Gods

Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark sacrifices in subterranean lairs, and shining paladins stand like beacons against the darkness, it's hard to be ambivalent about the deities and deny their existence.

Many people in the worlds of D&D worship different gods at different times and circumstances. People in the Forgotten Realms, for example, might pray to Sune for luck in love, make an offering to Waukeen before heading to the market, and pray to appease Talos when a severe storm blows in — all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves entirely to a single god, usually serving as a priest or champion of that god's ideals.

Your DM determines which gods, if any, are worshiped in his or her campaign. From among the gods available, you can choose a single deity for your character to serve, worship, or pay lip service to. Or you can pick a few that your character prays to most often. Or just make a mental note of the gods who are revered in your DM's campaign so you can invoke their names when appropriate. If you're playing a cleric or a character with the Acolyte background, decide which god your deity serves or served, and consider the deity's suggested domains when selecting your character's domain.

## Forgotten Realms

This article only lists Forgotten Realms deities in Appendix B of the Player's Handbook. For more detailed information, please visit the Forgotten Realms Wikia (Its got basically anything forgotten realms lore related on it).

## Greyhawk

This article lists Greyhawk deities in Appendix B of the Player's Handbook.

## Dragonlance

This article lists Dragonlance deities in Appendix B of the Player's Handbook.

## Eberron

### The Sovereign Host

*The Sovereigns are with us at all times. Onatar stands at every forge and Dol Dorn is with you whenever blades are drawn.*
*The Sovereigns shape the world. They offer us guidance and strength, but we must learn to listen.*
*Honor each Sovereign in its place and time. If you hear one voice clearly, embrace their path and embody their values.*
As a follower of the Sovereign Host, you believe that the hand of the Sovereigns can be seen in all things. What others take to be intuition or instinct, you see as the voice of the Sovereigns offering guidance. You don't need absolute proof: the fact that there is a bountiful harvest is proof enough of Arawai's benevolence.

The Sovereign Host has a looser structure than the Church of the Silver Flame. Many variations and subsects of the faith exist. Many temples are only loosely aligned — in a small village, a skilled smith might double as the priest because people believe he's close to Onatar. A midwife might be seen as speaking for Arawai and Boldrei.

You may feel a particular connection to one Sovereign and, as a divine spellcaster, this could drive your choice of domain or oath. But as a vassal (the common term for a follower of the Host), you are expected to respect and honor all of the Sovereigns.

### The Dark Six

The Dark Six and the Sovereign Host are opposite sides of the same coin. If you believe in one you inherently believe in the other; the only question is whether you fear or revere the Dark Six. The principles of the faith are the same: just like the Sovereigns, the Six are with us at all times. They shape the world and speak to those who will listen.

In general, the Sovereigns represent values tied to civilization: law, community, trade, industry, agriculture, honor in war. The Dark Six embody dangerous concepts: death, chaos and change, the destructive powers of nature, treachery in battle, dark magic and monsters, passion and madness. Those who worship the Sovereigns fear these things; those who revere the Six embrace them and don't consider them to be evil. If you're a barbarian, it's the Fury who unleashes your rage. If you're an assassin, you walk the path of the Mockery as opposed to that of Dol Arrah.

The creatures of Droaam generally revere the Dark Six. Humanity sees the Shadow as a villain who gave the harpy her voice and the medusa her gaze; to the harpy and the medusa, this makes the Shadow a hero.

## Wildemount

The Divine Gate, established during the Divergence, is a powerful barrier between the world of Exandria and the divine realms. The Divine Gate sealed away both the Betrayer Gods and the Prime Deities within their respective domains in hopes of salvaging the new age and preventing another Calamity. If the Divine Gate were to be destroyed by the unanimous effort of the Prime Deities, all powers would be unleashed, threatening armageddon. Thus, the gods patiently watch their creations from beyond the veil, lending what small power they can send through the gate to aid the goals of their faithful. In the absense of gods, lesser entities seek to gain power and influence, making pacts with mortals and offering their own gifts in exchange for favor, worship, or deeds done in their name.

### Prime Deities

The circle of Prime Deities includes the leaders and luminary creatures that battled the Primordials and instigated the Founding, forging the mortal races of Exandria. They represent a spectrum of light, protection, love, death, and all other facets of freedom and life in the world. While some gods may disagree and squabble, they exist in a subtle alliance to maintain the sanctity of life and their respective creations.

