Nine Trade Gods and their Worshipers

Samuel Purdy

Sample file Nine Trade Gods and their Worshipers he Midwife, The Goatherd, The Gamester, The Smaller Scaled Gods Chamberlain, The Clergyman, The Seafarer, Any, or all, of the Nine Trade Gods may be introduced into The Merchant, The Jailer, and The Chemist. your campaign to supplement existing deities in your setting. These are the proffessions represented by The Trade Gods may be used as "lesser deities" that can deities known as the Trade Gods. interact with the player characters directly. T Local Flavor Any of the Trade Gods may be dropped into a region of your Using the Trade Gods in your Game game as a local deity. This can give a new region a distinctive In the following pages each of these deities are presented feel, or allow a follower of a more universally worshiped deity alongside their followers and related player character to have a fish-out-of-water experience with the local clergy. options. The Nine Trade Gods table lists the name, alignment, associated trade or profession, driving ideals, and Demiplane Surprise related Divine Domains associated with each of the Trade In order to really give the fish-out-of-water experience, Gods. however, a whole adventuring party might find themselves on The Nine Trade Gods are an alternative pantheon that can a distant demiplane for a time. The Trade Gods may be the be included into your campaign in a variety of ways. sole deities in this place. When a player character cleric or paladin petitions their chosen deity, one of the Nine Trdae Replace Everything Gods may answer instead. One choice for using the Trade Gods is replacing the pantheon in your setting entirely with these nine deities. The Cults Ripe for Conflict Trade Gods represent all of the Divine Domains included in It is difficult for player characters to seriously take on the the Player's Handbook and Xanathar's Guide to Everything church of any of the major established deities in Faerun or and all nine alignment combinations. This approach may be a any of the other established settings. The followers of the way to separate your campaign world from other settings, or Nine Trade Gods can be used as secret cults that can be provide a gaming climate where new and veteran players readily investigated, dismantled, or allied by the party. approach the divine with the same level of understanding. The Nine Trade Gods Associated Alignment God Trade Ideals Domains Lawful Mother The Midwife We must care to the young so they can thrive: the young in body, in mind, Grave, Life Good Petronia in spirit. Neutral Garran The Tend to your flock, and leave others to tend to their's. Life, Nature Good Goatherd Goatherd Chaotic Silvereyes The Whether a game of chance or a game of skill, the thrill of playing is as Light, Good Gamester much of a reward as the prize. Trickery Lawful Sir The Service rendered to the master of the house benefits all. When one knows Light, War Neutral Chamberlain Chamberlain one's place, one serves without the need of orders or command. Neutral Brother The All faith is sacred, all devotion divine. Any Baltazar Clergyman Chaotic Sabaten of The Seafarer When the sea is tamed it offers freedom. The ultimate prison is death. Grave, Neutral the Sea Tempest Lawful Lady The 'Fairness' is receiving what is promised. Mercy robs justice and forgiveness Forge, Evil Promise Merchant steals from those who uphold their contracts. Knowledge Neutral Vurbin The Jailer All prices must be paid and all punishments delivered. To do otherwise Death, Evil Stoneheart merely delays the inevitable. Forge Chaotic Neculmatl The To be alive means to suffer pain. Conquering and controlling pain is to Knowledge, Evil Chemist taste imortality. Nature

The Order domain found in Guildmasters' Guide to Ravnica is Samplealso an appropriate domain for thefile deities Sir Chamberlain, Lady Promise, and Vurbin Stoneheart. Mother Petronia Other Options Mother Petronia has no use for guises and deceptions, she Feat: Mark of the Midwife always appears as the same, slightly stooped older woman. You have a magical mark that distinguishes you as a favored Her greying hair pulled back in a bun and her body dressed in follower of Mother Petronia, which becomes more elaborate working clothes. Those who have stood in her presence and powerful over time. You learn the cantrip spare the dying, would describe her as decidedly un-godly, except for her using Wisdom as the spellcasting ability. piercing stare and undeniable resolve. In addition, you learn to innately cast the following spells. Mother Petronia is a caregiver that shows her commitment You may cast each spell once, at its lowest level using to her charges not with loving affection, but in the ceaseless Wisdom as your spellcasting ability. After you finish a long execution of her duties to nurish and protect. As a deity, the rest you may cast each of these spells once again. You must Mother Midwife rarely gets involved in grand political still expend any material components needed for the spell. schemes or sweeping adventures, but encourages those who When you first take this feat you may cast sleep. emulate her to serve from where they stand. At 5th level and higher, your mark becomes more potent. You learn to cast lesser restoration. Mother Petronia At 9th level and higher, your mark's power grows again. Mother Midwife; Nurse of the World You learn to cast aura of vitality. Alignment: Lawful Good Suggested Domains: Grave, Life Magic Item: Caring Cameo Symbol: Cluster of purple crocuses Wondrous item, uncommon Followers of Mother Petronia This cameo brooch has a purple carving of a crocus blossom set on a white field. The caring cameo must be pinned to a Those who offer prayers to Mother Midwife do so as they piece of clothing you are wearing in order to be used. work. The rites and rituals associated with the followers of As a bonus action, you may have a creature with 0 hit the Nurse of the World are all performed while caring for points immediately make a death saving throw. You must be others. This also means that her priestesses are often able to see that creature and it cannot be more than 30 feet unnoticed until their services are needed. from you. That creature counts a success towards stabalizing Mother Petronia embolden's her followers to take charge of and ignores the effects of a failure on this roll. the home and bedside. They are not meek servants, but strong matriarchs who demand obedience with the no- nonsense confidence that comes from running homesteads Magic Item: Midwife's Apron Wondrous item, uncommon (requires attunement by a and delivering children. Duty, practicality, and sacrafice are spellcaster) the vitures Petronia's followers seek to embody, not silly and soft sentimentality. This canvas apron is of sturdy construction with two pockets Mother Petronia's clergy are predominately filled with at waist level. Arcane formulas, inscribed upside down so to women, though any who take up the charge to selflessly and be read easily by the wearer, contain the information tirelessly mother are welcomed among their ranks. necessary to cast a pair of spells: gentle repose, and unseen servant. Ideal: We must care to the young so they can thrive: the When you are attuned to the midwife's apron, you may cast young in body, in mind, in spirit. these spells as rituals. Otherwise, the apron acts as a Typical Follower: Healers, nurses, midwives, mothers, spellbook and you may copy the spells into your wizard's caregivers, teachers spellbook as normal. Signature Spells: Spare the dying (cantrip), sleep (1st level), The apron contains the following spells: lesser restoration (2nd level), aura of vitality (3rd level). If an NPC follower can cast spells, you may replace any of Level 1: unseen servant those spells with a signature spell of Mother Petronia's Level 2: gentle repose followers, as long as the new spell is of the same level as the spell it replaces. Mother Petronia may grant increases to Wisdom to her favored followers. In addition, followers may gain the Soothing Touch trait.

