Talos is the **god of storms, winds, and the sky**. Mortals pray to him for safe passage across treacherous seas. He is the patron of **warlocks, elementalists, paladins of the Oath of Vengeance, and those who walk the tempest’s path**. Common symbols of his faith include **lightning bolts, crashing waves, and storm clouds**. --- ### Cleric Domains - Tempest - Strength - Order --- ### Tenets of Faith #### Earning and Losing Piety You increase your piety score to Talos when you **expand his influence in the world** through acts such as: - Maintaining packs and bringing justice to those who betray them - Building or restoring a temple in Talos’s name - Offering treasures to the sea You lose piety when you **diminish Talos’s influence** or act against his ideals, such as: - Breaking a promise or sacred pact - Using magic to calm a natural storm - Banishing naturally occurring elementals --- ### Piety Traits #### Talos’s Devotee **Piety 1+** Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra **1d6 lightning damage**. You may use this trait a number of times equal to your Charisma modifier (minimum of once). All expended uses are regained after a long rest. --- #### Talos’s Votary **Piety 3+** You can cast **blink** once per long rest, manifesting as a non-damaging bolt of lightning. Charisma is your spellcasting ability for this spell. --- #### Talos’s Disciple **Piety 5+** The power of the storm fills your being. You have **advantage on initiative rolls**. --- #### Champion of Storms **Piety 10+** You may **increase your Charisma or Strength score by 2**, and your maximum for that score also increases by 2. \pagebreakNum # Tymora lady of luck Image by Martin Kirby-Jackson
Tymora is the **goddess of luck, fortune, and fate**, and the mother of halflings. She is the patron of **rogues, innkeepers, hospitality, and all who embrace chance**. Her symbol is a **golden coin**, and she is closely associated with Lutic, the Nephilim goddess of alcohol. Tymora teaches that luck is both a gift and a responsibility, and her followers are called to **respect fate while embracing opportunity**. --- ### Cleric Domains - Trickery - Community - Ambition --- ### Tenets of Faith #### Earning and Losing Piety You increase your piety score to Tymora when you **expand her influence** through acts such as: - Succeeding in a great gamble or risk - Acting as a hospitable and generous host - Placing coins on the eyes of the dead to allow them to gamble in the afterlife You decrease your piety when you **diminish Tymora's influence or disrupt the balance of fate**, through acts such as: - Undoing a deserved punishment or curse - Assisting someone in undermining natural destiny - Stealing from those poorer or weaker than yourself --- ### Piety Traits #### Tymora’s Devotee **Piety 1+** You can manipulate the bonds of destiny to help yourself or others. You can cast **Guidance** a number of times equal to your Wisdom modifier (minimum once) without using a spell slot. Expended uses are regained after a long rest. Wisdom is your spellcasting ability for this spell. --- #### Tymora’s Votary **Piety 3+** You can grant **advantage on one attack roll, ability check, or saving throw** per long rest by invoking Tymora’s favor. Additionally, you have **advantage on saving throws against being charmed**. --- #### Tymora’s Disciple **Piety 5+** Your connection to fate sharpens your senses. You gain the **Lucky feat**, reflecting your ability to bend chance to your will. --- #### Champion of Destiny **Piety 10+** You can **increase your Dexterity or Charisma score by 2**, and your maximum for that score also increases by 2. \pagebreakNum # Selûne moon goddess of magic Selûne, goddess of the **moon Aban**, is a **triple goddess of magic**. She is the patron of **sorcerers, magic, arcana, wisdom, and children**, and watches over the balance of light and dark in the world. Her symbols are the **moon and silver stars**. --- ### Cleric Domains - Arcana - Twilight - Moon - Night --- ### Tenets of Faith #### Earning and Losing Piety Champions of Selûne gain **piety** by spreading her influence, guiding magic, and protecting innocents. Examples include: - Caring for innocents who have been wronged or seeking justice on their behalf - Performing magical rites, prayer, or burning incense at crossroads - Providing magical aid to commonfolk Piety is lost when a champion diminishes Selûne’s influence or acts against her ideals. Examples include: - Harming innocents - Disrespecting cats or sacred symbols of the moon - Failing to keep secrets entrusted to you --- ### Piety Traits #### Selûne’s Devotee **Piety 1+** Blessed by the moon, you can **cast _Moonbeam_ at 1st level** once per long rest. This spell is always prepared and does not count against your normal number of prepared spells. --- #### Selûne’s Acolyte **Piety 3+** You gain the **Metamagic Adept feat**. You can also **cast _Find Familiar_ as a ritual**. --- #### Selûne’s Disciple **Piety 5+** Once per day, on a **short rest**, you can **recover one expended spell slot**. --- #### Champion of the Moon **Piety 10+** You may **increase your Charisma or Wisdom score by 2**, and your maximum for that score also increases by 2. \pagebreakNum # Shar moon goddess of death Image by Лилия Онищенко
Shar, the **chthonic moon goddess**, watches over the dead and the Fey. She is the sister of Selûne and abhors the undead, guiding souls to their rightful place in the cycle of life and death. Her symbol is the **black moon**, and she embodies the inevitability and balance of mortality. --- ### Cleric Domains - Death - Grave - Shadow - Moon --- ### Tenets of Faith #### Earning and Losing Piety Champions of Shar gain **piety** by honoring the cycle of life and death, and by preserving the sanctity of the dead. Examples include: - Easing the passing of the dying or assisting with funeral rites - Ensuring that the deeds or knowledge of the deceased are preserved - Slaying undead, particularly intelligent undead Piety is lost when a champion acts against Shar’s ideals or desecrates the dead. Examples include: - Denying a dying person their final rites - Interfering with the natural course of death for selfish gain - Aiding those who seek to escape the Underworld - Desecrating tombs or stealing from corpses --- ### Piety Traits #### Shar’s Devotee **Piety 1+** You may **cast _Gentle Repose_** without material components a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses on a long rest. Wisdom is your spellcasting ability for this spell. --- #### Shar’s Votary **Piety 3+** You may **cast _Speak with Dead_** without material components once per long rest. Wisdom is your spellcasting ability for this spell. --- #### Shar’s Disciple **Piety 5+** When a creature dies within **10 feet** of you, you may use your **reaction** to gain temporary hit points equal to your level. --- #### Champion of the Dead **Piety 10+** You may **increase your Constitution or Wisdom score by 2**, and your maximum for that score also increases by 2. \pagebreakNum # Lathander god of the dawn
