List of Dungeons & Dragons deities

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This is a list of deities of Dungeons & Dragons, including all of the 3.5 edition gods and powers of the "Core Setting" for the Dungeons & Dragons (D&D) roleplaying game. Religion is a key element of the D&D game, since it is required to support both the cleric class and the behavioural aspects of the ethical alignment system – 'role playing', one of three fundamentals. The pantheons employed in D&D provide a useful framework for creating fantasy characters, as well as governments and even worlds. [1] [2] :275–292Dungeons and Dragons may be useful in teaching classical mythology. [3] D&D draws inspiration from a variety of mythologies, but takes great liberty in adapting them for the purpose of the game. [4] Because the Core Setting of 3rd Edition is based on the World of Greyhawk, the Greyhawk gods list contains many of the deities listed here, and many more.

Contents

Publication history

1976–1999

The first official publication to detail god-like beings for use in the Dungeons & Dragons game was Gods, Demi-Gods & Heroes , published in 1976 as the fourth supplement for the original edition. [5] This work was superseded by the Deities & Demigods sourcebook, which was first published in 1980. [6] The first printing included the Cthulhu Mythos, but both this and the Melnibonéan mythos were removed by the third printing because of potential copyright issues. [7] [6] :94,104 While some non-human deities originated in the Supplement I: Greyhawk (1975) and the Monster Manual (1977), Deities & Demigods and a series of articles in Dragon #58-63 (released in 1982) were the major sources for information on these deities and "brought the total nonhuman deity count up to about 50". [8] In 1985, when the sourcebook was reprinted, Deities & Demigods was renamed Legends & Lore. On this change, Gary Gygax wrote it was due to "bowing to pressure from those who don't buy our products anyway" – Shannon Appelcline explained this was a reference to "fundamentalist religious groups, who had by then begun actively attacking TSR under names such as" Bothered About Dungeons & Dragons (B.A.D.D.). [9] Nick Ozment of Black Gate highlighted the game did use "one aspect of Judeo-Christian myth: the devils and demons (although they can be found in many other mythologies as well)" so "puritanical fear mongers took this and ran with it". [10] Ozment commented that "early editions were kinda silly" in terms of game mechanics for deities because even though the designers "assigned crazy-huge hit points and breathtakingly strong armor classes to the gods, said deities still had stats that could be overcome by powerful enough characters". [10] He explained that "later editions of Deities and Demigods [...] ameliorated this 'big boss' mentality by introducing the concept that some gods that characters physically encountered were but avatars, 'aspects' or physical incarnations of gods who, being immortal and transcendent, could not really be killed". [10]

In 1990, when Legends & Lore was revised for Advanced Dungeons & Dragons 2nd edition, the Babylonian, Finnish, nonhuman, and Sumerian content were removed to allow room for expansion of the remaining mythoi. [11] Appelcline commented that this sourcebook "probably preserves more continuity from those 15 years of publication than any other D&D book". [12] The disclaimer became stronger in this version of Legends & Lore by expanding from a general denial of philosophical intent to an explicit and detailed disavowal of religious judgment which Appelcline explained reflected TSR's heightened sensitivity to criticism from religious groups during Lorraine Williams' tenure. On the removed pantheons, he thought the "most surprising" was the removal of the nonhuman deities as "they represent some of the most original parts of the previous Deities & Demigods. However, TSR had decided that their first deities book should reflect the 'human experience'". [12] Monster Mythology was then published in 1992 and it re-introduced detailed information on the deities of several non-human pantheons. [11] This sourcebook "more than doubled the count of humanoid, demihuman, and monstrous deities". [8]

The Faerûn pantheon for the Forgotten Realms campaign setting was more fully detailed in 1996–1998 with the publication of Faiths & Avatars (1996), Powers & Pantheons (1997) and Demihuman Deities (1998). [11] [13] Appelcline highlighted that many of the deities in Demihuman Deities either originated in Deities & Demigods or in Dragon articles, noting that means "about half of the Realms demihuman deities were created by Lawrence Schick and Roger E. Moore five to seven years before the Forgotten Realms became an official AD&D setting". [13]

