foster the beauty and delights of the world, creating, nurturing, and encouraging such experiences in themselves and all creatures. Often seen as vain and hedonistic, the clergy of Sune seek to epitomize beauty and pleasure in all aspects, from appearance and comportment through to emotion and chivalrous behavior.

Devotion Score Benefit
1 to 19 Bliss Once per long rest you brandish your beauty and incite bliss in all creatures within 30 feet that can see you. Each creature must make a Wisdom saving throw or be unable to take actions that would cause harm or damage to creatures or objects. This effect lasts for a number of rounds equal to your Wisdom modifier (minimum of 1 round). An affected creature makes another saving throw at the end of its turn, ending the effect on itself early with a success. Any creature that takes damage is automatically free of the effect.
20 to 39 Beacon of Honor Once per long rest as an action, you call forth a resounding challenge, inspiring all allies within 30 feet that can see or hear you. An affected creature gains a d6 that it can add to an attack roll, saving throw, or ability check within the next minute. The die may be used after the d20 roll is made but before the result is known, and once used, the effect ends for that creature.
40 to 59 Philter of Love Once per long rest as an action you can turn any vessel of liquid you are touching - of no more than 17 oz (500 mL) in size - into a philter of love. The drink remains potent for only 1 minute. If not consumed in that time, the philter reverts to its original liquid. During this time, any other properties of the liquid are nullified, so poisons or otherwise undrinkable liquids become potable. Once a creature drinks the liquid, it becomes automatically charmed by the next creature it sees within the next 10 minutes. Once charmed, the creature remains so for 1 hour. The charmed creature treates the effect as true love if the object of its affections is of a compatible species and within its normal preference. You have no influence over the creature affected unless you are the target of its affections.
60 to 79 Aura of Fascination You and friendly creatures within 10 feet gain advantage on saving throws against spells and features that confer the charmed condition from any source other than a follower of Sune. Creatures within 10 feet of you are more susceptible to your charms and suffer disadvantage against your spells and features that confer the charmed condition. At 18th level, the range of this aura extends to 30 feet.
Faith Aint't Just A Flavor | Chaotic Good
Devotion Score Benefit
80 to 99 Master of Charms You become immune to the charmed condition and all your abilities and saving throws that confer the charmed condition become more difficult to resist - all saving throws against them are made with disadvantage.
100 Beguiling Vision Once per long rest as an action you can assume the form of an Avatar of Passion, projecting an aura of unearthly beauty and grace. For 1 minute or until you use a bonus action to end the effect, all creatures of your choice that can see you within 60 feet must make a Wisdom saving throw or be charmed by you for the duration. If a creature is within 20 feet of you, it is subject to your Aura of Fascination and suffers disadvantage on the saving throw. If a charmed creature is harmed by you or any of your allies, the effect ends.

Tymora

Lady Luck, the Lady Who Smiles, Our Smiling Lady

Tymora is the goddess of good fortune. She shone upon those who took risks and blessed those who dealt harshly with the followers of Beshaba. Should someone flee from her sister's mischievous followers or defile the dead, their fate would be decided with a roll of Tymora's dice. Stern lawkeepers sometimes frown on Tymora's followers, who take too much stock in their luck by acting recklessly outside the law.

Devotion Score Benefit
1 to 19 Luck Advantage Whenever you gain advantage on an attack roll, ability check, or saving throw, you can use your reaction to grant an abillity within 30 feet of you advantage on the same type of roll within the next minute. The benefactor of this luck can choose when to use it but must decide before the outcome of a roll is known.
20 to 39 Tymora's Blessing Once per long rest as an action, you can speak a prayer asking Tymora to favor you and up to three allies of your choice within 20 feet. For 1 minute, at the start of each affected creature's turn, it gains 1d4 to add to a d20 roll - an unspent die is lost at the end of that creature's turn. The number of allies you can affect increases with your level. At 6th level, you can add half your proficiency bonus to the number of alllies you can affect. For example, at 6th level you could affect four allies, and at 9th level you could affect 5 allies.
40 to 59 Stroke of Luck Twice per short or long rest, you can use your reaction to impose disadvantage on an attack roll that targets only you. Alternatively, if you are forced to make a Dexterity or Strength saving throw, you can use your reaction to gain advantage on the roll. The number of uses increases as you gaini levels. You can use this feature three times at 11th level, and four times at 16th level.
Devotion Score Benefit
60 to 79 Battle Blessing Your weapon attacks deal an extra 1d4 radiant damage on a hit.
80 to 99 Tymora's Covenant You can use your reaction to roll a d20 whenever you or an ally you can see within 15 feet makes an attack roll or an ability check. The creature can use the result of either roll for its attack roll or ability check. You can choose to use this feature to grant the luck after a roll is made but before the outcome of the attack or ability check is known.
100 Avatar of the Luckbringers Once per long rest you can use your action to transform into the ideal holy champioon of Tymora. For 1 minute or until you end the transformation using your action, you gain the following benefits: 1. The range of your Tymora's Blessing increases to 60 feet, and the die increaes to 1d8. 2. The radiant damage from your Battle Blessing feature increases to 1d8.
Faith Aint't Just A Flavor | Chaotic Good