Soothing Touch: As an action, this creature may touch another creature and grant them temporary hit points equal to 1d4 plus its Wisdom modifier. The target may immediately make a new save against any ongoing charm or fear effects. A creature cannot benefit from another use of thSamplee Soothing Touch trait until after it finishes a long rest. file Garran Goatherd Other Options Garran Goatherd is an unflappable diety, who values both Feat: Mark of the Goatherd hardwork and leisure, and pastoral sensibilities. Garran You have a magical mark that distinguishes you as a favored Goatherd frequently appears as a shaggy-bearded, older follower of Garran Goatherd, which becomes more elaborate halfling. His clothes are tattered, but layered against the cold. and powerful over time. You learn the cantrip create bonfire, At other times Garran has been known to appear as a young, using Charisma as the spellcasting ability. hafling adolescent. Regardless of his form, Garran is always In addition, you learn to innately cast the following spells. barefoot and usually carrying his magical herding crook. You may cast each spell once, at its lowest level using Garran has earned his title of Goatfriend, not just from his Charisma as your spellcasting ability. After you finish a long husbandry, but also from the deep bond he has with his rest you may cast each of these spells once again. You must celetial flock. When on the material plane, he is likely to be still expend any material components needed for the spell. flanked by two or more young goats or riding an impressively When you first take this feat you may cast longstrider. majestic goat as a steed. At 5th level and higher, your mark becomes more potent. Garran Goatherd's philosophy is that each should tend to You learn to cast locate animals or plants. their own peaceful endeavors: their family, their farms, and At 9th level and higher, your mark's power grows again. their flocks. When involved in mortal affairs he is likely to You learn to cast catnap. help his followers, including halfling communities, to escape danger first and to drive off threats second. But just as a Magic Item: Crook of the Goatherd farmer will kill the wolf eating his sheep, the Peaceherder Weapon (club), uncommon (requires attunement) will empower his bravest followers to hunt down and remove While attuned to the crook of the Goatherd, you gain a +2 a predator threat if necessary. bonus to Wisdom (Animal Handling) checks. If you are wielding the crook of the Goatherd with two Garran Goatherd hands, when you hit a creature with an attack you may Goatfriend, Peaceherder immediately attempt to trip the creature. Make a Strength Alignment: Neutral Good (Athletics) or Wisdom (Animal Handling) check contested by Suggested Domains: Life, Nature the target's Strength (Athletics) or Dexterity (Acrobatics) Symbol: A gnarled goatherd's crook check (the target chooses the ability to use). If you win the Followers of Garran Goatherd contest then you knock the target prone. The target cannot be more than one size larger than you. Followers of the Peaceherder are often simple folk who share Garran Goatherd's priorities of family, farms, and flocks. A few champions rise out of the otherwise peaceful Magic Item: Guard Goat's Guard Wondrous item, uncommon communities to protect them from villains and monsters that will prey upon the peaceful. When these two gold cones are fitted over the horns of a creature, such as a goat or a bull, it becomes more able to Ideal: Tend to your flock, and leave others to tend to their's. knock opponents prone. It gains advantage on Strength Typical Follower: Goatherds, shepherds, farmers, ranchers, (Athletics) checks to shove another creature prone, and the homesteaders, halflings DC checks of actions that knock other creatures prone Signature Spells: Create bonfire (cantrip), longstrider (1st increase by 3. level), locate animals or plants (2nd level), catnap (3rd level). If an NPC follower can cast spells, you may replace any of those spells with a signature spell of Garran Goatherd's followers, as long as the new spell is of the same level as the spell it replaces. Garran Goatherd may grant increases to Charisma, and in rare cases Wisdom and Constitution, to his favored followers. In addition, followers may gain the Goatrider or Unperturbed traits.

