In addition to the rules below, all divine characters' alignments must be within one step of their patron.
Exceptions:
A divine character is one who receives direct spells and/or abilities from their patron. Once a character levels into a class that grants divine abilities, they are actively involved in the worship of a single, primary patron. These characters become divine characters and subject to the same rules as the above base classes (including falling/atonement, alignment restrictions, etc.).
Clerics are required to select domains based upon their patron deity, as listed below. Deviation from this will cause your character to be deemed unplayable. While clerics may pay homage to multiple dieties, only one patron deity may be selected for granting spells and domains.
Clerics need to have their patron deity listed in some form. If you do not want the patron listed in your description, use the slash command to set your deity instead. This will result in your patron only being viewable by DMs. For example: /setdeity Tyr will set your character's patron to Tyr.
Clerics may also fall from the grace of their deity, or voluntarily leave their faith. Either way, they will have their spell casting and divine abilities (such as turning undead, divine power, etc.) disabled until they either seek atonement or find a new faith.
Deities
Aerdrie Faenya, Akadi, Auril, Bahamut, Mab, Set, Shaundakul, Sheela Peryroyl, Pazuzu, Talos, Valkur
Clerics of the Air Domain command power of creatures of the elemental planes and gain the ability to cast electrical damage spells.
Domain Special Ability
Elemental Turning - Able to turn elementals as if they were undead.
Domain Bonus Spells
Call Lightning (3), Gaseous Form (4), Chain Lightning (6), Control Weather (7), Whirlwind (8).
Deities
Aerdrie Faenya, Baphomet, Baervan Wilderwanderer, Chauntea, Fenmarel Mestarine, Gwaeron Windstrom, Lurue, Malar, Mielikki, Nobanion, Sebek, Shiallia, Silvanus, Stag Lord, Thard Harr, Ulutiu, Uthgar, Yeenoghu
Clerics who take the Animal Domain are able to summon more powerful allies.
Domain Special Ability
Able to summon more powerful creatures using Summon Creature I through VIII.
Domain Bonus Spells
Cat's Grace (2), True Seeing (3),
Baleful Polymorph (4), Nature's Beauty (7), Nature's Avatar (9).
Deities
Aasterinian, Aerdrie Faenya, Angharradh, Anhur, Baghtru, Baphomet, Beshaba, Corellon Larethian, Cyric, Dagon, Deep Sashelas, Demogorgon, Dugmaren Brightmantle, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Finder Wyvernspur, Fraz-Urb'luu, Garagos, Garyx, Ghaunadaur, Graz'zt, Gruumsh, Haela Brightaxe, Hanali Celanil, Hlal, Juiblex, Kiaransalee, Kostchtchie, Labelas Enoreth, Lliira, Lolth, Lurue, Mab, Malar, Malcanthet, Nephthys, Obox-Ob, Orcus, Pale Night, Pazuzu, Rillifane Rallathil, Sehanine Moonbow, Selune, Selvetarm, Sharess, Shargaas, Sharindlar, Shaundakul, Shevarash, Solonor Thelandira, Stag Lord, Sune, Talona, Talos, Tempus, Thard Harr, Titania, Tymora, Umberlee, Urdlen, Uthgar, Valkur, Vhaeraun, Yeenoghu, Zuggtmoy
Clerics of the Chaos domain cover a wide range of beliefs and motives, ranging from those who value individualism and freedom, to those who relish in anarchy and slaughter where only the strong survive. Others still hold faith in sheer chance, randomness, and uncertainty. Though there is some similarity to the domain of Luck, Clerics of the Chaos Domain focus more on freedom and chance (for good or ill), rather than influencing deliberate results out of that chance.
Deities
Aasterinian, Eilistraee, Fierna, Finder Wyvernspur, Gargauth, Glasya, Graz'zt, Hanali Celanil, Lliira, Malcanthet, Milil, Oghma, Sharess, Sharindlar, Sheela Peryrol, Sune, Titania
Clerics of the Charm domain are masters of persuasion, whether oral or written. They are among the most popular of clergy, able to quickly make friends of strangers and wield subtle or overt influence, rapidly ingratiating themselves into any sort of social situation.
Deities
Callarduran Smoothhands, Falazure, Grumbar, Juiblex, Lolth, Orcus, Mab, Mask, Set, Shar, Shargaas
Clerics of the Darkness domain are intimately associated with darkness and shadow in all its forms. Rather than fearing the dark, they embrace it, and revel in its secrecy and power. Though not necessarily evil, most such priests and priestesses who embrace darkness will inevitably succumb to the sinister whispers of eldritch secrets and powers that lurk within the hidden depths of the darkest night.
