Orrys: Survivors in a Shattered World
Depending on the individual, the residents of Orrys have found their faith in higher beings either strengthened or shattered by the ordeals during and after the Cataclysm. Clerics and temples are such rarer than they once were, and charlatans are more common than genuine practitioners of faith, but many still say a prayer to their patron diety before a hunt or in hope of a good harvest.
All dieties are worshipped my members of all races, though some are seen as patron dieties for particular races, such as Moradin for the Dwarves and Corellon for the Elves. Most races have particular sub-pantheons particular to their traditional beliefs. Most residents of Orrys are polytheistic and usually pray to several gods for various reasons, but many tend to choose a single god or goddess as their patron diety. However, it should be noted that many in Orrys no longer pray to any gods, as they feel that the gods have forsaken them after the Cataclysm.
Goddess of Change and Luck
Domains: Life, Trickery
Avandra is the patron of freedom, trade, adventure, and the frontier. She had few temples before the cataclysm, but as the goddess of safe travel, is still one of the most-often invoked dieties. Roadside shrines to Avandra can still be found along the trails of Orrys, and it is generally considered good luck to make sure they are kept in good condition. Believers in Avandra value freedom, boldness, and being an agent of change.
God of Justice and Nobility
Domains: Life, War
Bahamut, the Platinum Dragon, is the patron of protection, nobility, and honor. Before the Cataclysm, he was worshipped mainly by kings, rulers, knights, and paladins. Though the worship of Bahamut has fallen out of fashion, it is still common for elders and other authority figures that struggle to hold on to the ideals of what most now see as a bygone age. Dragonborn see Bahamut as their chief patron diety, and hold him in high regard. Believers in Bahamut value honor, protecting the weak, and staying vigilant against evil.
God of Magic and the Arts
Domains: Light, Nature
Corellon is the patron of spring, beauty, arcane magic, and the arts. Corellon is the chief diety of the Elves, who often depict him as a tall, wise High Elf with shining platinum hair. It is said that he planted the most ancient forests, and first taught arcane magic to mortals, which he sees as indistinguishable from art. Correllon keeps an ancient enmity with the orc god Gruumsh and the drow goddess Lolth, whom it is said he has warred with for time immemorial. Artists and musicians are among his most devout followers. Believers in Corellon value beauty, seeking lost works of magic and art, and thwarting the works of those who would threaten life.
God of Creation and Smithing
Domains: Knowledge, War
Moradin is patron of crafting, smithing, mining, and creation. He is typically depicted as Dwarven, and is the chief diety of the Dwarves pantheon. It is believed that Moradin carved the mountains from the primordial earth, and is known as the first smith. A prayer is often invoked to Moradin by metalsmith and leatherworkers while creating a new weapon, armour, or tool, and the Dwarves clerics of Moradin were known as the greatest smiths in Orrys, being one of the few that hold the secrets of magically enchanting weapons and armor. Moradin is also known as a patron of hearth, family, and tradition. His believers value stoicism, loyalty to elders and clan, and leaving behind a lasting legacy.
God of Sunlight and Harvest
Domains: Life, Light
Pelor is the patron diety of agriculture and family, and is known as the keeper of the sun and of time itself. He is commonly worshipped by common folk such as farmers and workers, and is known to offer protection and salvation for the weak and downtrodden. As his portfolio is focused on peace and healing, clerics of Pelor are generally well-received wherever they go. Believers of Pelor value alleviating suffering, hard work, mercy, and compassion.
Goddess of the Moon
Domains: Life, Trickery, Illusion
Shannon is the goddess of the moon, illusions, and secrets, and is a favoured diety of Elves and Halflings. She is also a goddess of love, and a prayer is often spoken to Sehanine to send shadows to cloak lover’s trysts. She is also a patron diety of rogues and scouts, and anyone else wishing to remain hidden. Believers in Sehanine value the ability to keep a secret, avoiding extremes of good and evil, and seeking new horizons.
Goddess of Civilization and Invention
Domains: Knowledge, Life
Erathis is the goddess of civilization, community, law, and order. Nearly every human city in Orrys once contained at least one temple to her, though, like Bahamut, she has not been widely worshipped after the Cataclysm except by elders, rulers, and others wishing to keep a semblance of law and order. Believers of Erathis value community and group effort, taming the wilderness, enforcing law, and building new structures, cities, and empires.
Goddess of Knowledge and Prophecy
Ion is the goddess of study, knowledge, prophecy, and skill. She is the patron diety of sages, seers, and arcane magic-users. While Corellon is widely known as the father of magic, Ioun focuses on its study. Though the priests and clerics of Ioun were once known as the greatest keepers of ancient knowledge in Orrys, they have fallen out of favor with the widespread suspicion of arcane magic following the Cataclysm. Believers of Ioun value strengthening the mind through study, the preservation and distribution of knowledge, and the balance of reason, perception, and emotion.