2000–present

With the third edition of Dungeons & Dragons, a core pantheon was introduced; this was adapted from the Greyhawk pantheon. [14] Deities and Demigods (2002) outlined various pantheons and included stat blocks for deities along with roleplay guidance on religions, the actions of deities in gameplay, and the creation of homebrew pantheons and religions. [14] Co-designer James Wyatt explained that this sourcebook "owes a lot to the 1st Edition Deities and Demigods/Legends and Lore book, more so than the 2nd Edition version" but the introduction of "new material" meant not every pantheon could still be included so they "chose the pantheons that we felt were (a) most popular and (b) most ensconced in the popular culture of fantasy: the Greek, Norse, and Egyptian". [14] Faiths and Pantheons (2002) was an abridged update of the previous Forgotten Realms deity focused trilogy; it uses the rules introduced in Deities and Demigods to outline "the portfolios of the many gods of the Realms" and adds stat blocks for "the avatars of the major deities". [15] The sourcebook features a list of 115 Forgotten Realms gods, with "slight updates" for 3E compatibility. [15] Appelcline thought its most notable addition was the inclusion of monstrous deities, such as the orc pantheon, which were previously detailed only in "non-Realms books like DMGR4: Monster Mythology (1992) and On Hallowed Ground (1996)". [15]

The 4th Edition default pantheon included deities from the Greyhawk and the Forgotten Realms campaign settings, as well as several original gods. [16] Although some gods are patrons of specific races, they are worshipped by all, and racial pantheons do not exist in this edition. Many lesser gods from previous editions (such as the Seldarine or most members of the dwarven pantheon) now have the status of Exarch, a demipower in service to a greater god.[ citation needed ]

The 5th Edition Players Handbook (2014) included lists of deities from the Forgotten Realms, Greyhawk, Dragonlance, Eberron, and the deities derived from historical pantheons such as the Celtic deities and Norse deities. [17] The historical deities have been removed "from their historical context in the real world and united into pantheons that serve the needs of the game". [18] The 5th Edition Dungeon Master's Guide (2014) later provided the "Dawn War Deities" as a sample pantheon, an updated version of the main pantheon of 4th Edition. These updates included readjusting some of the alignments, because 5th Edition returned to the previous schema of nine alignments, as well as adding suggested cleric domains of the available domains from the PHB and DMG. [16] The Sword Coast Adventurer's Guide (2015) then gave a more detailed overview of all the deities from the Forgotten Realm, including nonhuman deities. [19] A more detailed and expanded overview of nonhuman deities was printed in the Mordenkainen's Tome of Foes (2018). [20]

Characteristics

Deities in Dungeons & Dragons have a great variety of moral outlooks and motives, [21] which have to be considered by cleric player characters. [22] In some editions of the game, deities were given statistics, allowing mighty player characters to kill a god like a powerful monster. [5] [10] Every deity has certain aspects of existence over which it has dominion, power, and control. Collectively, these aspects represent a deity's portfolio. Additionally, each deity that can grant spells has multiple domains that give clerics access to extra spells and abilities from that domain. Which domains are associated with a deity is largely a function of the deity's portfolio.[ citation needed ]

Categories

The deities are grouped into three categories:

  1. Core powers – Deities presented in the 3.5th edition Player's Handbook or substantially introduced in the other two core books ( Dungeon Master's Guide and Monster Manual ). Most of these deities are worshipped by humans. There is a subset within this category called Additional Deities which has deities not mentioned in the core rulebooks but instead in supplements and as such considered additions to the core category.
  2. Alternate human pantheons – This lists the pantheons and the deities within them that are presented in the supplement book Deities & Demigods . Most are based upon real-life mythology.
  3. Non-deity powers – These beings would fit into the previous category, but are not actually deities, plus most of them aren't the patron of a specific monstrous race. This includes the demon princes and archdevils as well as some other godlike beings.

