CREDITS D&D Lead Designers: Mike Mearls, jeremy Crawford Project Management: Neil Shi Production Services: Cynda Ca :j ;;.~ Dungeon Master's Guide Leads: ·Jeremy Crawford, jefferson Dunlap, David GersnMa~ .:.~'-..;;. Christopher Perkins, james Wyatt Designers: Robert J. Schwalb, Rodney Thompson, Peter Lee Brand and Marketing: athan S· '"~· · Editors: Scott Fitzgerald Gray, Michele Carter, Chris Sims, Chris Lindsay, Shelly azza o e. - ;;. Jennifer Clarke Wilkes Laura Tommervik, Kim Lunosao,.,.... -.e Producer: Greg Bilsland Based on the original D&D game created Art Directors: Kate Irwin, Dan Gelon, jon Schindehette, E. Gary Gygax and Dave Arneso • Mari Kolkowsky, Melissa Rapier, Shauna Narciso with Brian Blume, Rob Kuntz, james ~ar . a c - · ;;. :: Graphic Designers: Emi Tanji, Bree Heiss, Trish Yochum, Drawing from further development by Barry Craig J. 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Harris, Yan Lacharite, Shane Leahy, Ryan Leary. julian Kok joon Wen, Richard Whitters, Eva Widermann, Tom Lommel, Jonathan Longstaff, Rory Madden, Matt Mark Winters, Ben Wootten, Kieran Yanner, james Zhang Maranda, Derek Mcintosh, Paul Melamed, Shawn Merwin, Lou Michelli, Mike Mihalas, David Milman, Daren Mitchel. Additional Contributors: Wolfgang Baur, C.M. Cline, Bruce R. Matthew Mosher, David Muller, Kevin Neff, Adam Page, jon Cordell, jesse Decker, Bryan Fagan, james jacobs, Robin D. Proudfoot, Max Reichlin, Karl Resch, Matthew Rolston, jasor Laws, Colin McComb, David Noonan, Rich Redman, Matt Romein, Sam Sherry, Pieter Sleijpen, Robin Stacey, David Sernett, Lester Smith, Steve Townshend, Chris Tulach, Steve "Oak" Stark, Adam Strong-Morse, Arthur Wright Winter, Chris Youngs ON THE COVER Tyler jacobson illustrates the archlich Acererak as he raises an army of undead and prepares to unleash it on an unsuspecting world. CE 620A921900000l EN ISBN: 978-0-7869-6562-5 First Printing: December 2014 987654321 Disclaimer: Wizards of the Coast does not officially endorse the following u;c:-·c:s. ,..,. cr. are gJarorue.td to maximize your enjoyment as a Dungeon Master. First, always keep a straight face and say OK no matter how ludicrous or doomed the players' plan ofa ction is. Suo,. a ra tr.a:-~r ....... a: happens, pretend that you intended all alongfor everything to unfold the way it did. Third, if you're not sure what to do next, feign if/ness, end the session early, and plor yo;.~r-rt.r: rr.o .. ~. ,.er. a/ else fails, roll a bunch of dice behind your screen, study them for a moment with a look of deep concern mixed with regret, let loose a heavy sigh, and announce that T10rra: ~frorP:" =~e s and attacks. DUNGEONS & DRAGONS, 0&0, Wizards of the Coast, Forgotten Realms. rr~ ::7~,... ... =--~"'0~ Poyer's Handbook, Monster Manual, Dungeon Moster's Guide, all other Wizards of the Coast product names, and their respective logos are trademarks ofWiza""".s : :.-~ ~st -~re SA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws o: ·-e -:.e= S:z:es or A~erica. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of toe Coa:s: •· .-factored by Hasbro SA, Rue Emile-Boechat 31, 2800 Delemont, CH. CONTENTS INTRODUCTION 4 Unusual Environments .............................................. 116 Traps .............................................................................. 120 The Dungeon Master ....................................................... 4 How to Use This Book ................................................... .4 CHAPTER 6: BETWEEN ADVENTURES ............ 125 Know Your Players ........................................................... 6 Linking Adventures .................................................... 125 Campaign Tracking ..................................................... 126 PARTl 7 Recurring Expenses ................................................... 126 Downtime Activities ................................................... 127 CHAPTER 1: A WORLD OF YOUR OWN ................ 9 CHAPTER 7: TREASURE ......................................... 133 The Big Picture ................................................................. 9 Types of Treasure ....................................................... 133 Gods of Your World ........................................................ 10 Random Treasure ....................................................... 133 Mapping Your Campaign ............................................... 14 Magic Items. ................................................................. 135 Settlements .....................................................................1 5 Sentient Magic Items ................................................. 214 Languages and Dialects ............................................... 20 Artifacts ......................................................................... 219 Factions and Organizations ......................................... 21 Other Rewards ............................................................ 227 Magic in Your World ..................................................... 