Lathander is the god of **life, protection, healing, renewal, and love**, heralding the dawn of each new day. He is the patron of **paladins**, especially those who follow the **Oath of Redemption**. He created the **Celestials**, servants of the gods and keepers of good, to aid mortals and maintain balance. --- ### Cleric Domains - Life - Zeal (PSA) - Light --- ### Tenets of Faith #### Earning and Losing Piety Champions of Lathander gain **piety** by fostering life, hope, and renewal. Examples include: - Creating a cure for a dangerous disease or affliction - Offering mercy or a second chance to others - Returning souls from the underworld - Blessing newborns Piety is lost when a champion diminishes Lathander’s influence or contradicts his ideals. Examples include: - Destroying research related to medicine, alchemy, or healing - Harming children or allowing harm to come to them - Condemning others without due trial --- ### Piety Traits #### Lathander’s Devotee **Piety 1+** You may **cast _Bless_** without material components. Lathander’s blessing manifests as a nimbus of light around affected creatures, shedding **dim light in a 5-foot radius** until the spell ends. - You can cast this spell a number of times equal to your **Wisdom modifier** (minimum 1), regaining all uses on a long rest. - **Wisdom** is your spellcasting ability for this spell. --- #### Lathander’s Votary **Piety 3+** You gain **advantage on saving throws against being poisoned**, and you are **immune to disease**. --- #### Lathander’s Disciple **Piety 5+** Through Lathander’s grace, you gain **Lathander’s Shine**. As an **action**, you may touch a creature to: - Restore **1d8 + Wisdom modifier hit points** - Cure **one disease or neutralize one poison** affecting the target - You may use this ability a number of times equal to your **Wisdom modifier** (minimum 1), regaining all uses on a long rest. --- #### Champion of the Dawn **Piety 10+** You may **increase your Dexterity or Wisdom score by 2**, and your maximum for that score also increases by 2. \pagebreakNum # Hanali goddess of music art by third_cookie Hanali once took a dragon egg from the Nephilim dragon god **Asgorath**, which became the first metallic dragon. Shortly afterward, she crafted the **Dragonborn** from other dragon eggs. She is the goddess of **bards, joy, music, and indulgence**, and patron of **paladins who follow the Oath of Devotion**. Her presence inspires revelry, creativity, and celebration, reminding mortals of the beauty and pleasure in life. --- ### Cleric Domains - Peace - Keeper - Trickery --- ### Tenets of Faith #### Earning and Losing Piety Champions of Hanali gain **piety** by spreading joy, art, and inspiration. Examples include: - Performing a memorable or moving performance for others - Discovering or creating stories worthy of song - Creating works of lasting art Piety is lost when a champion diminishes Hanali’s influence, contradicts her ideals, or disrespects art and joy. Examples include: - Being booed or shamed during a performance - Destroying a work of art - Disrupting a celebration or party --- ### Piety Traits #### Hanali’s Devotee **Piety 1+** You can **cast _Vicious Mockery_**, calling upon Hanali’s wit and charm to disorient foes. --- #### Hanali’s Adherent **Piety 3+** You can inspire others through stirring words or music. As a **bonus action**, choose one creature other than yourself within 60 feet who can hear you. That creature gains **one Bardic Inspiration die (d6)**. - The creature can roll the die and add it to **one ability check, attack roll, or saving throw** within the next 10 minutes. - The creature must decide to use the die before the DM announces success or failure. - A creature may have only **one Bardic Inspiration die** at a time. --- #### Hanali’s Entourage **Piety 5+** You gain proficiency in **an art form** of your choice (dance, music, or poetry). - A number of times per day equal to your **Charisma modifier**, you may perform to **heal all creatures who can hear you for 1d4 hit points**. --- #### Hanali’s Lead Muse **Piety 10+** You may **increase your Dexterity or Charisma score by 2**, and your maximum for that score also rises by 2. \pagebreakNum # Eilestria goddess of nature art by third_cookie Eilestria is the goddess of **nature, crops, and animals**. She teaches mortals the art of domesticating animals, cultivating crops, and weaving. She watches over the forests, wild creatures, druids, childbirth, and the natural balance of life. Her symbol is the **owl**, said to be the eyes and ears of the goddess, and the companion of the ancient hero **Zackthar**. --- ### Cleric Domains - Nature - Solidarity (PSA) - Life --- ### Tenets of Faith #### Earning and Losing Piety Champions of Eilestria earn **piety** by respecting and honoring nature or expanding her influence in tangible ways, such as: - Building or restoring a temple to Eilestria - Turning a wild field into fertile cropland - Healing a sick or injured wild animal - Thwarting those who hunt for sport or profit Piety is lost when a champion diminishes her influence, defiles nature, or offends her sensibilities. Examples include: - Killing an animal unnecessarily - Destroying a community’s food supply - Polluting rivers, forests, or fields --- ### Piety Traits #### Eilestria’s Devotee **Piety 1+** As a devotee of Eilestria, you may invoke her protection. As a **bonus action**, spectral plants envelop you, granting **+1 AC for 1 minute**. You may use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all uses on a long rest. --- #### Eilestria’s Votary **Piety 3+** You can **cast _Conjure Animals_** without using a spell slot. Once used, this ability cannot be used again until a long rest. Additionally, you have **advantage on saving throws against being poisoned**. --- #### Eilestria’s Disciple **Piety 5+** Through an hour-long ritual, you may **conjure enough grapes to fill three vials (4 ounces each) of wine**. Each vial acts as a **potion of healing** for 24 hours. After this period, the wine loses its magical property. Once used, this trait cannot be used again until a long rest. --- #### Champion of the Harvests **Piety 10+** You may **increase your Constitution or Wisdom score by 2**, and your maximum for that score also increases by 2. \pagebreakNum # Amator the sun god Image by
Amator, god of the sun, drives his chariot across the sky each day, casting light and life upon the world. He is the patron of **humans**, **rangers**, and **paladins of the Oath of the Ancients**. With the heat of his divine light, he transformed glass into the first humans. Amator is also the **king of the gods**, consort to Waukeen, and a bringer of justice and order. --- ### Cleric Domains - Light - Inquisition - Community --- ### Tenets of Faith #### Earning and Losing Piety A champion of Amator earns **piety** by expanding his influence in the world and promoting his ideals. Examples include: - Exacting vengeance for a significant wrong done to you - Defending a polis from attacking monsters - Building or restoring a temple to Amator - Enforcing justice against fugitives or wrongdoers Piety is lost when a champion diminishes Amator’s influence, contradicts his ideals, or makes the god appear weak or ineffectual. Examples include: - Breaking an explicit promise or oath - Violating just laws - Endangering others through cowardice or inaction --- ### Piety Traits #### Amator’s Devotee **Piety 1+** As a devotee of Amator, you have proven yourself a worthy servant of the sun god. You can call upon Amator’s favor to **cast _Daylight_** without material components. Once used in this way, you must finish a long rest before casting it again. --- #### Amator’s Votary **Piety 3+** You learn to command the radiant flames. When you roll **fire or radiant damage** for a spell, you may **reroll any 1s on the damage dice**, but must use the new result even if it is also a 1. --- #### Amator’s Disciple **Piety 5+** You are accustomed to the blazing radiance of the sun. You gain: - **Advantage on saving throws against blindness** - **Resistance to fire damage** **Nourishing Fire:** When you expend a spell slot to cast a spell that deals fire damage, you regain **hit points equal to the slot’s level + your Strength or Wisdom modifier**. --- #### Champion of the Sun **Piety 10+** You are a living vessel of the sun god. You may **increase your Strength or Wisdom score by 2**, and your maximum for that score also increases by 2. \pagebreakNum # D'inir god of knowledge Image by here