Deities
Chronepsis, Falazure, Kiaransalee, Orcus, Velsharoon, Yurtrus
Clerics who take the Death domain can summon an enhanced shadow and gains spells related to death and dying.
Domain Special Ability
Negative Plane Avatar - The cleric is able to summon a shadow that gains in power as the cleric advances.
Domain Bonus Spells
Larloch's Minor Drain (1), Animate Dead (2), Phantasmal Killer (4), Enervation (5), Create Greater Undead (7), Wail of the Banshee (9)
Deities
Bane, Bel, Cyric, Dispater, Garagos, Garyx, Ilneval, Istishia, Juiblex, Kossuth, Lendys, Lolth, Mephistopheles, Obox-Ob, Talona, Talos, Tiamat, Umberlee, Yurtrus
Clerics who take the Destruction domain are able to damage constructs through force of will and are granted spells that allow them to weaken and destroy their enemies.
Domain Special Ability
Weaken Constructs - Able to damage constructs while using the turn ability.
Domain Bonus Spells
Stinking Cloud (3), Acid Fog (6), Disintegrate (7), Bombardment (8)
(Available only to Drow-blooded characters)
Deities
Eilistraee, Ghaunadaur, Kiaransalee, Lolth, Selvetarm, Vhaeraun
Clerics of the Drow domain are the foremost priests and priestesses of the dark elves. Though serving the greatly disparate members of the Dark Seldarine, all are in tune with powers and ways that are distinctly Drow in their nature.
(Available only to Dwarf-blooded characters)
Deities
Abbathor, Berronar Truesilver, Clangeddin, Deep Duerra, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela Brightaxe, Laduguer, Marthammor Duin, Moradin, Sharindlar, Thard Harr, Vergadain
Clerics of the Dwarf Domain are the foremost priests and priestesses of the Dwarven Pantheon, also known as the Morndinsamman. Even those who are considered outcasts or outsiders still retain something that is uniquely dwarven in their powers, and it is they who are the keepers of the greatest rites and rituals of dwarvenkind.
Deities
Callarduran Smoothhands, Chauntea, Dumathoin, Geb, Gond, Grumbar, Luthic, Moradin, Segojan Earthcaller, Urdlen, Urogalan
Clerics of the Earth domain command power over creatures of the Elemental Planes and are granted spells that protect against melee and energy damage.
Domain Special Ability
Turn Elementals - Able to turn elementals as if they were undead
Domain Bonus Spells
Stoneskin (4), Energy Buffer (5), Elemental Swarm (9)
(Available to Elf-blooded Characters Only)
Deities
Aerdrie Faenya, Angharradh, Corellon Larethian, Deep Sashelas, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Hanali Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, Shevarash, Solonor Thelandira
Clerics of the Elf Domain are primarily associated with Elvenkind and the Seldarine. They are closely attuned to the great elven forests, and are among the primary priests and priestesses of the elven people.
Deities
Abbathor, Asmodeus, Auril, Baalzebul, Bahgtru, Bane, Baphomet, Bel, Belial, Beshaba, Cyric, Dagon, Deep Duerra, Demogorgon, Dispater, Falazure, Fierna, Fraz-Urb'luu, Gargauth, Garyx, Ghaunadaur, Glasya, Graz'zt, Gruumsh, Ilneval, Juiblex, Kiaransalee, Kostchtchie, Laduguer, Levistus, Lolth, Loviatar, Luthic, Malar, Malcanthet, Mammon, Mask, Mephistopheles, Obox-Ob, Orcus, Pale Night, Pazuzu, Sebek, Selvetarm, Set, Shar, Shargaas, Talona, Talos, Tiamat, Umberlee, Urdlen, Velsharoon, Vhaeraun, Yeenoghu, Yurtrus, Zuggtmoy
Clerics who take the Evil domain command power over outsiders and are granted spells that manipulate negative energy.
Domain Special Ability
Turn Outsiders - Able to turn outsiders as if they were undead
Domain Bonus Spells
Negative Energy Ray (1), Negative Energy Burst (3), Unholy Blight (4), Enervation (5), Unholy Aura (7)
Deities
Fierna, Garyx, Gond, Kossuth, Mephistopheles, Talos, Titania
Clerics who take the Fire domain command power over creatures of the Elemental Planes and are granted spells that summon and protect against fire.
Domain Special Ability
Turn Elementals - Able to turn elementals as if they were undead.
Domain Bonus Spells
Wall of Fire (4), Energy Buffer (5), Fire Storm (7), Incendiary Cloud (8).
