Category: 5th Edition Dungeons and Dragons

Lifestyle Costs & Skill Use

MARKETABLE SKILLS   

5th edition simplifies player expenses, so that games don’t become exercises in accounting.  Chapter 5 of the PHB gives the daily cost for the various lifestyles (wretched, squalid, poor, modest, comfortable, wealthy, and aristocratic) and explains each lifestyle on pages 157 & 158.  The following system would allow players to ply a trade in order to live at a given lifestyle at no cost… but with no chance of monetary gain either.  I’d use this in place of Running a Business (DMG 129) to keep things relatively simple.

Lifestyle Proficiency Check:  I’d allow players to use proficiencies to make a living over the course of one month in place of charging lifestyle expenses.  Characters would have to spend the majority of their day (8-12 hours) engaged in skill or tool use to make a living off of it.  The base DC to achieve the listed lifestyle at no cost would be:

  • Wretched:  N/A.  This is scraping the bottom of the barrel.  PCs would never fall to this level without some major setback (see Carousing below).
  • Squalid:  0
  • Poor: 5
  • Modest: 10
  • Comfortable:  20
  • Wealthy: 25
  • Aristocratic: 30

Limits based on the wealth of the local population should apply.  For example, a character performing at a grimy tavern in the seedy section of town should be limited to modest lifestyle… even if his weekly performance roll indicates that he has earned a better lifestyle.

Here’s a breakdown of how each skill or tool proficiency could be used to earn a living, including notes on the lifestyle proficiency check roll:

Strength

  • Athletics:  Performing feats of strength (i.e. acting as a porter, wrestling in a fighting pit).  Roll at disadvantage because this represents the lowest form of labor.

Dexterity

  • Acrobatics:  Performing as an acrobat or juggler.
  • Sleight of Hand:  Picking pockets, stealing small objects, and confidence games.
  • Stealth:  Spying and scouting for guilds, military units, or other patrons would also require successful perception, investigation, and/or insight rolls.

Intelligence

  • Arcana, History, Investigation, Nature, and Religion:  The character could hire out as a sage or act as a consultant/researcher for a patron or group (i.e a guild or church).  Investigation could also be used by constables, reeves, church inquisitors, etc to perform their duties. Roll at disadvantage as plenty of apprentices would perform such services for free.  Roll normally if the employment has inherent risks to health or well-being.

Wisdom

  • Animal Handling:  Farmhand, animal trainer, mounted courier, or mounted mercenary. Roll at disadvantage unless the employment involves risks that allow for greater compensation.
  • Insight:  Fortune teller, con artist, local magistrate, judge, or adviser.
  • Medicine:  Veterinarian, goodwife, barber, apothecary, or physician.
  • Perception:  This would usually be used in conjunction with stealth to spy on others.  It could also be used for town watchmen or those who need to be observant (i.e. sailor in the crow’s nest or scout). Roll at disadvantage unless the employment brings the character into harm’s way.
  • Survival:  Frontiersmen, surveyors, guides, trackers.  Roll at disadvantage due to the nature and location of the employment.

Charisma

  • Deception: Fortune teller, con artist, charlatan, or beggar.  Beggars would roll at disadvantage while con artists and charlatans would not due to the higher stakes and risks involved with those endeavors.
  • Intimidation:  Gang enforcer, crooked constable, threatening beggar, highwayman.
  • Performance: Poet, actor, lay minister, musician.
  • Persuasion: Town crier, politician, adviser, orator, or lawyer.

Tools & Kits
Most tool or kit proficiency checks require the tools, supplies, and a space in which to work.  Assuming that these are available, the check is made with no modifier.

Gaming set
All gaming set proficiency checks are made with no modifier unless cheating is involved.  With a successful Sleight of Hands roll the gaming set proficiency check may be made with advantage.   A character caught cheating  will find that his fortunes change rather quickly.

Musical instrument
All instrument proficiency checks may be combined with performance checks or could be made to tutor pupils in the use of those instruments.

