Ra + Thoth

by CalebG

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The Egyptians

The Egyptians are vastly different from then rest of the civilized world, they have multiple languages, one of which is entirely picture based. They build humongous pyramids through sheer slave power. The rich rule over the poor with an iron fist and construct pyramids purely as shows of vanity and to ensure they take many possessions with them into the afterlife. The region is mostly desert and most of the civilized areas are close to rivers, the most notable of which is the River Nile. The buildings are mostly constructed from limestone and sandstone, they help shelter the population from the arid and scorching conditions. The land is split into two areas as far as the power dynamic is concerned, the northern part is known as the land of the Egyptians, however the south is dominated by a tribe of Nubian nomads who have named it Kush. To the east of the landmass is the aptly named red sea, of which the water is red due to the hue of the sand surrounding it. The west contains a deadly desert, the only saving grace there within are the few oases dotted about. The main area of worship is in Mephis, where people tend to worship the nine Ennead; The gods are still worshipped in the far stretches of the desert, with shrines being found everywhere to the major and minor deities. The gods tend to communicate more in pictures and omens than in actual words, so it makes interpreting their will a full time job.

The following gods are available for the Egyptian pantheon, listed in the order they appear: Ra, Horus, Osiris, Anubis, Thoth, Geb, Nut.

Ra

Ra is the God of the Sky and the Sun, he is the creator of Life and a harbinger of Order. Ra, has the head of a falcon and the sun-disk inside a cobra resting on his head. He was the first being and the originator of the Ennead ("The Nine"), and rules over the rest of them, as the King of the gods. The walls of tombs are dedicated to extremely detailed texts that depicted Ra's journey through the underworld. Ra is said to carry the prayers and blessings of the living with the souls of the dead on the sun-boat.

Ra - Spellcaster Only

Keywords: Sun, Sky, Order, Life Creator

Sun God

Piety 5+ Ra trait

The Sun God himself has managed to survive for eons and he shares some of his resistances and magic that got him so far. You gain resistance to both fire and force damage.

You can cast the Zephyr Strike spell at 1st level without expending a spell slot. Once you cast this spell you cannot do so again until you finish a long rest.

Sky God

Piety 11+ Ra trait

It would be difficult to rule from the skies without flight, so Ra blesses you to do so. You can cast the Fly spell at 3rd level without material components or expending a spell slot. Once you cast this spell you cannot do so again until you finish a long rest.

Additionally, you can cast the Sun Flare* spell at 2nd level without expending a spell slot. Once you cast this spell you cannot do so again until you finish a long rest.

Sun of Ra

Piety 19+ Ra trait

Ra gifts you a tarot card enchanted with his own magic XIX - The Sun. All cards take a bonus action to manifest their ability unless stated otherwise, when activating the card you choose whether to activate the upright effect or the reversed. After expending the card ability you cannot do so again until finishing a long rest. Only one player may have each card, with an exception of cards granted from the Wheel of Fortune card.

A World Without Entropy

Piety 27+ Ra trait

Ra gifts you the ability to make the world more ordered. Gain access to the following ability.

An Ordered World. You can force any creatures you want within 30 ft. to make a Wisdom 15 saving throw, on a failure you can teleport the target to any open space within 30 ft. as long as it is on solid ground. A creature can choose to willingly fail the roll. You can use this feature a number of times equal to your proficiency bonus, you regain all uses at the end of a long rest.

Enhanced Tarot

Piety 36+ Ra trait

Ra gifts you another Tarot Card, this time of your choosing.

Additionally you can use XIX - The Sun card a number of times equal to your proficiency bonus, you regain all uses at the end of a long rest.

Finally, you gain immunity to force and fire damage, this is made manifest by a special talisman: see Scarab Beetle.

Magic of Creation

Piety 43+ Ra trait

Ra bestows a gift of creation upon you, you can cast the Creation spell at 5th level without expending a spell slot. Once you cast this spell you cannot do so again until you finish a long rest.

God of Creation

Piety 50 Ra trait

The God of Creation magically enhances you beyond what you would've thought possible. You can increase your Intelligence- or Wisdom score by 2 and also increase your maximum for that score by 2.

Thoth

Thoth is the god of wisdom, writing, hieroglyphs, science, magic, and art. He is often depicted as a man with the head of an ibis or a baboon, animals that are sacred to him. He serves as scribe of the gods, and is credited with the invention of writing and Egyptian hieroglyphs and of a 365 day long calendar. He is also a god adept at predicting the future and crafting prophecies, and his mystery is also sometimes associated with the moon.

Thoth

Keywords: Learning, Writing, Prediction, Prophecies, Moon, Science, Magic

The Written Future

Piety 5+ Thoth trait

Thoth teaches you how to effectively gather information and gifts you a book of prophecies. You gain proficiency in the History or Arcana skills, if you are already proficient in both, gain expertise in one. You also gain the Book of Prophecy, of which only you can attune to.

Accurate Predictions

Piety 11+ Thoth trait

Your Book of Prophecy has been improved, it can now receive actions of up to 100 words, and consecutive prophecies are more accurate.

Additionally, you can cast the Moonbeam spell at 2nd level without material components or expending a spell slot. Once you cast this spell you cannot do so again until you finish a long rest.