23 Creating a Campaign ................................................... 25 PART3 233 Campaign Events .......................................................... 26 Play Style ........................................................................ 34 CHAPTER 8: RUNNING THE GAME ................. 235 Tiers of Play. ................................................................... 36 Table Rules ................................................................... 235 Flavors of Fantasy ........................... :. ........................... 38 The Role of Dice .......................................................... 236 CHAPTER 2: CREATING A MULTIVERSE ......... 43 Using Ability Scores .................................................. 237 The Planes ..................................................................... 43 Exploration ................................................................... 242 Planar Travel ................................................................. 44 Social Interaction ....................................................... 244 Astral Plane ........................................: . ......................... 46 Objects ........................................................................... 246 Ethereal Plane ............................................................... 48 Combat .......................................................................... 247 Feywild .... :. ...................................................................... 49 Chases ........................................................................... 252 Shadowfell ............................................................. ' .......... 51 Siege Equipment ............................................. ,. .......... 255 Inner Planes .................................................................... 52 Diseases ........................................................................ 256 Outer Planes .................................................................. 57 Poisons .......................................................................... 257 Other Planes .................................................................. 67 Madness ........................................................................ 258 Known Worlds of the Material Plane ....................... 68 Experience Points ....................................................... 260 CHAPTER 9: DuNGEON MASTER's PART2 69 WORKSHOP .................................................................. 263 Ability Options ............................................................. 263 CHAPTER 3: CREATING ADVENTURES ............ 71 Adventuring Options .................................................. 266 Elements of a Great Adventure ..................................7 1 Combat Options .......................................................... 270 Published Adventures .................................................. 72 Creating a Monster ..................................................... 273 Adventure Structure .................................................... 72 Creating a Spell.. ......................................................... 283 Adventure Types ........................................................... 72 Creating a Magic Item ............................................... 284 Complications ................................................................ 79 Creating New Character Options ............................ 285 Creating Encounters ..................................................... 81 Random Encounters .................................................... 85 APPENDIXA: RANDOM DUNGEONS 290 CHAPTER 4: CREATING NONPLAYER Starting Area ............................................................... 290 CHARACTERS ................................................................ 89 Passages ....................................................................... 290 Designing NPCs ........................................................... 89 Doors ............................................................................. 291 NPC Party Members .................................................... 92 Chambers ..................................................................... 291 Contacts .......................................................................... 93 Stairs ............................................................................. 291 Hirelings ......................................................................... 94 Connecting Areas ....................................................... 292 Extras .............................................................................. 94 Stocking a Dungeon ................................................... 292 Villains ............................................................................ 94 Villainous Class Options ............................................. 96 APPENDIX B: MONSTER LISTS 302 CHAPTER 5: ADVENTURE ENVIRONMENTS ... 99 Dungeons ........................................................................ 