CAROUSING 

Characters who wish to carouse (DMG 128) live at one lifestyle rank lower than that indicated by their lifestyle skill check to account for the added expenses incurred by their wanton ways.

dwarves

TRAITS & PASSIONS SYSTEM IN D&D (Part 1)

My absolute favorite aspect of the Pendragon rules is its use of traits and passions to flesh out characters, define their motivations, and, at times, compel them to take actions that are in keeping with those traits and passion.

With WotC’s Unearthed Arcana variant alignment system in mind, I thought I’d see if I could effectively shoehorn my favorite bit from Pendragon into my new favorite RPG.

 

INITIAL TRAITS

Roll 3d6 to determine each of the 13 traits listed in the left-hand column below.  These traits are also called virtues.

Add any cultural and racial modifiers to the relevant traits, to a maximum of 20 and minimum of 1. No starting trait may exceed 20, even after initial modifiers.  If no virtues are notable (14 or higher), you may raise one virtue of your choice to 14.

  • Values of 8-13 indicate no strong leanings with regards to that trait.
  • Values of 7 or lower show that you exhibit the vice listed in the column to the immediate right of the listed trait.
  • Values of 14 or higher show that you are virtuous, and strongly exhibit the virtue listed in the far right column.
Traits 7 or lower 14 or higher
Chastity Lustful Chaste
Diligence Slothful Energetic
Equity Arbitrary Just
Forgiveness Vengeful Forgiving
Generosity Selfish Generous
Honesty Deceitful Honest
Mercy Cruel Merciful
Modesty Proud Modest
Piety Worldly Pious
Prudence Reckless Prudent
Temperance Indulgent Temperate
Trust Suspicious Trusting
Valor Cowardly Valorous

TRAIT MODIFIERS BY RACE

These should be left to individual DMs and be heavily dependent on the campaign world and tone that they are aiming for.  I’ve provided some quick examples that I’d use in my classic Greyhawk campaign.

Dwarf, Mountain or Hill:  +2 to Equity, Diligence, and Valor/-2 to Generosity, Forgiveness, and Trust

Elf, High or Grey: +2 to Diligence, Mercy, and Temperance/-2 to Equity, Modesty, and Trust

Elf, Valley, Wood, or Wild:  +2 to Diligence, Temperance, and Valor/-2 to Equity, Forgiveness, and Trust*

* Wild elves suffer a -4 penalty to Trust

Gnomes, Deep:  +2 to Equity, Diligence, and Prudence/-2 to Generosity,  Forgiveness, and Trust

Gnomes, Surface:  +2 to Diligence and Prudence/-2 to Forgiveness and Temperance

Halflings, All:  +2 to Generosity, Forgiveness, and Mercy/-2 to Diligence, Temperance, and Valor

Half-Orc:  +2 to Diligence and Valor/-2 to Forgiveness, Mercy, and Trust

Humans: While cultural modifiers could be used, I’d simply allow humans to add 2 to up to three traits and subtract 3 from an equal number of traits.

 

TRAIT SCORE MODIFIERS

When making a trait  test (which will be explained in an upcoming post) to resist giving into a particular trait’s, the trait score assigns a modifier which works just like ability score modifiers.

Score             Modifier

1                       -5

2-3                    -4

4-5                    -3

6-7                   -2

8-9                   -1

10-11                +0

12-13                 +1

14-15                 +2

16-17                +3

18-19                +4

20-21                +5

22-23                +6

24-25                +7

26-27                +8

28-29                +9

30                    +10

TRAITS & ALIGNMENT

Law/Chaos Axis

Equity
Honesty
Prudence
Piety

Lawful:  Trait modifiers for these traits total +8 or more.

Neutral:  Trait modifiers for these traits total -7 through +7.

Chaotic:  Traits modifiers total -8 or less.

