Piety

Similar to how a character can access special abilities through gaining renown and ranks in the different factions, you can gain piety with different powers. You may only gain piety with a power if your alignment is within one step of that power's alignment. For example, if a power is lawful good, you must be lawful good, lawful neutral, neutral good, or true neutral to gain piety with that power.

When you choose to devote yourself to a power you automatically gain 1 piety. To rank up with a power you must have the requisite amount of renown and complete a ceremony or test as determined by your power. Each power has a list of specific ways to gain or lose piety with them.

When you gain piety with a power you also choose an archetype from the list below that your power manifests itself as. Gain ranks with your power grants you the perks associated with the archetype that you chose.

### Affliction

   **Domain(s)**

Death, Knowledge, Life

**Devotee (3+ Piety)**

As a devotee of Affliction, you have power over pain and suffering. You can cast *ray of sickness* with this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.

**Votary (10+ Piety)**

Affliction’s blessing shields you from most maladies. You have advantage on saving throws against being poisoned, and you are immune to disease.

**Disciple (25+ Piety)**

As an action, you can touch a creature and choose one of the following: – The target regains hit points equal to 1d8 + your Wisdom modifier, and you can cure the target of one disease or neutralize one poison affecting it. – The target must succeed on a DC 15 Constitution saving throw, or for 1 minute, the target deals only half damage with weapon attacks. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. You can use this action a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

**Champion (50 Piety)**

You can increase your Dexterity or Wisdom score by 2 and also increase your maximum for that score by 2.

### Death

**Domain(s)**

Death, Trickery

**Devotee (3+ Piety)**

You can call on Death's favor to cast *bane* with this trait, requiring no material components, a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.

**Votary (10+ Piety)**

You can cast *vampiric touch* with this trait. 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.

**Disciple (25+ Piety)**

When a soul is sent to its rightful place, you can draw on the energy of Death to empower you. When a creature dies within 10 feet of you, you can use your reaction to gain a number of temporary hit points equal to your level.

**Champion (50 Piety)**

You can increase your Constitution or Wisdom score by 2 and also increase your maximum for that score by 2.

### Deception

**Domain(s)**

Trickery

**Devotee (3+ Piety)**

As a devotee of Deception, you have proven yourself accomplished at misleading others. You can call on Deception’s blessing and cast *disguise self* with this trait. While the spell is active, your shadow still resembles your original form. You can cast the spell in this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.

**Votary (10+ Piety)**

Your words are inspired by a great deceiver. You have advantage on Charisma (Deception) checks.

**Disciple (25+ Piety)**

When you are hidden from a creature and miss it with an attack, making the attack doesn’t reveal your position.

**Champion (50 Piety)**

You can increase your Dexterity or Charisma score by 2 and also increase your maximum for that score by 2.

### Destiny

**Domain(s)**

Knowledge, War

**Devotee (3+ Piety)**

As a devotee of Destiny, you can manipulate the bonds of fate that invisibly entangle every living thing. You can cast *command* with this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.

**Votary (10+ Piety)**

You can cast *clairvoyance* 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. In addition, you have advantage on saving throws against being charmed.

**Disciple (25+ Piety)**

You develop a second sense, allowing you to intuit the tug and pull of destiny. You can’t be surprised, provided you aren’t incapacitated.

**Champion (50 Piety)**

You can increase your Strength or Wisdom score by 2 and also increase your maximum for that score by 2.

### The Elements

**Domain(s)**

Tempest, Nature

**Devotee (3+ Piety)**

You have a special affinity and allegiance to the Elements. Once on each of your turns when you hit a creature with an attack, you can deal an extra 1d6 cold/fire/lightning damage to the target. You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

**Votary (10+ Piety)**

When you fail an Intelligence or a Wisdom saving throw, you can reroll the die, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.

**Disciple (25+ Piety)**

The energy of the Elements fills your being, granting you advantage on initiative rolls.

**Champion (50 Piety)**

You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2.

### The Forge

**Domain(s)**

Forge, Knowledge

**Devotee (3+ Piety)**

As a devotee of the Forge, you have drawn the notice of a power of creation with your skill. You can cast *shield of faith* with this trait, requiring no material components, a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. In addition, you know the *mending* cantrip. Intelligence is your spellcasting ability for these spells.

**Votary (10+ Piety)**

You can cast *heat metal* 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. Intelligence is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being knocked prone.

**Disciple (25+ Piety)**

While you are standing and an effect would push you 1 foot or more, you can use your reaction to not be pushed.

**Champion (50 Piety)**

You can increase your Strength or Intelligence score by 2 and also increase your maximum for that score by 2.

### The Harvest

**Domain(s)**

Life, Nature

**Devotee (3+ Piety)**

As a bonus action, you can invoke the Harvest's protection; spectral plants cover you, providing you with a +1 bonus to AC for 1 minute. Once you use this trait, you can’t use it again until you finish a long rest.

**Votary (10+ Piety)**

You can cast *create food and water* with this trait. 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. In addition, you have advantage on saving throws against being poisoned.

**Disciple (25+ Piety)**

By performing an hour-long ritual, you can conjure enough grapes to fill three vials (4 ounces each) of wine. Each vial serves as a *potion of healing* for 24 hours, after which it loses this property. Once you use this trait, you can’t do so again until you finish a long rest.

**Champion (50 Piety)**

You can increase your Constitution or Wisdom score by 2 and also increase your maximum for that score by 2.