Chaotic Neutral

Leira

Lady of the Mists, Mother of Illusionists, the Guardian of Liars, the Mistshadow

Leira is a goddess of deception. Illusions and lies are her language of choice and misplaced beliefs are her most familiar tool. Falsehoods give life meaning. Despite this, she isn't a deity of evil; the Lady of the Mists is merely dedicated wholly to her domain. Her worshippers are difficult to identify, often hiding their patron deity's identity through obfuscation. They obscure truth and sweep aside lies in equal measure, following the direction of a goddess whose motives are as vague and inscrutable as fog.

Devotion Score Benefit
1 to 19 Shapes in the Mist Your ability to deceive creatures with illusions is empowered when the creature can't be certain of the details. When a creature attempts to make an Intelligence (Investigation) check to see through an illusion you created, the DC is increased by an amount equal to your proficiency bonus if the illusion is in an area that is considered lightly obscured to the target, such as mist, precipitation, and so on. The illusion is considered lightly obscured in dim light if the discerning creature doesn't have darkvision; the illusion must be in an area of darkness to be considered lightly obscured to a creature with darkvision.
20 to 39 Enticing Falsehood Once per long rest when you make a Charisma (Deception) check, Leira speaks through you to tell a lie that the target wants to hear. You add your Wisdom modifier to the check (minimum of +1) as well as your Charisma modifier, and the target has disadvantage on any Wisdom (Insight) check it makes to discern it as falsehood.
40 to 59 Look Again Once per long rest you can use your reaction to force a target who has seen through a magical illusion to doubt its own senses, causing it to roll an Intelligence (Investigation) check contested by your Charisma (Deception) check. If your result is higher, the illusion reaffirms itself as real to the creature. If the creature originally determined an image was an illusion by physically interacting with it, the creature has advantage on the check.
60 to 79 Vague Form You can cast mirror image once per short or long rest as if you had it prepared, requiring no spell slot.
Devotion Score Benefit
80 to 99 Strange Perceptions You become a master of illusion, suffering no other false images. You can see through any illusion spell that is cast within 60 feet of you without the need to make an Intelligence (Investigation) check, and you have advantage on these checks when attempting to identify other illusions. In addition, when you use your Look Again feature to successfully re-convince a creature of an illusion spell that you cast within the last minute, you regain the spell slot you used to cast it at the end of the spell's duration.
100 Mist-Walker Once per long rest you can use your action to channel the tricky and unpredictable nature of Leira for up to 1 minute, ending the effect early on yourself as a bonus action. While the effect is active, you gain the following benefits: 1. When you take the Attack action on each of your turns, you can teleport up to 20 feet to an unoccupied point you can see. When you do so, you create an illusion of yourself at your point of origin that mirrors your movements and lasts until the start of your next turn. Creatures can determine the image as an illusion with a successful Intelligence (Investigation) check against your spell save DC. 2. Your melee weapon attacks that deal bludgeoning, piercing, or slashing damage deal force damage instead. Other sources of damage from your weapon attacks are unaffected.

Mask

Master of All Thieves, Shadowlord, Lord of Shadows

Mask has no proper church to speak of - the patron god of spies and thieves would find it counterintuitive to have a settled place of worship or a designated clergy. Rogues make up the vast number of Mask's worshipers; many of the devout carry a small coin purse with a symbol of the god, which they're happy to have stolen from them through sleight of hand. Mask's clergy focus on the aspects of the deity that emphasize secrecy, inscrutability, and obscured identity.