Deities
Aerdrie Faenya, Angharradh, Anhur, Arvoreen, Baervan Wildwanderer, Bahamut, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Clangeddin, Corellon Larethian, Cyrrollalee, Deep Sashelas, Deneir, Dugmaren Brightmantle, Eilistraee, Eldath, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Gorm Gulthyn, Gwaeron Windstrom, Haela Brightaxe, Hanali Celanil, Hathor, Hlal, Horus-Re, Ilmater, Isis, Labelas Enoreth, Lathander, Lliira, Lurue, Marthammor Duin, Mielikki, Milil, Moradin, Mystra, Nephthys, Nobanion, Osiris, Rillifane Rallathil, Segojan Earthcaller, Sehanine Moonbow, Selûne, Sharess, Sharindlar, Shiallia, Solonor Thelandira, Sune, Tamara, Thard Harr, Torm, Tymora, Tyr, Valkur, Yondalla
Clerics who take the Good domain command power over outsiders and are granted spells that protect themselves and others.
Domain Special Ability
Turn Outsider - Able to turn outsiders as if they were undead.
Domain Bonus Spells
Stoneskin (4), Lesser Planar Binding (5), Word of Faith (6), Holy Aura (7).
Deities
Angharradh, Berronar Truesilver, Chauntea, Finder Wyvernspur, Ilmater, Lathandar, Lurue, Luthic, Sharindlar, Tamara, Torm
Clerics who take the Healing domain are able to cure wounds more effectively than their brethren, and they gain access to cure spells at a faster rate.
Domain Special Ability
Empower Healing - The following healing spells are cast as if with the Empower Spell feat: Cure Minor Wounds, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, and Cure Critical Wounds.
Domain Bonus Spells
Cure Serious Wounds (2), Heal (5), Regenerate (6), Mass Heal (7).
Deities
Angharradh, Asmodeus, Azuth, Belial, Callarduran Smoothhands, Chronepsis, Dagon, Deep Sashelas, Deneir, Dugmaren Brightmantle, Dumathoin, Gond, Grumbar, Gwaeron Windstrom, Io, Labelas Enoreth, Milil, Mystra, Oghma, Pale Night, Sardior, Savras, Sehanine Moonbow, Shar, Siamorphe, Thoth, Tyr, Waukeen
Clerics who take the Knowledge domain gain access to an improved list of bonus spells.
Deities
Arvoreen, Asmodeus, Azuth, Baalzebul, Bane, Bel, Belial, Berronar Truesilver, Clangeddin, Cyrrollalee, Deep Duerra, Dispater, Fierna, Gaerdal Ironhand, Gargauth, Garl Glittergold, Glasya, Gorm Gulthyn, Helm, Hoar, Horus-Re, Ilmater, Jergal, Kelemvor, Laduguer, Levistus, Loviatar, Mammon, Mephistopheles, Moradin, Nobanion, Osiris, Red Knight, Savras, Set, Siamorphe, Tiamat, Torm, Tyr, Ulutiu, Urogalan, Yondalla
Clerics of the Law domain are both the keepers of law and legal traditions, as well as its enforcers at times. Though some uphold the law for the betterment of others and for society as a whole, some seek to twist it to their own ill-gotten goals, while others yet uphold the law simply for its own sake. No matter what their reasons, though, they work within its confines, sometimes twisting intent and meaning, but never outright breaking.
Deities
Aasterinian, Abbathor, Bahamut, Beshaba, Brandobaris, Erevan Ilesere, Fraz-Urb'luu, Glasya, Haela Brightaxe, Mammon, Mask, Oghma, Titania, Tymora, Vergadain
Clerics of the Luck domain often lead what others view as a charmed existence. Fortune is constantly with them, and misfortune seems never to harry their steps. Few are willing to play more than one or two games of chance with such as they. In an open field in a thunderstorm, lightning will strike anywhere but where they stand. Whether they focus more on good fortune for themselves and others, or avoiding misfortune (and bringing it upon others), all are in tune with the whims of Fortune. Though similar in some ways to the Domain of Chaos, Clerics of the Luck Domain focus more on the outcome, than the nature of freedom and chance itself.
Deities
Azuth, Corellon Larethian, Hanali Celanil, Io, Isis, Laduguer, Mystra, Pale Night, Savras, Set, Thoth, Velsharoon
Clerics who take the Magic domain gain access to an improved list of bonus spells.
Deities
Astilabor, Dumathoin, Flandal Steelskin, Gond, Grumbar, Laduguer
Clerics who take the Metal domain gain access to metal-related spell powers and weapon proficiency with all hammers.
Deities
Eilistraee, Mab, Malar, Sehanine Moonbow, Selûne, Hathor, Sharindlar
Clerics of the Moon domain command power over moonlight and all things affected by the cycles of the moon, such as Lycanthropes.