Goatrider: This creature is able to ride a mount as easily without a saddle as with one. They do not need an exotic saddle to ride a flying or swimming mount and they have advanatage on all checks to remain mounted. Unperturbed: This creature has advantage on any save or ability check against attempts to use the Intimidate, DecSampleeive, or Rapport skills to change their behavior. file Silvereyes Other Options Silvereyes is a diety who loves nothing more than a good Feat: Mark of the Gamester game, especially one with a healthy blend of skill and luck. You have a magical mark that distinguishes you as a favored Appearing as a dashing and extravagant half-elf with silver follower of Silvereyes, which becomes more elaborate and hair and his eponymous silver eyes, Silvereyes has been powerful over time. You learn the cantrip guidance, using known to suspend his own godly powers of luck to play Charisma as the spellcasting ability. mortals in fair games. In addition, you learn to innately cast the following spells. Among other dieties, the Glittering Gamester is often You may cast each spell once, at its lowest level using looked down upon as a personage with little drive and little Charisma as your spellcasting ability. After you finish a long worth beyond distraction. Among his followers he is seen as a rest you may cast each of these spells once again. You must benevolent figure who promises enjoyment out of life, and as still expend any material components needed for the spell. Silvereyes believes himself: "what more can you ask for!" When you first take this feat you may cast chaos bolt. At 5th level and higher, your mark becomes more potent. Silvereyes You learn to cast locate object. The Glittering Gamester, Silver Luck At 9th level and higher, your mark's power grows again. Alignment: Chaotic Good You learn to cast haste. Suggested Domains: Light, Trickery Symbol: An eye with a star in the center Magic Item: Fortuitous Piece Wondrous item, rare Followers of Silvereyes This silver coin is embossed with a star on one face and the Followers of the Glittering Gamester petition him for aid and symbol of the god Silvereyes, an eye with a star in the center, luck on endeavors big and small. The only sacrament they on the other. participate in is a thrilling game of chance and the only alms While holding the silver coin in your hand, you may speak they give is buying a round for the bar with their winnings, or two choices of actions you could take to the fortuitious piece, aiding another gambler with their debts. These followers assign each choice a side of the coin, and flip the coin in the tend to be motivated by thrillseeking more than outright air. The side on which the piece lands determines which greed, and a treasure retrieved or a score won is just as choice will be magically blessed, and which will be cursed. valuable for the story it tells than the price its worth. Once, while you are engaging in the blessed choice you may Since many of Silvereyes follows have a flair for the choose to re-roll a failed roll as if you had spent Inspiration. dramatic, silverwork and elaborate embroidery bearing his Once, while engaged in the cursed choice, the Game Master holy symbol are common. may choose to have you re-roll a successful save. In either Ideal: Whether a game of chance or a game of skill, the thrill case, you must use the new roll. of playing is as much of a reward as the prize. One the fortuitous piece is used, it cannot be used again Typical Follower: Rogues, gamblers, gamesters, until the next dawn, at which time any previous effects of the thrillseekers, daredevils. item end. Signature Spells: Guidance (cantrip), chaos bolt (1st level), locate object (2nd level), haste (3rd level). Magic Item: Gamester's Piece Wondrous item, uncommon If an NPC follower can cast spells, you may replace any of those spells with a signature spell of Silvereyes's followers, as This item is a playing piece of some sort with the symbol of long as the new spell is of the same level as the spell it the diety Silvereyes drawn on it with dainty lines. If a creature replaces. playing a game involving the Gamester's piece cheats, then Silvereyes may grant increases to Charisma and Dexterity the holy symbol begins to glow with a bright blue light. to his favored followers. In addition, followers may gain the This enchantment is often found on one of the following Gamester's Luck trait. game pieces:

Gamester's Luck (Recharges after a Short or Long Rest): d6 Game Piece This creature may reroll one attack, ability, or saving throw. They must keep the new roll. 1 Chesspiece or game pawn 2 Checker or chip 3 Marble 4 Die 5 Playing card Sample6 Throwing dart file Sir Chamberlain Other Options Sir Chamberlain has taken the title of a servant as the name Feat: Mark of the Chamberlain he wishes to be known by among mortals. This reflects his You have a magical mark that distinguishes you as a favored great mantra "Service rendered to the master of the house follower of Chamberlain, which becomes more elaborate and benefits all." The Eternal Steward embodies the confidence powerful over time. You learn the cantrip guidance, using and power that comes from fullfilling a job with exactness. Wisdom as the spellcasting ability. Sir Chamberlain appears as an aging, but distiguished In addition, you learn to innately cast the following spells. human man. He is always robed in a dignitified uniform, You may cast each spell once, at its lowest level using sometimes matching the culture of the mortal to whom he is Wisdom as your spellcasting ability. After you finish a long speaking, and sometimes of a making all of his own. The rest you may cast each of these spells once again. You must Servant-Lord carries a platinum cane, which was awarded to still expend any material components needed for the spell. him by another diety to whom he offered a great and noble When you first take this feat you may cast unseen servant. service in the past. At 5th level and higher, your mark becomes more potent. There are some mortals who erroneously see Sir You learn to cast arcane lock. Chamberlain as a passive or submissive deity, but among At 9th level and higher, your mark's power grows again. other gods he is known to be unyielding, untiring, and loyal. You learn to cast sending. Sir Chamberlain Magic Item: Gentlemen's Cane The Eternal Steward, Servant-Lord Weapon (club), uncommon Alignment: Lawful Neutral When you deal damage with the Gentleman's Cane, you deal Suggested Domains: Light, War an additional 1d4 force