99 APPENDIX C: MA-P-S- -----------------3-1-0 Mapping a Dungeon ................................................... 102 Wilderness .................................................................... 106 APPENDIX D: DUNGEON Mapping a Wilderness ............................................... 108 Wilderness Survival ................................................... 109 MASTER INSPIRA-T-I-O-N-- -----------3-1-6 Settlements .................................................................. 112 Mapping a Settlement.. ............................................... 114 INDE-X- --------------------------3-1-7 Urban Encounters ..............: . ........................................ 114 INTRODUCTION T'S GOOD TO BE THE DUNGEON MASTER! NOT ONLY How TO UsE THIS BooK d? y~u get to tell fantastic stories about heroes, r v1llams, monsters, and magic, but you also get This book is organized in three parts. The first part to create the world in which these stories live. helps you decide what kind of campaign you'd like to Whether you're running a D&D game already run. The second part helps you create the adventures or you think it's something you want to try, this the stories-that will compose the campaign and book is for you. keep the players entertained from one game session The Dungeon Master's Guide assumes that you know to the next. The last part helps you adjudicate the the basics of how to play the D&D tabletop roleplaying rules of the game and modify them to suit the style of game. If you haven't played before, the DuNGEONS f!f> your campaign. DRAGONS Starter Set is a great starting point for new PART 1: MASTER OF WORLDS players and DMs. This book has two important companions: the Player's Every DM is the creator of his or her own campaign Handbook, which contains the rules your players need world. Whether you invent a world, adapt a world from to create characters and the rules you need to run the a favorite movie or novel, or use a published setting for game, and the Monster Manual, which contains ready-to the D&D game, you make that world your own over the use monsters to populate your D&D world. course of a campaign. The world where you set your campaign is one of THE DUNGEON MASTER countless worlds that make up the D&D multiverse, a vast array of planes and worlds where adventures The Dungeon Master (DM) is the creative force happen. Even if you're using an established world such behind a D&D game. The DM creates a world for the as the Forgotten Realms, your campaign takes place other players to explore, and also creates and runs in a sort of mirror universe of the official setting where adventures that drive the story. An adventure typically Forgotten Realms novels, game products, and digital hinges on the successful completion of a quest, and games are assumed to take place. The world is yours to can be as short as a single game session. Longer change as you see fit and yours to modify as you explore adventures might embroil players in great conflicts that the consequences of the players' actions. require multiple game sessions to resolve. When strung Your world is more than just a backdrop for together, these adventures form an ongoing campaign. adventures. Like Middle Earth, Westeros, and countless A D&D campaign can include dozens of adventures and other fantasy worlds out there, it's a place to which you last for months or years. can escape and witness fantastic stories unfold. A well A Dungeon Master gets to wear many hats. As the designed and well-run world seems to flow around the architect of a campaign, the DM creates adventures adventurers, so that they feel part of something, instead by placing monsters, traps, and treasures for the other of apart from it. players' characters (the adventurers) to discover. As Consistency is a key to a believable fictional a storyteller, the DM helps the other players visualize world. When the adventurers go back into town for what's happening around them, improvising when the supplies, they should encounter the same nonplayer adventurers do something or go somewhere unexpected. characters.(NPCs) they met before. Soon, they'll learn As an actor, the DM plays the roles of the monsters and the barkeep's name, and he or she will remember supporting characters, breathing life into them. And as a theirs as well. Once you have achieved this degree of referee, the DM interprets the rules and decides when to consistency, you can provide an occasional change. If abide by them and when to change them. the adventurers come back to buy more horses at the Inventing, writing, storytelling, improvising, acting, stables, they might discover that the man who ran the refereeing-every DM handles these roles differently, place went back home to the large city over the hills, and you'll probably enjoy some more than others. It and now his niece runs the family business. That sort of· helps to remember that DUNGEONS & DRAGONS is a change- one that has nothing to do with the adventurers hobby, and being the DM