God of Strength and Storms
Domains: Tempest, War
Kord is the god of storms and battle. He is worshipped by athletes and fighters of all stripes, and revels in displays of physical prowess, the thrill of battle, and the unbridled power of nature. It is common to say a prayer to Kord before going into battle, or to pray for clear skies before a journey. The worship of Kord has greatly increased in the years after the Cataclysm, as cults of Kord have cropped up among thieves, bandits, and nomads that rely on their strength to survive. The followers of Kord value bravery, tempered strength that is not used for wanton destruction, and winning glory and renown.
Goddess of Wilderness and the Hunt
Domains: Nature, Tempest, Illusion
Melora is the goddess of untamed wilderness and all of the creatures that reside within it. A diety of balance, she is both a wild beast and the peaceful forest, the raging whirlpool and the quiet desert. Rangers, druids, sailors and Elves revere Melora and fear her disfavour, as she is known to show leniency to those who respect the natural order of things, and unbridled wrath to those who despoil her domain. A prayer is often said to Melora before venturing into dangerous or unknown terrain. Believers in Melora value respect for the wild places of the world and harmony with nature, and oppose rampant the rampant spread of cities and the overuse or destruction of natural resources.
Goddess of Death and the Afterlife
Domains: Life, Death
Quoris, also known as the Raven Queen, is the patron goddess of winter, death, fate, and the afterlife. Though she has few temples and clerics, she is often prayed to upon the passing of a loved one’s funeral rites, when she is asked to guide their souls to their final resting place. Though Quoris values life and mourning each being’s passing, her followers see death as a natural progression and continuation of the life they lived. Quoris detests undeath, seeing it as a blasphemy against the natural cycle of life and death, and her clerics seek out and destroy undead wherever they go. Believers in Quoris value the cycle of life and death, remaining humble and stoic, and seeking out and challenging those who would disrupt the natural order.
God of Tyranny and Domination
Domains: Trickery, Death
Asmodeus, lord of the Nine Hells, is the patron of tyrants and despots. His followers believe that only the strong should rule, and are encouraged to use every ounce of their knowledge and charisma to win power from the weak-willed, no matter the cost. Believers in Asmodeus value ambition, displays of power, and using your strengths to seize power at every opportunity.
God of War and Conquest
Domains: Death, War
Bane is the evil god of conquest and ruthlessness, worshipped mainly by military despots and bandit leaders, who call on Bane to aid them in crushing their foes cruelly and completely. He is also sometimes worshipped by goblinoid races that have organized into war bands and armies, such as hobgoblins and orcs. Bane demands unwavering loyalty and detests betrayers and deserters, and followers often offer ritual sacrifice or torture to appease him. Followers of Bane value displays of dominance, culling the weak, and punishing the unfaithful or cowardly.
God of Strength and Destruction
Domains: Tempest, War
Gruumsh is the one-eyed god of savage destruction and marauding barbarians. Where dieties like Asmodeusu and Bane favor conquest and rule, Gruumsh revels in slaughter and pillage for their own sake. His followers are the most depraved and sadistic war bands, and is mainly worshipped by orcs, who see Gruumsh as their patron diety. He encourages his follows to increase their numbers and go forth in hordes to destroy their enemies. Believers of Gruumsh value aggressive expansion, destroying enemies, and taking whatever you can by force.
Goddess of Shadows and Lies
Domains: Knowledge, Trickery, Illusion
Lolth is the spider demon goddess of lies and deceit. As the patron diety of the underground Drow, whose society revolves around her, she has waged war on Corellon and the surface Elves for millennia, and does hold small pockets of followers on the surface that have grown more bold since the Cataclysm has weakened society. The power structure of Lolth’s church is constantly shifting, as she encourages trickery and deceit, and clerics often find themselves with a dagger in their back in the hand of an ambitious acolyte. Lolth’s followers value a calculating intellect, ruthless ambition, and embracing cruelty to display their power.
God of Madness
Domains: Death, Trickery, Illusion
Tharizdun is known as the chained god, a little-worshipped but powerful diety that is believed to be imprisoned in The Abyss, waiting for the day when he will be freed and obliterate existence. His millennia of imprisonment have destroyed his sanity, and he is unable to communicate with his followers in any meaningful way. Tharizdun is worshipped mainly by madmen who have lost touch with reality and wish to destroy all traces of order and law in the world, if not destroy it completely, and often work alone or in very small groups. The followers of Tharizdun value chaos and destruction, have a disdain for life, and are perpetually paranoid.