Good/Evil Axis

Chastity
Diligence
Forgiveness
Generosity
Mercy
Modesty
Temperance
Trust
Valor

Good:  Trait modifiers for these traits total +18 or more.

Neutral: Trait modifiers for these traits total -17 through +17.

Evil:  Traits modifiers total -18 or less.

dragon with hoard

Coin Sizes in D&D

I saw this post by a poster named 77IM on ENWorld and thought I’d repost it here because it’s the kind of thing I like to consider in my games:

Do you wonder what size coins are? I sure do! Keeps me up at night.

So let’s math this out a bit.

50 coins weigh 1 lb. so that means 1 coin is 0.32 oz., or 9 g if we are being metric, which we are, because that is how Wikipedia lists coin weights. So, looking to see if any US coins weigh 9 g, it looks like the closest is the dollar coin, at 8.1 g.

The dollar coin is comprised primarily of copper, so BAM, that’s about how big a copper coin is. Actually it will be slightly bigger, about 12% bigger by volume, which is pretty negligible. For those of you unfamiliar with the dollar coin, it is is about an inch across (26.5 mm) and 2 mm thick, so it’s not that much bigger than a quarter.

Now let’s look up metal density. Copper is about 9 g/cm^3, and silver is 10.5 g/cm^3, so pretty close. This means a silver coin is slightly smaller than a copper coin. Since the copper coin is slightly bigger than the dollar coin, this means that the silver coin will be about the size of a dollar coin, or maybe a bit smaller. I’m to lazy to bust out pi*r^2 and figure out exact sizes for these coins so I’m satisfied saying “both silver and copper coins are about the size of a US dollar coin.”

Also, this assumes the metal is pure, and it’s usually not. Silver usually has some copper in it, and copper coins (in the US) often have substantial nickel in them, and once you start putting zinc in there things lighten up considerably. So all these sizes are going to be approximate anyway.

Looking at the density of gold (19.3) and platinum (21.5) it looks like they are pretty similar and both nearly double the density of copper and silver! Well that’s handy. It means that gold and platinum coins should be half the volume of the copper/silver coins.

Since most US coins are copper, a gold or platinum coin of the same dimensions would weigh twice as much. So to get the dimensions of a 9 g coin (50 coins weigh 1 lb. in D&D), we need to find a 4.5 g coin. Crawling around Wikipedia, it looks like the closest is the familar US nickel coin, at 5 g. That’s actually OK, because our D&D fantasy coins are probably not pure gold or platinum, which means they will be less dense and therefore slightly larger than a pure coin.

So there you have it:
A copper or silver piece is about the size of a US dollar coin (or a UK 20p piece).
A gold or platinum piece is about the size of a US nickel (or a UK 10p piece).

I’d add that electrum pieces would roughly be the size of a US quarter.

coins

Tool Proficiencies in 5th Edition

According to the DMG (239) the proficiency bonus for tool proficiencies don’t apply when making ability checks to ascertain the quality, or to discern the origin, of a crafted items, since these checks do not require tool use.

I strongly disagree with this because no one should be more qualified to appraise and examine an item or structure than someone skilled in its creation.

In the PHB, tool proficiency affords the following:

A tool helps you to do something you couldn’t otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since  proficiency with a tool represents broader knowledge o f its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out o f particularly hard wood.

I’d expand this slightly, by allowing tool proficiency bonuses on both investigation and appraisal checks made to examine items that would be made with those tools.  If the character is proficient in the investigation skill, he does not gain any additional bonus (as he already has a proficiency bonus to such checks).

Furthermore I’d allow characters with a tool proficiency to more capably run a business related to that craft.  In the DMG, on page 129, there is a chart that determines how successful a character is in the running of a business enterprise.  I’d allow characters with a tool proficiency bonus to multiply that bonus by 5 and add it to the percentile die result.  I wouldn’t add any ability score modifier to this bonus because, when running a business, various ability scores would come into play (CHA to deal with suppliers, debtors, and customers, INT to balance the books and deal with the minutia of running a business, WIS to know how to deal with the unexpected, to apply common-sense when tackling problems, and to have the strength of will to weather rough patches, STR and/DEX to work at creating goods for sale, etc.)