Devotion Score Benefit
1 to 19 Cover Identity At the end of a long rest, you can construct an identity for yourself that you can use until the end of your next long rest. When you do so, you take on body language, speech, and other mannerisms unlike your normal self, and craft a name, alignment, origin and backstory that is sufficiently convincing to maintain this identity. You add double your proficiency bonus to Charisma (Deception) checks made under the guise of this identity, and you may use your Charisma modifier instead of Intelligene when using a disguise kit to prepare this identity's appearance.
Faith Aint't Just A Flavor | Chaotic Neutral
Devotion Score Benefit
20 to 39 Masks You gain the ability to create facemasks that grant you various benefits when worn. To create a mask, you must meditate as part of a long rest, creating up to two masks of your choice, or up to three when you reach 8th level. The masks appear magically in your hand; you can don, doff, or swap masks as a bonus action on your turn. You can have up to two masks in your possession at a time; at 8th level, this number increases to three masks. When you wear a mask, your creature type as detected by other creatures become that of the active mask. The mask's passive effects persist until it is removed or changed out for another one on your turn. When a mask is removed, or another mask becomes active, any ongoinng or passive effects of the original mask end immediately. You can choose to create from the Masks table.
40 to 59 Persona Once per long rest you can use an action to funnel the power of your currently active mask to the desired effect, as shown in the Masks table.
60 to 79 Divination Defense When you successfully resist a zone of truth spell or similar truth-compelling effect, the caster doesn't know you have do so.In addition, while your Cover Identity feature is active, creatuers attempting to use scrying or any similar effect can only benefit from targeting your cover identity, and not your true self.
80 to 99 Quick Change You can don and doff armor in half the usual time, a shield using a bonus action, and you can apply a disguise using a disguise kit in half the usual time (5 minutes for a moderage change in appearance, or 15 for an extensive change). In addition, you can use your Cover Identity at the end of a short rest, instead of a long rest, to take on the persona of a different cover identity that you have used before.
100 Deep Cover Your cover identities are impeccably well-crafted. Creatures trying to see through your disguise do so with a penalty of -10 on the Intelligence (Investigation) check. Spells or other effects that seek to probe your thoughts are given false details which only correlate with the history and personality of the cover identity you are maintaining. In addition, once per long rest you can magically create an object on your person that relates to or supports your cover identity as a bonus action. Examples of items include a ring with a crest, legal documents supporting your backstory, or a similar item. The object must be no more than 500 gold pieces in value. Other creatures can closely examine this item with a Wisdom (Insight) check, contested by your Charisma (Deception) check. When you complete a long rest, any items you created with this feature vanish.

Masks

Type Benefit Persona Effect
Demon You have resistance to fire damage while wearing this mask As part of your action, you cast burning hands without expending a spell slot. The spell is cast at 1st level. In addition, for the next minute, you can cast the spell as if you had it prepared (using a spell slot).
Dragon You have advantage on saving throws against the frightened condition while wearing this mask. You use a draconic breath weapon from the mask as if you were a dragonborn of your level with the Draconic Ancestry of your mask's color.
Faceless You have advantage on saving throws against scrying, locating, and mind-reading effects when while wearing this blank white mask For the next 10 minutes, your thoughts can't be read unless you allow it, and you have advantage on Charisma (Deception) checks.
Jester You are proficient in the Acrobatics, Sleight of Hand, and Charisma skills while wearing this mask of a fool's visage. Creatures of your choice within 30 feet of you who can see you must make a Wisdom saving throw or become charmed by you for 1 minute, regarding you as an entertaining and non-threatening fool. This has no effect on a creature you are fighting and ends on a creature early if it takes damage, if another creature uses its action to shake the creature out of it, or if you perform some forbidden act in the context of the situation.
Lich You can cast detect evil and good and false life while wearing this mask of a lich, even if you don't have them prepared. Creatures within 15 feet of you that can see you must make a Wisdom saving throw or become frightened of you for 1 minute. an affected creature can reroll the saving throw at the start of each of its turns, ending the effect early on itself on a success.
Faith Aint't Just A Flavor | Chaotic Neutral
Type Benefit Persona Effect
Lord You have proficiency with the Persuasion and Intelligence skills while wearing this mask depicting a noble lord. For the next 10 minutes, your proficiency bonus is doubled for Charsima (Persuasion) and Intelligence (History) checks. In addition, you recognize the heraldic crest or family name of any nobility that has been publicly active for the past fifty years, and you can recall rudimentary information about them.
Faith Aint't Just A Flavor | Chaotic Neutral

Chaotic Evil

Bhaal

Lord of Murder

Bhaal doesn't have a formal church within the realms; though, there are unscrupulous mortals who hunger for murder and call out to him for divine inspiration. The act of killing provides a sense of empowerment for some, and when they can't control the urge, they look toward the Lord of Murder for approval; this leads to ritualistic killings and a belief that each life taken strengthens Bhaal. Indeed, the Lord of Murder provides divine power to those faithful enough to dedicate lives taken in his name.