should be fun. Focus .on the directly, but one that they'll notice- makes the players aspects you enjoy and downplay the rest. For example, if feel as though their characters are part of a living world you don't like creating your own adventures, you can use that changes and grows along with them. published ones. You can also lean on the other players Part 1 of this book is all about inventing your world. to help you with rules mastery and world-building. Chapter 1 asks what type of game you want to run, and The D&D rules help you and the other players have helps you nail down a few important details about your a good time, but the rules aren't in charge. You're the world and its overarching conflicts. Chapter 2 helps you DM, and you are in charge of the game. That said, your put your world in the greater context of the multiverse, goal isn't to slaughter the adventurers but to create a expanding on the information presented in the Player's campaign world that revolves around their actions and Handbook to discuss the planes of existence and the decisions, and to keep your players coming back for gods and how you can put them together to serve the more! If you're lucky, the events of your campaign will needs of your campaign. echo in the memories of your players long after the final game session is concluded. INTRODUCTION 4 PART 2: MASTER OF ADVENTURES example, a player might want his or her character to hurl a brazier full of hot coals into a monster's face. Whether you write your own adventures or use How you determine the outcome of this action is up to published ones, expect to invest preparation time you. You might tell the player to make a Strength check, beyond the hours you spend at the gaming table. You'll while mentally setting the Difficulty Class (DC) at 15. need to carve out some free time to exercise your If the Strength check is successful, you then determine creativity as you invent compelling plots, create new how a face full of hot coals affects the monster. You NPCs, craft encounters, and think of clever ways to might decide that it deals ld4 fire damage and imposes foreshadow story events yet to come. disadvantage on the monster's attack rolls until the end Part 2 of this book is devoted to helping you create of its next turn. You roll the damage die (or let the player and run great adventures. Chapter 3 covers the basic do it), and the game continues. elements of a D&D adventure, and chapter 4 helps you Sometimes mediating the rules means setting limits. create memorable NPCs. Chapter 5 presents guidelines If a player tells you, "I want to run up and attack the and advice for running adventures set in dungeons, ore," but the character doesn't have enough movement the wilderness, and other locales, and chapter 6 covers to reach the ore, you say, "It's too far away to move up the time between adventures. Chapter 7 is all about and still attack. What would you like to do instead?" treasure, magic items, and special rewards that help The player takes the information and comes up with a keep the players invested in your campaign. different plan. To referee the rules, you need to know them. You don't PART 3: MASTER OF RULES have to memorize this book or the Player's Handbook, DUNGEONS & DRAGONS isn't a head-to-head competition, but you should have a clear idea of their contents so that, but it needs someone who is impartial yet involved in the when a situation requires a ruling, you know where to game to guarantee that everyone at the table plays by the find the proper reference. rules. As the player who creates the game world and the The Player's Handbook contains the main rules you adventures that take place within it, the DM is a natural need to play the game. Part 3 of this book offers a wealth fit to take on the referee role. · of information to help you adjudicate the rules in a wide As a referee, the DM acts as a mediator between the variety of situations. Chapter 8 presents advice for using rules and the players. A player tells the DM what he or attack rolls, ability checks, and saving throws. It also she wants to do, and the DM determines whether it is includes options appropriate for certain play styles and successful or not, in some cases asking the player to campaigns, including guidelines for using miniatures, make a die roll to determine success. For example, if a a system for handling chase scenes, and rules for player wants his or her character to take a swing at an madness. If you like to create your own stuff, such ore, you say, "Make an attack roll" while looking up the as new monsters, races, and character backgrounds, ore's Armor Class. chapter 9 shows you how. That chapter also contains The rules don't account for every possible situation optional rules for unusual situations or play styles, such that might arise during a typical D&D session. For as the use of firearms in a fantasy setting. INTRODUCTION 5 KNow YouR PLAYERS FIGHTING The success of a D&D game hinges on your ability to Players who enjoy fantasy combat like kicking the