Before third edition, there was no Core Setting, so the distinctions above are not as clear-cut. For the most part, materials which did not specify a setting were assumed to be at least compatible with the World of Greyhawk if not outright parts of the canon. As such, those prior materials are covered in the setting-specific lists of deities. The book Monster Mythology, however, was considered to be canon for core materials for the gods of non-human races in second edition.[ citation needed ]

Ranks of divine power

Each deity has a divine rank, which determines how much power the entity has, from lowest to highest:

Many deities are arranged in pantheons, which are often led by Greater deities which are their direct superiors. The individual deities in a pantheon may not be forced to obey their superiors, although they typically respect and fear the superior deity.[ citation needed ]

Initial pantheons

Gods, Demi-Gods & Heroes (1976) included 10 pantheons of gods for Dungeons & Dragons. [6] :143 TSR then published the first version of Deities & Demigods (1980), for Advanced Dungeons & Dragons, which contained 17 pantheons of gods. [23] This supplement updated the material which was included in 1976's Gods, Demi-Gods & Heroes for the original Dungeons & Dragons ruleset. [24] Later printings removed the Cthulhu and Melnibonéan sections due to copyright concerns. [7] [6] :94,104

Included only in Gods, Demi-Gods & Heroes (1976)Included only in Deities & Demigods (1980)Included in both supplements

Advanced Dungeons & Dragons 2nd edition

In 1990, Legends & Lore (formerly titled Deities & Demigods) was expanded and fully revised from the 1st Edition AD&D volume to be used with the 2nd Edition rules. [12] [6] :104 This edition had pared-down content in comparison to the original; the sections on Babylonian, Finnish, Sumerian and non-humanoid deities were wholly excised. [25] [12] The Central American mythos was changed to the Aztec mythos, while the Nehwon mythos was retained. [25]

The book Monster Mythology (1992) included over 100 deities for nonhumans.

Dungeons & Dragons 3rd edition

There are over 100 deities in the Greyhawk setting, and when creating Dungeons & Dragons 3rd Edition Wizards of the Coast selected a subset to become iconic deities. They selected and altered deities to correspond to "iconic" aspects of core D&D. Most core deities are human deities; except for the chief gods of the demihuman races. Certain aspects of the deities were altered to make them more generic – for example: the "Core" Heironeous favors the longsword (in order to make the favored weapon of the "God of Chivalry" more traditionally knight-like), as contrasted with the original "Greyhawk" Heironeous, who favors the battleaxe.

The designation of "greater" vs. "intermediate" comes from Legends & Lore (1990). It is not used in any edition of the Player's Handbook, but it is used in Deities and Demigods (2002) and various v3.5 Edition materials.

Core D&D-pantheons

Greater deities

  • Boccob, god of magic, arcane knowledge, balance and foresight. [27] :32,106 [28] :60
  • Corellon Larethian, god of elves, magic, music, and arts (also a demihuman power). [27] :32,106 [28] :62 [29] :20
  • Garl Glittergold, god of gnomes, [26] humor, and gemcutting (also a demihuman power). [27] :32,107 [28] :69 [30] :43 [31] :109,112
  • Gruumsh, god of orcs (also a monster power). [27] :32,107 [28] :71
  • Moradin, god of dwarves (also a demihuman power) [27] :32,107 [28] :83 [30] :17
  • Nerull, god of death, darkness, murder and the underworld. [27] :32,108 [32] :17–18 [28] :84
  • Pelor, god of sun, light, strength and healing. More humans worship Pelor than any other deity. [27] :13,32,108 [28] :32,90,96,107
  • Yondalla, goddess of halflings (also a demihuman power). [27] :32,108 [28] :97 [29] :52

Intermediate deities

  • Ehlonna, goddess of forests, woodlands, flora & fauna, and fertility. [27] :32,107 [28] :64
  • Erythnul, god of hate, envy, malice, panic, ugliness, and slaughter. [27] :32,107 [28] :66
  • Fharlanghn, god of horizons, distance, travel, and roads. [27] :32,107 [28] :67
  • Heironeous, god of chivalry, justice, honor, war, daring, and valor. [27] :32,107 [28] :72
  • Hextor, god of war, discord, massacres, conflict, fitness, and tyranny. [27] :32,107 [28] :75
  • Kord, god of athletics, sports, brawling, strength, and courage. [27] :32,107 [28] :77
  • Obad-Hai, god of nature, freedom, hunting, and beasts. [27] :32,108 [28] :86
  • Olidammara, god of music, revels, wine, rogues, humor, and tricks. [27] :32,108 [28] :88
  • Saint Cuthbert, god of common sense, wisdom, zeal, honesty, truth, and discipline. [27] :32,108 [28]
  • Wee Jas, goddess of magic, death, vanity, and law [27] [28] :91

Lesser deities

  • Vecna, god of destructive and evil secrets. [27] :32,108 [28] :94

Supplementary deities

While not listed in the Players Handbook, the following deities appear in supplementary rulebooks for the 3rd edition. Although some of these originally come from the Greyhawk, Forgotten Realms, or Eberron campaign settings, each one is mentioned at some point in a non-setting-specific source. The name in brackets next to each one specifies the source they are mentioned in.