damage. Symbol: A human on one knee with head bowed If you have a Non-Lawful alignment then this weapon loses Followers of Chamberlain this bonus damage and deals non-managical damage. Followers of the Eternal Steward fulfill the duties of their stations despite obstacles or tribulations. These men and Monster: Messenger Servant The messenger servant is a construct sent by the deity women know that generals are appointed and demoted and Chamberlain to aid his followers. This metallic 2 ft. sphere is that queens rise and fall, but the people remain, and those covered in delicate scrollwork, but is otherwise devoid of any who are good at their jobs have security and purpose in their discernible parts. It lets out a light hum as it hovers around, roles. and the scrollwork glows white when the servant uses its It is rare that a community or culture uniformly worship Messenger trait. Sir Chamberlain, but followers of the Servant-Lord are found among most civilized societies. Sir Chamberlain also offers hope to those who live in countries that have fallen under the rule of foriegn or hostile forces, for following the rule of the Messenger Servant reigning lords is the way they can preserve their own life and Tiny construct, lawful neutral their families' wellbeing. Armor Class 14 (natural armor) Ideal: Service rendered to the master of the house benefits Hit Points 9 (2d4+4) all. When one knows one's place, one serves without the Speed 0 ft., fly 20 ft. (hover) need of orders or command. Typical Follower: Officers, gentry, employed servants, soldiers, those who feel a sense of duty to the social order, STR DEX CON INT WIS CHA those living under the rule of a powerful regime. 6 (-2) 8 (-1) 14 (+2) 5 (-3) 10 (+0) 3 (-4) Signature Spells: Guidance (cantrip), unseen servant (1st level), arcane lock (2nd level), sending (3rd level). Damage Immunities poison If an NPC follower can cast spells, you may replace any of Condition Immunities charmed, exhaustion, those spells with a signature spell of Sir Chamberlain's frightened, paralyzed, poisoned followers, as long as the new spell is of the same level as the Skills Perception +2 spell it replaces. Senses passive Perception 12 Sir Chamberlain may grant increases to Wisdom or Languages understands Common but can't speak Constituion to his favored followers. In addition, followers Challenge 1/8 (25 XP) may gain the Granted Servant or Knows Your Place traits. Messenger. This creature may magically record one Granted Servant: This creature is accompanied by a message lasting up to five minutes spoken to it, messenger servant. If this companion is destroyed then a and replay this message at will until it records replacement messenger servant appears within 1d4 days. another message. KnowSamples Your Place: This creature may spend an action to file learn the alignment of another creature it can see within Actions 15 ft. Slam. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 2 (1d4 - 1) bludgeoning damage. Brother Baltazar Other Options Brother's Baltazar's mantra is, and forever will be, "All faith is Feat: Mark of the Clergyman sacred, all devotion divine." The deity is kind and charitable, You have a magical mark that distinguishes you as a favored but also a fierce adherent to the notion of religious freedom. follower of Brother Baltazar, which becomes more elaborate Brother Baltazar will intervene in events that threaten to and powerful over time. You learn the cantrip guidance, using upend the cosmic balance of the gods, or place one of their Intelligence as the spellcasting ability. very existence at risk. In addition, you learn to innately cast the following spells. At times, this fundumental belief in preserving all faiths You may cast each spell once, at its lowest level using baffles those who see him as a force of good in the cosmos Intelligence as your spellcasting ability. After you finish a long when Brother Baltazar stands back and watches as evil and rest you may cast each of these spells once again. You must despotic deities inspire their followers according to their own still expend any material components needed for the spell. tennets and values. When you first take this feat you may cast ceremony. Brother Baltazar often walks among mortals while At 5th level and higher, your mark becomes more potent. inhabiting the role and body of the worshiper of some of deity. You learn to cast aid. In this guise he would quiety go about the duties of faithful, if At 9th level and higher, your mark's power grows again. nameless, worhsiper. Other times, Brother Baltzar appears You learn to cast mass healing word. as a middle-aged human male, dressed in robes of worship with the holy symbols of dozens of other gods dangling on his Feat: Voice of All-Faiths vestments. Your devotion to the study of relgion and the practice of worship has granted you expertise in the area and the ability Brother Baltazar to petition many gods in their preferred tongue. The Ecumenical Cleric, The All-Saint Increase your Intelligence score by 1, to a maximum of 20. Alignment: Neutral You gain proficiency in the Religion skill. If you are already Suggested Domains: Any proficient in the skill, you add double your proficiency Symbol: Hands clasped at the wrist bonus to Intelligence (Religion) checks. Followers of Brother Baltazar You learn the Abyssal, Celestial, and Infernal languages. The All-Saint is worshiped by clerics, priestesses, and missionaries who hold the very act of worship as sacred. Many of Brother Baltazar's followers worship a second deity as their patron as well, seeking Brother Baltazar's blessing and guidance in their religious service to their other god. Another subset of worshipers are those who invoke the name of whichever deity is most applicable in any given situation. These patrons see Brother Baltzar as a mediator among all of these disparate gods, and a common saint in their pluralistic devotion.

Ideal: All faith is sacred, all devotion divine. Typical Follower: Clerics, clergy, prietesses and priests, missionairies, religious practitioners, those who worship and invoke many gods. Signature Spells: Guidance (cantrip), ceremony (1st level), aid (2nd level), mass healing word (3rd level). If an NPC follower can cast spells, you may replace any of those spells with a signature spell of Brother Baltazar's followers, as long as the new spell is of the same level as the spell it replaces. Brother Baltazar may grant increases to Intelligence to his favored followers. In addition, followers may gain the Direct Channels trait.