entertain the other players at the game table. Whereas tar out of villains and monsters. They look for any their role is to create characters (the protagonists of excuse to start a fight, favoring bold action over careful the campaign), breathe life into them, and help steer deliberation. the campaign through their characters' actions, your Engage players who like fighting by ... role is to keep the players (and yourself) interested and • springing unexpected combat encounters on them. immersed in the world you've created, and to let their vividly describing the havoc their characters wreak characters do awesome things. with their attacks and spells. Knowing what your players enjoy most about the including combat encounters with large numbers of D&D game helps you create and run adventures that weak monsters. they will enjoy and remember. Once you know which of • interrupting social interaction and exploration the following activities each player in your group enjoys with combat. the most, you can tailor adventures that satisfy your players' preferences as much as possible, thus keeping OPTIMIZING them engaged. Players who enjoy optimizing their characters' ACTING capabilities like to fine-tune their characters for peak combat performance by gaining levels, new features, Players who enjoy acting like getting into character and magic items. They welcome any opportunity to and speaking in their characters' voices. Roleplayers demonstrate their characters' superiority. at heart, they enjoy social interactions with NPCs, Engage players who like optimization by ... monsters, and their fellow party members. ensuring steady access to new abilities and spells. Engage players who like acting by ... • using desired magic items as adventure hooks. giving them opportunities to develop their characters' including encounters that let their characters shine. personalities and backgrounds. providing quantifiable rewards, like experience points, • allowing them to interact regularly with NPCs. for noncombat encounters. adding roleplaying elements to combat encounters. incorporating elements from their characters' back PROBLEM SOLVING grounds into your adventures. Players who want to solve problems like to scrutinize ExPLORING NPC motivations, untangle a villain's machinations, solve puzzles, and come up with plans. Players who desire exploration want to experience the Engage players who like to solve problems by ... wonders that a fantasy world has to offer. They want to • including encounters that emphasize problem-solving. know what's around the next corner or hill. They also rewarding planning and tactics with in-game benefits. like to find hidden clues and treasure. • occasionally allowing a smart plan to grant an easy Engage players who like exploration by ... win for the players. dropping clues that hint at things yet to come. creating NPCs with complex motives. letting them find things when they take the time to explore. STORYTELLING providing rich descriptions of exciting environments, Players who love storytelling want to contribute to a and using interesting maps and props. narrative. They like it when their characters are heavily • giving monsters secrets to uncover or cultural invested in an unfolding story, and they enjoy encounters details to learn. that are tied to and expand an overarching plot. INSTIGATING Engage players who like storytelling by ... using their characters' backgrounds to help shape the Player's who like to instigate action are eager to make stories of the campaign. things happen, even if that means taking perilqus risks. • making sure an encounter advances the story They would rather rush headlong into danger and face in some way. the consequences than face boredom. • making their characters' actions help steer Engage players who like to instigate by ... future events. allowing them to affect their surroundings. giving NPCs ideals, bonds, and flaws that the adven • including things in your adventures to tempt them. turers can exploit. letting their actions put the characters in a tight spot. including encounters with NPCs who are as feisty and unpredictable as they are. INTRODUCTTON PART1 Master of Worlds • • • • • OUR WORLD IS THE SETTING FOR YOUR CAMPAIGN, they compete with each other for power. Some seek to the place where adventures happen. Even preserve the world and usher in a golden age. Others if you use an existing setting, such as the strive toward evil ends, seeking to rule the world with Forgotten Realms, it becomes yours as you an iron fist. Still others seek goals that range from set your adventures there, create characters the practical to the esoteric, such as the accumulation to inhabit it, and make changes to it over of material wealth or the resurrection of a dead god. the course of your campaign. This chapter is all about Whatever their goals, these factions inevitably collide, building your world and then creating a campaign to creating conflict that can steer the world's fate. take place in it. The World Is Magical. Practitioners