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Piety (Rules & Rewards)

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PIETY SCORES The gods do reward the devotion of their champions, though. The strength of your devotion to your god is measured by your piety score. As you increase that score, you gain blessings from your god. Piety has nothing to do with faith or belief, except insofar as a person’s thoughts and ideals drive them to action in a god’s service. Your piety score reflects the actions you have taken in your god’s service—actions that the god richly rewards. When you choose a god to worship as a beginning character, your piety score related to that god is 1. Your piety score increases by 1 when you do  something to advance the god’s interests or behave in accordance with the god’s ideals. The gods expect great deeds from their champions, so your piety score typically increases only when you accomplish a significant goal (such as the completion of an adventure), make a significant sacrifice of your own self-interest, or otherwise when the DM sees fit. As a general rule, you can expect to increase your piety by 1 during most sessions of play, assuming that you are following your god’s tenets. The DM decides the amount of any increase or decrease, but a single deed typically changes your piety score by only 1 point in either direction unless your action is very significant. PIETY REWARDS The gods bestow favors on those who prove their devotion. When your piety score crosses certain thresholds—5, 12, 25, and 50—you gain a benefit determined by your deity. If your piety score exceeds and then falls below one of those thresholds, you lose the benefit you gained at the higher tier. HELM One eye looking in  front, another looking  behind. The third one is  a secret. Helm is the deity of  watchfulness and protection.  His sign is invoked by those  expecting danger, and it  wards against evil. HELM'S CHAMPION Alignment: Usually lawful Suggested Classes: Paladin, Cleric Suggested Cleric Domains: Light, Life, War Suggested Backgrounds: Soldier, Acolyte Champions of Helm are those who would watch the world  for signs of danger, ever at the ready for some great crisis to  unfold. Some might  call it paranoia, but as we all know, it’s only  paranoia until they get you. HELM'S FAVOR Helm’s favor is reserved for those who maintain a vigilance that supersedes their other wants or needs. Whether guarding  a lone lighthouse against pirates, or scrying for evidence of a  demonic incursion, Helm watches the watchers and selects his  chosen from among  them.  Helm’s scions are usually observant and diligent, and  frequently have strong ties to an organization or tightly  regimented faction, such as the Order of the Gilded Eye. Why did Helm seek you out as a champion? The following offers a few suggestions. CIRCUMSTANCE You saved your village from danger by raising the alarm. You are sure someone is out to get you, and you begged the Watcher for his aid. You have been inducted into a sacred order that watches for extraplanar incursions. Your ancestor kept Helm’s faith, even through his death and rebirth. Helm watches over your line.  You long manned a solitary outpost or lighthouse, and came to an understanding with your god. You are unsure what Helm wants with you, but it’s unlikely to be pretty. DEVOTION TO HELM Following Helm means dedicating yourself to vigilance. As a follower of Helm, consider the ideals below as alternatives to those suggested for your background, IDEALS Devotion. My devotion to my god is more important to me than what they stand for. Civic Duty. We are all responsible for keeping the watch, lest our enemies overwhelm us.  Protection. I will protect those I love from disaster.  Honor. Whether people mock me or no, I stay at my post.  Hard Work. True vigilance is without rest or succor. I must be prepared for this.  Courage. I must look my fears in the eye, face them boldly, and slay them. EARNING AND LOSING PIETY You increase your piety score to Helm when you expand the god’s influence in the world in a concrete way through acts such as these: Detecting and locating a planar threat Guarding the rest of your allies Keeping your word in the face of pressure to recant Your piety score to Helm decreases if you diminish Helm’s influence in the world or contradict her ideals through acts such as these: Allowing a threat to go undetected and strike you unawares Breaking a vow or promise Shielding yourself before those in your care FAVORED GOD Helm Piety 5+ Helm trait You gain inspiration when you put yourself in a life threatening way in order to help another living creature. SETTING BOUNDARIES Piety 12+ Helm trait You can cast alarm with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell. ALWAYS WATCHING Piety 