See the table below for a summary of each god’s portfolio (or area of influence), symbol, favored weapon, and suggested domains.
Note: Clerics in 5th edition don’t use a deity’s favored weapon like they did in 3rd edition. The favored weapons listed on this table are simply the weapon(s) that a deity’s avatar wields.
Deity | Portfolio | Symbol | Favored Weapon | Suggested Domains |
---|---|---|---|---|
Deity |
Portfolio |
Symbol |
Favored Weapon |
Suggested Domains |
Magic, Dragons |
Staff or Wand |
Bite or Quarterstaff |
Knowledge, Arcana |
|
Death, Undead |
Skull |
Scythe |
Death |
|
Pentagram |
Morningstar |
Death, Trickery, War |
||
Berith |
Sloth |
|||
Baal |
Wrath |
|||
Asmodeus |
Paranoia |
|||
Belial |
Lust |
|||
Belphegor |
Seduction |
|||
Moloch |
Gluttony |
|||
Mammon |
Greed |
|||
Beelzebub |
Flies |
|||
Satan |
Envy |
|||
Lucifer |
Vanity |
|||
Weather |
Lightning Bolt |
Sickle |
Tempest |
|
None |
Star |
Spear |
— |
|
Fertility |
Cornucopia |
Quarterstaff |
Life, Nature |
|
War |
Clenched Fist |
Longsword or Greatsword |
War |
|
Seas |
Compass |
Trident |
Tempest |
|
Fate, Luck, Destiny |
Spool of Thread |
Shortsword |
Knowledge, Trickery |
|
Knowledge, Machinery |
Eye |
Rapier |
Knowledge |
|
Creation |
Sun |
Club |
Life, Trickery, Light |
|
Destruction |
Moon |
Creatclub |
Death, Trickery |
|
Time |
Hourglass |
Sling |
Knowledge |
|
Trade |
Wagon Wheel |
Light Crossbow |
Knowledge, Trickery |
|
Justice |
Scale |
Flail |
Life, War |
|
Nature |
Dreamcatcher |
Spear |
Nature, Tempest, Life, Death |
|
Mountains |
Gem |
Warhammer |
War |
|
Deserts |
Cactus |
Falchion |
Light, Tempest |
|
Peace |
Open Palm |
Light Mace |
Life |
|
Honor |
Cross |
Bastard Sword |
Life, Light |
|
Forests |
Leaf |
Longbow or Shortbow |
Nature |
|
Tua |
Face of Daishu |
Nunchaku |
Light, Nature, Tempest, War |
|
Tzen |
Right half of Face of Daishu |
Unarmed Strike |
Life, Light, Knowledge, Nature |
|
Tzing |
Left half of Face of Daishu |
Kama |
Death, War, Trickery, Tempest |
|
Secrecy |
Unknown |
Dagger |
Trickery |
Birthed from the Egg of Eternity, Kron is the keeper of time and progenitor of gods. He breathed Krinna and Krolm into existence, who then conceived the rest of the pantheon. Now, he steps to the Dance of Ages whilst beating the Drum of Time.
Kron grants spells to few of his followers, for he has little interest in the affairs of mortal men. Temples to Kron are unheard of, and there are few, if any, shrines in his name.
Hourglass
Sling
Knowledge
Appearing as an eight-armed woman, Kao weaves mortals' Life Threads on her Loom of Destiny. Some say the goddess has determined the pattern of her tapestry, and the only gift she is capable of bestowing is a glimpse of the inevitable future. Others claim that, as a patron deity, she can bestow luck and good fortune upon her worshippers. When speaking of uncertain future events, a common saying is, "Only Kao knows."
Kao grants spells to few of her followers, for she has little use for religious figures. Many diviners make offerings to her for guidance in discerning the future, however. Temples to Kao are unheard of, but gambling halls often have a shrine devoted to her where patrons can deposit a few coins for good luck.
Spool of Thread
Shortsword
Knowledge, Trickery
Sister of Krolm and Mother of Gods, Krinna’s story is told in the Book of Origin, wherein she and her brother mischievously compete with each other in a series of rivalries that resulted in the creation of the sky and stars.