### Betrayer Gods

The Betrayer Gods are the deities who strayed from the ideals of the founding and embraced the destructive chaos of the Primordials or grew selfish of their own creations. The Betrayer Gods rarely work together, since they see each other as threats to their own plots and goals. This very weakness allowed the Prime Deities to defeat and banish them, ending the Calamity.

### Lesser Idols

After the banishment of the pantheon in the Divergence, the mortal realm was left to their own devices. Beyond the trickle of divine assistance allowed by the Divine Gate, mortal creatures are now the keepers of the future of Exandria. This vaccuum of influence has given rise to a number of powerful entities who may not rival the gods in their abilities or influence, but now unchallenged, can amass a modest following of their own. These idols present themselves in many different ways, some as honorable guardians of the helpless, and others as the tyrannical gods they aspire to be. Many of these beings have ambitions they wish to fulfill and can offer great power to mortals in exchange for their servitude.

## Theros

A pantheon of fifteen gods guides religious life on Theros. From the sun and agriculture to death and pas­sage into the Underworld, the gods oversee the forces of nature and the most important aspects of mortal life. These gods are quite real to the people of Theros, who see them moving across the sky at night and sometimes encounter them face to face. Thus, most people perform rituals and devotions that honor various gods, hoping to win their favor and stave off their wrath. They tell and retell the stories of the gods' deeds - even as they watch those stories continue to play out in the vastness of the night sky.

Not every mortal serves or acknowledges the gods, though. Some philosophers in the schools of Meletis teach that the gods of the pantheon are subordinate to a higher reality, perhaps Nyx itself. And other people, par­ticularly leonin, believe that the gods are undeserving of mortal reverence.

## Ravnica

Though the worship of gods isn't widespread in Ravnica, clerics dedicated to more abstract principles do exist, primarily within the Azorius Senate, the Boros Legion, the Gruul Clans, the Orzhov Syndicate, and the Selesnya Conclave. They most often use their Guild Insignia as holy symbols.

Cleric: Knowledge, Order
Fighter: Battle Master, Cavalier, Champion, Eldritch Knight
Paladin: Vengeance
Rogue: Inquisitive
Warlock: The Great Old One
 Boros
Cleric: Forge, Life, Light, War
Fighter: Battle Master, Cavalier, Champion, Eldritch Knight
Monk: Sun Soul
Paladin: Devotion
Ranger: Hunter
Sorcerer: Divine Soul
Warlock: Celestial, The Great Old One
 Dimir
Cleric: Trickery
Monk: Shadow
Rogue: Arcane Trickster, Assassin, Inquisitive, Mastermind, Thief
Sorcerer: Shadow
Warlock: The Great Old One
 Golgari
Fighter: Champion
Ranger: Beast Master, Gloom Stalker
Rogue: Assassin, Thief
Warlock: The Great Old One
 Gruul
Cleric: Tempest
Druid: Moon
Fighter: Champion
Ranger: Beast Master, Hunter
Rogue: Scout
 Izzet
Sorcerer: Draconic, Storm, Wild Magic
Warlock: The Great Old One
 Orzhov
Fighter: Battle Master, Champion
Paladin: Conquest
Rogue: Assassin, Thief
Warlock: The Great Old One
 Rakdos
Bard: Swords, Valor
Fighter: Champion, Eldritch Knight
Rogue: Swashbuckler, Thief
 Selesnya
Cleric: Life, Nature
Druid: Dreams, Land (forest, grassland), Shepherd
Fighter: Arcane Archer, Battle Master, Champion
Monk: Open Hand
Paladin: Redemption, Ancients
Ranger: Beast Master, Hunter
 Simic
Fighter: Champion
Monk: Open Hand
Warlock: The Great Old One
Wizard: Conjuration, Transmutation

## Plane Shift

### Kaladesh

Religion is not a significant force in the lives of the Kaladesh people, and magic derived from the power of the gods is unknown. Clerics and paladins do not exist. Druids and rangers exist, but must be elves only, and the Circle of the Moon is not available. Warlocks are unlikely to exist — however, the Dark Schematic could be a Pact with the Fiend, and the Great Conduit could be a Pact with the Archfey.

### Zendikar

No gods are worshipped in Zendikar after the release of the Eldrazi.