25+ Helm trait You cannot be surprised whilst you are awake. CHOSEN OF HELM Piety 50+ Helm trait You can use your full passive perception score even when asleep/unconscious. You become fully aware of anything you have observed when you wake. HOAR Violence will meet violence and evil pay back evil, but good will come to those who walk in the light. Hoar is the god of vengeance and retribution. He ensures that justice follows those who do wrong, and his name is the byword for a bitter grudge. HOAR'S CHAMPIONS Alignment: Usually lawful Suggested Classes: Paladin, Barbarian Suggested Cleric Domains: War Suggested Backgrounds: Knight, Outlander Champions of Hoar seek out those who have wronged others, and mete out punishment for these crimes as they see fit. HOAR'S FAVOR Hoar’s favor is given to those with vigilante leanings - people with the will to act outside the justice system, and the power to enact their own punishments on the deserving. Hoar’s scions are often loners and outcasts, able to drop everything in pursuit of a new targets. They often find themselves on the wrong side of local law enforcement, and need to be able to leave in a hurry. Why did Hoar seek you out as a champion? The following offers a few suggestions CIRCUMSTANCE You swore an oath to defeat a superior opponent in combat Someone wronged you. Deeply. You intend to fix it. You work outside the law as a vigilante bringing  criminals the punishment you feel is right A large organization killed someone close to you. You’ll  destroy them at all costs.  You work for hire settling grievances and debts Your mentor lied to you your whole life. You killed them  in a fit of rage, and now you are on the run. DEVOTION TO HOAR Following Hoar means dedicating yourself to revenge. As a follower of Hoar, consider the ideals below as alternatives to those suggested for your background. IDEALS Devotion. My devotion to my god is more important to me  than what they stand for. (Any) Revenge. I am angry and want to hurt those who wronged me Justice. Crimes should be repaid with punishment on a scale  with the severity of the transgression Savagery. I pretend I have principles, but I actually rather  enjoy the violence of it all Wealth. I’ll punish anyone for enough coin.  Destiny. I am chasing my destiny, and that destiny is a  showdown with my Nemesis EARNING AND LOSING PIETY You increase your piety score to Hoar when you expand the god’s influence in the world in a concrete way through acts such as these: Taking vengeance on a foe for your sake, or the sake of  people unable to do so themselves Gaining a new grudge, or settling an old one Subverting the law to apply your own punishment Your piety score to Hoar decreases if you diminish Hoar’s influence in the world or contradict her ideals through acts such as these: Forgiving a slight against you without delivering justice Preventing another creature from settling a grudge FAVORED GOD: HOAR Piety 5+ Hoar trait You gain inspiration when you settle a "significant" grudge, or gain a new one. NEMESIS Piety 12+ Hoar trait You can designate a creature which has wronged you as your Nemesis. You know the general direction and general distance to your Nemesis as long as the two of you are on the same plane of existence. You may only have one nemesis at any one time. An enemy ceases to be your nemesis on death. DEAD MAN WALKING Piety 25+ Hoar trait On your death, you may rise as a revenant if you have unfinished business concerning your Nemesis to take care of.  CHOSEN OF HOAR Piety 50+ Hoar trait You have advantage on attack rolls against your Nemesis. MALAR Aren’t you going to keep running? Malar is the god of savagery and the hunt. He holds dominion over evil lycanthropes, feral animals and other primal hunters. He epitomises the first law of nature - the weak are eaten by the strong. MALAR'S CHAMPIONS Alignment: Usually chaotic evil Suggested Classes: Barbarian, Druid, Ranger Suggested Cleric Domains: Death, War Suggested Backgrounds: Hermit, Criminal Champions of Malar are hunters and killers who relish the chase and the thrill of seeking their prey. MALAR'S FAVOR Malar’s favor is given to those who take pleasure in a prolonged hunt, followed by a vicious kill. He is infamous for having no mercy, and is this only propitiated by hunters. Malar’s scions are understandably rare, and often come from outside civilization, where their bloody predilections can be practiced in peace. Why did Malar seek you out as a champion? The following offers a few suggestions. CIRCUMSTANCE You met a big bad wolf in the forest. He ate your  grandma. You performed a mass animal sacrifice You were part of a druid cult that hunted humanoids in  the deep forest. You left, but your god came with you. You killed your pets as a young child You hunted down someone over a slight and made  them pay for the insult with their life You faced down a vicious animal predator with nothing  but your bare hands. Perhaps even your bear hands, if  you are a druid.  