Other pantheons

The third edition version of Deities & Demigods contains only four pantheons: a condensed Greyhawk pantheon meant for insertion into any game world ("Core D&D Pantheon"), the Greek mythos and heroes ("Olympian Pantheon"), [4] the Egyptian mythos ("Pharaonic Pantheon"), and the Norse mythos ("Asgardian Pantheon"). The third edition version of the book also discusses in detail how one would go about the creation of their own pantheon, as well as individual gods, for use in Dungeons & Dragons.[ citation needed ]

Three systems of alternative faiths were described in the third edition Deities and Demigods book:

Nondeity powers

Similar to monster powers, these are not true deities but very powerful extraplanar beings. These however do not even profess to be gods (though many still have designs on godhood).

Fiendish entities

Demon lords of the Abyss

The single unifying feature of all demon lords (also called demon princes) is the inherent control over part of the infinite layers of The Abyss. Only the first 666 layers of The Abyss are generally known, and of those only a small fraction of the princes of those layers are a part of the D&D cosmology.

  • Baphomet, Prince of Beasts, demon prince of beasts and vengeance (also the monster power of minotaurs) [37] :58
  • Dagon, demon prince and patron of the deep sea. [37] :59
  • Demogorgon, self-proclaimed "Prince of Demons". [37] :61
  • Eltab, demon prince of hatred and retribution.
  • Fraz-Urb'luu, demon prince and patron of illusionists and tricksters. [37] :63
  • Graz'zt, demon prince and patron of rulers by force. [37] :65
  • Juiblex, demon prince and patron of oozes and slimes. [37] :66
  • Kostchtchie, demon prince of the 23rd layer of The Abyss, the Ice Wastes; patron of evil frost giants. [38] :8 [37] :68
  • Lolth, demon princess of spiders, evil, darkness, chaos and assassins. (also a core power and the monster power of Drow) [35] :161 [28] :81 [29] :22
  • Malcanthet, demon queen of the succubi and patron of the hedonistic and lustful. [37] :69 [39] [40]
  • Obox-ob, demon prince and patron of vermin. [37] :71
  • Orcus, demon prince of the 113th layer of The Abyss, Thanatos and patron of the undead. [32] :18 [37] :73
  • Pale Night, demon princess and theorized mother of the demon lords. [37] :74
  • Pazuzu, demon prince of the 503rd layer of the Abyss. [37] :76
  • Sess'Innek, demon prince of civilization and dominion. (also the monster power of dark nagas and lizard kings)
  • Vaprak, demon prince of combat and greed. (also the monster power of ogres and trolls)
  • Yeenoghu, demon prince and patron of gnolls. [37] :78 [41]
  • Zuggtmoy, demon princess and "Lady of the Fungi", [37] :80 [42] counted by chroniclers of the art of Dungeons & Dragons Michael Witwer et al. among the characters who gained iconic status through the history of the game. [43] :412–415
  • Numerous others.
Arch-devils of Baator

Celestial paragons

The celestial paragons are powerful unique outsiders of the Upper Planes. They are to the celestials as the archdevils are to the devils and the demon lords are to demons.

Archon paragons

The celestial paragons of the archons are known collectively as the Celestial Hebdomad. They rule the layers of the Plane of Mount Celestia.

Barachiel
ruler of the Silver Heaven of Lunia, the bottom layer of Celestia.
Domiel
ruler of the Golden Heaven of Mercuria, the second layer of Celestia.
Erathaol
ruler of Venya, the Pearly Heaven, the third layer of Celestia.
Pistis Sophia
ruler of Solania, the Crystal Heaven, the fourth layer of Celestia.
Raziel
ruler of Mertion, the Platinum Heaven, the fifth layer of Celestia.
Sealtiel
ruler of Jovar, the Glittering Heaven, the sixth layer of Celestia.
Zaphkiel
ruler of the Illuminated Heaven of Chronias, the seventh layer of Celestia.
Eladrin paragons

The celestial paragons of the eladrins are collectively known as The Court of Stars. They hail from the Plane of Arborea.