Devotion Score Benefit
1 to 19 Deadly Aim Once per long rest when you make an attack roll, you can gain a +10 bonus to the roll. You can decide to apply the bonus after you make the roll, but before you know the result.
20 to 39 Deathstalker's Accuracy Once per long rest as a bonus action, you can increase your chances of landing a devastating blow. For 1 minute, you score a critical hit on a 19 or 20 on your attack rolls.
40 to 59 Marked for Death Once per long rest as an action, you can utter a powerful vow to kill a creature you can see within 10 feet of you. For 1 minute, you have advantage on your attack rolls against that creature, or until it drops to 0 hit points.
60 to 79 Slayer's Focus Striking an intended victim fuels your hunter for the kill. When you hit a creature with a weapon attack, you gain advantage on the next weapon attack you make against the same target before the end of your next turn. In addition, when you drop a creature to 0 hit points, you gain advantage on the next weapon attack you make before the end of your next turn.
80 to 99 Fear of Death You radiate an aura of fear in a 10-foot radius that affects those you have injured. A creature that starts its turn within the radius that has been damaged by one of your attacks during the current encounter must make a Wisdom saving throw. On a failed save, the creature is frightened of you until the start of its next turn. On a successful save, it isn't frightened of you this turn. This aura's radius increases to 30 feet at 18th level.
100 Deathstalker's Zeal Once per long rest you can use your action to intensify your passion for killing and enter a heightened state of focus and determination. For 1 minute or until you end the effect using your action, you gain the following benefits: 1. You can use your bonus action to take the Dash action, but only to move closer to an enemy. 2. Your movement doesn't provoke opportunity attacks when you move toward an enemy. 3. A frightened enemy that starts its turn within 15 feet of you has its speed reduced to 0. 4. When you take the Attack action on your turn, you can use a bonus action to make an additional attack.

Cyric

Prince of Lies, Prince of Madness, the Dark Sun

Cyric is nothing if not a master of lies, trickery, and strife. There is no one true church of Cyric because every church is the one true church; the god constantly gives his followers clashing instructions or dogmas, while watching with enjoyment to see which follower of the One True Way will come out on top. His followers never question, each believing with complete fervor that they are following Cyric's true will. The deceitful, the ambitious, and the power-hungry all follow in the god's footsteps and seek his favor, but in the end, Cyric's number one goal is to empower himself.

Devotion Score Benefit
1 to 19 Eye of Deceit You learn how to spot deceitful ilusions that would lead you astray. You have advantage on Intelligence (Investigation) checks to identify illusions. In addition, successfully identifying something as an illusion on your turn doesn't consume your action and gives you knowledge of the spell cast to create it.
20 to 39 Instill Madness Once per long rest you can use an action to sow chaos in an enemy's mind. You force a target that you cna see within 60 feet of you to make a Wisdom saving throw. On a failed save, the creature goes mad for 1 minute - using its action on each of its turns to make a melee weapon attack against a random creature. On a successful save, the creature is unaffected and immune to this effect for 24 hours. An affected creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect early on a success.
40 to 59 Me Too Once per long rest you can use a reaction when a creature within 30 feet of you becomes charmed or frightened by a creature or ojbect. That creature is now charmed by or frightened of you as well. This lasts as long as the target is charmed or frightened by the original source of the effect, though you don't gain any additional benefits from the condition (such as from a spell that charmed the creature).
60 to 79 Warp Illusion When you successfully discern an illusion with an Intelligence (Investigation) check, you can use a bonus action to recast the illusion to your own specifications, using one of your own spell slots of the same level of the slot used to cast the original spell. You can do this for any illusion spell, even if you don't have it prepared.
80 to 99 Frightening Outrage When a creature attempts to blind, charm, deafen, or stun you, but you successfully resist the effect, you can use your reaction to force the creature to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of its next turn. On a successful save, the creature is unaffected.
100 The Way of Lies The spell save DC for your illusion spells and features increases by an amount equal to your proficiency bonus.
Faith Aint't Just A Flavor | Chaotic Evil