of magic are relatively few in number, but they leave evidence of THE BIG PICTURE their craft everywhere. The magic can be as innocuous and commonplace as a potion that heals wounds to This book, the Player's Handbook, and the Monster something much more rare and impressive, such as a Manual present the default assumptions for how the levitating tower or a stone golem guarding the gates worlds of D&D work. Among the established settings of of a city. Beyond the realms of civilization are caches D&D, the Forgotten Realms, Greyhawk, Dragonlance, of magic items guarded by magic traps, as well as and Mystara don't stray very far from those magically constructed dungeons inhabited by monsters assumptions. Settings such as Dark Sun, Eberron, created by magic, cursed by magic, or endowed with Raven loft, Spelljammer, and Planescape venture further magical abilities. away from that baseline. As you create your own world, it's up to you to decide where on the spectrum you want IT's YouR WoRLD ________ your world to fall. In creating your campaign world, it helps to start with CoRE AssuMPTIONS _______ the core assumptions and consider how your setting might change them. The subsequent sections of this The rules of the game are based on the following core chapter address each element and give details on how to assumptions about the game world. flesh out your world with gods, factions, and so forth. Gods Oversee the World. The gods are real and The assumptions sketched out above aren't carved embody a variety of beliefs, with each god claiming in stone. They inspire exciting D&D worlds full of dominion over an aspect of the world, such as war, adventure, but they're not the only set of assumptions forests, or the sea. Gods exert influence over the world that can do so. You can build an interesting campaign by granting divine magic to their followers and sending concept by altering one or more of those core signs and portents to guide them. The follower of a god assumptions, just as well-established D&D worlds have serves as an agent of that god in the world. The agent done. Ask yourself, "What if the standard assumptions seeks to further the ideals of that god and defeat its weren't true in my world?" rivals. While some folk might refuse to honor the gods, The World Is a Mundane Place. What if magic is rare none can deny their existence. and dangerous, and even adventurers have limited or no Much of the World Is Untamed. Wild regions access to it? What if your campaign is set in a version of abound. City-states, confederacies, and kingdoms our own world's history? of various sizes dot the Ia ndscape, but beyond their The World Is New. What if your world is new, and borders the wilds crowd in. People know the area they the characters are the first of a long line of heroes? live in well. They've heard stories of other places from The adventurers might be champions of the first merchants and travelers, but few know what lies beyond great empires, such as the empires of Netheril and the mountains or in the depths of the great forest unless Cormanthor in the Forgotten Realms setting. they've been there themselves. The World Is Known. What if the world is completely The World Is Ancient. Empires rise and fall, leaving charted and mapped, right down to the "Here there be few places that have not been touched by imperial dragons" notations? What if great empires cover huge grandeur or decay. War, time, and natural forces stretches of countryside, with clearly defined borders eventually claim the mortal world, leaving it rich with between them? The Five Nations of the Eberron setting places of adventure and mystery. Ancient civilizations were once part of a great empire, and magically aided and their knowledge survive in legends, magic travel between its cities is commonplace. items, and their ruins. Chaos and evil often follow an Monsters Are Uncommo"n. What if monsters are empire's collapse. rare and terrifying? In the Ravenloft setting, horrific Conflict Shapes the World's History. Powerful domains are governed by monstrous rulers. The individuals strive to make their mark on the world, and populace lives in perpetual terror of these darklords factions of like-minded individuals can alter the course and their evil minions, but other monsters rarely trouble of history. Factions include religions led by charismatic people's daily lives. prophets, kingdoms ruled by lasting dynasties, and Magic Is Everywhere. What if every town is ruled shadowy societies that seek to master long-lost magic. by a powerful wizard? What if magic item shops are The influence of such factions waxes and wanes as common? The Eberron setting makes the use of magic CHAPTER 1 \A WORLD OF YOUR OWN 9 an everyday occurrence, as magical flying ships and calls clerics and paladins to his service and encourages trains carry travelers from one great city to another. them to spread the ideals of honorable warfare, Gods Inhabit the Land, or Are Entirely Absent. chivalry, and justice in society. Even in the midst of his What