DEVOTION TO MALAR Following Malar means dedicating yourself to the hunt. As a follower of Malar, consider the ideals below as alternatives to those suggested for your background. IDEALS Devotion. My devotion to my god is more important to me than what they stand for. Hate. Creatures weaker than me deserve contempt. Nature. The hunter cannot be blamed for its appetites.  Rage. When I get angry, it’s like a beast takes over my body. Ruthlessness. My enemies would give me no quarter. The feeling is entirely mutual. Hunger. I am ravenous for the sight of blood. EARNING AND LOSING PIETY You increase your piety score to Malar when you expand the god’s influence in the world in a concrete way through acts such as these: Engaging in a hunt or a chase with a view to kill Asserting dominance over weaker creatures through violence Your piety score to Malar decreases if you diminish Malar’s influence in the world or contradict her ideals through acts such as these: Showing mercy to the target of a hunt you have captured Giving up on a hunt or a chase before its conclusion FAVORED GOD: MALAR Piety 5+ Malar trait You gain inspiration when you kill a superior beast or a superior humanoid. THE HUNT IS ON Piety 12+ Malar trait When you succeed on a Wisdom (Survival) check to detect the tracks or scent of a creature, you can flawlessly track that creature across land even when no physical trace remains. This ability is blocked by wide stretches of water. GRANDMA, WHAT BIG EYES YOU HAVE Piety 25+ Malar trait You can cast hold monster with this trait, requiring no components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Constitution is your spellcasting ability for this spell. This version of the spell only affects beasts and humanoids. CHOSEN OF MALAR Piety 50+ Malar trait You can spend an inspiration die to feast on the corpse of one enemy within 5 feet of you that died within the past minute. Each creature that is within 60 feet of you and able to see you must succeed on a Wisdom saving throw or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. Constitution is your spellcasting ability for this determining the DC for this effect. MYSTRA The Art is there to those who would reach for it. Mystra is the goddess of magic and possibility. She is a powerful god, paid homage to by good and evil spellcasters alike, concerned primarily with the propagation of magic across Faerun. MYSTRA'S CHAMPIONS Alignment: Usually good Suggested Classes: Sorcerer, Wizard, Cleric (Spellcaster Only) Suggested Cleric Domains: Arcana, Knowledge Suggested Backgrounds: Sage, Folk Hero, Acolyte Champions of Mystra are those blessed with great magical power. They are people with the ability to make great changes to the world, and they are watched closely. MYSTRA'S FAVOR Mystra’s favor is given to those with innate power such as sorcerers, or those learned arcanists who show incredible potential and growth. Mystra works to shepherd these dangerous people into situations that will provoke them to use and develop their powers. Mystra’s scions are varied in origin and temperament, united mainly by a gift for the art of magic. Why did Mystra seek you out as a champion? The following offers a few suggestions. CIRCUMSTANCE Your magical gift destroyed your home before you got  it under control.  You are a magical prodigy, inventing a new spell by the  age of five. You are descended from a being of magical might. You bumped into something magically powerful once. Literally. Maybe  some of that magic rubbed off on you. Someone cast a spell on you in your earliest youth, and  it never quite washed out.  You have no idea why Mystra favors you - you are  singularly devoted in the art of magic. DEVOTION TO MYSTRA Following Mystra means dedicating yourself to magic. As a follower of Mystra, consider the ideals below as alternatives to those suggested for your background. IDEALS Devotion. My devotion to my god is more important to me  than what they stand for. Excellence. Every spell I cast must be perfect.  Mystery. I love magic not because of the answers it gives me,  but because of the questions it poses. Power. Magic allows me to control things. I crave control.  Tutelage. For the art of magic to flourish, some of us must dedicate  our lives to teaching others.  