Malar

The Beastlord, Lord of Beasts, the Black-Blooded Pard, the Ravaging Bear

Worshippers of Malar have a poor reputations among most civilized nations and cities. The Beastlord's call for cruel and savage kills results in holy reituals like the High Hunt, where one or more humanoids are captured, released, stalked - and slaughtered. Malarites shun attacks at range, as well as tactics using poison or disease; their pleasure derives from taking life in close combat in as bloodied a fashion as possible.

Devotion Score Benefit
1 to 19 Thrill of the Hunt The thirll of a successful hunt can empower you with a bloodthirsty frenzy. When you reduce a creature to 0 hit points with a melee weapon or melee spell attack, you can immediately use a bonus action to make one melee weapon attack against a creature within your reach.
20 to 39 Quarry Once per long rest you can focus your senses on a target, marking it as prey for the hunt. When you hit a creature with a melee weapon or spell attack, you can declare it your quarry as part of the attack and focus your senses on that creature ofr a number of hours equal to your Wisdom modifier (minimum of 1). During this time, you gain the following benefits: 1. The marked creature can't Hide from you successfully in combat. 2. You have advantage on Wisdom (Survival) checks to track the medicine, as well as Wisdom (Medicine) checks to determine its current health or condition. 3. Your senses of hearing and smell are heightened, adding double your proficiency bonus on any Wisdom (Perception) checks that rely on hearing or smell.
40 to 59 Blinding Strike Once per long rest as part of your Attack action, you can make an additional melee weapon attack doubling your proficiency bonus for the attack roll. On a successful hit with this extra attack, the target takes damage equal to your level and it must make a Constitution saving throw. On a failed save, the creature is blinded for up to 3 rounds. A blinded creature can reroll the saving throw at the end of each of its turns, ending the effect early on a success. A creature that is immune to the blinded condition still takes the damage but is otherwise unaffected.
60 to 79 Frenzied Hunter When you use your Thrill of the Hunt feature you can move up to half your movement speed as part of your bonus action to attack another creature. This movement doesn't count against your total movement this turn but can still provoke opportunity attacks.
80 to 99 Claws of the Beastlord Your attacks aloways seem to rend enemies like the claws of Malar himself. Your melee weapon attacks are considered magical and deal an additional 1d8 slashing damage. When you reach 14th level, this damage increases to 2d8.
Devotion Score Benefit
100 Trophy of the Hunt You can receive the Beastlord's blessing when you take trophies from fallen foes. As a bonus action when you reduce an enemy to 0 hit points on your turn, you can take a trophy - an ear, a patch of skin or scales, a mouthful of flesh, or similar. When you do so, you gain temporary hit points equal to your level. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining expended uses when you finish a long rest.

Talona

Lady of Poison, Mistress of Disease, Mother of All Plagues

The Lady of Poison is a goddess of depravity, corruption, and disease. She appears as a scarred and withered old crone. Where she walks, death greets those unfortunate enough to cross her path. Her clergy embraces pain and corruption, wearing their scars and deformities as badges of honor. They seek to spread corruption, suffering, and disease throughout the realms.