D’innir is the wizard god of knowledge and the patron of wizards, sages, and seekers of truth. In his image, he created the **gnomes**, believing their mind and curiosity most divine. He granted them writing, strategy, illusions, and mastery over arcane knowledge, gifts meant to preserve wisdom and unravel the mysteries of the world. --- ### Cleric Domains - Knowledge - Arcana - Inquisition --- ### Tenets of Faith #### Earning and Losing Piety A champion of D’innir earns **piety** by expanding his influence and promoting wisdom, learning, and careful strategy. Examples include: - Solving a challenging riddle or puzzle - Smoting the unwise and foolish in D’innir’s name - Gathering and archiving knowledge for its own sake Piety is lost when a champion diminishes D’innir’s influence, acts contrary to his ideals, or makes him appear ridiculous or ineffectual. Examples include: - Willfully subverting or impeding a wise course of action - Failing to plan for a challenge or task - Giving in to wanton fury or destruction particularly of knowledge and information. - Jeopardizing others through rash or foolish actions --- ### Piety Traits #### D’innir’s Devotee **Piety 1+** As a devotee of D’innir, you have proven yourself a student of reality’s mysteries. You gain: - The ability to **cast _Detect Magic_** a number of times equal to your Intelligence modifier (minimum 1), regaining all uses on a long rest - The **Mage Hand** cantrip, using Intelligence as your spellcasting ability --- #### D’innir’s Votary **Piety 3+** You can now: - **Cast _Detect Thoughts_** without material components once per long rest, using Intelligence as your spellcasting ability - Gain **advantage on saving throws against being charmed** #### D’innir’s Disciple **Piety 5+** Your mastery of arcane subtleties grows. While your **Mage Hand** is within 5 feet of you, it grants a **+2 bonus to AC against ranged attacks**, protecting you as a spectral shield. --- #### Champion of the Library **Piety 10+** At the pinnacle of devotion, you may **increase your Dexterity or Intelligence score by 2**, and your maximum for that score also rises by 2. \pagebreakNum # Torm god of survival Image by u/pagurcia
Torm is the **god of survival, combat, and honor**. Among the Orc people, he is revered as the protector of their lands, clans, and traditions. Once proud and widespread, the Orcs lost territory and resources as other races expanded, and the world often views them as barbaric. Torm guides his followers to **fight for survival and uphold their honor**, teaching that strength, courage, and perseverance are sacred. --- ### Cleric Domains - War - Forge - Zeal --- ### Tenets of Faith #### Earning and Losing Piety You increase your piety score to Torm when you **expand his influence in the world** through acts such as: - Overcoming long odds honorably - Defeating a skilled foe in single combat - Achieving a great feat of strength or skill - Winning a decisive victory - Taking vengeance against a powerful foe You lose piety when you **diminish Torm's influence** or act against his ideals, such as: - Failing to carry out a sworn vendetta - Publicly displaying weakness or excessive compassion - Rejecting a duel or challenge out of fear --- ### Piety Traits #### Torm’s Devotee **Piety 1+** You can call on Torm's favor to cast **wrathful smite**. The blessing manifests as a **blood-red glow around your weapon**, shedding dim light in a 5-foot radius until the spell ends. You can use this trait a number of times equal to your Constitution modifier (minimum of once). All expended uses are regained after a long rest. Constitution is your spellcasting ability for this spell. --- #### Torm’s Votary **Piety 3+** You can cast **blinding smite** once per long rest. Constitution is your spellcasting ability for this spell. --- #### Torm’s Disciple **Piety 5+** Countless battles and visions of combat have sharpened your resolve. You have **advantage on saving throws against being charmed or frightened**. --- #### Champion of Slaughter **Piety 10+** You may **increase your Strength or Constitution score by 2**, and your maximum for that score also increases by 2. \pagebreakNum # Moradin god of crafting Image by
Moradin is the **dwarven god of the forge**, master of crafting, fire, and constructs. He creates the greatest weapons, armor, and constructs ever seen. Moradin is the patron of **fighters, artisans, and smiths**, and his holy symbol is a **hammer and anvil**. --- ### Cleric Domains - Forge - Light - War --- ### Tenets of Faith #### Earning and Losing Piety Champions of Moradin gain **piety** by expanding his influence through skill, creation, and craftsmanship. Examples include: - Crafting something wondrous in Moradin’s name - Destroying objects that have outlived their usefulness - Creating masterworks, such as a building, weapon, or artistic piece Piety is lost when a champion diminishes Moradin’s influence or acts against his principles. Examples include: - Creating shoddy or flawed work - Harming innocents or non-combatants - Destroying masterclass objects or weapons --- ### Piety Traits #### Moradin’s Devotee **Piety 1+** You have drawn the attention of the forge god. You can **cast _Shield of Faith_** without material components a number of times equal to your **Strength or Intelligence modifier** (minimum 1), regaining all uses on a long rest. - You also know the **Mending** cantrip. **Strength or Intelligence** is your spellcasting ability for these spells. --- #### Moradin’s Votary **Piety 3+** You can **cast _Heat Metal_** without material components. Once used in this way, you cannot cast it again until a long rest. **Strength or Intelligence** is your spellcasting ability for this spell. - You have **advantage on saving throws against being knocked prone**. --- #### Moradin’s Disciple **Piety 5+** When you cast a spell that deals fire damage, you can **wreathe yourself in harmless flames** until the end of your next turn: - The flames shed **bright light in a 30-foot radius** and **dim light for an additional 30 feet** - Any creature within 5 feet of you takes **1d4 fire damage** - You may use your **reaction to resist being pushed** 1 foot or more while standing --- #### Champion of the Forge **Piety 10+** You may **increase your Strength or Intelligence score by 2**, and your maximum for that score also increases by 2. \pagebreakNum # Waukeen the sleeping queen of the gods Image by ༚✧ Sebijy ✧༚