Krinna grants spells to few of her followers, for she is slow to react, taking eons to reach a decision and take action. Many primitive races, such as minotaurs and centaurs, revere her benevolence, but in civilized lands, temples to Krinna are unheard of, and shrines in her name are few.
Sun
Club
Life, Trickery, Light
Brother of Krinna and Father of Gods, Krolm’s story is told in the Book of Origin, wherein he and his sister mischievously compete with each other in a series of rivalries that resulted in the creation of the sky and stars.
Krolm grants spells to few of his followers, for he is slow to react, taking eons to reach a decision and take action. Many primitive races, such as orcs, giants and goblins, revere his power, but in civilized lands, temples to Krolm are unheard of, and shrines in his name are few.
Moon
Greatclub
Death, Trickery
Known also as Mother Earth, Gairra was the first of Krinna’s children. After making her home in the sea, she became the world known to mortals. Her bones form the mountains, her hair form the forests, and the lakes and rivers are her blood. She birthed the elements, as well as Treofar, Ruckalis, Hykanus, Feldaz, and Sabant. She also conceived nearly all of the world’s living creatures, from the smallest insect to the largest dragon, and continues to do so, breathing life into each newborn child. In centuries past, she blessed Bekha with the gift of agriculture.
Gairra grants spells to few of her followers, for they have little use for divine spells. Midwives and pregnant women often ask her for guidance in childbirth, however, and most farmers pray to her. Temples to Gairra are unheard of, though many villages have small shrines in her honor where farmers make offerings in the hopes of being blessed with a good harvest.
Cornucopia
Quarterstaff
Life, Nature
The influence of the Lady of Leaves is strongest in Sylvia. She is devoted to protecting woodlands, and loathes those who destroy the forests.
The Druidic Order reveres Treofar, protecting the wilderness and promoting nature’s cause. The Sylvan Sisterhood zealously devote themselves to Treofar, guarding the trees of Sylvia against intruders. Clerics of Treofar have no temples, holding religious services under the forest canopy instead.
Leaf
Longbow or Shortbow
Nature
The influence of the Stone Lord is strongest in the Sawtooth range. The mountain folk there revere his strength and benevolence.
Clerics of Ruckalis are most often found among dwarves and goblins, who revere him for his gifts of metal and gems, and pray for protection from earthquakes and landslides. He has many temples throughout the Sawteeth, carved from large caverns.
Gem
Warhammer
War
The influence of the Water Witch is strongest in the Salt Sea. Sailors and pirates often pray to her for fair weather on their voyages, and coastal fishermen ask her for good catches.
Few seafarers are granted spells by Hykanus, but the aquatic races of the Salt Sea are often graced with this privelege. They worship her in underwater temples on the ocean floor.
Compass
Trident
Tempest
The influence of the Sultan of Sands is strongest in Kharad. He was once revered in Gurmong, but the mortals there now worship the Demon Lords.
Sabant grants many priests in Kharad the power to channel the heat of the desert into divine spells. Vahal boasts a large, ornate temple in his honor, and nearly every desert oasis has a shrine devoted to him.
Cactus
Falchion
Light, Tempest
The Great Blue Cloud separates the earthly sky from divine heaven. From it, Elcreus commands the rain, snow, wind, and all manner of weather. It was by Elcreus' hand that Kharad was turned into a desert, condemned to endure with a sky whose clouds bring only sandstorms.
Though Elcreus grants few people divine power, farmers often pray to him for rain in times of drought, and sailors often ask him for fair weather on the seas. Most farming communities have shrines in his name.
Lightning Bolt
Sickle
Tempest
Simply referred to as "Arcana" because of his long, forgotten, and unpronounceable name, this formerly-mortal dragon rose to godhood and bestowed the gift of mana upon the world. Now, all dragons have arcane powers, as do many people of other races. It is said that the discovery and successful recitation of his true name will bestow the knowledge of all spells upon a person. It is also said that to simply say the name would take a hundred years.
Arcana’s presence is felt most among the wizards of the Tower of High Magicka. Dragons are among his most zealous followers.