The Hanged Thoth

Piety 19+ Thoth trait

Thoth gifts you a tarot card enchanted with his own magic XII - The Hanged Man. All cards take a bonus action to manifest their ability unless stated otherwise, when activating the card you choose whether to activate the upright effect or the reversed. After expending the card ability you cannot do so again until finishing a long rest. Only one player may have each card, with an exception of cards granted from the Wheel of Fortune card.

Ultimate Prediction

Piety 27+ Thoth trait

Your Book of Prophecy has been improved, it can now receive actions of any length however the longer the request the longer the request the longer it takes to refresh the book. For every 100 words after 200 words it takes an extra day to refresh. Additionally, some predictions may have words amongst the images.

Enhanced Tarot

Piety 36+ Thoth trait

Thoth gifts you another Tarot Card, this time of your choosing.

Additionally you can use XII - The Hanged Man card gains the following changes: Upright, you can move but not interact with anything lest the ability end; Reversed, you gain resistance to the damage type for a whole minute.

Power Through Learning

Piety 43+ Thoth trait

Thoth allows you to peruse his vast tomes of knowledge and pick one of the following spells to learn, you cast the spell at the lowest level it can do without material components or expending a spell slot:

  • Identify (1st)
  • Legend Lore (5th)
  • Find the Path (5th)
  • Clairvoyance (3rd)
  • Rary's Telepathic Bond (5th)
  • Locate Object (2nd)
  • Locate Creature (4th)
  • Locate Animals or Plants (2nd)

Once you cast this spell you cannot do so again until you finish a long rest. Additionally, at the end of a long rest you can swap out one of the spells with another on the list.

Hieroglyphic Lord

Piety 50 Thoth trait

The Hieroglyphic Lord magically enhances you beyond what you would've thought possible. You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2.

Book of Prophecy

Wondrous item, artifact (requires attunement by a worshipper of Thoth)


This book contains great divining power and has a direct magical link to Thoth himself.

The book works much like the Divination spell. You write a short action (no more than 50 words) and over the next few hours a crude drawing will slowly appear describing a likely outcome of the action. The more details to the action you give and how you would do it the more accurate the prophecy will be. You can use the book once a day, using it consecutive days however will result in less accurate prophecies, due to you irritating the god. Attempting to use it twice in a day will result in the ink of your written question dissolving into the book and you taking 3d8 psychic damage.

For example if you were to write in the book, "I break into the Inn after the Sun goes down and steal the money from behind the bar", over the next few hours a drawing of you making off with a bag of money may appear, eluding to success, or a drawing of you in jail may appear making it likely that if you commit the crime you will be arrested.

Egyptian Tarot Cards

All cards take a bonus action to manifest their ability unless stated otherwise, when activating the card you choose whether to activate the upright effect or the reversed. After expending the card ability you cannot do so again until finishing a long rest. Only one player may have each card, with an exception of cards granted from the Wheel of Fortune card. Some of the cards are limited to the piety rewards of certain gods.

There are 22 major arcana in a tarot deck. This deck has been enchanted by the Ennead, they all have special abilities that can be activated by speaking a special command word.

Tarot cards can be read in two different ways, they have an upright and reversed form in which the upright is usually positive effect and the reversed is usually more negative. This however is not always the case.

Card Value Card Name
0 The Fool
I The Magician
II The High Priestess
III The Empress
IV The Emperor
V The Hierophant
VI The Lovers
VII The Chariot
VIII Strength
IX The Hermit
X Wheel of Fortune
XI Justice
XII The Hanged Man
XIII Death
XIV Temperance
XV The Devil
XVI The Tower
XVII The Star
XVIII The Moon
XIX The Sun
XX Judgement
XXI The World
XII - The Hanged Man - Thoth

Upright: Pause, surrender, letting go, new perspectives

For the next minute time is paused, not a single creature can move unless they are in an Antimagic Field spell or similar. During this time all you can do is think and if you have a telepathic link with another character you can use that link and they can reply.

Reversed: Delays, resistance, stalling, indecision

As a reaction to taking damage you gain resistance to that damage until the end of your next turn. Additionally, you delay the damage taken until the start of your next turn.

XIX - The Sun - Ra

Upright: Positivity, fun, warmth, success, vitality

As an action you use the card as a spellcasting focus to cast the Daylight* spell at 3rd level without expending a spell slot, when you cast the spell this way any ally taking a short rest benefits from the full value of their hit dice without rolling (i.e. a d8 hit die becomes an 8 + Constitution modifier)

Reversed: Inner child, feeling down, overly optimistic

After activating this card you are overcome with an extreme optimism, for the next minute every time you have a successful roll you can add your proficiency bonus to the next roll.

Sun Flare

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: S, M (a lightning struck piece of sand worth 5 gp)
  • Duration: Instantaneous

You conjure a replica of a tiny sun in the palm of your hand and conjure 3 flares from it. Each flare hits a creature of your choice that you can see within range they can hit one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 1d8 radiant and 1d8 fire damage.

Each creature hit must make a Constitution saving throw. On a failure it is blinded until your next turn.

Scarab Beetle

Wondrous item, very rare


A petrified scarab beetle, created by the god Ra. It has been pierced and has a multicoloured thread running through it

Whilst wearing this scarab necklace you gain immunity to fire and force damage. Additionally you may mitigate some fire or force damage, as a reaction to an ally within 30 ft. taking fire or force damage you can give them resistance until the start of their next turn. Once you use this feature you cannot use it again until finishing a long rest.

 

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