Fixing the Medicine Skill, Healer’s Kit, and Healer Feat (D&D 5th Edition) – Updated on 5/29

Reading the PHB, it’s pretty clear that the Medicine skill does nothing to aid in the treatment of wounds, ailments, or diseases.  As written, it only allows for stabilizing dying creatures and for diagnosing illnesses.

Here are my slight changes to Medicine (and associated changes to the healer’s kit and Healer feat):

SKILL

Medicine.  A Wisdom (Medicine) check lets you try to stabilize a dying companion, evaluate others wounds, diagnose illnesses, treat poisoned or diseased creatures, and examine corpses in order determine the cause of death.

With a successful Wisdom (Medicine) check you can stabilize a dying character at 0 hit points.

Medicine may also be used to provide long-term care to poisoned or diseased creatures.  When a poisoned or diseased creature is cared for by someone proficient in the Medicine skill, they make their recuperation saving throws (see Downtime: Recuperating on page 187 of the Player’s Handbook) with advantage.

EQUIPMENT

Healer’s Kit.  This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

If you expend one use of a healer’s kit to treat a poisoned or diseased creature, they make their recuperation saving throw (see Downtime: Recuperating on page 187 of the Player’s Handbook) with advantage.

FEAT

Healer.  You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • You have advantage on all Wisdom (Medicine) checks.
  • When you use a healer’s kit to stabilize a dying creature, that creature also regains 1d6+4 hit points.
  • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

DOWNTIME

Recuperating.  You can use downtime between adventures to recover from a debilitating injury, disease, or poison.  After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw.  If you are treated by someone proficient in the Medicine skills, you have advantage on this saving throw.  On a successful save, you can choose one of the following results:

  • End one effect on you that prevents you from regaining hit points.
  • For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.

Vision & Light (D&D 5th Edition Houserule)

Here’s my slightly tweaked take on lighting conditions in 5th edition.  This houserule reduces the effects of less-than-optimal lighting, having darkness penalties apply only in pitch black conditions.

surprise

VISION AND LIGHT

The most fundamental tasks of adventuring – noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few – rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.  A given area might be lightly or heavily obscured.

In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

A heavily obscured area – such as darkness, opaque fog, or dense foliage – blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A).

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

  • Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. The soft light of twilight and dawn also counts as bright light. A particularly brilliant full moon might bathe the land in bright light.
  • Dim light, also called deep shadow, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. Characters face dim light outdoors on most moonlit nights or indoors when embers in a fireplace or moonlight through a window provide some light to see by.
  • Darkness, also called complete darkness or pitch-black, creates a heavily obscured area. Characters face darkness outdoors on a moonless night, within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

Lingering Wounds for 5th Edition D&D

As much as I’m digging 5th edition, the ability to completely heal all damage with a long rest doesn’t sit well with me.  Here’s a simple method that allows for lingering wound effects without bogging down the game.  It has the added benefit of giving new options for recovering from exhaustion effects (which is especially useful for berserker barbarians using the frenzy ability).

WOUND LEVELS

This optional rule allows for lingering wounds while keeping hit point recovery as is. To keep things abstract and simple, creatures take 1 level of exhaustion when they suffer a critical hit (instead of suffering increased damage) or drop to 0 hp. To offset the exhaustion effects associated with wound levels, cure wounds and restoration spells would remove exhaustion effects in addition to their curative effects. Cure wounds removes one level of exhaustion. Lesser restoration now removes up to two levels of exhaustion and greater restoration removes all levels of exhaustion.

EXHAUSTION

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

Level 1: Disadvantage on ability checks

Level 2:   Speed halved

Level 3:  Disadvantage on attack rolls and saving throws

Level 4:  Hit point maximum halved

Level 5:  Speed reduced to 0

Level 6: Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.