Waukeen was once the queen of all gods, ruling with **total authority** and maintaining order and peace throughout the world. She is the goddess of **cities, beauty, rivers, solidarity, and the mother of elves**. Waukeen is the patron of **clerics and paladins of the Oath of the Crown**, and her symbol is a **heavenly crown**. Over the past century, Waukeen has grown weary of maintaining peace for unappreciative mortals. She withdrew from the world, allowing mortals to experience the pain and hardship of war. One day, she is prophesied to return to **restore peace and order**. --- ### Cleric Domains - [Peace](http://dnd5e.wikidot.com/cleric:peace) - [Order](http://dnd5e.wikidot.com/cleric:order) - Keeper --- ### Tenets of Faith #### Earning and Losing Piety You increase your piety to Waukeen by acts that expand her influence, such as: - Defending a city from a major threat - Upholding justice - Helping to build or strengthen a community You decrease your piety when you diminish her influence or fail her ideals, such as: - Acts of treason or harming your community - Disobeying the laws of the land - Sowing chaos --- ### Piety Traits #### Waukeen’s Devotee **Piety 1+** You gain insight into communication and understanding. You can cast **Comprehend Languages** a number of times equal to your Intelligence modifier (minimum once) without using a spell slot. Expended uses are regained after a long rest. Intelligence is your spellcasting ability for this spell. --- #### Waukeen’s Votary **Piety 3+** You gain **advantage on Charisma (Persuasion) checks** while within a city. Additionally, when you fail an Intelligence check or saving throw, you may **reroll the die**, but must use the new roll. Once used, this trait recharges after a long rest. --- #### Waukeen’s Disciple **Piety 5+** You can cast **Mordenkainen's Private Sanctum** without material components. Once cast in this way, it can’t be used again until you finish a long rest. Intelligence is your spellcasting ability for this spell. --- #### Champion of the Polis **Piety 10+** You can **increase your Intelligence or Charisma score by 2**, and also increase the maximum for that score by 2. \pagebreakNum # The Nephilim The Nephilim are the “savage gods,” born from the blood of Ze, the primal beast. They embody **raw power, primal instincts, and the untamed aspects of the world**. Where the Aesir bring civilization, order, and creation, the Nephilim represent **chaos, survival, destruction, and passion**. They are worshiped by the **monster races, chaotic mortals, and those who reject the constraints of society**, including some humans who embrace brutality, rebellion, or obsession. Like the Aesir, the Nephilim are patrons of mortal races, but their creations often **reflect their savage nature**—beast-men, monstrous creatures, or humans with strong and wild traits. --- ## General Themes of the Nephilim - **Bloodline and Survival:** The Nephilim emphasize the strength of lineage, physical prowess, and cunning. Survival is paramount. - **Chaos and Passion:** They are often capricious, cruel, or indulgent. Mortals must earn their favor through daring or destructive acts. - **Monstrous and Magical Influence:** They are patrons of the **Monster races**, primal magic, and beings often feared by the civilized world. - **Power Through Fear and Respect:** Followers gain favor by demonstrating dominance, protecting sacred lands, or exerting influence over others. --- ## Proposed Nephilim Pantheon Here’s a first draft list of your Nephilim gods, based on your previous notes and worldbuilding: 1. **Baphomet** – God of Fiends, Strength, and Savagery. Patron of Minotaurs, fiends, and brutal warriors. 2. **Cyric** – God of Hate and Deception. Patron of assassins, betrayers, and cults of madness. 3. **Dhelabane** – God of Fear. Patron of monsters who stalk prey, terror, and control through intimidation. 4. **Sedna** – Goddess of the Unknown/Sea Monsters. Patron of oceanic monsters, abominations, and primal survival. 5. **Caiphon** – God of Nightmares and Madness. Patron of insanity, dreams, and psychic torment. 6. **Lutic** – Goddess of Alcohol, Revelry, and Chaos. Patron of excess, festivals, and mortal indulgence. 7. **Pazuzu** – God of Beasts and Plagues. Patron of birdfolk, monstrous creatures, and natural calamities. 8. **Malar** – God of the Wild and Predators. Patron of beast-men, hunters, and shapeshifting monstrosities. 9. **Y’chak** – God of Bitter Jealousy and Devouring. Patron of envy, ruin, and destructive desire. 10. **Veshrum** – God of the Undead and Decay. Patron of specters, ghouls, and desecration. \pagebreakNum # Lamateratsu mother of monsters Image by
## Cleric Domains - Solidarity - Life - Nature Lamashtu is revered—or feared—as the progenitor of monstrous life. Most races not created by the other gods are said to have sprung from her brood. Goblins, in particular, worship her above all others, seeing her as a divine matriarch who rewards cunning, ferocity, and devotion. Her followers believe that the strong should survive and multiply, while the weak are culled to strengthen the brood. Lamashtu encourages her devotees to cultivate monsters, nurture their power, and spread her influence wherever mortals fail to respect the natural order of strength and survival. **Symbols:** A clawed hand cradling a monstrous egg, a snarling maw, or a coiled serpent-like creature \columnbreak ### Tenets of Faith #### EARNING AND LOSING PIETY You increase your piety score to Lamashtu when you **expand her influence** through acts such as: - Offering a living sacrifice to feed her growing brood - Culling weak monsters to strengthen her progeny - Releasing other monsters into the wild to spread her domain You lose piety when you **diminish her influence** or act contrary to her ideals: - Imprisoning or restraining monsters - Showing mercy, particularly to weak monsters - Dying in a way that dishonors her brood --- ### Piety Traits ##### Lamashtu’s Devotee – Piety 1+ As a ritual, you may cast **Find Familiar**. When using this spell, your familiar must be one of the following: Infant Basilisk, Infant Hook Horror, Juvenile Mimic, Tressym, Young Griffon (Tiny), or Gremishka. ##### Lamashtu’s Votary – Piety 3+ You can cast **Conjure Animals**, but replace all references to beasts with **monstrosities**. Once you use this trait, you cannot do so again until you finish a long rest. This spell does not count against your prepared spells or use a spell slot. ##### Lamashtu’s Disciple – Piety 5+ You can cast **Charm Monster**. Once you use this trait, you cannot do so again until you finish a long rest. This spell does not count against your prepared spells or use a spell slot. Constitution is your spellcasting ability for this trait. ##### Champion of the Brood Mother – Piety 10+ You can increase your **Strength or Constitution** score by 2 and also increase the maximum for that score by 2. \pagebreakNum # Sedna queen of the sea Image by Ana Rone
**Titles:** The Drowned Mother, Queen of the Abyss, The Blood in the Waves, Mother of Leviathans **Domains:** - Zeal Domain (PSA) - Blood Domain - Twilight Domain **Symbols:** A seashell filled with blood, a crimson wave curling over a moon **Holy Days:** The Crimson Tide — a night when the moon turns red, marking the offering of sacrifices to appease her wrath --- Sedna, the eternal Queen of the Deep, was once a mortal betrayed and cast into the freezing sea; as she sank, sailors severed her grasping fingers, and from them were born the whales, seals, and leviathans. Claiming the ocean as her kingdom, Sedna is as mercurial as the tides — nurturing one moment and vengeful the next — viewing the sea as both cradle and