Deities
Angharradh, Baervan Wildwanderer, Chauntea, Demogorgon, Eldath, Fenmarel Mestarine, Gwaeron Windstrom, Mielikki, Obox-Ob, Osiris, Rillifane Rallathil, Sheela Peryroyl, Shiallia, Silvanus, Solonor Thelandira, Stag Lord, Thard Harr, Titania, Ubtao, Zuggtmoy
Clerics who take the Plant domain are able to repel and destroy vermin and have spells that call upon the power of nature to protect and destroy.
Domain Special Ability
Turn Vermin - Able to turn vermin as if they were undead.
Domain Bonus Spells
Barkskin (2), Creeping Doom (7), Shambler (9).
Deities
Angharradh, Arvoreen, Astilabor, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Corellon Larethian, Deneir, Dumathoin, Eldath, Gaerdal Ironhand, Garl Glittergold, Geb, Gorm Gulthyn, Hanali Celanil, Helm, Kelemvor, Laduguer, Lathander, Lendys, Marthammor Duin, Moradin, Nephthys, Rillifane Rallathil, Selûne, Shaundakul, Silvanus, Sune, Tempus, Torm, Tymora, Ubtao, Ulutiu, Urogalan, Valkur, Waukeen, Yondalla
Clerics who take the Protection domain are able to shield themselves from harm using their special abilities and spells.
Domain Special Ability
Divine Protection - The cleric is able to cast an improved form of Sanctuary that sets the save DC at 10 + Chr Modifier + Clerical Level. The effect has a duration of 1 round per caster level + the cleric's Charisma modifier.
Domain Bonus Spells
Protection from Elements (2), Otiluke's Resilient Sphere (3), Minor Globe of Invulnerability (4), Energy Buffer (5), Mind Blank (8).
Deities
Jergal, Kelemvor, Osiris, Urogalan
Clerics who take the Repose domain gain spells related to death and dying, and to repel undeath.
Deities
Anhur, Baalzebul, Bahgtru, Baphomet, Bel, Clangeddin, Garagos, Gruumsh, Helm, Ilmater, Io, Kostchtchie, Lathander, Loviatar, Malar, Stag Lord, Tamara, Tempus, Torm, Ulutiu, Uthgar, Yeenoghu
Clerics who take the Strength domain are able to boost their Strength with divine energy, and gain access to spells that make them stronger and more resilient.
Domain Special Ability
Divine Strength - The cleric gains a bonus to Strength equal to 2 + 1 per 3 class levels. This effect has a duration of 5 rounds + the cleric's Charisma modifier.
Domain Bonus Spells
Bull's Strength (1), Divine Power (3), Stoneskin (5), Greater Bull's Strength (8)
Deities
Ilmater, Jergal, Kossuth, Loviatar, Talona, Yurtrus
Clerics of the Suffering Domain are in tune with all the ways that sentient (and even nonsentient) creatures can suffer. They are equally adept at inflicting suffering upon others, as they are in learning to endure greater and greater levels of pain and suffering themselves. Though most focus more on bringing suffering to others, some priests and priestesses of this domain focus instead on alleviating the suffering of others, aiding them to endure, or to learn to deal with their pain.
Deities
Horus-Re, Lathander, Tamara, Titania
Clerics who take the Sun domain are better able to turn undead than their brethren, and gain spells that are harmful to undead.
Deities
Aasterinian, Akadi, Baervan Wildwanderer, Brandobaris, Eilistraee, Fenmarel Mestarine, Gwaeron Windstrom, Hoar, Io, Istishia, Kelemvor, Lliira, Marthammor Duin, Mielikki, Oghma, Sehanine Moonbow, Selûne, Sharess, Shaundakul, Stag Lord, Tymora, Vhaeraun, Waukeen, Zuggtmoy
Clerics who take the Travel domain gain access to an improved list of bonus spells.
Deities
Aasterinian, Abbathor, Akadi, Asmodeus, Baalzebul, Baravar Cloakshadow, Belial, Beshaba, Brandobaris, Callarduran Smoothhands, Cyric, Erevan Ilesere, Fraz-Urb'luu, Gargauth, Garl Glittergold, Hlal, Lolth, Mab, Malcanthet, Mammon, Mask, Oghma, Pazuzu, Sardior, Sharess, Shargaas, Tiamat, Vergadain, Vhaeraun
Clerics who take the Trickery domain gain bonuses to Rogue-like skills and gain access to various invisibility spells.
Domain Special Ability
Divine Trickery: Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pockets checks equal to 1 per 2 levels. This effect lasts for 5 turns + the cleric's Charisma modifier.