Stealing from 5th Edition D&D for 5th Edition Pendragon

One of my pet peeves with Pendragon is its use of reflexive modifiers on opposed checks.

Example:
If a mounted lance-wielder attacked a dagger-armed man on foot, the mounted man would receive a +5 modifier to his Lance skill for being mounted, while the man on foot would suffer a –5 modifier to his Dagger skill for the disadvantage of such a tiny weapon against a lance in this situation.

Rather than applying such modifiers (which stack things heavily in favor of one combatant) I’d like to use a modified form of 5th Edition D&D’s advantage rules:

Advantage:
Sometimes circumstances dictate that you are at an advantage when making a d20 check. When that happens, you roll a second d20 when you make the roll and use the more advantageous die roll.  Examples of circumstances that grant advantage include:

  • Hunting with hunting dogs
  • Finding one’s way in local woodlands
  • Attacking a foot soldier from horseback
  • Attacking an unaware foe
  • Sneaking up on a distracted guard
  • Making a trait check when circumstances favor that trait heavily

Advantage can apply to both opposed and unopposed checks and, in instances where multiple variables are at play, consider if the overall circumstances are clearly favorable to the individual making the d20 check. 

Inspired characters gain advantage on their chosen d20 check.  In instances where both parties have some form of advantage (i.e. inspired Saxon berserker attacking a mounted knight), the advantages cancel each other out so that both parties make normal d20 rolls.  

A combatant using the “uncontrolled attack” option (which used to be called “berserker attack” in older editions of Pendragon) gains advantage on their d20 weapon skill roll.  Likewise, a combatant using the “defense” option gains advantage on their d20 weapon skill roll but cannot deal damage.  As such, the advantage gained through an “uncontrolled attack” would be negated by an opponent choosing “defense”. 

Disadvantage:

Disadvantage only applies to unopposed d20 checks when you are clearly at a disadvantage.  In such situations, roll a second d20 when you make the roll and use the less advantageous die roll.  Examples of circumstances that grant disadvantage include:

  • Finding ones’ way in a mist-shrouded forest
  • Attacking a heavily concealed foe with a ranged weapon
  • Climbing a wall in chain or plate armor

Disadvantage does not apply to opposed checks because, in such instances that favored one individual over another, the favored individual would gain advantage on their d20 roll.  

Examples:  A bear being hunted by a drunken knight would have advantage on its avoidance roll against the knight’s hunting roll.  Also, an alert guard would have advantage on his awareness skill check when rolling against a fully armored knight sneaking towards him.  If that guard were distracted, however, neither roll would have the advantage.

Demihuman Pantheons for 5th Edition D&D

Since I recently listed the 5th edition domains for the gods of Greyhawk, I figured that I should do the same for the extended demihuman pantheons.  These pantheons grew out of Roger Moore’s excellent Dragon magazine articles that fleshed out the demihuman races.