grave. She despises Talos, who shields sailors from her reach, and the twin moons that govern her tides. Feared and revered, her worshippers offer living blood sacrifices to calm her wrath and ensure safe passage, believing every drowned soul joins her court beneath the waves in coral shrines where life and death ebb together in her honor. ### **Earning and Losing Piety** You **increase your piety** to Sedna when you expand her influence through acts such as: - Performing or offering a living blood sacrifice to the sea. - Avenging those lost to the ocean’s depths. - Destroying ships, docks, or settlements that defy the sea’s power. - Blessing voyages with offerings of blood or salt. You **lose piety** to Sedna when you: - Spare those who insult or defile the sea. - Aid Talos or his followers in defying the ocean’s will. - Pollute or desecrate natural waters. - Show mercy to pirates, leviathans, or sea monsters. ### **Blessings of Sedna** #### **Sedna’s Devotee (Piety 1+)** You can breathe underwater and gain darkvision up to 30 feet if you don’t already have it. #### **Sedna’s Votary (Piety 3+)** You gain resistance to cold damage, and you can speak and understand Aquan. In addition, you can cast _create or destroy water_ at will, but the water always appears dark and brackish. #### **Sedna’s Disciple (Piety 5+)** Once per long rest, you can call upon the _Blood Tide_: as an action, you cause saltwater within 30 feet to surge with crimson energy. Each creature of your choice in that area must succeed on a Constitution saving throw (DC = 8 + your proficiency + your Wisdom modifier) or take 3d8 necrotic damage and be pulled 10 feet toward you. You regain hit points equal to the total necrotic damage dealt. #### **Champion of Blood (Piety 10+)** Your Constitution or Charisma score increases by 2, and your maximum for that score increases by 2. You can breathe in air or water, swim at your walking speed, and command sea creatures as though under a constant _speak with animals_ (aquatic only) effect. Once per long rest, you can cast _control water_ without expending a spell slot. \pagebreakNum # Dhelabane god of war Image by Ana Rone
Dhelabane is the embodiment of rage, hatred, and martial fury. He is the patron of giants and represents the primal, unbridled violence of the battlefield. Dhelabane seeks to divide the races through conflict, believing that bloodshed and combat purify and strengthen the worthy. Warriors who channel their rage into combat, and those who seek vengeance, often pay homage to him. He is revered as the all-father of giants, the eternal warlord whose fury blinds and drives soldiers to feats of strength and courage—or folly. His temples are often simple fortresses or arenas, and his clerics are battle-hardened veterans who train both in warfare and in the ruthless philosophy of Dhelabane. **Symbols:** A bloodied gauntlet, a roaring giant’s head, or a flaming sword crossed with a warhammer ### Domains: - Blood - War - Strength Domain (PSA) --- ### Tenets of Faith #### EARNING AND LOSING PIETY You increase your piety score to Dhelabane when you **expand his influence** through acts such as: - Engaging in honorable combat and defeating skilled foes - Leading a battle that strengthens your people or clan - Crushing enemies to enforce the supremacy of strength - Training warriors and spreading martial knowledge You lose piety when you **diminish Dhelabane's influence** or act contrary to his principles: - Fleeing from battle or refusing a duel - Showing mercy to foes without cause - Betraying allies or inciting cowardice - Undermining martial traditions or the strength of your kin --- ### Piety Traits ##### Dhelabane’s Devotee – Piety 1+ You gain proficiency in **Athletics** and **Intimidation**, and your weapon attacks score a +1 bonus to all damage. ##### Dhelabane’s Votary – Piety 3+ Your martial prowess inspires allies. Once per long rest, you can use **War Cry** (homebrew, or _Battle Cry_: all allies within 30 feet gain advantage on attack rolls for 1 minute). Additionally, you gain resistance to non-magical bludgeoning, piercing, and slashing damage while engaged in combat. ##### Dhelabane’s Disciple – Piety 5+ Your rage becomes legendary. Once per long rest, you can enter a state of **Blinding Fury**: for 1 minute, you gain advantage on all melee attack rolls, and enemies within 10 feet take 1d6 damage at the start of their turn from your overwhelming presence. ##### Champion of Blinding Rage – Piety 10+ You become a living avatar of war. You can increase your **Strength or Constitution** by 2 and increase the maximum for that score by 2. Additionally, once per long rest, you can call upon Dhelabane to manifest a **storm of battle**: all hostile creatures within 60 feet must make a DC 20 Strength saving throw or be knocked prone and take 4d10 slashing damage from spectral blades. \pagebreakNum # Caiphon walker of dreams Image by
Caiphon is the god of dreams, visions, and the liminal space between sleep and waking. His realm is a chaotic, shifting sea of consciousness where fear, creativity, and revelation coexist. He governs prophetic dreams, night terrors, and the inspiration that strikes in slumber. Mortals who seek guidance, insight, or inspiration often pray to him, hoping to glimpse the threads of fate woven into their dreams. He maintains the fragile boundary between the dreamscape and the waking world, ensuring that nightmares do not spill unchecked into reality. Dreamwalkers and seers often revere Caiphon as their patron, and many monasteries and sanctuaries dedicated to him are decorated with mosaics depicting flowing, surreal landscapes. ### Domains: - Twilight Domain - Knowledge Domain - Solidarity Domain (PSA) **Symbols:** A crescent moon cradling a closed eye, a dreamcatcher with silver thread, or an hourglass floating among stars --- ### Tenets of Faith #### EARNING AND LOSING PIETY You increase your piety score to Caiphon when you **expand the god's influence** through acts such as: - Sharing prophetic visions or guiding others through dreams - Protecting sleep and maintaining rest for the weary - Creating art, stories, or inventions inspired by dreamlike insight - Confronting fears or nightmares to understand their truths You lose piety when you **diminish Caiphon's influence** or act contrary to his principles: - Spreading false visions or misleading prophecy - Exploiting dreams to harm or control others - Ignoring inspiration or rejecting insight granted in sleep - Disturbing others’ rest or turning dreams into torment --- ### Piety Traits ##### Caiphon’s Devotee – Piety 1+ You gain proficiency in **Insight** and **Arcana**, and you can cast **Guidance** at will to aid introspection or understanding of visions. ##### Caiphon’s Votary – Piety 3+ You gain the ability to enter a meditative state that blurs the line between sleep and consciousness. Once per long rest, you can cast **Sleep** or **Silent Image** without using a spell slot. Wisdom is your spellcasting ability. ##### Caiphon’s Disciple – Piety 5+ You can manipulate dreams and shadows. Once per long rest, you may cast **Dream** or **Phantasmal Force** without using a spell slot. Additionally, you gain advantage on saving throws against being frightened or charmed. ##### Champion of Dreams – Piety 10+ You become a living conduit of the dreamscape. You can increase your **Wisdom or Intelligence** by 2 and increase the maximum for that