Domain Bonus Spells
Invisibility (2), Invisibility Sphere (3), Improved Invisibility (5), Time Stop (9)
Deities
Anhur, Arvoreen, Clangeddin, Corellon Larethian, Deep Duerra, Dispater, Gaerdal Ironhand, Garagos, Gorm Gulthyn, Gruumsh, Haela Brightaxe, Ilneval, Kostchtchie, Levistus, Red Knight, Selvetarm, Shevarash, Solonor Thelandira, Stag Lord, Tempus, Tyr, Uthgar
Clerics who take the War domain can summon the power of their deity to become engines of destruction. They also gain access to spells that improve their battle prowess.
Domain Special Ability
Battle Master - The cleric gains a bonus of 1 + 1 per 5 levels to Dexterity, Constitution, Attack Rolls and Damage. As well the cleric gains damage reduction twice this amount. The effect will last for 5 rounds + charisma modifer.
Domain Bonus Spells
Cat's Grace (2), Emotion - Courage (3), War Cry (4), Aura of Vitality (7), Tide of Battle (9)
Deities
Auril, Dagon, Deep Sashelas, Demogorgon, Eldath, Isis, Istishia, Levistus, Mab, Sebek, Silvanus, Umberlee
Clerics who take the Water domain command power over creatures of the Elemental Planes and are granted spells that weaken or kill opponents.
Domain Special Ability
Elemental Turning - Able to turn elementals as if they were undead.
Domain Bonus Spells
Poison (3), Control Weather (4), Ice Storm (5), Acid Fog (7), Horrid Wilting (8)
If your character has monk or paladin levels, those levels must be the majority of your level spread at each level.
This greatly frees up multi-classing options for paladins; however, alignment restrictions must still be followed. Under this rule, a build of Paladin 6/Sorcerer 6 would be acceptable. However, a build of Paladin 4/Sorcerer 5 would not be acceptable.
Some prestige classes count as advancing paladin levels. In these cases, the levels in the prestige class count as levels in paladin for the purposes of multi-classing rules.
The prestige classes are as follows:
Paladin and Monk may not be combined on any character.
Paladins who fall from grace will have their class abilities disabled via LETO and will be unable to level further in that class. Falling may be due to alignment shifts, violating their deities' dogma, violating the paladin code of conduct, and similar actions. Fur further information on falling and atonement, see the post in this thread regarding falling, atonement, and conversion.
In some rare cases, paladins may be allowed to eventually re-level out of their class if they choose not to atone. This re-level may or may not incur a penalty depending on the circumstances. This will be decided by the Admin team as needed.
Faerun is home to many notable orders of paladins. Below is a listing of the most common orders, to be used as suggestions for roleplay. Paladins who choose to belong to one of the following orders are not limited to the multi-classing options, but may use them as guides for character development options. Additional orders may be found in Champions of Valor.
Deity | Order | Classes |
---|---|---|
Arvoreen | Arvoreen's Marchers | cleric, fighter, rogue |
Baravar | Knights of the Shadowy Cloak | cleric, fighter, illusionist, rogue |
Berronar | Berronar's Valkyries | cleric, dwarven defender |
Chauntea | Field Guardians | cleric, divine champion, divine disciple |
Clangeddin Silverbeard | Order of the Crescent Moon | none |
Gaerdal | Shields of the Golden Hills | cleric, fighter |
Helm | Vigilant Eyes of the God | cleric, fighter, divine champion, Purple Dragon knight |
Horus | Claws of the Sun and the Ankh | cleric, divine champion, divine disciple, hierophant |
Ilmater | Order of the Golden Cup Companions of the Noble Heart |
cleric, divine disciple, hierophant divine champion, fighter |
Kelemvor | Knights of the Eternal Order | cleric |
Lathander | Order of the Aster | cleric, divine champion, divine disciple, hierophant, Purple Dragon knight |
Milil | Harmonious Order | fighter |
Moradin | Hammers of Moradin | cleric, fighter, divine champion, dwarven defender |
Mystra | Knights of the Mystic Fire | wizard |
Nobanion | Legion of Lions | (wemics and werelions only): cleric, divine champion |
Osiris | Order of the Risen Scepter | cleric, ranger |
Red Knight | Order of the Red Falcon | divine champion, fighter |
Siamorphe | Order of the Silver Chalice | fighter |
Selune | Order of the Crescent Moon | none |
Sune | Sisters and Brothers of the Ruby Rose | divine champion |
Torm | Order of the Golden Lion | Any one other class |
Tyr | Knights of Holy Judgment Knights of the Merciful Sword |
cleric, divine champion fighter, divine champion |
Yondalla | Shields of Yondalla Wayward Wardens |
cleric, ranger |
Below is the complete list of nature deities as found in Faiths & Pantheons. Druids and Green Knights must select one of these deities as a patron. Druids and Green Knights without a nature patron will be considered unplayable; their class abilities will be disabled via LETO and they will be unable to progress further in the class. Exceptions may be made through special application and approval by the Admin team as needed.