Faerinaal
oversees the defense of the Court of Stars and liberates eladrins captured by evil forces.
Gwynharwyf
Queen Morwel's loyal champion and a barbarian of unparalleled ferocity.
Morwel
the ruler of the eladrins and the Court of Stars.
Guardinal paragons

The celestial paragons of the guardinals are collectively known as Talisid and the Five Companions. They hail from the plane of Elysium.

Bharrai
the matriarch of the Ursinals, resides on Eronia, the second layer of Elysium.
Kharash
the paragon of Lupinals.
Manath
the duke of the Cervidals.
Sathia
the voice of the Avorals, and matron and muse for painters and sculptors.
Talisid
the most powerful of Leonals. Spends most of his time on Amoria, the topmost layer of Elysium.
Vhara
the duchess of the Equinals, resides on Amoria.

Archomentals

Archomentals are powerful exemplary beings of the Elemental Planes and the rulers of the elementals. [45] Although they are not truly rulers of their planes, archomentals like to consider themselves as much and often grant themselves regal titles like Prince or Princess. They are compared in the source material to the archfiends or celestial paragons, and are considered to be the elemental equivalent of such beings.

Evil archomentals

The evil archomentals are collectively known as the Princes of Elemental Evil. At their introduction in Fiend Folio (1981) reviewer Ed Greenwood considered them "worthy additions to any campaign". [46] The five most famous are:

  • Cryonax, prince of evil cold creatures.
  • Imix, prince of evil fire creatures.
  • Ogrémoch, prince of evil earth creatures.
  • Olhydra, princess of evil water creatures.
  • Yan-C-Bin, prince of evil air creatures.
Good archomentals

The good archomentals are collectively known as the Elemental Princes of Good. The four most famous are:

  • Ben-hadar, prince of good water creatures.
  • Chan, princess of good air creatures.
  • Entemoch and Sunnis, prince and princess of good earth creatures.
  • Zaaman Rul, prince of good fire creatures.
Lesser evil archomentals

Three other archomentals are first mentioned in Manual of the Planes (TSR, 1987).

  • Bwimb, prince of ooze creatures.
  • Chlimbia, prince of magma creatures. In The Inner Planes (TSR, 1998) he is described as evil tyrant.
  • Ehkahk, prince of smoke creatures.

Slaad Lords

The Slaad Lords are the de facto rulers of the Slaadi race and the plane of Limbo. Although true to their chaotic nature they often do not appear anything like other Slaadi.

Primus

Primus is the leader of the modrons and is the epitome of order, and possesses god-like powers in the game. [47] Artist Tony DiTerlizzi became fascinated by Primus and the other modrons when he got the challenge to redesign them from their first edition appearance for the Planescape campaign setting. [48] Reviewer Scott Haring found the process successful as the "once-silly Modrons" were "given a new background and purpose that makes a lot more sense". [49]

Titans

"Titans are closer to the well spring of life and thus experience more pronounced emotion including Deity-like fits of rage. In ages past some rebelled against the deities themselves..." [50]

The Lady of Pain

The Lady of Pain is an enigmatic being who oversees the city of Sigil [43] :253 in the plane of the Outlands. Almost nothing is known about her; her origin, her race, her motives and her level of power are all obscure, although she is sometimes shown to have absolutely immense power. The Lady of Pain refuses to tolerate anyone who worships her, killing those who do so. Again; virtually nothing is known about her, apart from the fact that she has the power to slay gods who displease her.

Vestiges

These entities are outside the boundary of life, death, and undeath. They are untouchable by even the most powerful deities although they can be summoned and used by the weakest mortal through pact magic and binding. Binders are often feared and hunted down by "Witch Slayers." The list of vestiges that can be bonded with include:

  • Acererak: The Eternal.
  • Agares: Truth Betrayed.
  • Amon: The Void Before The Altar.
  • Andras: The Grey Knight.
  • Andromalius: The Repentant Rogue.
  • Aym: Queen Avarice.
  • Balam: The Bitter Angel.
  • Buer: Grandmother Huntress.
  • Chupoclops: Harbinger of Forever.
  • Dahlver-Nar: The Tortured One.
  • Dantalion: The Star Emperor.
  • Eligor: Dragon's Slayer.
  • Eurynome: Mother of the Material.
  • Focalor: Prince of Tears.
  • Geryon: The Deposed Lord.
  • Haagenti: Mother of Minotaurs.
  • Halphax: Angel in the Angle.
  • Haures: The Dreaming Duke.
  • Ipos: Prince of Fools.
  • Karsus: Hubris in the Blood.
  • Leraje: The Green Herald.
  • Malphas: The Turnfeather.
  • Marchosias: King of Killers.
  • Naberius: The Grinning Hound.
  • Orthos: Sovereign of the Howling Dark.
  • Otiax: The Key to the Gate.
  • Paimon: The Dancer.
  • Ronove: The Iron Maiden.
  • Savnok: The Instigator.
  • Shax: Sea Sister.
  • Tenebrous: The Shadow That Was.
  • Zagan: Duke of Disappointment.

Vestiges were introduced in D&D: Tome of Magic supplement by Matthew Sernett, Ari Marmell, David Noonan, Robert J. Schwalb. Wizards of the Coast, March 2006.

The supplement Dragon Magic , by Rodney Thompson and Owen Stephens published in September 2006, introduces this vestige:

  • Ashardalon: Pyre of the Unborn

Dungeons & Dragons 4th edition

These are the deities for the non-Greyhawk default campaign setting of 4th edition Dungeons & Dragons (informally referred to as the "points of light" setting).

Good and Lawful Good deities

Unaligned deities

Evil and Chaotic Evil deities

Deceased and former deities

Dungeons & Dragons 5th edition

These are the deities for the 5th Edition of Dungeons & Dragons, which mostly are printed in the Appendix section of the 5th Edition Players Handbook (2014). [17] Details on deities are also included in the Dungeon Master's Guide (2014), [54] the Sword Coast Adventurer's Guide (2015), [19] and Mordenkainen's Tome of Foes (2018). [20]

Deities of the Forgotten Realms

Deities of Greyhawk

Deities of Dragonlance

Good aligned gods

  • Paladine – Lawful good god of rulers and guardians. Paladine's symbol is a silver triangle. [61]
  • Branchala – Neutral good god of music. Branchala's symbol is a bard's harp. [61]
  • Habbakuk – Neutral good god of animal life and the sea. Habbakuk's symbol is a blue bird. [61]
  • Kiri-Jolith – Lawful good god of honour and war. Kiri-Jolith's symbol is a pair of bison's horns. [61]
  • Majere – Lawful good god of meditation and order. Majere's symbol is a copper spider. [61]
  • Mishakal – Lawful good goddess of healing. Mishakal's symbol is a blue infinity sign. [61]
  • Solinari – Lawful good goddess of good magic. Solinari's symbol is a white circle, or sphere. [61]

Neutral aligned gods

  • Gilean – True neutral god of knowledge. Gilean's symbol is an open book. [61]
  • Chislev – True neutral goddess of nature. Chislev's symbol is a feather. [61]
  • Reorx – True neutral god of craft. Reorx's symbol is a forging hammer. [61]
  • Shinare – True neutral goddess of wealth and trade. Shinare's symbol is a griffon's wing. [61]
  • Sirrion – True neutral god of fire and change. Sirrion's symbol is multi-coloured fire. [61]
  • Zivilyn – True neutral god of wisdom. Zivilyn's symbol is a great green, or gold tree. [61]
  • Lunitari – True neutral goddess of neutral magic. Lunitari's symbol is a red circle, or sphere. [61]

Evil aligned gods

  • Takhisis – Lawful evil goddess of night and hatred. Takhisis' symbol is a black crescent. [61]
  • Chemosh – Lawful evil god of the undead. Chemosh's symbol is a yellow skull. [61]
  • Hiddukel – Chaotic evil god of lies and greed. Hiddukel's symbol is a pair of broken merchant's scales. [61]
  • Morgion – Neutral evil god of disease and secrecy. Morgion's symbol is a hood with two red eyes. [61]
  • Sargonnas – Lawful evil god of vengeance and fire. Sargonnas' symbol is a stylized red condor. [61]
  • Zeboim – Chaotic evil goddess of the sea and storms. Zeboim's symbol is a turtle shell. [61]
  • Nuitari – Lawful evil god of evil magic. Nuitari's symbol is a black circle, or sphere. [61]