score by 2. Once per long rest, you can enter the dream realm to impose insight or terror: creatures of your choice within 60 feet must succeed on a DC 20 Wisdom saving throw or fall into a magical sleep, during which they experience visions determined by you (DM-controlled). \pagebreakNum # Malar god of savage wildeds **Titles:** The Great Hunter, Lord of the Savage Wilds, Father of Beasts, the Crimson Howl ## Domains: - Night Domain - Nature Domain - Blood Domain Malar, born from Ze’s blood during the first hunt, is the embodiment of primal hunger—the howl in the dark and the thrill of the chase. He teaches that mercy is weakness and that only strength and cunning sustain life, which is itself an endless hunt. Legends say he once pursued the goddess Ellestria through her forests, and from her tears grew the first grove, marking the eternal tension between predator and prey. His followers—hunters, lycanthropes, and blood druids—honor him through ritual hunts beneath the full moon, where blood is the sacred prayer and life feeds life. His shrines are raw and untamed: stones stained with blood, bones hung in trees, and idols carved from fang and claw. ### **Earning and Losing Piety** You **increase your piety** to Malar when you expand his influence through acts such as: - Slaying a powerful or worthy foe in personal combat. - Leading or surviving a sacred hunt beneath the full moon. - Offering the blood or heart of your prey to Malar. - Defending the natural order through predation and dominance. You **lose piety** to Malar when you act against his creed through acts such as: - Killing needlessly or for vanity. - Allowing prey to escape out of pity or hesitation. - Using poison, traps, or cowardly means instead of the hunt. - Refusing a challenge of strength or dominance. ### **Blessings of Malar** #### **Malar’s Devotee (Piety 1+)** You gain the ability to cast _hunter’s mark_ once per day without expending a spell slot. #### **Malar’s Votary (Piety 3+)** Your senses sharpen. You gain advantage on Wisdom (Perception) checks that rely on smell or hearing, and you can track creatures by blood alone. #### **Malar’s Disciple (Piety 5+)** When you reduce a creature to 0 hit points in melee combat, you can use a bonus action to regain hit points equal to your proficiency bonus + your Constitution modifier. #### **Champion of the Bloodied Fang (Piety 10+)** Your Strength or Constitution score increases by 2, and your maximum for that score increases by 2. Additionally, once per long rest, you can invoke Malar’s primal blessing: for 1 minute, you gain the following traits— - Advantage on all Strength (Athletics) checks and melee attack rolls. - You can sense living creatures within 30 feet by their heartbeat. - You cannot be frightened. When the blessing ends, you must succeed on a DC 15 Wisdom saving throw or be overtaken by your beast within—attacking the nearest creature for one round before regaining control. \pagebreakNum # Pazuzu god of disasters Image by
**Titles:** The Lord of the disasters, King of the Free Wind, Breaker of Chains, the Feathered Tempest ## Domains: - Shadow Domain - Tempest Domain - Peace Domain Pazuzu, born from the first storm to sweep the mortal world, embodies absolute freedom—wild, untamed, and perilous. He tore his wings from the heavens so that none could ever bind him again, becoming both liberator and destroyer: the storm that topples tyrants and the wind that scatters the helpless. He teaches that only love, respect, or shared purpose should bind one being to another, despising all forms of tyranny or enslavement. Once the consort of Lamashtu, he fled her attempts to cage him, and from his torn feathers came the first harpies and storm spirits. His followers—sailors, wanderers, and freed slaves—worship him in open air and storm, casting offerings into the wind and praying not for safety, but for the strength to soar unbound. ### **Tenets of Faith** **• Freedom is sacred.** No being should be bound by chains, laws, or oaths they did not choose. **• Love those who share your sky.** Protect your chosen kin, for they are the only bonds worth keeping. **• Rage against oppression.** Tyrants, slavers, and those who hoard power are your prey. **• The wind must never stagnate.** Change is life—embrace it, even when it brings destruction. --- ### **Earning and Losing Piety** You **increase your piety** to Pazuzu when you expand his influence in the world through acts such as: - Freeing slaves or captives from bondage. - Toppling or defying tyrannical rulers and unjust laws. - Defending your loved ones or comrades from oppression. - Traveling to new lands or spreading tales of freedom and rebellion. You **lose piety** to Pazuzu when you contradict his ideals through acts such as: - Enslaving others, physically or spiritually. - Submitting to unjust authority. - Betraying or abandoning loved ones for personal gain. - Building walls, prisons, or institutions of control. --- ### **Blessings of Pazuzu** #### **Pazuzu’s Devotee (Piety 1+)** You can cast _gust_ at will and _feather fall_ once per day without expending a spell slot. #### **Pazuzu’s Votary (Piety 3+)** You gain resistance to lightning damage. When you take the Dash action, you may move through difficult terrain caused by wind or weather without penalty. #### **Pazuzu’s Disciple (Piety 5+)** Once per long rest, you can unleash a _Tempest Cry_: as an action, force all creatures of your choice within 20 feet to make a Strength saving throw (DC = 8 + your proficiency + your Wisdom modifier) or be pushed 10 feet away and knocked prone as thunder roars. #### **Champion of the Free Wind (Piety 10+)** Your Dexterity or Wisdom score increases by 2, and your maximum for that score increases by 2. Additionally, once per long rest, you can take on Pazuzu’s _Wings of the Storm_ for 1 minute: you gain a flying speed equal to twice your walking speed, and attacks made against you have disadvantage while you are in motion (you lose this benefit if you are restrained or stationary). When the minute ends, you descend gently to the ground as the last of the storm fades around you. \pagebreakNum # Lutic goddess of maddness Image by
### Domains: - Community Domain - Trickery Domain - Forge Domain Lutic, the Laughing Brewer, is the god of revelry, chaos, and liberation through intoxication. He gifted mortals the art of brewing so they might taste freedom unchained from guilt and order—each bubbling ale a hymn to creation’s wild joy. When drink is shared, his spirit may fill the drinkers, sparking laughter, courage, madness, or revelation. Lutic teaches that life’s purpose is not toil but celebration—that through chaos, mortals remember what it means to live. Beloved by bards, mercenaries, and rebels, he is both blessing and warning: too much order kills the soul, too much freedom destroys the body. His followers honor him with wild feasts, drunken hymns, and shared cups under starlight. He quarrels with gods of law and commerce, yet finds camaraderie with tricksters and warriors who drink before battle. Some say he once wooed Ellestria with mead so divine it made the forests dance. ### **Earning and Losing Piety** You **increase your piety** to Lutic when you expand his influence through acts such as: - Hosting or funding feasts for common folk or soldiers. - Freeing captives or inspiring rebellion against tyranny. - Performing great deeds under the influence of