Passion. The world feels alive when I am using magic. It’s  addictive and tempting. EARNING AND LOSING PIETY You increase your piety score to Mystra when you expand the  god’s influence in the world in a concrete way through acts such  as these: Using a new spell or ritual to solve a problem Encouraging the use of magic in others that fear or resent it Using magic to improve the world for the better Your piety score to Mystra decreases if you diminish Mystra’s  influence in the world or contradict her ideals through acts such  as these: Repressing or ignoring your magic in favor of other  solutions Bringing the reputation of magic into ill repute FAVORED GOD: MYSTRA Piety 5+ Mystra trait You gain Inspiration when you you solve a problem with a spell you know. MAGICAL PRODIGY  Piety 12+ Mystra trait Choose one spell you know. You can cast it using no verbal, somatic, or material components. KINDRED SPIRITS Piety 25+ Mystra trait You gain an extra spell slot upon finishing a long rest. This spell  slot is equal to the highest level you are able to cast. CHOSEN OF MYSTRA Piety 50+ Mystra trait Mystra bestows on you the gift of Spellfire, a silvery force  of ghostly flame that you may invoke to perform great feats  of magic. You may  spend an inspiration die to summon the  Spellfire and cast one of its spells: fireball, cure wounds (5th  level), revivify, counterspell, or flight. Once the spellfire has been  used to cast a spell, it can’t be used to cast that spell again.  When you have cast all of the spells, the list resets. The spells  use your spellcasting ability and spell save DC. OGHMA Have you heard the one about the gnome, the lizard and the cleric? No? Wonderful, I’ll tell you. Oghma is the lord of knowledge, representing the abstract idea. He values education and literacy for all, opposing those who would keep secrets and foster ignorance for their own ends. OGHMA'S CHAMPIONS Alignment: Usually lawful Suggested Classes: Bard, Cleric Suggested Cleric Domains: Knowledge Suggested Backgrounds: Sage, Acolyte, Hermit Champions of Oghma are those who value knowledge for  its own sake, and who seek to bestow it on others, such as  teachers, bards and  entertainers.  OGHMA'S FAVOR Oghma’s favor is given to those who have dedicated their life not only to learning, but to making that learning accessible to others. In Oghma’s eyes, the act of teaching is sacred and fundamental to a just society. Oghma’s scions are frequently studious types, but also comprise skilled orators and dastardly playwrights. Why did Oghma seek you out as a champion? The following offers a few suggestions. CIRCUMSTANCE You learned to read when you were two. You’ve read everything you ever came across.  You are a worldwide famous poet, though you write under a pseudonym and people rarely believe you. You know an awful, unspeakable truth, and Oghma has charged you as its sole keeper. You once riddled with a sphinx, and came away with your life.  You might be the only person in the world who cares about your very very niche area of specialism. Well, you and Oghma. He cares too. You’ve been a teacher all your days. Apparently it was an act of worship all along. You don’t feel holy. Just tired. DEVOTION TO OGHMA Following Oghma means dedicating yourself to learning. As a follower of Oghma, consider the ideals below as alternatives to those suggested for your background. IDEALS Devotion. My devotion to my god is more important to me than what they stand for. (Any) Knowledge. I can’t go a day without learning something new. Stewardship. I must protect what I know from those who would try to abuse it.  Excellence. I desire to be most knowledgeable expert in my field the world has ever seen. Tutelage. I really want to talk about my specialism. This shouldn’t take more than a few hours. Wait, why are you running away?  Logic. With enough facts, I can work out the correct answer to any problem in this world. EARNING AND LOSING PIETY You increase your piety score to Oghma when you expand the god’s influence in the world in a concrete way through acts such as these: You write an influential new book, poem or text You teach another creature something new You uncover a lie and expose it to the truth Your piety score to Oghma decreases if you diminish Oghma’s influence in the world or contradict her ideals through acts such as these: Hiding knowledge from another creature for any reason Destroying a inspirational book or text FAVORED GOD: OGHMA Piety 5+ Oghma trait You gain Inspiration when you relate a helpful story or anecdote relevant to the encounter at hand. ADAPTABLE KNOWLEDGE Piety 12+ Oghma trait Choose a skill not linked to Intelligence. You may now use Intelligence to calculate your ability score bonus for that skill instead of the  normal ability. MEMORIES FROM A PAST LIFE Piety 25+ Oghma trait When you fail an Intelligence based ability check, you instead suddenly become aware of a piece of related trivia. CHOSEN OF OGHMA Piety 50+ Oghma trait You can spend an inspiration die to cast legend lore as a ritual with this trait, requiring no components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.