Devotion Score Benefit
1 to 19 Touch of the Talontar Once per long rest when you successfully hit a creature with a melee spell attack, the target takes 3d10 poison damage, and it must make a Constitution saving throw. On a failed save, it is poisoned until the end of its next turn. The poison damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10).
20 to 39 Poison Vines Once per long rest you can use your action to invoke poisonous spectral vines that extend from your hand for 1 minute. As part of the action used to invoke the vines and by using an action on each of your turns for the duration, you cause the vines to spring toward a creature you can see within 15 feet. Make a ranged spell attack against the target. On a hit, the vines pierce the foe's flesh with poisonous thorns causing 2d4 piercing damage and it must make a Constitution saving throw or be poisoned until the end of its next turn. On a successful save, the creature takes half the poison damage, and it isn't poisoned. The poison damage increases by 1d4 at 7th level (3d4), 12th level (4d4), and 17th level (5d4).
40 to 59 Noxious Cloud Once per long rest as an action, you can invoke a lightly obscured 15-foot radius cloud of noxious green vapors that lasts for 1 minute, or until blown away by a strong wind. The cloud is centered on a point you can see within 60 feet. A creature other than you that first enters the cloud on a turn or starts its turn there must make a Constitution saving throw. On a failed save, the creature is poisoned, it's movement speed is halved, and it has disadvantage on saving throws against poison until the end of its next turn. On a successful save, the creature is unaffected by the cloud that turn. On each of your turns for the duration, you can use a bonus action to move the cloud up to 15 feet to another location you can see within range.
Faith Aint't Just A Flavor | Chaotic Evil
Devotion Score Benefit
60 to 79 Talona's Blessing You are immune to poison damage and the poisoned condition. In addition, allies within 10 feet of you have resistance to poison damage. The radius granting allies resistance to poison damage increases to 30 feet at 18th level.
80 to 99 Master Poisoner Whenever you deal damage with one of your features or spells, you can treat any roll of a 1 on a damage die as a 2 instead.
100 Avatar of the Talontar Once per long rest you can use your action to transform into a fearsome agent of Talona as your skin turns a light green color and your eyes are yellowish and reptillian; for 1 minute, or until you use an action to end the transformation, you gain the following benefits: 1. Your Talona's Blessing feature grants allies within 30 feet of you immunity to poison damage and the poisoned condition. 2. Your Noxious Cloud cannot be blown away, deals 2d10 poison damage on a failed save, or half as much on a success when a creature other than you starts its turn within the radius. In addition, the cloud's radius increases to 30 feet.

Talos

The Destroyer, the Storm Lord, the Raging One, the Stormstar

Talos is the destructive god of nature. He is the hurricane, the storm, the earthquake. He is fierce, unrelenting and capricious. He is aloof and uncaring. Followers of Talos are fanatical in their love of destruction and indulge in acts of random or spiteful violence, pillage and banditry. Talossian clerics are committed evangelists who seek to gain converts through fear or the enticement of raw power.

Devotion Score Benefit
1 to 19 Lightning Lash Once per long rest you can take an action to conjure a whip of crackling electrical energy in one of your hands for 1 minute - this is a whip that you are proficient using. The whip has a reach of 10 feet and can be used to make a melee spell attack as part of the action used to conjure it, and with an action on each of your turns. On a hit, the whip deals 1d10 + 1 lightning damage and builds a charge on the creature struck. Each time a creature is successfuly struck by the whip, the damage it takes is increased by 1 point. For example, the third time a creature is struck the damage would be 1d10 + 3 lightning damage.
20 to 39 Punishing Winds Once per long rest as a reaction, in response to being damaged by a creature within 60 feet of you that you can see, you point your finger and that creature is lashed by punishing winds. The creature must make a Dexterity saving throw or take 4d6 bludgeoning damage and be knocked prone. A successful saving throw halves the damage and negates the knockdown. The bludgeoning damage increases by 4d6 when you reach 5th level (5d6), 11th level (6d6), and 17th level (7d6).
Devotion Score Benefit
40 to 59 Ride the Lightning Once per long rest you can use an action to teleport to any unoccupied space you can see within 60 feet. Using this feature, you change into a 5-foot wide by 60-foot long streak of lightning that arcs to your new position, passing through creatures or objects along the way in a straight line. Anything you pass through takes 6d6 lightning damage. Creatures are allowed a Dexterity saving throw, and on a successful sve take half damage.
60 to 79 Tempest Aura You are surrounded by a whipping sphere of winds. All ranged weapon attacks against you suffer disadvantage, and all saving throws you make against gasses, fog, or other airborne effects, have advantage. The protection against airborne effects extends to allies within 10 feet, but not the protection from ranged attacks. At 18th level, the protection ends to alliles within 30 feet.
80 to 99 Deafening Strikes When you hit a creature with a melee weapon attack, you deal an additional 2d8 thunder damage to any creatures adjacent to the target. You can't select targets, so allies, as well as opponents are affectd. You aren't affected by this ability.
100 Eye of the Storm Once per long rest as an action, you gain a magical flight speed of 60 feet with the ability to hover. You are surrounded by arcs of electricity and whipping winds. Creatures that pass adjacent to or end their turns next to you take 2d8 thunder damage, and you can use your reaction to shock any creature that strikes you with a melee attack, dealing lightning damage equal to 1d10 + your spellcasting ability modifier to the attacker.
Faith Aint't Just A Flavor | Chaotic Evil
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