Akadi, Auril, Chauntea, Eldath, Grumbar, Gwaeron Windstrom, Istishia, Kossuth, Lurue, Malar, Mielikki, Nobanion, Shiallia, Silvanus, Talona, Talos, Ubtao, Ulutiu, Umberlee, Zuggtmoy
All rangers must have a patron deity to receive their divine powers (such as spells), but it does not have to be a nature-focused deity.
If a ranger wishes to join the Druid/Nature grove faction, they must have a nature-based deity as their primary patron. For a complete listing of nature deities (per Faiths & Pantheons), see the above post regarding Druid Rules: Nature Deities.
There is no Animal "language", such as there are Elven, Dwarven, Draconic, Planar, etc. languages and tongues. Rather, the coded-in language script is meant to be a placeholder for the Speak With Animals spell. This is a first-level spell for Druids and Rangers (and third-level spell for Bards), which lasts for a minute per level and allows the caster (only, spell is range personal) to communicate with and understand animals; it is also a constantly-active spell-like ability for Green Knights. The animals still only possess a limited intellect and thus are only capable of comprehending very basic concepts and small amounts of information at a time (variable from species to species, of course, but recall that all creatures Animal-typed have an Intelligence score of less than 3; anything higher than that is a Magical Beast).
Druids and Rangers gain the ability to use the Animal language, even without the language widget, fairly early on as they level. Thus, so long as they expend a spell slot for the use of this spell, these characters can make use of the language code. A Bard who wishes to use the spell as well can request a DM give them the widget for that purpose. Green Knights gain their animal speech ability at 1st level, and must also ask a DM to give them the widget during character setup.
With the lore of Faerun, divine patrons are a necessity and fact of life for these characters. The people of Faerun are polytheistic, acknowledging and serving multiple deities that best suit the occasion. Divine characters, however, have different requirements. Divine characters choose a primary patron (though they may revere multiple deities) in order to receive spells and class abilities (such as turning undead). Sometimes, divine characters face situations that result in falling from favor or a change in deities.
The following guidelines are used to address these situations. Admins may make exceptions to this process as needed.
A divine character who grossly violates the code of conduct required by his god (generally by acting in ways opposed to the god’s alignment or dogma). The divine character loses all spells and class features, except for armor and shield proficiency and proficiency with simple weapons. He cannot thereafter gain levels in the divine class until he atones. This is true for clerics, favored souls, divine tricksters, divine champions, and divine seekers.
For druids, falling from favor can result from ceasing to revere nature, violating the code of conduct required by the druidic deity, or changing to a prohibited alignment. The druid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiency). Like other divine casters, the druid cannot thereafter gain levels as a druid until after atoning.
For paladins, falling can result from ceasing to be lawful good, willfully committing an evil act, or by grossly violating the paladin’s code of conduct. The paladin loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiency). She may not progress any farther in levels as a paladin.
Divine characters that fall from the favor of their patron will have their divine abilities disabled via LETO and receive the "Fallen" token in-game. These abilities will remain disabled until the character proceedes through the atonement process.
To be clear, falling is NOT an OOC punishment. It is the result of IC actions and statements, and intended to further drive roleplay and produce opportunities for character development.
Atonement is the result of willfully seeking a way to regain the favor of your current deity. This process requires a demonstration of sincerity to the deity, through the process of a DM plotline (with admin approval). After such a demonstration, the character will regain class abilities, spellcasting, and divine favor (and may relevel if forced to take a level in their non-divine class while finishing the quests).
As noted in the Player’s Handbook, a cleric who grossly violates the code of conduct imposed by his deity loses all spells and class features and cannot attain any more levels as a cleric of that deity. All these penalties remain in effect until he atones. But what if he doesn’t want to atone? What if a cleric of Helm finds new meaning and purpose in serving Lathander after a dramatic conversion experience? Lathander can reinstate the character’s cleric powers once he has proven his loyalty, talent, and ability.
A divine character who changes his patron deity must complete a quest to prove his devotion to his new patron. The nature of the quest depends on the deity, and it always clearly reflects the deity’s alignment as well as his or her goals and beliefs. These quests require DM assistance, with plotline approval of an admin. There are several factors to consider during this process, including:
During the quest, the character has no access to spells or cleric class features—except his weapon and armor proficiency. Upon completing the plot, the character receives the benefit of an atonement spell from a cleric of the new deity. The character then becomes a cleric of the new deity and is inducted into the clergy during an appropriate ceremony of the DM’s choosing.