Staff or Wand
Bite or Quarterstaff
Knowledge, Arcana (see Sword Coast Adventurer’s Guide)
The Reaper of Souls was created by Krolm at his sister’s urging, to remove the souls of the dead who were cursed to roam Gairra for eternity, shells of their former selves. Appearing as a hooded figure with no apparent material form save for a pair of skeletal, scythe-gripping hands, Death used to banish the ghosts of people to the void of limbo. Today, he sends them through the portal to heaven if they are deemed worthy.
Most of Death’s clerics are among the intelligent undead under his rule, but some morticians and necromancers devote their life to his worship. Most graveyards have a shrine in his honor, where family members of the deceased can make offerings. It is hoped that such sacrifices ensure a safe passage to the afterlife for the loved ones who have lost their lives.
Skull
Scythe
Death
Unbeknownst to his sister, Krolm created Demon Lords in limbo to spread pain and suffering among the dead. They named their realm Hell, and rule its infinity with dreadful force. In relatively recent times, the Lords have made pacts with the Gurmong. There are nine Circles of Hell, each ruled by a Demon King or one of their subjects: Berith, King of Sloth; Baal, King of Wrath; Asmodeus, King of Paranoia; Belial, King of Lust; Belphegor, Princess of Seduction; Moloch, Viceroy of Gluttony; Mammon, King of Greed; Beelzebub, Lord of Flies; Satan (a.k.a. Gaap), King of Envy; and Lucifer, King of Vanity.
The Demon Kings are hated everywhere but Gurmong, where the savage clans of tieflings and goliaths worship their masters with fear and awe. Outside of Hell, no temples exist in their names, but the Gurmong clans make annual sacrifices to their patron gods.
Pentagram
Morningstar
Death, Trickery, War
In ages past, there was a great warrior named Thrinn who, above all else, valued honor and chivalry. In the last years of his life, he created a portal to the immortal realm, so that the deceased souls of the righteous would no longer have to wander the earth or be condemned to Hell by Death. His legacy was so great that Palad, God of Justice, granted him deific power.
Thrinn is loved by all in Gotheos, where his clerics rule the city from the Church of Thrinn. Some of his followers train at the Cathedral of Palad, earning the rank of Paladin.
Cross
Bastard Sword
Life, Light
Palad, the patron deity of the clergy and Paladins of Gotheos, is loved in Gotheos for his fairness. His followers know and keep in their hearts his five commandments:
Thou shalt not murder
Thou shalt not steal
Thou shalt not lie
Thou shalt not take intoxicants
Thou shalt not be unchaste
Palad’s most devoted devotees are Paladins, who are expected to follow his commandments at all times. They train at the Cathedral of Palad in Gotheos.
Note: In the Noedia campaign setting, "Paladin" refers specifically to a member of the Cathedral of Palad, but holy warriors, divine knights, and paragons of other gods or creeds still use the paladin class described in the Player’s Handbook.
Scale
Flail
Life, War
Gorm and Serren were born as twin mortals, joined at the shoulder, who had the eyes of all humanity. They saw everything their fellow mortals saw — every birth, every death, every smile, every tear, every kiss, and every murder. They were at once filled with immense joy and immense pain. Their vision gave them great wisdom, and their power soon drew the attention of the gods, who made them immortal. The moment Gorm was deified, he severed himself from his sister in an act of selflessness. He kept, for himself, the vision of all violent and hateful acts, and gave Serren the vision of all loving, kind acts. For his sacrifice, Serren now tries to spread peace throughout the world, lessening the amount of pain her brother must witness. Gorm, however, made bitter by his vile sight, scorns mankind, and actively goads them into war with each other.
Gorm’s clerics can be found in any city with an army. Hortan, in particular, has a large temple in his name. Soldiers often make offerings to him just before a battle.
Clenched Fist of a Right Hand
Greatsword or Longsword
War
Next to most Temples of Gorm, a small shrine or temple in Serren’s name offers safety to victims of hate. Her clerics will often join the ranks of war, offering healing to the wounded.