### Horizons

The Power of Horizons

**Domain(s)**

Knowledge, Trickery

**Devotee (3+ Piety)**

As a devotee of Horizons, you have proven yourself a worthy student of reality’s mysteries and laws. You can cast *detect magic* with this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. In addition, you know the *mage hand* cantrip. Intelligence is your spellcasting ability for these spells.

**Votary (10+ Piety)**

You can cast *detect thoughts* 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. Intelligence is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being charmed.

**Disciple (25+ Piety)**

As a true champion of Horizons, you can use your *mage hand* cantrip to protect yourself. While your spectral hand is within 5 feet of you, you gain a +2 bonus to your AC against ranged attacks.

**Champion (50 Piety)**

You can increase your Constitution or Intelligence score by 2 and also increase your maximum for that score by 2.

### The Hunt

**Domain(s)**

Nature

**Devotee (3+ Piety)**

As a devotee of the Hunt, you have proven yourself a guardian of the wilds. You can cast *hunter’s mark* with this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.

**Votary (10+ Piety)**

You can cast *speak with animals* with this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being poisoned.

**Disciple (25+ Piety)**

When a beast is about to attack you, it must make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses you. On a successful save, the creature is immune to this trait for 24 hours.

**Champion (50 Piety)**

You can increase your Dexterity or Wisdom score by 2 and also increase your maximum for that score by 2.

### Passage

**Domain(s)**

Death, Grave

**Devotee (3+ Piety)**

Your life is intertwined with the fate of the dead. You can cast *gentle repose* with this trait, requiring no material components, a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.

**Votary (10+ Piety)**

You can cast *speak with dead* 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.

**Disciple (25+ Piety)**

You can cast *false life* with this trait, requiring no material components. When you do so, you gain an additional 25 temporary hit points. 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.

**Champion (50 Piety)**

You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2.

### The Polis

**Domain(s)**

Knowledge, Light

**Devotee (3+ Piety)**

The Power of the Polis grants you insight into how people communicate. You can cast *comprehend languages* with this trait, requiring no material component, a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell.

**Votary (10+ Piety)**

You gain advantage on Charisma (Persuasion) checks while you are within a city. In addition, when you fail an Intelligence check or Intelligence saving throw, you can reroll the die, and you must use the new roll. Once you use this reroll, you can’t do so again until you finish a long rest.

**Disciple (25+ Piety)**

You can cast *Mordenkainen’s private sanctum* 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. Intelligence is your spellcasting ability for this spell.

**Champion (50 Piety)**

You can increase your Intelligence or Charisma score by 2 and also increase your maximum for that score by 2.

### The Seas

**Domain(s)**

Knowledge, Tempest

**Devotee (3+ Piety)**

As a devotee of the Seas, you have proven yourself a worthy representative of a god of the waves and depths. You can cast *fog cloud* with this trait. Fog created in this way smells strongly of the sea. You can cast the spell in this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell.

**Votary (10+ Piety)**

You can cast *blink* with this trait. 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.

**Disciple (25+ Piety)**

You are inspired by the tempestuous, uncontrollable nature of the sea; you have advantage on saving throws against being charmed or restrained.

**Champion (50 Piety)**

You can increase your Dexterity or Intelligence score by 2 and also increase your maximum for that score by 2.

### The Sun

**Domain(s)**

Light

**Devotee (3+ Piety)**

As a devotee of the Sun, you have proven yourself a worthy champion of light. You can call on the Sun's favor and cast *bless* with this trait, requiring no material components. The blessing manifests as a nimbus around the affected creatures, causing them to shed dim light in a 5-foot radius until the spell ends. You can cast the spell in this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.

**Votary (10+ Piety)**

You can cast *daylight* with this trait. 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.

**Disciple (25+ Piety)**

You grow accustomed to the blazing radiance of the sun; you have advantage on saving throws against being blinded, and you have resistance to fire damage.

**Champion (50 Piety)**

You can increase your Strength or Wisdom score by 2 and also increase your maximum for that score by 2.

### Slaughter

**Domain(s)**

War

**Devotee (3+ Piety)**

As a devotee of Slaughter, you have shown yourself to be a brutal combatant. You can call on Slaughter’s favor and cast *wrathful smite* with this trait. The blessing manifests as a blood-red glow around your weapon, causing it to shed dim light in a 5-foot radius until the spell ends. You can cast the spell in this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Constitution is your spellcasting ability for this spell.

**Votary (10+ Piety)**

You can cast *blinding smite* with this trait. 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.

**Disciple (25+ Piety)**

Countless battles and vicious visions have given you focus. You have advantage on saving throws against being charmed or frightened.

**Champion (50 Piety)**

You can increase your Strength or Constitution score by 2 and also increase your maximum for that score by 2.

### Victory

**Domain(s)**

War

**Devotee (3+ Piety)**

As a devotee of Victory, you have earned favor through battles won in its name. You can cast *compelled duel* with this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.

**Votary (10+ Piety)**

You can cast *crusader’s mantle* with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being frightened.

**Disciple (25+ Piety)**

As a bonus action, you can call on War's blessing, gaining the following benefit for 1 minute or until you are incapacitated: creatures within 30 feet of you can’t gain advantage on attack rolls against you. Once you use this trait, you can’t do so again until you finish a long rest.

**Champion (50 Piety)**

You can increase your Strength or Charisma score by 2 and also increase your maximum for that score by 2.