if the gods regularly walk the earth? What if the everlasting war with his brother Hextor, god of war and characters can challenge them and seize their power? tyranny, Heironeous promotes his own portfolio: war Or what if the gods are remote, and even angels never fought nobly and in the cause of justice. make contact with mortals? In the Dark Sun setting, the People in most D&D worlds are polytheistic, honoring gods are extremely distant-perhaps nonexistent-and deities of their own and acknowledging pantheons of clerics rely instead on elemental power for their magic. other cultures. Individuals pay homage to various gods, regardless of alignment. In the Forgotten Realms, a Gons OF YouR WoRLD person might propitiate Umberlee before setting out to sea, join a communal feast to celebrate Chauntea at Appendix B of the Player's Handbook presents a harvest time, and pray to Malar before going hunting. number of pantheons (loose groupings of deities not Some individuals feel a calling to a particular deity's united by a single doctrine or philosophy) for use in your service and claim that god as a patron. Particularly game, including the gods of established D&D worlds devoted individuals become priests by setting up a and fantasy-historical pantheons. You can adopt one of shrine or helping to staff a holy site. Much more rarely, these pantheons for your campaign, or pick and choose those who feel such a calling become clerics or paladins deities and ideas from them as you please. See "A invested with the responsibility of true divine power. Sample Pantheon" in this section for an example. Shrines and temples serve as community gathering As far as the game's rules are concerned, it doesn't points for religious rites and festivals. Priests at such matter if your world has hundreds of deities or a church sites relate stories of the gods, teach the ethics of their devoted to a single god. In rules terms, clerics choose patron deities, offer advice and blessings, perform domains, not deities, so your world can associate religious rites, and provide training in activities their domains with deities in any way you choose. deities favor. Cities and large towns can host several temples dedicated to individual gods important to the LOOSE PANTHEONS community, while smaller settlements might have a Most D&D worlds have a loose pantheon of gods. single shrine devoted to any gods the locals revere. A multitude of deities rule the various aspects of To quickly build a pantheon for your world, crea~e existence, variously cooperating with and competing a single god for each of the eight domains available against one another to administer the affairs of the to clerics: Death, Knowledge, Life, Light, Nature, universe. People gather in public shrines to worship Tempest, Trickery, and War. You can invent names gods of life and wisdom, or meet in hidden places to and personalities for these deities, or borrow deities venerate gods of deception or destruction. from other pantheons. This approach gives you a small Each deity in a pantheon has a portfolio and is pantheon that covers the most significant aspects of responsible for advancing that portfolio. In the existence, and it's easy enough to extrapolate other Greyhawk setting, Heironeous is a god of valor who areas of life each deity controls. The god of Knowledge, DAWN WAR DEITIES Deity Alignment Suggested Domains Symbol Asmodeus, god of tyranny LE Trickery Three triangles in tight formation Avandra, goddess of change and luck CG Trickery Three stacked wavy lines Bahamut, god of justice and nobility LG Life, War Dragon's head, in profile, facing left Bane, god of war and conquest LE War Claw with three talons pointing down Corellon, god of magic and the arts CG Light Eight-pointed star Erath is, goddess of civilization and invention LN Knowledge Upper half of a clockwork gear Gruumsh, god of destruction CE Tempest, War Triangular eye with bony protrusions loun, goddess of knowledge N Knowledge Crook shaped like a stylized eye Kord, god of strength and storms CN Tempest Sword with a lightning bolt cross guard Lolth, goddess of spiders and lies CE Trickery Eight· pointed star with a web motif Melora, goddess of wilderness and the sea N Nature, Tempest Wavelike swirl Moradin, god of creation LG Knowledge, War Flaming anvil Pel or, god of the sun and agriculture NG Life, Light Circle with six outwardly radiating points Raven Queen, goddess of death LN Life, Death Raven's head, in profile, facing left Sehanine, goddess of the moon CG Trickery Crescent moon Tharizdun, god of madness CE Trickery Jagged counter-clockwise spiral Tiamat, goddess of wealth, greed, and vengeance LE Trickery, War Five-pointed star with curved points Torog, god of the Underdark NE Death T attached to a circular shackle Vecna, god of evil secrets NE Death, Knowledge Partially shattered one-eyed skull Zehir, god of darkness and poison CE Trickery, Death Snake in the shape of a dagger CHAPTER I I A WORLD Of YOUR OWN 10
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