Direct Channels: This creature may cast any cantrip on the cleric spell list. Once they cast a cantrip in this way, they cannot cast another until they spend a full round praying to theiSampler deities. file Magic Item: All-Faith Rosary Once attuned, you may offer a pray lasting roughly a minute Wondrous item, very rare (requires attunement) to one of the gods whose symbol is on the rosary to gain a boon and access to a spell as shown on the All-Faith Rosary This beaded necklace contains the holy symbols of several Symbol Table. You may cast the spell once as if you used a dieties. An All-Faith rosary typically contains 1d4+2 different 4th level spell slot, at which time you loose the benefit of the holy symbols that have been blessed and prepared for boon. Wisdom is your spellcasting ability for all spells inclusion on such an item. granted, and you must still expend any material components to cast this spell. You may regain this boon and access to the spell, or choose The following options for the All-Faith rosary includes 10 of another diety's benefit, after a long rest, by petitioning one of my favorite Greyhawk deities as well as the 9 included in this the dieties in prayer again. You may never benefit from more supplement. You may always roll a d10 to limit the holy than one such boon at a time regardless of the number of symbol options to the nine trade gods. holy symbols on the rosary. A list of 100 possible holy symbols is available in All-Faith If you come across another All-Faith rosary, or a holy Rosary on DMs Guild. symbol that has been prepared to hang from such a necklace, you may add any or all holy symbols on the rosary to which you are attuned. All-Faith Rosary Symbol d10 Diety Boon Spell 1 Mother You and allies within 10 ft. of you gain advantage on death saving throws. aura of life Petronia 2 Garran You are able to ride a mount as easily without a saddle as with one. You do not need an catnap Goatherd exotic saddle to ride a flying or swimming mount and you have advanatage on all checks to remain mounted. 3 Silvereyes When you roll a 1 on a saving throw you can reroll the die. You must use the new roll. counterspell 4 Sir Allies within 10 ft. of you gain advantage on attacks of opportunity. tiny servant Chamberlain 5 Sabaten of You gain a swim speed equal to your movement speed. You may add your proficiency cloud of the Sea bonus to Strength (Athletics) checks involving swimming if you are not already proficient daggers with these checks. 6 Lady Promise You may add your Intelligence modifier to Deception checks. heat metal 7 Vurbin You cannot be blinded, deafened, or put to sleep by magical means. erupting Stoneheart earth 8 Neculmatl You have resistance to poison damage. vitriolic sphere 9- Brother You can try to cast a cantrip that you don't know. The cantrip must be on the cleric spell list guardian of 10 Baltazar and you must make a DC 10 Intelligence (Religion) check. If the check fails so does the faith spell, and the action used to cast the spell is wasted. In either case, you can't use this boon again for 1 hour.

11 Pelor When you regain hitpoints from magical means, such as a cure wounds spell or a potion of scorching healing, you can use your reaction to wreath yourself in holy light. The next attack against ray you is made at disadvantage. This effect ends at the start of your next turn. 12 Ehlonna You may cast the animal friendship spell at-will. You may only target beasts of CR 1 or less hail of with this boon, the spell ends if you cast it a second time, and creatures targeted by this thorns boon are immune to its effects for 24 hours after the spell ends. 13 Wee Jas Any time you cast the detect magic spell the casting time is reduced to 1 bonus action. If dispel you cast detect magic as a ritual the casting time is reduced to 1 minute instead. magic 14 Tiamat You speak and understand Draconic; you gain advantage on Charisma (Persuasion) and dragon's Charisma (Deception) checks with dragons. breath 15 Obad-Hai You may cast the animal messenger spell as a ritual. guardian of nature 16 Blibdoolpoolp You have advantage on ability checks and saving throws made to escape a grapple. confusion 17 Corellon Your movement is unaffected by difficult terrain, and spells and other magical effects cordon of LSamplearethian cannot reduce your speed. filearrows 18 Gruumsh You gain a +2 bonus to attack and weapon damage rolls made against elves. staggering smite 19 Moradin You are proficient in medium and heavy armor. stoneskin 20 Yondalla You know the magic stone cantrip. enhance ability Sabaten of the Sea Other Options Most dieties do not dwell on thoughts of their own deaths, but Feat: Mark of the Seafarer Sabaten's existence is defined by that fear. Legend has it that You have a magical mark that distinguishes you as a favored Sabaten chose to live among mortals as a captain of a band of follower of Sabaten of the Sea, which becomes more pirates. Whether it was nobel or foolish, the god promised his elaborate and powerful over time. You learn the cantrip gust, own life for that of his crew to a powerful entity that lives in using Wisdom as the spellcasting ability. the ocean's depths. Now, Sabaten spends eternity fleeing In addition, you learn to innately cast the following spells. from that bargain while still enjoying the thrill of adventure You may cast each spell once, at its lowest level. After you and exploration that comes from sailing seas across the finish a long rest you may cast each of these spells once again planes. using Wisdom as your spellcasting ability. You must still Sabten of the Sea, and his sailing vessel the Diluvian, will expend any material components needed for the spell. join mortals on especially adventuresome quests. However, When you first take this feat you may cast zephyr strike. despite his otherwise fearless spirit, if a real threat of death At 5th level and higher, your mark becomes more potent. or return to the forces of the depths arises, Sabaten will flee You learn to cast cloud of daggers. and leave his mortal sailing companions behind. The At 9th level and higher, your mark's power grows again. Seafarer appears as a rugged and dashing pirate captain, and You learn to cast water walk. is a master of the dagger. Magic Items: Emblem of the Sea Sabaten of the Sea Wondrous item, rarity varies Death's Mark, The Seafarer Each emblem of the sea is a large medallion roughly 6 in. in Alignment: Chaotic Neutral diameter. Each medallion is expertly cast or carved with a Suggested Domains: Grave, Tempest hole at the top and bottom of the circle to allow the object to Symbol: Dagger standing on its tip; often depicted standing be affixed to a vehicle. Although they are typically found on in a pool of water. watercraft, any vehicle can benifit from their enchantments. Followers of Sabaten of the Sea Emblem of Autonomy (Very Rare). Once affixed to a vehicle, any creature may touch the emblem and activate it as Followers of the Seafarer trust that their deity will grant them an action. You give the vehicle a command, which causes the swift winds, friendly tides, and protection from death and vehicle to animate. The vehicle follows your commands as if imprisonment as they seek out adventure. These followers it was manned by a experienced crew. adhere to what is called the "Diluvian Code", which is a series Emblem of Balance (Uncommon). While this emblem is of rules for governing oneself when at sea. These rules focus affixed to a vehicle, all creatures on that vehicle have on honesty, loyalty, and fairness to the sailors on your boat, advantage on ability checks and saves to remain blanced, mercy for the helpless that you come across at sea, and swift remain standing, and to move about the vehicle safely. retribution for those who cross you and your mates. The most Emblem of Rest (Uncommon). While affixed to a vehicle, important rite of Sabaten of the Sea is a proper land burial creatures who rest on the vehicle gain additional rejuvination. for those who perish out at sea. When you spend hit dice at the end of a short rest you gain Ideal: When the sea is tamed it offers freedom. The ultimate the maximum amount of hit points possible. When you finish prison is death. a short or long rest you remove all levels of exhaustion. Typical Follower: Sailors, pirates, explorers, fugitives, those Emblem of Swift Sailing (Rare). Once affixed to a vehicle, who are running from their past, those who are trying to you may touch the emblem and activate it as an action. When escape death activated, the vehicle is able to move at twice its normal Signature Spells: Gust (cantrip), zephyr strike (1st level), speed. This effect lasts for 1 hour, afterwhich is can not be cloud of daggers (2nd level), water walk (3rd level). used again for 8 hours. Emblem of Warding Wind (Very Rare). Once affixed to a If an NPC follower can cast spells, you may replace any of vehicle, you may touch the emblem and activate it as an those spells with a signature spell of Sabaten of the Sea's action. When activated, all creatures on the vehicle at that followers, as long as the new spell is of the same level as the time receive the benefits of the spell warding wind, with the spell it replaces. exception that these creatures do not consider the area Sabaten may grant increases to Dexterity or Constitution around other creatures effected by this trait to be difficult to his favored followers. In addition, followers may gain the terrain. This benefit lasts for 10 minutes, or until deactivated Cheat Death or Daggers on Daggers traits. as an action by any creature currently benefiting from this effect who touches the emblem. Once used, the emblem of Cheat Death (Recharges on a Short or Long Rest): If non- warding wind cannot be activated again for 8 hours. magical bludgeoning, piercing, or slashing damage would reduce this creature to zero hitpoints it may regain 1 hitpoint immediately. Attacks made against them are at advantage until the end of their next turn. DaggeSamplers on Daggers: This creature may produce a dagger file that was seemingly hidden on its person once per round. If they try to sell or trade these daggers Sabaten withdraws this blessing until a suitable atonement is made. Warlock Patron: The Dweller in Icy Grip Starting at 6th level, you can channel the frigid temperatures the Depths of the deep to trap your enemies. As an action, choose a You have made your pact with a powerful entity that dwells in creature you can see within 30 ft. The target must succeed on deepest cracks of the sea floor. Down where light, heat, and a Strength saving throw against your Warlock spell save DC hope are unable to reach, your patron calls sailors to their or be restrained for 1 minute as ice forms across its body. At deaths or collect the souls of those that die at sea. the end of each of its turns, the target can make another Your patron grants you the secrets and riches of the dead, Strength saving throw. On a success, the effect ends. as well as the power of the ocean's depths. In exchange, you Once you use this feature, you can’t use it again until you may be expected to "collect" those who try to escape their finish a short or long rest. watery grave. Beings of this sort include Davy Jones, Charybdis, Sedna, Death's Long Reach Rán, Sobek, Iku-Turso, Phorcys, Kanaloa, krakens, or aquatic At 10th level, you can choose to reroll any or all damage dice liches. from a single weapon attack or spell effect. You must use the new roll. The Dweller in the Depths Once you use this feature, you can’t use it again until you Warlock finish a long rest. Level Feature 1st Expanded spell list, Secrets from the Depths, Watery Grave Ocean's Treasures Starting at 14th level, you may use an action to summon a hand made from the deepest of ocean water. This watery 6th Icy Grip construct erupts from the ground at a point within 60 ft. of 10th Death's Long Reach you that you can see and grasps upward. Each creature within a 10 ft. radius, 30 ft. column must make a Dexterity 14th Watery Grave saving throw against your Warlock spell save DC. A target is knocked prone and take 10d10 cold damage on Expanded Spell List a failed save, or are not knocked prone and take half that The Dweller in the Depths lets you choose from an expanded much damage on a successful one. A flying target who is list of spells when you learn a warlock spell. The following knocked prone may take additional bludgeoning damage as spells are added to the warlock spell list for you. they are slammed into the earth by the summoned hand (1d6 damage for each 10 ft. above the ground). The Depths Expanded Spells Once you use this feature, you can’t use it again until you Spell Level Spells finish a long rest. 1st create or destroy water, ice knife 2nd darkvision, gentle repose 3rd speak with dead, waterbreathing 4th control water, watery sphere 5th maelstrom, raise dead

Secrets from the Depths At 1st level, whispers from beneath the sea carry on the wind and share their knowledge with you. You gain proficency in a set of tools of your choice, you gain proficency in a weapon of yout choice, and you learn one language of your choice. You may change any or all of these choices at the end of each long rest.