Open Palm of a Left Hand
Light Mace
Life
Given immortality by Serren, Lugus is charged with helping mortals share their resources, rather than compete for them. He has proved to be a potent force against Gorm’s self-destructive actions.
Though he has few clerics, Lugus' shrines can be found along most any road, and his image is often seen in the center of bazaars and marketplaces. Merchants often sacrifice a portion of their profits to him.
Wagon Wheel
Light Crossbow
Knowledge, Trickery
Kog has bestowed many gifts upon mortals. The taming of fire, the invention of the wheel, and the domestication of animals are all his doing. In recent times, he gave gnomes their knowledge of machines. When speaking of unknown past events, a common saying is, "Only Kog knows."
Kog’s most devout followers are found in libraries, poring over dusty tomes and archiving any new discoveries. The library in the Tower of High Magicka doubles as a temple to him, where wizards silently ask him for insights as they research new spells.
Eye
Rapier
Knowledge
Not much is known of the Grand Illusion Master. The few that know his name are among the top ranking priests of his cult, who are allowed to hear his name but twice in their lifetime — once, when it is whispered in their ear by another upon becoming a high priest, and once when they whisper it to a new high priest. Outside of the circle of high priests, the God of Secrets is known as The Nameless One, or simply Whisper. He is eternally after Kog’s new ideas. It is said that, in ages past, he stole a panacea from Kog that was meant as a gift to mortals, and kept it to himself, sealing Kog’s lips and preventing him from disclosing the recipe for the cure-all.
Little is known of Whisper’s clerics. Their cults are highly secretive, and they often parade as clerics of another deity. If any shrines or temples to Whisper exist, it is unknown where they are.
Unknown
Dagger
Trickery
The Rolanni and members of the Druidic Order worship the Mother Spirit, a mysterious entity that was identified by a centaur named Chiron Windhoof. It is unclear to scholars what form, if any, the Mother Spirit has. Some think she is a singular entity, no different from the other gods and goddesses. Others think that she is the collective will and consciousness of all living beings. Still others suggest she is merely a metaphor used to describe Rolanni and Druidic morality, and the wilderness around them.
The shamans of Rolann are the most devoted to The Spirit, but they disagree on where her presence is most felt. Centaurs claim that her wisdom can be read in the stars, while the minotaurs find her guidance in their dreams, and orcs find her inspiration in the thrill of the hunt.
Dreamcatcher
Spear
Nature, Tempest, Life, Death
Tua, or the Way, is not a god, but the union of Tzen and Tzing, two interdependent, natural forces that conserve universal balance. These two forces are symbolized in the black and white halves of the Face of Daishu.
Clerics of the Tua favor balance. The Daishu Temple is the only place devoted to the Tua.
Face of Daishu
Nunchaku
Light, Nature, Tempest, War
Though they are opposites, Tzen and Tzing do not oppose each other; rather, they form a duality which cannot exist without each part, and which flows in constant cycles of renewal. Summer, for instance, wanes through autumn to yield winter, which, in turn, waxes through spring to give rise to summer again. Despite this unity, many Daishu Disciples choose to channel the power of Tzen more than Tzing, or vice versa.
Names and concepts commonly attributed to Tzen include positive energy, summer, heat, fire, air, light, day, sun, up, and south. Spell descriptors associated with Tzen include Air, Electricity, Fire, and Light.
Clerics of Tzen don’t consider it a force superior to Tzing; it is simply the energy they are able to channel with more ease. The Temple of Daishu is the only place devoted to the Tzen.
Right half of the Face of Daishu
Unarmed Strike
Life, Light, Knowledge, Nature
Names and concepts commonly attributed to Tzing include negative energy, winter, cold, water, earth, dark, night, moon, down, north. Spell descriptors associated with Tzen include Earth, Acid, Water, Cold, and Darkness.
Clerics of Tzing don’t consider it a force superior to Tzing; it is simply the energy they are able to channel with more ease. The Temple of Daishu is the only place devoted to the Tzing.
Left half of the Face of Daishu
Kama
Death, War, Trickery, Tempest