drink. - Spreading joy, laughter, or music in dark times. You **lose piety** to Lutic when you act against his ideals through acts such as: - Enforcing oppressive laws or supporting tyrants. - Denying comfort, joy, or freedom to others. - Refusing to aid those seeking solace or celebration. - Defiling or forbidding the brewing of alcohol. --- ### **Blessings of Lutic** #### **Lutic’s Devotee (Piety 1+)** You can cast _heroism_ once per day without expending a spell slot, representing Lutic’s courage flowing through you after a drink. #### **Lutic’s Votary (Piety 3+)** You gain advantage on saving throws against being frightened or charmed while you are under the effects of alcohol or a celebratory ritual. #### **Lutic’s Disciple (Piety 5+)** Once per long rest, you can enter a _Drunken Trance_ as a bonus action. For 1 minute, you gain temporary hit points equal to your level + your Constitution modifier, and attacks against you have disadvantage if you’ve taken the Dodge action that turn. #### **Champion of the Drunken Flame (Piety 10+)** Your Constitution or Charisma score increases by 2, and your maximum for that score increases by 2. Additionally, once per day, you can bless a feast or drink with divine fire—anyone partaking gains advantage on saving throws against fear and charm for the next 24 hours. \pagebreakNum # Baphomet demon lord of deals Image by
Baphomet is the god of contracts, bargains, and the unflinching truth of consequence. Souls are the currency of his realm, a vast infernal bureaucracy in which deals are honored to the letter. Contrary to mortal belief, fiendish contracts are never deceitful—the devil is precise, and mortals often misunderstand the true cost. Baphomet’s worship demands self-reflection: mortals must confront the hidden or “ugly” aspects of themselves that they fear to acknowledge. Only through understanding one’s desires and limitations can a devotee hope to navigate the bargains of the world—and the afterlife. ### Domains: - Keeper Domain - Order Domain - Death Domain **Symbols:** A quill over a sealed contract, a pair of scales tipped by a skull, or an inkwell with black smoke rising --- ### Tenets of Faith #### EARNING AND LOSING PIETY You increase your piety score to Baphomet when you **expand the god's influence** through acts such as: - Negotiating or enforcing fair contracts, even at personal cost - Exposing truths that others wish to hide, particularly in legal, moral, or spiritual matters - Confronting inner weaknesses or hidden fears honestly - Collecting debts or ensuring promises are honored You lose piety when you **diminish Baphomet’s influence** or act contrary to his principles: - Breaking a contract or oath, even in secret - Misrepresenting or deceiving others for personal gain - Avoiding self-reflection or refusing to confront your faults - Failing to honor agreements or responsibilities --- ### Piety Traits ##### Baphomet’s Devotee – Piety 3+ You gain proficiency in **Insight** and **Persuasion**, and you can cast **Guidance** at will to aid negotiation or introspection. ##### Baphomet’s Votary – Piety 10+ You can enforce deals magically. Once per long rest, you can cast **Hold Person** or **Hold Monster** targeting creatures who have broken promises or commitments, requiring no material components. Wisdom is your spellcasting ability. ##### Baphomet’s Disciple – Piety 25+ You gain supernatural cunning. You can add your proficiency bonus to **any Charisma check**, and you can cast **Detect Thoughts** once per long rest. You also have advantage on saving throws against being frightened or charmed. ##### Champion of the Ledger – Piety 50+ You become the living embodiment of contracts and consequence. You can increase your **Strength or Charisma** by 2 and increase the maximum for that score by 2. Once per long rest, you can enforce a contract’s terms magically over a 60-foot radius: creatures who knowingly break promises must succeed on a DC 20 Charisma saving throw or take psychic damage equal to 4d10 + your Charisma modifier and be paralyzed until the start of your next turn. \pagebreakNum # Veshrum litch king Image by
**Titles:** The Whispering End, Lord of Dust, The Pale Scholar, God of the Last Hour, The Unraveling Mind ### Domains: - Grave Domain - Night Domain - Arcana Domain --- Veshrum, the End Beyond End, is the god of entropy and the quiet perfection of death. He is not cruel—merely inevitable. Once a celestial scribe who sought the truth of what lies beyond mortality, he looked into the void and was unmade, returning as the stillness after the final heartbeat. To Veshrum, all existence is a pattern that must collapse to fulfill the great design. Necromancers, liches, and vampire lords unknowingly draw from the remnants of his divine decay, each a futile spark against the certainty of oblivion. His faithful worship in silence—among crypts, libraries of bone, and timeless ruins—recording the passing of life with cold reverence. They believe undeath is not defiance but a temporary echo, a candle flickering before the inevitable dark. To follow Veshrum is to embrace the truth that all things—flesh, spirit, and divinity—must one day end. ### **Earning and Losing Piety** You **increase your piety** to Veshrum when you expand his influence through acts such as: - Creating, communing with, or binding undead in pursuit of knowledge or preservation. - Destroying those who cheat death through arrogance rather than understanding. - Recording the passing of important lives or preserving lost histories. - Erasing signs of divine creation to return things to stillness. You **lose piety** to Veshrum when you: - Thwart a natural or fated death. - Restore life to one meant to die. - Desecrate graves for greed rather than reverence. - Act out of passion, vengeance, or mercy instead of inevitability. --- ### **Blessings of Veshrum** #### **Veshrum’s Devotee (Piety 1+)** You can cast _gentle repose_ a number of times equal to your Wisdom modifier per long rest without expending a spell slot or material components. #### **Veshrum’s Votary (Piety 3+)** You gain resistance to necrotic damage. When you deal necrotic damage with a spell or ability, you can ignore resistance to necrotic damage once per long rest. #### **Veshrum’s Disciple (Piety 5+)** You can cast _speak with dead_ once per long rest without expending a spell slot. In addition, undead you create or control have advantage on saving throws against being turned. #### **Champion of the Last Hour (Piety 10+)** Your Intelligence or Constitution increases by 2, and your maximum for that score increases by 2. You gain immunity to being frightened and can cast _finger of death_ once per long rest without expending a spell slot. When you kill a creature with this ability, it rises immediately as a zombie under your control until the end of your next long rest. \pagebreakNum # Y'chak the unknown star Image by
**The God of the Unknown, Madness, and the Outer Void** In the endless void between stars, where even the gods dare not look, sleeps Y’chak, the Star Between Realities — an ancient intelligence whose dreams birth madness and form. From his slumber flow the aberrations of the cosmos, creatures shaped by thoughts that mortals cannot endure. His worshipers are seekers of forbidden truths who believe enlightenment lies in surrendering sanity to the infinite. Y’chak never speaks; it is the faithful who reach toward him, their prayers