Ocean's Treasures At 1st level, the sea is eager to share with you the many worldly items that rest on its silty floor. As an action, you may reach into a pool of water that you can submerge your hand in and pull out a mudane item. The object must be small enough that it can emerge out of the surface of the pool, weigh 10 lb. or less, and be worth 10 gp or less. You are unable to retrieve specific items using this feature (you may request a key, not a key to a specific door). Once you use this feature, you can’t use it again until you finish a long rest. Sample file Lady Promise Other Options Lady Promise is the ultimate businesswoman. She is shrewd Feat: Mark of the Merchant and cunning, but she keeps her deals and promises with You have a magical mark that distinguishes you as a favored exactness. Afterall, she negotiaties deals that always favor follower of Lady Promise, which becomes more elaborate her. and powerful over time. You learn the cantrip mending, using She appears as a middle-aged woman, frequently human Intelligence as the spellcasting ability. but sometimes halfling, gnome or dwarf. Lady Promise In addition, you learn to innately cast the following spells. dresses in professional, but expensive, apparel matching what You may cast each spell once, at its lowest level using is likely to impress the mortal in her presence. Intelligence as your spellcasting ability. After you finish a long Lady Promise is most likely to interact with mortals when rest you may cast each of these spells once again. You must there is a good or service she requires, but doesn't wish to still expend any material components needed for the spell. directly compete with another deity or powerful entity in When you first take this feat you may cast command. acquiring it. She will also grant the presence of one of her At 5th level and higher, your mark becomes more potent. avatars or priests, or arrive herself to arbitrate and seal You learn to cast zone of truth. world-important deals and treaties. Otherwise, the At 9th level and higher, your mark's power grows again. Meticulous Merchant will lend her power and authority to her You learn to cast glyph of warding. followers to bless deals between parties of lesser importance. Magic Item: Ring of the Merchant Lady Promise Wondrous item, rare (requires attunement) Dealbroker, The Meticulous Merchant You may place this ring against another item, secretly Alignment: Lawful Evil marking it. As an action, you may kiss the ring and know the Suggested Domains: Forge, Knowledge following about the marked item: Symbol: A woman's hand wearing multiple rings Whether the item is close (less than 1,000 ft.), moderatly Followers of Lady Promise close (more than 1,000 ft. and less than a mile), or far Merchants and traders across the world over pay homage to away (more than a mile away). the Dealbroker. Many swear upon Lady Promise's name, even The direction in which the marked item lies. when the business person themselves are not devote. True follows of Lady Promise, however, are distiguished from their If the marked item spends more than 10 minutes on a peers by the exactness in which they make, and then enforce, different plane than you it stops being marked. If you mark a deals and contracts. second item the first item stops being marked. Ideal: 'Fairness' is receiving what is promised. Mercy robs Spell: Lady's Promise justice and forgiveness steals from those who uphold their 3rd-level enchantment contracts. Casting Time: 1 action Typical Follower: Merchants, traders, dealbrokers, those Range: touch who see themselves as fair but ruthless schemers and Components: V, S leaders Duration: 30 days Signature Spells: Mending (cantrip), command (1st level), Classes: Bard, Cleric, Warlock zone of truth (2nd level), glyph of warding (3rd level). Prior to casting this spell, you must explain a promise that If an NPC follower can cast spells, you may replace any of you want the target to make. If they agree and shake your those spells with a signature spell of Lady Promise's hand then they become bound to keep that promise. If they followers, as long as the new spell is of the same level as the break that promise within the next 30 days, then they spell it replaces. immediately take 5d8 psychic damage and the spell ends. If Lady Promise may grant increases to Intelligence and they are on the same plane as you when this damage occurs Charisma to her favored followers. In addition, followers may then you know the promise was broken. gain the Hirelings Bond or Instant Appraisal traits. You can end the spell early by using an action to dismiss it. Hirelings Bond (Recharges on a Short or Long Rest): This A remove curse, greater restoration, or wish spell also ends creature spends an action to allow an ally within 30 ft. to it. immediately make an action. The first time that ally takes At Higher Levels. When you cast this spell using a spell damage before the start of this creature's next round, this slot of 4th level or higher, the damage increases by 1d8 for creature takes half that amount as psychic damage. each slot level above 3rd. Instant Appraisal (Recharges on a Short of Long Rest): As an action, this creature immediately assesses the value of the items around them. This creature knows which mundane item and which magical item is most valueable amoSampleng all the objects it can see. The items must be visible file and within 100 ft. of the creature in order to be considered for this trait. Vurbin Stoneheart Other Options Vurbin Stoneheart dwells in the great Stoneheart Prison- Feat: Mark of the Jailer Keep. There he guards the souls of those who committed You have a magical mark that distinguishes you as a favored crimes that have left them in the debts of other gods. Vurbin follower of Vurbin Stoneheart, which becomes more offers supernatural payment for these souls, and extracts elaborate and powerful over time. You learn the cantrip toll what he is due, with interest, from them as they languish for the dead, using Wisdom as the spellcasting ability. an eternity in his endless cells. In addition, you learn to innately cast the following spells. Vurbin Stoneheart appears as a grizzled dwarf. His beard You may cast each spell once, at its lowest level. After you is wild and unkept, his face wrinkled, and his muscles as finish a long rest you may cast each of these spells once again chisled as the stones of his prison-keep. Most strikingly, using Wisdom as your spellcasting ability. You must still Vurbin looks as if all color has been drained from his body, expend any material components needed for the spell. raiment, and equipment leaving him looking gray and muted. When you first take this feat you may cast alarm. During a conflict Vurbin Stoneheart is prone to use his At 5th level and higher, your mark