halfling priest

DEMIHUMAN DEITIES

Dwarven Gods  Spheres  Alignment  Gender  Symbol
Moradin, father of dwarves Knowledge LG M Hammer and Anvil
Abbathor, god of greed Trickery NE M Jeweled dagger
Berronar Truesilver, goddess of shelter Life LG F Two silver rings
Clangeddin Silverbeard, father of battle  War LG M Crossed battle axes
Dugmaren Brightmaren, god of learning Knowledge CG M Open book
Dumathoin, god of mountains and mines Knowledge N M Faceted gem inside a mountain
Muamman Duathal, god of wanderers Knowledge NG M Mace over a leather boot
Vergadain, god of wealth and luck  Trickery N M Gold coin
Elven Gods Spheres                   Alignment Gender Symbol
Corellon Larethian, god of magic and war Knowledge, War CG M or F Quarter Moon
Aerdrie Faenya, goddess of air Nature, Tempest CG F Eagle
Deep Sashelas, god of the sea Nature, Tempest CG M Dolphin
Erevan Ilesere, god of mischief Trickery CN M Nova star with asymmetrical rays
Fenmarel Mestarine, god of outcasts Nature, Trickery CN M Pair of elven eyes in the dark
Hanali Celanil, goddess of love Trickery CG F Golden heart
Labelas Enoreth, god of longevity Knowledge CG M Setting sun
Rillifane Rallathil, god of forests Nature CG M Oak
Sehanine Moonbow, moon goddess Knowledge CG F Full moon topped with a crescent moon
Solonor Thelandira, god of hunting Nature, war CG M Silver arrow
Lolth, Demon Queen of Spiders Trickery CE F Spider
Gnomish Gods Domains Alignment Gender Symbol
Garl Glittergod, god of the gnomes Trickery LG M Gold nugget
Baervan Wildwander, god of forests Nature NG M Raccoon
Baravar Cloakshadow, god of illusions Trickery NG M Cloak and dagger
Flandal Steelskin, god of mining Knowledge NG M Flaming hammer
Gaerdal Ironhand, god of vigilance War LG M Iron bracer
Segojan Earthcaller, god of earth Nature NG M Glowing gemstone
Urdlen, the Crawler Below Evil, fear, madness CE Mole
Halfing Gods Domains  Alignment  Gender  Symbol 
Yondalla, mother goddess Life LG F Shield with a cornucopia
Arvoreen the Defender War LG M Crossed short swords
Brandobaris, god of stealth and thieves Trickery N M Footprint
Cyrroalaellee, goddess of home and friends Knowledge LG F Open door
Sheela Peryroyl Nature N F Daisy
Urogalan, god of earth and death Death N M Silhouette of a dog’s head
Orcish Gods Domains Alignment Gender Symbol
Gruumsh, god of survival and strength Tempest, War CE M Unblinking eye
Bahgtru, god of strength and combat Strength, War CE M Broken femur
Ilneval, god of war and leadership War LE M Bloodied longsword
Luthic, goddess of fertility and healing Life NE F Orcish rune meaning “home”
Shargaas, god of undeath and thieves Death, Trickery NE M Red crescent moon
Yurtrus, god of disease and death Death NE M Rotting white hand

Demihumans also worship Greyhawk’s gods:

  • Bleredd, Fortubo, Jascar, and Ulaa are commonly worshipped by dwarves.
  • Ehlonna and Obad-Hai are commonly worshipped by elves.
  • Ehlonna, Fortubo, Jascar, Obad-Hai, and Ulaa are commonly worshipped by gnomes.
  • Ehlonna, Obad-Hai, and Ulaa are commonly worshipped by halflings.
  • Erythnul and Hextor are commonly worshipped by orcs.

Greyhawk God Clerical Domains for 5th Edition

One of my pet peeves with the otherwise excellent 5th Edition of D&D is the dearth of clerical domains to choose from.  At this point I’m going to work within the constraints of the rules and assign the current domains to the gods of Greyhawk.

deities

The People of Oerth worship many gods.  Only deities of the Flanaess are listed here.  In general, the greater gods are too far removed from the world to have much to do with humanity, and while they are worshiped, few people hold them as patrons.

These deities have been known to intercede directly in the affairs of men, but only if these affairs have a direct and crucial bearing upon the concerns of the deity. Even so, the annals of the historians list only a few such instances in the history of the Flanaess. Deities have weighty affairs to attend to, and in general they cannot be bothered with the trivial needs of a party of lowly mortals. However, under certain circumstances, a demi-god and a godling might well become embroiled in human affairs – as your further reading will discover. Because of the plots of Iuz and various demons and evil elementals, St. Cuthbert has become actively aware of events (and has indirect assistance from Beory, who resists elemental destruction). The enmity between Iuz and St. Cuthbert may yet result in direct confrontation.

