In this post for Overland, I want to show off the gods. I originally intended to have 15 deities plus Xenia, but some minor gods got onto the list/
The Eight Above, The Seven Below, and other deities of
Dukvarrino
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Alignment
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Domains
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Color & Ring
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Special Cantrips*
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The Eight Above
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Ariel, god of air
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N
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Life, Nature, Tempest
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Green, Outer
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gust EEPC, thunderclap EEPC
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Bridein,* god of light
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LG
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Life, Light
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White, Inner
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light, sacred flame
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Fhrait, god of water
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N
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Nature, Tempest
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Blue, Outer
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acid splash, shape
water EEPC
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Illyria, goddess of earth
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NG
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Life, Nature
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Orange or Brown, Outer
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mold earth EEPC, shocking grasp
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Ixzit,* god of fire (deceased)
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CG
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Light, War
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Red, Outer
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control flames EEPC, produce flame
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Lareun, goddess of darkness
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CN
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Death,* Life, Trickery
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Black, Inner
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chill touch,
frostbite EEPC
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Kazarat, goddess of chaos
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CN
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Trickery, War
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Purple, Inner
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prestidigitation,
vicious mockery
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Stragat, god of law
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LN
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Death, War
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Grey or Yellow, Inner
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pacifying field (pg 10), true strike
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The Seven Below
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He Who Builds
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CE
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Death, War
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He Who Gives
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LE
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Knowledge, Trickery
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He Who Lives
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NE
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Death, Life
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He Who Loves
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CE
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Tempest, Trickery
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He Who Stands
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NE
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Life, Nature
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He Who Unites
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NE
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Tempest, Trickery, War
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He Who Walks Behind
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LE
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Light, Trickery, War
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Holy Symbols
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Minor Gods
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Fenris, The Wolf
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CN
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Nature, Tempest
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A white wolf's head outlined in green
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Krathis, The Mad Devourer
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CE
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Light, War
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A human skull with two metal spikes in the eyes
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Tam Lin, The Trickster
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CG
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Trickery
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A spiral
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Xenia, Hospitality
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LN
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Life
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A wine glass with purple liquid
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Holy Symbols: The Eight Above use the double ring. Each pyre city has
their own variant on the double ring, but they all work as holy symbols. Some
holy symbols are marked for one or more of the Eight Above. The design is
symmetric (in other words, you cannot hold the holy symbol backwards or upside
down, though some clerics prefer to hold the holy symbol so their deity is
towards the top. There is, however, a specific order in which the deities'
marks must be placed)
 |
Holy Symbol of
Mordat, marked |
 |
Holy Symbol of
Mordat, unmarked |
|
Special Cantrips: Clerics of the deity can choose
one of the cantrips as a bonus cantrip. The cleric can choose the other cantrip
as one of their cleric cantrips later on. A paladin of a deity, after taking
the oath of devotion, can also take one of the cantrips as a bonus paladin
cantrip. A cleric/paladin can only have one bonus cantrip.
Bridein: Pronounced Brid-ee-in.
Ixzit: Followers
of Ixzit have a special glove that acts as their holy symbol. The glove becomes
and stays dry within the pyre city. If the cleric or paladin gets the glove
wet, cleric and paladin spells of 1st level or higher require you to expend
another spell slot or fail. If you spend a spell slot of 2nd level or higher to
pay this cost, you regain a spell slot of one level lower. You pay the spell
slots at the same time, so if all you have is a 2nd-level spell slot, you can
use it to cast a 1st-level spell at 1st level (you lose one level, leaving a
1st-level slot to cast the spell).
Lareun (Death
Domain): Lareun is
a goddess of rest. She sees undead as being awakened against their will, and
wants them destroyed so the bodies can be at peace. Her clerics follow this
example, and Lareun grants them a different spell.
Death Clerics of
Lareun replace animate dead with speak with dead as one of the domain
spells at 5th level.
Krathis: The blind destroyer’s worshipers have an odd splinter
group. There’s a group of Chaotic Neutral clerics that blame all of their
problems on the goddess. Oddly, this group, without a drop of evil, gain divine
spells just like any other deity-worshipping class. No one knows if the
splinter group has enough belief to gain spells without Krathis or if the
goddess is so insane that she can’t tell the splinter group isn’t made of
genuine believers.
Pacifying Field
Evocation
cantrip
Casting
Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
You create a field of
force around a creature. That creature must make a Strength saving throw. On a
failed save, the creature takes 1d4 force damage, as the field tries to tighten
around the creature.
Whether the
target succeeded or failed the saving throw, the field persists for a round.
When the target makes its next weapon attack before the end of your next turn,
roll 1d6 and subtract that number from any bludgeoning, slashing, or piercing
damage the target deals with its attack. The field then dissipates.
The spell's damage increases by
1d4, and the dice used to subtract damage increases by 1d6, at 5th level
(2d4/2d6), 11th level (3d4/3d6) and 17th level (4d4/4d6).