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TALOS Burn. Break. Destroy. Talos is the god of destruction. He governs all overwhelming forces that cause ruin and misery, particularly those which strike without warning and change your life forever. TALOS'S CHAMPIONS Alignment: Usually evil, often chaotic Suggested Classes: Sorcerer, Barbarian, Druid Suggested Cleric Domains: Tempest Suggested Backgrounds: Pirate, Smuggler, Urchin Champions of Talos are forces of violence and havoc, leaving a trail of broken doors and bodies wherever they tread. TALOS'S FAVOR Talos gives his blessings to people who wreck things. Simply put, Talos is a god of indiscriminate ruination - all things must come to an end, and sometimes life isn’t fair. Every day you are not destroyed by dark whim is a gift - so use it wisely, and live well. Talos’s scions are frequently found amongst bandits, brigands and other lawless looters who pillage and dismantle as part of their daily life. Sometimes his chosen become doomsayers, predicting where Talos will turn his gaze next for their own profit. Why did Talos seek you out as a champion? The following offers a few suggestions. CIRCUMSTANCE You were caught in a terrible storm as a child that killed everyone in your village except you.  You destroyed a monument or structure of great importance and historical significance.  You leave a trail of destruction wherever you go. You lead a group of thugs and bandits who rob everyone blind and squander the profits. You have an erratic ability to predict storms and natural disasters. Perhaps this is a gift from Talos, or he just wants you under his control.  You gave up all your worldly belongings in tribute to the storm god, and he blessed you with the power to leave it all behind. DEVOTION TO TALOS Following Talos means being a servant of destruction. As a follower of Talos, consider the ideals below as alternatives to those suggested for your background. IDEALS Devotion. My devotion to my god is more important to me than what they stand for. Savagery. I don’t really care what happens as long as I get to destroy stuff.  Rage. My destructive habits stems from my suppressed anger about an event in my past.  Dread. People see me coming and scatter. Hah. Look at them scurry about.  Change. That building was dedicated to a tyrant anyway. Maybe they’ll put something better in its place.  Nature. The world is a place of grim cataclysms. It’s the natural way of things, we should embrace it. EARNING AND LOSING PIETY You increase your piety score to Talos when you expand the god’s influence in the world in a concrete way through acts such as these: Destroying noteworthy objects Committing random acts of desecration for no reason other than to glorify Talos Letting go of earthly ties and possessions Your piety score to Talos decreases if you diminish Talos’s influence in the world or contradict her ideals through acts such as these: Working to build physical property and establish legacy Preventing disasters from destroying noteworthy locales FAVORED GOD: TALOS Piety 5+ Talos trait You gain Inspiration by destroying something significant/important. GRAND DESTRUCTOR Piety 12+ Talos trait You can cast heroism with this trait, requiring no components. Constitution is your spellcasting ability for this spell. Once you cast the spell in this way, you can’t do so again until you finish a short rest. LIVING SIEGE WEAPON Piety 25+ Talos trait When you hit an an inanimate object with an attack, you deal maximum damage. CHOSEN OF TALOS Piety 50+ Talos trait You can spend an inspiration die to cast destructive wave with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Constitution is your spellcasting ability for this spell. This version of the spell deals lightning damage instead of  radiant and deals triple damage to objects or structures.