After selecting two of the new deity’s domains in lieu of his old ones, the character has all the powers and abilities of his previous cleric level, plus the granted powers of his new domains.
This method is the only one by which a divine character can convert to a different deity.
Requirement: Level 12 or lower (including ECL)
This scenario is specifically reserved for situations where a deity was incorrectly chosen. Sometimes, when we create a character (even a divine caster), we choose a deity that inaccurately reflects the character’s motivations or mindsets. Characters that qualify for this type of deity change must be below level 12, not require an alignment change to serve the new deity, and not established the deity worship in a DM event.
To apply for this type of deity change, submit a request on the Miscellaneous Requests forum.
This is not an in-character conversion. This is treated as though the character was always a follower of the new deity.
The following is a list of the favored weapons for deities in the Forgotten Realms setting. Among other things, these are the weapons whose Weapon Focus and Weapon Specialization are granted as bonus feats to a Favored Soul, and for whom Weapon Focus in this weapon is required to take Divine Champion levels. If a deity's weapon is not available in NWN, an approved alternative will be listed in parenthesis. Additionally, all deities with a non-permanent/consumable favored weapon (i.e. throwing weapons) have been given an alternate option based on the deity.
Deity | Weapon |
---|---|
Akadi | heavy flail |
Auril | battleaxe |
Azuth | quarterstaff |
Bane | spiked gauntlet (unarmed strike) or morningstar |
Beshaba | scourge (whip) |
Chauntea | scythe |
Cyric | longsword |
Deneir | dagger |
Eldath | net or unarmed strike |
Finder Wyvernspur | bastard sword |
Garagos | longsword |
Gargauth | dagger or throwing dagger (dart) |
Gond | warhammer |
Grumbar | warhammer |
Gwaeron Windstrom | greatsword |
Helm | bastard sword |
Hoar | javelin (spear) |
Ilmater | unarmed strike |
Istishia | warhammer |
Jergal | scythe |
Kelemvor | bastard sword |
Kossuth | spiked chain (whip) |
Lathander | light or heavy mace |
Lliira | morning star or shuriken |
Loviatar | scourge (whip) |
Lurue | shortspear |
Malar | claw bracer (unarmed strike or kama) |
Mask | longsword |
Mielikki | scimitar |
Milil | rapier |
Mystra | staff or shuriken |
Nobanion | heavy pick |
Oghma | longsword |
Red Knight | longsword |
Savras | dagger |
Selûne | heavy mace |
Shar | chakram (wind-fire wheel or kama) |
Sharess | claw bracer (unarmed strike or kama) |
Shaundakul | greatsword |
Shiallia | quarterstaff |
Siamorphe | light mace |
Silvanus | maul |
Sune | whip |
Talona | unarmed strike |
Talos | any spear |
Tempus | battleaxe |
Torm | greatsword |
Tymora | luck blade (longsword) or shuriken |
Tyr | longsword |
Ubtao | heavy pick |
Ulutiu | any spear |
Umberlee | trident |
Uthgar | battleaxe |
Valkur | cutlass (scimitar) |
Velsharoon | quarterstaff |
Waukeen | nunchaku |
Zuggtmoy (aka Moander) | Warhammer or Heavy Mace |
Deity | Weapon |
---|---|
Aerdrie Faenya | quarterstaff |
Angharradh | any spear |
Araleth Letheranil | rapier |
Corellon Larethian | longsword |
Deep Sashelas | trident |
Erevan Ilsere | short sword |
Fenmarel Mestarine | dagger |
Hanali Celanil | dagger |
Labelas Enoreth | quarterstaff |
Melira Taralen | longsword |
Naralis Analor | quarterstaff |
Rillifane Rallathil | quarterstaff |
Sehanine Moonbow | quarterstaff |
Shevarash | longbow |
Solonor Thelandira | longbow |
Tarsellis Meunniduin | any spear |
Tethrin Veraldé | longsword |
Deity | Weapon |
---|---|
Abbathor | dagger |
Berronar Truesilver | heavy mace |
Clangeddin Silverbeard | battleaxe |
Dugmaren Brightmantle | short sword |