Deities of Eberron

The Sovereign Host

  • Arawai – Neutral good goddess of fertility. Arawai's symbol is a sheaf of wheat tied with a green ribbon. [62]
  • Aureon - Lawful neutral god of law and knowledge. Aureon's symbol is an open tome. [62]
  • Balinor - True neutral god of beasts and the hunt. Balinor's symbol is a pair of antlers. [62]
  • Boldrei – Lawful good goddess of communication and home. Boldrei's symbol is a fire in a stone hearth. [62]
  • Dol Arrah – Lawful good goddess of sunlight and honour. Dol Arrah's symbol is a rising sun. [62]
  • Dol Dorn – Chaotic good god of strength at arms. Dol Dorn's symbol is a longsword crossed over a shield. [62]
  • Kol Korran – True neutral god of trade and wealth. Kol Korran's symbol is a nine-sided gold coin. [62]
  • Olladra – Neutral good goddess of good fortune. Olladra's symbol is a domino. [62]
  • Onatar – Neutral good god of craft. Onatar's symbol is a crossed hammer and tongs. [62]

The Dark Six

  • The Devourer – Neutral evil god of nature's wrath. The Devourer's symbol is a bundle of five sharpened bones. [62]
  • The Fury – Neutral evil goddess of wrath and madness. The Fury's symbol is a winged wyrm with a woman's head and upper body. [62]
  • The Keeper – Neutral evil god of greed and death. The Keeper's symbol is a dragonshard stone in the shape of a fang. [62]
  • The Mockery – Neutral evil god of violence and treachery. The Mockery's symbol is five blood-splattered tools. [62]
  • The Shadow – Chaotic evil god of dark magic. The Shadow's symbol is an obsidian tower. [62]
  • The Traveler – Chaotic neutral deity of chaos and change. The Traveler's symbol is four crossed, rune-inscribed bones. [62]

Other Faiths of Eberron

  • The Silver Flame – Lawful good deity of protection and good. The symbol of The Silver Flame is a flame drawn on silver, or molded from silver. [62]
  • The Blood of Vol – Lawful neutral philosophy of immortality and undeath. The symbol of The Blood of Vol is a stylized dragon skull on a red teardrop gem. [62]
  • Cults of the Dragon Below – Neutral evil deities of madness. The symbol of The Cults of the Dragon Below is a stylized dragon skull. [62]
  • The Path of Light – Lawful neutral philosophy of light and self-improvement. The symbol of The Path of Light is a brilliant crystal. [62]
  • The Undying Court – Neutral good elven ancestors. The symbol of The Undying Court is a stylized skull. [62]
  • The Spirits of the Past – Chaotic good elven ancestors. The symbol of The Spirits of the Past varies. [62]

Nonhuman deities

Dawn War Deities

Exandria

The sourcebook Explorer's Guide to Wildemount (2020), which is the official adaptation of the Exandria setting from the web series Critical Role for 5th Edition, [65] uses a variation of the Dawn War pantheon. [66] [67] This setting divides the pantheon into the Prime Deities and the Betrayer Gods; [68] [69] it also adds Raei, the Everlight, to the Prime Deity side of the pantheon – this god is adapted from the Pathfinder god Sarenrae. [70] [69] Additionally, this setting introduces other potential divine sources outside of the pantheon such as the Luxon. [67] [69]

The Luxon, which is associated with both light and dunamancy, does not "have an active consciousness or personality" and worship "is largely a system of pure faith, backed by scientific and metaphysical truths" derived from magical artifacts known as the Luxon Beacons; [69] these artifacts are considered part of the Luxon's body and facilitate a reincarnation cycle. [67] [69] Academics Lisa Horton and David Beard, in the book The Routledge Handbook of Remix Studies and Digital Humanities, highlighted the departure in standard Dungeons & Dragon drow lore with the Kryn Dynasty, noting that their religion is centered on "the physical manifestation of light itself, the Luxon, and the pursuit off immortality". [71] James Grebey, for Syfy Wire , commented that the Luxon religion "allows for souls to be reborn in another body" resulting in a society which is "race-neutral in a way that's rarely seen in fantasy lore. It's borderline progressive, even". [72]

See also

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Further reading