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MIELIKKI When the forest is dark and the wind blows through the willow, listen closely and you will hear her name on the wind, calling you home. Mielikki is the goddess of the forest and the creatures that live inside them. She is a greater nature god, and is considered distant from the concerns of humanoids, being perhaps the least human-like of any of her peers. MIELIKKI'S CHAMPIONS Alignment:  Usually neutral, sometimes Good Suggested Classes:  Ranger, Druid Suggested Cleric Domains:  Nature Suggested Backgrounds:  Hermit Champions of Mielikki are forest rangers and arboreal enchanters who value the wisdom of the deep woods. MIELIKKI'S FAVOR Mielikk's favor is inscrutable and possibly the rarest of any of the pantheon. Drawing her attention requires either a deep and personal connection to the natural world, or committing some supreme act of devotion and sacrifice in the name of the forest ecosystem. Mielikki’s scions, when they appear at all, are often travelers and seekers. Many are not aware they hold the Goddess’ favor, simply that some greater power is watching over them. Why did Mielikki seek you out as a champion? The following table offers a few suggestions. CIRCUMSTANCE You were lost in the forest, and she came to you. You bonded with an animal companion, and you could swear when you lock eyes you see the goddess looking back. You have always longed for the woodland, and it longs for you in return. You’ve lived alone until you were old and grey. You and the goddess understand one another. You were introduced by a forest faerie or a treant. you fell asleep on a woodland trail and awoke many years later. DEVOTION TO MIELIKKI Following Mielikki means dedicating yourself to the wild forests. As a follower of Mielikki, consider the ideals below as alternatives to those suggested for your background. Devotion.  My devotion to my god is more important to me than what they stand for. Nature.  The forest is my home and I must care for it. Community.  All the creatures of the woodlands are my family. Liberty.  I have no desire to be shackled to the wants of others. Destiny.  The goddess will lead me to where I need to be. Acceptance.  The world is full of strangeness. I don’t need to understand it - it just is. EARNING AND LOSING PIETY You increase your piety score to Mielikki when you expand the god’s influence in the world in a concrete way through acts such as these: Protecting the natural world from harm. Encouraging humanoids, beasts and fey to live in harmony. Spending time in quiet isolation . Your piety score to Mielikki decreases if you diminish Mielikki’s influence in the world or contradict her ideals through acts such as these: Allowing violence to be perpetrated against a forest or other site of natural beauty. Angering a servant of Mielikki such as a dryad or a unicorn. FAVORED GOD: MIELIKKI Piety 5+ Mielikki trait You gain inspiration when you spend time in communion with the forest.  EMBRACE THE WILD Piety 12+ Mielikki trait You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. COUNSEL OF THE FOREST SPIRITS Piety 25+ Mielikki trait You can cast  commune with nature  as a ritual with this trait, requiring no components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.  CHOSEN OF MIELIKKI Piety 50+ Mielikki trait You can spend an inspiration die to cast planar ally with this trait, requiring no material components. This version of the spell calls a unicorn to your side, and summons the same unicorn each time you cast it. If the unicorn dies in your service, you may not use this feature again. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.
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TYMORA The Law of Halfling Luck dictates that if twenty halflings jump into a chasm, one will discover they can fly. Tymora is the goddess of luck and good fortune. Her portfolio includes gamblers, gamers, and everyone who takes risks to better their situation.  TYMORA'S CHAMPIONS Alignment:  Usually good, often chaotic Suggested Classes:  Bard, Rogue, Cleric Suggested Cleric Domains:  Life Suggested Backgrounds:  Urchin, Charlatan, Folk Hero, Criminal Champions of Tymora are daring heros and high-stakes criminals who will risk everything for the chance at something better TYMORA'S FAVOR Tymora loves most those who look after themselves and take bold choices. Her gaze falls most appreciatively on gamblers and dashing rogues who enjoy fast paced lives making one risky decision after another. Tymora’s scions tend to be fast moving, fast talkers, always onto the next trick. Very rarely, the Lady of Luck takes an interest in a particular soul for reasons known only to her, blessing them with a charmed life filled with joyous coincidences. Why did Tymora seek you out as a champion? The following table offers a few suggestions. CIRCUMSTANCES You were gambled away as a baby, right into the hands of a caring, doting family. You’ve been struck by lightning twice and you’re still standing. Limping a little, perhaps. You jumped off a building just to see what would happen. It hurt, but it was INCREDIBLE. You shook a magical device just to see what would happen. Stuff happened. It was worth it. You gave away your hereditary wealth to random people you felt needed it. You took down a huge monster