Dumathoin | maul |
Gorm Gulthyn | battleaxe |
Haela Brightaxe | greatsword |
Marthammor Duin | heavy mace |
Moradin | warhammer |
Sharindlar | whip |
Thard Harr | spiked gauntlet (unarmed strike) |
Vergadain | longsword |
Deity | Weapon |
---|---|
Arvoreen | short sword |
Brandobaris | dagger |
Cyrrollalee | club |
Sheela Peryroyl | sickle |
Urogalan | flail |
Yondalla | short sword |
Deity | Weapon |
---|---|
Baervan Wildwanderer | any spear |
Baravar Cloakshadow | dagger |
Callarduran Smoothhands | battleaxe |
Flandal Steelskin | warhammer |
Gaerdal Ironhand | warhammer |
Garl Glittergold | battleaxe |
Segojan Earthcaller | heavy mace |
Urdlen | claw bracer (unarmed strike or kama) |
Deity | Weapon |
---|---|
Bahgtru | spiked gauntlet (unarmed strike) |
Gruumsh | any spear |
Ilneval | longsword |
Luthic | claw bracer (unarmed strike or kama) |
Shargaas | short sword |
Yurtrus | unarmed strike |
Deity | Weapon |
---|---|
Anhur | falchion |
Geb | quarterstaff |
Hathor | short sword |
Horus-Re | khopesh (scimitar or sickle) |
Isis | punching dagger (dagger or kama) |
Nephthys | whip |
Osiris | flail |
Sebek | any spear |
Set | any spear |
Thoth | quarterstaff |
Deity | Weapon |
---|---|
Eilistraee | bastard sword |
Ghaunadaur | warhammer |
Kiaransalee | dagger |
Lolth | dagger |
Selvetarm | heavy mace |
Vhaeraun | short sword |
Deity | Weapon |
---|---|
Deep Duerra | battleaxe |
Laduguer | war hammer |
Deity | Weapon |
---|---|
Aasterinian | scimitar |
Astilabor | scimitar |
Bahamut | heavy pick |
Chronepsis | scythe |
Falazure | scimitar |
Garyx | sickle |
Hlal | short sword or spear |
Io (Asgorath) | scimitar |
Lendys | longsword |
Sardior | scimitar |
Tamara | scimitar |
Tiamat | heavy pick |
Deity | Weapon |
---|---|
Bala | Zither string (Rapier) |
Hajama | Shortsword |
Hakiyah | Dagger |
Haku | Scimitar |
Jarmik | Falchion |
Jauhar | Light Hammer |
Jisan | any spear |
Kar'r'r'ga | Crab Claw (Greataxe) |
Kor | Battleaxe |
Najm | Shortbow |
Ragarra | Crocodile Bite (Any Pick) |
Selan | Sickle |
Shajar | Hippopotamus Bite (Warhammer or Maul) |
Thasmudyan | Claw (Kukri) |
The Faceless God | Ranseur (Halberd) |
The Lost One | Elephant Tusk (Greatsword or Falchion) |
Vataqatal | Scimitar |
Zann | Quarterstaff |
Deity | Weapon |
---|---|
Summer (Titania) | A Rose with Thorns (Dagger) |
Winter (Mab) | An Icicle (Any spear) |
Wyld (The Stag Lord) | An Elk's Antlers (Longbow) |
Caoimhin | Dagger |
Deity | Weapon |
---|---|
Bel | Greatsword |
Dispater | Heavy Mace |
Mammon | Any spear |
Belial | Ranseur (Halberd) |
Fierna | Scimitar |
Levistus | Rapier |
Glasya | Whip |
Baalzebul | Morningstar |
Mephistopheles | Ranseur (Halberd) |
Asmodeus | Mace (any) |
Deity | Weapon |
---|---|
Adimarchus | Longsword |
Baphomet | Greataxe |
Dagon | Harpoon (Spear) |
Demogorgon | Flail (any) |
Fraz-Urb'luu | Quarterstaff |
Graz'zt | Bastard Sword |
Juiblex | Pseudopod (Unarmed Strike) |
Kostchtchie | Maul |
Malcanthet | Whip |
Obox-Ob | Dagger |
Orcus | Mace |
Pale Night | Unarmed Strike |
Pazuzu | Greatsword |
Yeenoghu | Heavy Flail |
Deity | Weapon |
---|---|
Annum | Unarmed Strike |
Grolantor | Club |
Hitatea | Any spear |
Ialannis | Unarmed Strike |
Memnor | Morningstar |
Skoraeus Stonebones | Club |
Surtr | Greatsword |
Thrym | Greataxe |
Stronmaus | Warhammer |
Vaprak | Club |
Deity | Weapon |
---|---|
Essylliss | Club |
M’daess | Scythe |
Merrshaulk (aka Sseth) | Longsword |
Parrafaire | Scythe |
Semuanya | Club |
Shekinester | Scythe |
Deity | Weapon | |
---|---|---|
Blibdoolpoolp | Pincer Staff (quartertaff) | |
The Great Mother | Greataxe | |
Hruggek | Morningstar | |
Ilsensine | Tentacle (unarmed strike) | |
Kurtulmak | Spear | |
Laogzed | Club | |
Maglubiyet | Warhammer | |
Sekolah | Trident | |
Vlaakith | "Silver Sword" (greatsword) |