fracturing against the edges of comprehension. To follow Y’chak is to accept that reality is a fragile lie — that beyond time and light, only the void is eternal, and in that stillness, all things are equal. ### **Cleric Domains** - Inquisition Domain - Death Domain - Knowledge Domain ### **Earning and Losing Piety** **You increase your piety score to Y’chak when you expand his influence through acts such as:** - Seeking out forgotten and forbidden knowledge - Creating or protecting an aberration or eldritch relic - Spreading madness, doubt, or cosmic dread among mortals - Revealing a truth that mortals were not meant to know **Your piety score to Y’chak decreases when you:** - Destroy or seal away forbidden knowledge - Heal the mad or silence the voices of the void - Deny the existence of what lies beyond the stars - Refuse to look upon the unknown when it calls to you --- ### **Y’chak’s Devotee (Piety 1+)** You learn the _Thaumaturgy_ cantrip. When you cast it, faint whispers or strange colors ripple through the air. --- ### **Y’chak’s Votary (Piety 3+)** You have advantage on saving throws against being frightened or charmed by aberrations or other creatures of madness. --- ### **Y’chak’s Disciple (Piety 5+)** Once per long rest, you may cast _Clairvoyance_ or _Contact Other Plane_ without material components. When you do, roll a d6 — on a 1, you gain a short-term madness effect (DM’s choice). --- ### **Champion of the Unknown (Piety 10+)** Your mind and body are touched by the void. You can increase your **Intelligence** or **Wisdom** score by 2, and your maximum for that score increases by 2. In addition, you no longer require air or sleep, but when you rest, you dream of the void between stars. \pagebreakNum # Asgorath dragon of destruction Image by
In order to create, first you must wipe the slate clean. Asgorath embodies the cataclysmic force necessary for renewal, burning the old to make way for the new. Scholars debate whether this is the 12th or 13th world the gods have molded under Asgorath’s fiery hand. He is feared and revered as the patron of dragons, elemental chaos, and total destruction. ### Domains: - Strength Domain (PSA) - Ambition Domain (PSA) - Tempest Domain **Symbols:** A stylized dragon burning the world, a clawed hand surrounded by flames, or a molten scale --- ### Tenets of Faith #### EARNING AND LOSING PIETY You increase your piety score to Asgorath when you **expand the god's influence** through acts such as: - Unleashing controlled devastation to clear obstacles for creation - Forging or wielding weapons capable of reshaping the battlefield - Protecting or advancing dragonkind and other elemental creatures You lose piety when you **diminish Asgorath’s influence** or act against the principles of destruction and renewal: - Preserving things that must burn or decay - Showing mercy when annihilation is necessary - Failing to honor dragonkind or elemental power --- ### Piety Traits ##### Asgorath’s Devotee – Piety 1+ You gain the ability to cast **burning hands** as a cantrip that scales with your level, and your spells that deal fire damage ignore resistance. ##### Asgorath’s Votary – Piety 3+ You can call upon a minor cataclysm: once per long rest, you may cast **fireball** without expending a spell slot. When you do so, the fire burns with molten intensity, adding +2d6 fire damage to all targets. ##### Asgorath’s Disciple – Piety 5+ You can cause destruction in a wide area. Once per long rest, you may cast **flame strike** or **cone of cold** at your highest available slot, using your Strength or Constitution for spellcasting. You also gain resistance to fire and lightning damage. ##### Champion of the Inferno – Piety 10+ You are a living avatar of destruction. You can increase your **Strength or Constitution** by 2, and also increase your maximum for that score by 2. Once per long rest, you can erupt in a cataclysmic flame or storm, dealing massive fire or lightning damage in a 60-foot radius (equivalent to a high-level **meteor swarm**) without harming allies you choose. \pagebreakNum # Lolth the spider queen Image by
Lolth is the cunning and ruthless Spider Queen, third daughter of Waukeen. Given away as part of a political marriage to Cyric, god of lies, she despised her consort and plotted tirelessly to seize power. Through manipulation, subterfuge, and the loyalty of her first champion Talonxs, Lolth eventually performed a lost ritual that killed Cyric and absorbed his divine power. This spell is long forgotten, but her followers still revere her mastery over deception, intrigue, and deadly strategy. She is the goddess of spiders, cunning, ambition, and hidden power. Her worshippers—particularly drow—value intelligence, patience, and ruthlessness. ### Domains: - Ambition Domain (PSA) - Shadow Domain - Grave Domain **Symbols:** A black spider over a web, a coiled dagger, or a silvered spider fang --- ### Tenets of Faith #### EARNING AND LOSING PIETY You increase your piety score to Lolth when you expand her influence through acts such as: - Manipulating others to achieve a strategic advantage - Recruiting or training champions to serve her goals - Uncovering secrets or gaining forbidden knowledge You lose piety when you diminish her influence or act against her interests: - Betraying Lolth or her followers - Failing to execute a carefully laid plan - Showing mercy to those who oppose her --- ### Piety Traits ##### Lolth’s Devotee – Piety 1+ As a devotee, you gain proficiency in **Stealth** or **Deception**, and you can cast **Minor Illusion** once per long rest without using a spell slot. ##### Lolth’s Votary – Piety 3+ You can cast **Charm Person** once per long rest without using a spell slot. In addition, you gain advantage on saving throws against being frightened. ##### Lolth’s Disciple – Piety 5+ You can cast **Invisibility** once per long rest without using a spell slot. Your movement ignores difficult terrain created by web-like effects. ##### Champion of the Spider’s Web – Piety 10+ You can increase your **Dexterity or Intelligence** score by 2 and also increase your maximum for that score by 2. \pagebreakNum # Cyric Image by
**The God of Lies, Betrayal, and False Divinity (Deceased)** Once, Cyric was the silver-tongued god of deception, madness, and ambition — a divine trickster who whispered that truth was merely a weapon of the weak. His influence sowed chaos across mortal and divine realms alike, until his greatest deceit turned against him. In a web of lies too tangled even for himself, **Lolth the Spider Queen** struck him down, devouring both his body and his divine spark. Now, Cyric’s temples stand silent and crumbling. His idols weep black ichor, and his scriptures contradict themselves in impossible ways. Most of his priests abandoned their faith when their prayers went unanswered… yet a _few remain_. These broken zealots claim to hear their god’s laughter in their dreams — promising that lies can never truly die. Some believe that **Cyric festers in the void between death and divinity**, waiting for the moment when belief itself is weak enough for him to rise again. --- ### **Tenets of the Lost Faith** Even in death, the faithful of Cyric cling to his doctrine: - Truth is a weapon to control fools; only lies grant freedom. - Betrayal is not sin, but evolution. - Death is not an ending, but a mask — the truest deceit of all. - The gods can die, but lies endure. \pagebreakNum