A list of the greater, intermediate, lesser, and active demigod deities of the Flanaess is given hereafter. Following the name of each deity is the culture or cultures associated with that god:  Baklunish (B), Common (C), Flan (F), Oeridian (O), Olman (L), and Suloise (S).

The careful reader will note that certain deities are both of a certain racial origin and common, at the same time.  Next, the major attributes of the deity are listed and, finally, the deity’s alignment is shown. With respect to alignment, the following abbreviations are used:  L = Lawful, G = Good, N =  Neutral, C = Chaotic, E = Evil. The deity’s sex is indicated last.

HUMAN GODS

Greater Gods  Cultures  Spheres  Alignment  Gender  Symbol
Beory, goddess of nature FC Nature N F Green Disk
Boccob, god of magic C Knowledge N M Eye with pentagram
Incabulos, god of plague and famine C Death NE M Reptilian eye with a horizontal diamond
Istus, goddess of fate and destiny Bc Knowledge N F Weaver’s spindle with three strands
Nerull, the reaper FC Death NE M Skull with a scythe or sickle
Pelor, god of the sun and healing FC Life, Light NG M Sun
Rao, god of peace and reason FC Knowledge LG M White heart
Intermediate Gods Cultures    Spheres                                Alignment Gender Symbol
Celestian, god of stars and wanderers OC Knowledge N M Arc of seven stars inside a circle
Cyndor, god of time and infinity C Knowledge LN M Infinity symbol
Ehlonna, goddess of woodlands C Life, Nature NG F Unicorn horn
Erythnul, god of envy and slaughter OC War CE M Blood drop
Fharlanghn, god of horizons and travel OC Knowledge, Trickery NG M Circle crossed by horizon line
Heironeous, god of chivalry and valor OC War LG M Lightning bolt
Hextor, god of war and discord OC War LE M Six arrows fanned out downward
Kord, god of strength and athletics S Tempest, War CG M Four spears and maces forming a star
Lendor, god of time and tedium S Knowledge LN M Crescent moon over a full moon with stars
Obad-Hai, god of nature FC Nature N M Oak leaf and acorn
Olidammara, god of revelry C Trickery CN M Laughing mask
Pholtus, god of light and law OC Light LG M Sun or moon partially eclipsed by a moon
Procan, god of oceans and sailing OC Knowledge, Tempest CN M Trident above a creating wave
Ralishaz, god of ill luck C Trickery CN M Three bone fate-casting sticks
Saint Cuthbert, god of common sense C Knowledge LN M Circle at the center of a starburst of lines
Tharizdun, god of eternal darkness C Trickery CE M Dark spiral or inverted ziggurat
Trithereon, god of liberty and retribution C War CG M Triskelion
Ulaa, goddess of hills and mountains C Life, War LG F Mountain with a circle at its heart
Wee Jas, goddess of death and magic S Death, Magic LN F Red skull in front of a fireball
Zilchus, god of money and influence OC Knowledge, Trickery LN M Hand clutching a bag of gold
Lesser Gods Cultures  Domains  Alignment  Gender  Symbol 
Allitur, god of ethics Fc Knowledge LG M Pair of clasped hands
Altroa, goddess of spring and renewal Oc Life, Nature NG F Kara tree full of ripe fruit
Beltar, goddess of malice and caves S Trickery CE F Set of fangs set to bite
Berei, goddess of farmers and home Fc Life, Nature NG F Sheaf of wheat stalks
Bleredd, god of mines and smiths C Knowledge N M Hammer and anvil or iron mule
Bralm, goddess of insects and industry Sc Knowledge N F Wasp
Dalt, god of portals and enclosures c Trickery CG M Locked door with a skeleton key beneath
Delleb, god of reason and intellect O Knowledge LG M Open book