Goddess or Greed and Vengeance
Domains: Trickery, War
Tiamat is the goddess of greed, dominance, and vengeance. Often depicted as a dragon with five heads each corresponding to the colors of the chromatic dragons, Tiamat is cited as the eternal enemy of Bahamut. Chiefly concerned with the accumulation of wealth, power, and territory, Tiamat instructs her followers to show no mercy to their enemies, particularly those who have wronged them. Her followers are often leaders of armies and war bands that seek to aggressively expand their power and territory. There are also said to be many Dragonborn cults that worship her, each paying reverence to a particular aspect of her multi-headed visage. Tiamat’s followers value material wealth, displays of power, and the pursuit of vengeance against those who dare oppose them.
God of the Underdark
Torog is the known as the god of Underdark, and the patron diety of sailors and torturers. Also known as The King Who Crawls, is said to have been imprisoned in the Underdark for millennia, and resentfully calls it his domain. He delights in the suffering of others and harbours a bitter resentment for freedom and life in general. Torog has no formal church or clergy, but the devotees he has are committed to sharing his misery with others. Torog’s followers value pain, vengeance, and spite towards other’s happiness.
God of Secrets and Knowledge
Domains: Death, Knowledge, Illusion
Vecna is the evil god of secrets and esoteric knowledge, and encourages his followers to seek and hoard knowledge for their own uses. Legend says that Vecna was once a powerful wizard who became an undead lich and leader of a great empire, but was betrayed by his most trusted lieutenant and destroyed, only to come back as a demigod, and eventually ascended to godhood. The various sects of Vecna are extremely secretive, even to each other and amongst themselves. Followers of Vecna value acquiring knowledge by any means necessary, an use secrets to destabilize organizations and seize power.
God of Darkness and Poison
Domains: Trickery, Death, Illusion_
Zephyr is a secretive god said to live in a plain of eternal darkness. He is the patron diety of assassins, particularly those who kill by poison. He also favours serpents and other venomous creatures, as well as the yuan-ti. Followers of Zehir are secretive, forming small cults that pride themselves on patiently waiting for their plots to come to fruition before striking without mercy. Followers of Zehir value secrecy, careful plotting, and ruthlessness in pursuing their goals.
ADDITIONAL CLERIC DOMAINS
(taken from http://samwise7rpg.blogspot.ca/2014/10/cleric-domains-for-5th-edition-dungeons.html)
Cleric Level / Spells
1st – bane, sleep
3rd – gentle repose, see invisibility
5th – animate dead, speak with dead
7th – blight, phantasmal killer
9th – anti-life shell, create undead
At 1st level, your character can choose any Necromancy spell and prepare it as a Cleric spell.
Death Can Wait
At 1st level your character gains Advantage on all Death Saving Throws.
Channel Divinity: Feed on Undeath
At 2nd level your character can choose any Undead within 30 feet of them. If that Undead target fails a Wisdom Saving Throw your character drains them of Hit Points and adds and equal amount of Hit Points to themselves. Your character can drain a number of Hit Points equal to three times their Cleric level.
At 6th level your character can cast any Necromancy spell as a ritual even if it doesn’t have the ritual tag.
At 8th level your character can touch a dying target and they automatically fail a Death Saving Throw. You also have Resistance to Necrotic damage.
Avatar of Death
At 17th level you have the “Command Undead” ability of a Wizard who is a Necromancer (pg.119 PHB). Also when using your Death’s Touch ability any target that dies while you are touching them cannot be resurrected or reincarnated. They can however be raised as Undead.
(taken from http://samwise7rpg.blogspot.ca/2014/10/cleric-domains-for-5th-edition-dungeons.html)
Cleric Level / Spells
1st – color spray, silent image
3rd – blur, invisibility
5th – hypnotic pattern, major image
7th – greater invisibility, hallucinatory terrain
9th – creation, seeming
At 1st level, targets of your illusion spells have disadvantage on their saving throws.
Channel Divinity: Invoke Duplicity.
At 2nd level, you gain the Channel Divinity: Invoke Duplicity ability, same as the Trickery Domain ability on pg.63 of the PHB.
Channel Divinity: Impressive Illusions.
At 6th level, the DC to resist your illusion spells is equal to 10 + Wisdom Modifier + twice your proficiency bonus. This effect lasts for 1 minute.
At 8th level, you infuse your weapon attacks with illusionary magic. Targets of your melee attacks think that you are striking in areas that you are not as they see your attack arm in a different location, and thereby they don’t get their Dexterity bonus added to their AC. At 14th level they don’t gain the benefit from their shield either.
Avatar of Illusions.
At 17th level, when you are the target of any illusion spell the spell is reflected back at the original caster and then you become the caster of the spell. The DC to resist the spell however is the same DC as the original caster. In essence you bounce the illusion spell back at them.