with a lucky blow to a weak spot. You couldn’t do it again if you tried. DEVOTION TO TYMORA Following Tymora means dedicating your life to luck and chance. As a follower of Tymora, consider the ideals below as alternatives to those suggested for your background. Devotion. My devotion to my god is more important to me than what they stand for. Luck. I can do whatever I want. The goddess has my back. Risk. I can’t get enough of the thrill of putting my life on the line, the more dangerous method the better. Wealth. I have expensive tastes, and my absurd luck comes in handy at the gaming table. Secrecy. People think I’m skilled or learned, but actually I’m just incredibly lucky. They can never know. Humility. All the blessings in my life are gifts from the goddess EARNING AND LOSING PIETY You increase your piety score to Tymora when you expand the god’s influence in the world in a concrete way through acts such as these: Taking a risk on something that might better your life. Making bold choices without fear of the consequences. Passing on random good deeds as a way of paying forward your own fortune Your piety score to Tymora decreases if you diminish Tymora’s influence in the world or contradict her ideals through acts such as these: Choosing a safe course of action when a risk has a chance of improving your situation FAVORED GOD: TYMORA Piety 5+ Tymora trait You gain Inspiration when you take a substantial risk in order to acquire something that you could live without, but is worth having. CHEATING FATE Piety 12+ Tymora trait If you have advantage and disadvantage on a roll, you treat the roll as having advantage instead of cancelling it out. LUCKY CHARM Piety 25+ Tymora trait You gain the Lucky feat. CHOSEN OF TYMORA Piety 50+ Tymora trait Anyone who rolls a 20 before modifiers on an ability check within 30 feet of you finds their action has unexpectedly good results in addition to the result of the roll, like stumbling across a treasure hoard or idly picking up a vital clue.
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SELUNE Shadow has no meaning without light.  Selune is the goddess of the moon, stars and navigation. One of Faerun’s oldest gods, she represents a wide array of divine responsibilities, including being the custodian of Good lycanthropes. More than anything else, the moon has a habit of showing creatures who they really are. SELUNE'S CHAMPIONS Alignment:  Usually good Suggested Classes:  Cleric, Ranger, Bard Suggested Cleric Domains:  Light Suggested Backgrounds:  Sage, Hermit Champions of Selune are travelers, sailors and questers who seek protection and guidance under the veil of night. SELUNE'S FAVOR Selune’s favor is given to those on a journey. Whether a physical odyssey or a metaphorical journey like motherhood, Selune acts as a gentle guide and sponsor to the lost and seeking. The light of the moon is a revelation, and strips away deception. Selune’s scions are wayfarers of the mind and soul. Whether a pirate on the open seas or a ranger walking the hidden roads, each has something they are looking for, out there in the darkness. Why did Selune seek you out as a champion? The following table offers a few suggestions. CIRCUMSTANCE You were a lycanthrope, but Selune cured you. You are descended from a line of dreamers and mystics You can navigate the open sea by the moon and stars You grew up in a society that worships the moon You are on a quest for love or wisdom You were an extraplanar creature from an evil plane of existence. Selune saw the good in your heart and transformed your body to reflect it. DEVOTION TO SELUNE Following Selune means dedicating yourself to the subtle movements of the moon and stars. As a follower of Selune, consider the ideals below as alternatives to those suggested for your background. Devotion.  My devotion to my god is more important to me than what they stand for. Heroism.  I long for the starlit fate of a true hero. Exploration.  I’m stricken with the need to see new places. Mystery.  The longer I walk this world, the more I find that I rather like not knowing anything. Self Knowledge.  Every day is one closer to working out who I really am. Courage.  A journey always begins with a single step in the right direction. EARNING AND LOSING PIETY You increase your piety score to Selune when you expand the god’s influence in the world in a concrete way through acts such as these: You help another on their journey or quest. You successfully navigate a difficult trek from one place to another. You spend time in contemplation of the night sky. Your piety score to Selune decreases if you diminish Selune’s influence in the world or contradict her ideals through acts such as these: You become lost. You forget and become distracted from your life quest. FAVORED GOD: SELUNE Piety 5+ Selune trait You gain Inspiration when you aid another in something meaningful to them. MOONLIGHT Piety 12+ Selune trait You can cast  moonbeam  with this trait, requiring no components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell. WHO YOU ARE Piety 25+ Selune trait Your shape cannot be changed by magic against your will. CHOSEN OF SELUNE Piety 50+ Selune trait You may use an action to spend an inspiration die and force all Shapechangers or beings disguised by magic within 30 feet of you back to their true forms.