Fortubo, god of mountains and mines S Knowledge LG M Warhammer
Geshtai, goddess of fresh water Bc Nature N F Waterspout
Jascar, god of hills and mountains S Nature LG M Snow-capped mountain peak
Joramy, goddess or wrath and volcanoes C War N F Volcano
Kurell, god of thievery and jealousy O Trickery CN M Hand holding a broken coin
Lirr, goddess of the arts C Knowledge CG F Illustrated book
Llerg, god of beasts and strength S Nature, War CN M Bear, snake, or alligator
Lydia, goddess of music and daylight Sc Knowledge, Light NG F Open hand radiating colors
Myhriss, goddess of love and beauty C Trickery NG F Lovebird
Mouqol, god of trade and ventures B Knowledge N M Set of scale and weights
Norebo, god of luck and risks S Trickery CN M Pair of eight-sided dice
Osprem, goddess of water voyages S Knowledge, Tempest LN F Whale
Phaulkon, god of wind and clouds S Tempest, War CG M Winged human silhouette
Phyton, god of beauty and nature S Nature CG M Scimitar and oak tree
Pyremius, god of fire and poison S Death, Trickery NE M Demon head with bat wings
Raxivort, god of rats, bats, and xvarts O Trickery CE M Fiery blue hand
Sotillon, goddess of summer and ease Oc Life CG F Orange tiger
Syrul, goddess of lies S Trickery NE F Forked tongue
Telchur, god of winter and cold Oc Tempest CN M Field of snow
Velnius, god of sky and weather O Tempest N (NG) M Bird perching upon a cloud
Wenta, goddess of the autumn harvest Oc Knowledge CG F Mug of beer
Xan Yae, goddess of shadows BC Trickery N F Black lotus blossom
Xerbo, god of the sea and business S Knowledge N M Dragon turtle
Zodal, god of mercy and hope FC Life NG M Hand partially wrapped in cloth
Demigods and Quasi-Deities Cultures Domains  Alignment  Gender  Symbol 
Al’Akbar, demigod of duty and dignity B Knowledge LG M Chalice and 8-pointed star
Chitza-Atlan, demigod of death L Death NE M Mummified centaur
Daern, hero-deity of fortifications C War N F Shield
Daoud, hero-deity of humility and clarity B Knowledge N M Patch of multi-color yarn
Heward, hero-god of bards and music C Knowledge, Trickery NG M Any musical instrument
Iuz, god of pain and oppression FC Death CE M Grinning human skull
Johydee, hero-goddess of espionage O Trickery NG F Stylized onyx mask
Kelanen, hero-deity of swordplay C War N M Nine swords forming a star
Keoghtom, hero-god of exploration OC Knowledge NG M Round disk bisected with arrows
Kyuss, demigod of undeath and corruption FC Death NE M Skull erupting with green worms
Merikka, demigoddess of farming OF Knowledge, Nature CG F Basket of grain and long scroll
Myrlund, hero-god of magical technology O Knowledge LG M Six-pointed star with rounded points
Rudd, goddess of luck and competition OC Trickery CN F Bulls-eye target
Tlazoteotl, Oerth Mother L Life, Nature N F Ear of corn
Vecna, god of evil secrets FC Knowledge NE M Hand with an eye in the palm
Vinar “The Green Man”, god of growth and abundance OF Nature CN M Green-leaf mask
Wastri, god of bigotry, amphibians, and self-deception C War LN M Gray toad
Zagyg, god of eccentricity and magic C Knowledge CN M Two, parallel ziggurat shapes
Zuoken, god of mental and physical mastery Bc Knowledge N M Striking fist

Demihuman worshipers of Greyhawk’s gods:

  • Bleredd, Fortubo, Jascar, and Ulaa are commonly worshipped by dwarves.
  • Ehlonna and Obad-Hai are commonly worshipped by elves.
  • Ehlonna, Fortubo, Jascar, Obad-Hai, and Ulaa are commonly worshipped by gnomes.
  • Ehlonna, Obad-Hai, and Ulaa are commonly worshipped by halflings.

Coming soon, demihuman deities!