Theros Pantheon

Theros is polytheistic. Most Therosians worship all 16 legitimate gods of their pantheon. Some may pray to them every day while others worship them when they feel the need is most appropriate. A lot of Therosians will select one or two gods to hold in the highest esteem. Their choices are usually based on their lived experiences, values, and professions. Those who dedicate their lives to the service of one god in particular rise through the ranks of their temples to become oracles.

With a couple notable exceptions, all of the gods of Theros tend to be unique to this culture. Therosian gods are empowered by beliefs. The more believers they have, and the more devout those believers are, the stronger they become. Therosian heroes and villains who achieve great deeds or cause terrible devastation can achieve godhood as their stories become legends and those legends become revered.

Empowered by new believers and followers, new gods often supplant the old gods who reigned over their domain. Theorsian gods covet their power so they actively participate in their followers’ daily lives to ensure their belief remains intact.

Fallen old gods return to the material plane. They retain their impressive magical abilities, however, it’s just a taste of what they had as a god. Many will try to regain their godhood but it's rare to do so.

Due to the number of their followers and the strength of their beliefs, all of Theros' deities are classified as greater gods.

## Deities

HeliodEpharaKarametraNyleaIroasAthreosKlothysKruphixTimeless Beauty & Grandfather ClockPhaenaxPoseidraProcanPurphorosManestraLunasaErebosPharikaMogis
## Blessings

**Athlete** - You've trained your whole life to take part in the Iroan Games. You may have even won in the competition.

* Increase your strength or dexterity score by 1, to a maximum of 20.
* When you are prone, standing up only costs you 5 feet of movement.
* You can make a running long jump or running high jump after moving only 5 feet on foot, rather than 10 feet.

**Anvilwrought** - You were forged in the fires of Purphoros’s forge. Your appearance bears a metallic sheen and visible joints.

* You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

* You don’t need to eat, drink, or breathe.
* You are immune to disease.
* You don’t need to sleep, and magic can’t put you to sleep.
* When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

**Elemental Adept** - You've been exposed to the harshness of the elements and survived. Choose between fire, cold, lightning, and thunder.

* You become resistant to that elemental damage.
* Spells you cast ignore the resistance of the type you've chosen.
* You must be able to cast at least one spell to choose this blessing.

**Heroic Destiny** - Great deeds lie in your future, and it will take extraordinary effort to kill you before you accomplish those deeds.

* When you roll a Hit Die to regain hit points, the amount of hit points regained is equal to the die roll plus twice your Constitution modifier.
* You have advantage on death saving throws.
* When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t use it again until you finish a long rest.

**Inscrutable** - Like a sphinx, you have a mind like a maze, impenetrable to mortal scrutiny. This might be a gift or training from an actual sphinx, the blessing (or curse) of a god, or an inexplicable talent.

* You have resistance to psychic damage
* You are immune to any effect that allows other creatures to sense your emotions or read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.
* You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.

**Lifelong Companion** - Behind many heroes is another hero or pet whose greatness comes from the support and love they offer.

* Your allies within 5 feet of you have advantage on saving throws against being frightened or charmed, provided you aren’t incapacitated.
* When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to cause the attack to hit you instead. Once you use this trait, you can’t do so again until you finish a long rest.
* When you fail an animal handling check, you can roll again. You must use the new roll. You can only use this once per short or long rest.

**Nyxborn** - A Nyxborn is like a fragment of divinity, an idea or a dream that is incarnate. You might have been specifically crafted by one of the gods to serve a certain purpose. Or your existence could be an accident caused by a confluence of supernatural forces

* As an action, you wrap yourself in a starry cloak, appearing like a silhouette formed of the night sky. When you do, attack rolls have disadvantage against you. This cloak lasts for 1 minute, until you doff it (no action required), or until you die. Once you use this trait, you can’t use it again until you finish a long rest.
* You have resistance to radiant damage.

**Unscarred** - You are one tough cookie.

* Increase your Constitution by 1, to a maximum of 20.
* When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

**Death Kissed** - At some point in your life, maybe even just for a moment, your heart stopped beating and you went into the afterlife. You may have been resuscitated immediately or resurrected much later. One thing is for sure - you came back different.

* You are resistant to necrotic damage
* As an action, you can touch a creature and give it visions of what you saw in the afterlife. If you imbue hellish visions in their mind, they must succeed a DC14 Wisdom save or become frightened of you for 1 minute. If you imbue heavenly visions in their mind, they have advantage on their attack rolls for 1 minute. Once you use this trait, you can’t use it again until you finish a long rest.

**Prehensile Tail** - Whether it a curse, a blessing, or a genetic fluke, you were born with a tail.

* As an action, you can attempt to grapple one medium or smaller creature. The result is determined by a contest of your strength Vs the target's dexterity or strength (their choice). You can only grapple one creature at a time.
* Your tail can wield a dagger, giving you an extra attack if take the attack action.

**Hello, Sailor** - You've spent time on the open water and it's trained you for a life at sea.

* You know how to operate sea vessels.
* You have advantage on animal handling throws involving creatures that have a swimming speed.
* You have a swimming speed equal to your primary movement speed.
* You can hold your breath for an additional minute.

**Dirty Fighter** - Combat isn't about honor. It's about survival.

* As a bonus action, you can throw a fist full of sand at a target within 5 feet of you. They must succeed a dexterity saving throw (8 + proficiency + dexterity) or become blinded until the start of your next turn. A target is immune to this effect for 24 hours if they succeed or at the start of your next turn if they fail.
* As a bonus action, you can play possum. A target within 5 feet of you must succeed a wisdom saving throw (8 + proficiency + charisma) or they fall for your ruse. If they fail, you can make a surprise attack against them where you have advantage on the attack and they cannot do a reaction. Whether the target succeeds or fails, they become immune to this effect at the end of your turn. Other creatures within 30 feet of you doing this are also immune.

**Healer** - You've spent a lot of time studying medicine and healing the sick.

* When you use a healer's kit to stabilize a dying creature, they gain 1 HP.
* As an action, you can use a healer's kit to restore HP equal to 1d6 + 4 + the creature's maximum number of hit dice. A creature can't be healed this way again until they finish a short or long rest.

**Diplomat** - Violence should always be the last option.

* Your charisma increases by 1, to a maximum of 20.
* You gain proficiency in the persuasion skill. If you're already proficient in this, you gain double proficiency.
* You gain one additional language
* If you speak with a creature for more than 1 minute, you can attempt to charm them. Do a contest between your persuasion check and their insight check. If they fail, they're charmed by you for 1 minute. They must remain within 60 feet of you or the charm is broken. Any creature you're fighting is immune to this.

**Non-binary** - You reject false dichotomies.

* Your natural appearance and aesthetic are androgynous. You can shape shift into a male, female, or a combination form at will. Your gender and presentation may change with your emotions, the time of day, or you can be in complete control of your form all of the time.
* Your ability to live amongst various genders has made you proficient in the insight skill.
* You are proficient in the performance skill.