becomes more potent. divine power to grow to a massive size. Vurbin carries with You learn to cast hold person. him the mythic axe Link-Splitter, which is said to be able to At 9th level and higher, your mark's power grows again. seperate the very memory that connects a soul to those who You learn to cast bestow curse. knew them in life. The Jailer always has chains and manacles and keys dangling from his belt. Magic Item: Executioner's Axe Weapon (greataxe), rare (requires attunement) Vurbin Stoneheart You have +1 to attack and damage rolls made with an The Jailer of Souls, The Dwarf of Chains executioner's axe. As a bonus action, you may choose a Alignment: Neutral Evil creature you see within 30 ft. of you. For the next 1 minute, Suggested Domains: Death, Forge you have advantage on attack rolls made against that Symbol: Chains wrapped around an axehilt creature. Once you use this effect, you cannot use it again Followers of Vurbin Stoneheart until you finish a long rest. While a few of Vurbin's followers are Lawful defenders of justice, particularly among dwarves, the majority of those Spell: Jailer's Bonds 5th level abjuration who offer prayers to the Jailer of Souls see the execution of their jobs as lawmakers and punishment-deliverers simply as Casting Time: 1 action a way to make a living. In this way it doesn't matter the Range: 60 ft. morality or ethics of any sentence they deliver, simply that Components: V, S, M they carry it out so they can put bread and ale on their tables. Duration: 1 minute Classes: Cleric, Warlock, Wizard Ideal: All prices must be paid and all punishments delivered. Ribbons of ghostly light surround a creature you can see To do otherwise merely delays the inevitable. before they solidy into chains of force and bind your target. Typical Follower: Jailers, executioners, judges, gaurds, The target must succeed on a Strength saving throw or be sherifs, dwarves, those who seek justice for crimes restrained for the duration. As an action, a bound creature committed may make a Strength ability check with disadvantage against Signature Spells: Toll the dead (cantrip), alarm (1st level), your spell save DC, ending the effect on a success. Another hold person (2nd level), bestow curse (3rd level). creature may also take an action to make a Strength ability If an NPC follower can cast spells, you may replace any of check against your spell save DC to attempt to break the those spells with a signature spell of Vurbin Stoneheart's force chains, ending the effect on a success. followers, as long as the new spell is of the same level as the At Higher Levels. If you cast this spell using a spell slot of spell it replaces. 6th level or higher, the duration is 10 minutes. If you use a Vurbin Stoneheart may grant increases to Constitution and spell slot of 7th level or higher, the duration is 1 hour. If you Strength to his favored followers. In addition, followers may use a spell slot of 8th or higher the duration is 8 hours. If you gain the Capture Specialist or Inevitable traits. use a spell slot of 9th or higher the duration is 24 hours.

Capture Specialist: This creature has proficiency with nets. In addition, range attacks made with a net within 5 ft. of an enemy do not impose disadvantage. This creature may throw a net up to 15 ft. without having disadvantage on the attack due to range. Inevitable: If a creature succeeds on a save against an effect or spell from this creature, that target has disadvantage on the next save against an effect or spell with the same name. TheSample target is effected by the Inevitable trait until it attempts file such as a save with disadvantage, or until they take a short or long rest. In addition, you learn to innately cast the following spells. Neculmatl You may cast each spell once, at its lowest level using Intelligence as your spellcasting ability. After you finish a long Neculmatl, and by extension his followers, are obsessed with rest you may cast each of these spells once again. You must finding alchemical methods for overcoming the weakneses of still expend any material components needed for the spell. the body and conquering life and death. Even with his divine When you first take this feat you may cast detect poison power, Neculmatl still orchestrates the gathering of mortal, and disease. scientific, and earth-bound secrets towards these ends. At 5th level and higher, your mark becomes more potent. Neculmatl is likely to appear to adventurers and arcanists You learn to cast Melf's acid arrow. to grant them hints and quests. The reward is often sharing At 9th level and higher, your mark's power grows again. in the bounty of the discovery. Neculmatl does not take it well You learn to cast feign death. when mortals refuse these quests, and may come across desperate in subsequent appeals to the heroes. Neculmatl is also known for granting blessings alongside curses to test of Magic Item: Bottle of Serpents Wondrous item, uncommon (requires attunement) luck and fortitude of the recipents; such as delivering a potion that will cure a fatal illness alongside an indistiguishable vial As an action you may expend a charge, open the bottle of of the deadliest poison. serpents, and name a creature you can see within 300 ft.. A Neculmatl appears as a swarthy half-elf, dressed in the whisp of green mist spirals out of the bottle and becomes a clothes of a researcher or academic. Over this, Neculmatl tiny poisonous snake. This snake immediately makes a wears an enchanted coat that is said to hide him from death move action, and acts on your turn initiative in rounds. itself. This iconic duster is black snakeskin with a luminous The snake will move and attack the creature named each green liner inside. His hair is black, and styled upwards in round until the target is dead or moves more than 300 ft. extreme peaks. away from the poisonous snake. At that time the snake is no longer compelled to follow your command. Neculmatl As an action you may instead name a creature you see The Poisonhearted, The Cunning Chemist within 300 ft. and smash the bottle of serpents at your feet. Alignment: Chaotic Evil Create poisonous snakes equal to the number of charges Suggested Domains: Knowledge, Nature remaining. These snakes appear in your square and Symbol: Viper slithering out of overturned bottle immediately make a move action. These snakes otherwise act Followers of Neculmatl the same as an individual snake released from the bottle. The bottle of serpents holds 7 charges, and recharges 1d4 Neculmatl has no church or priests, but instead answers the charges each night at dusk. petitions of those individuals desperate to seek out secrets and talented enough to be of use to the Cunning Chemist. Magic Item: Ring of Borrowed Life Ideal: To be alive means to suffer pain. Conquering and Ring, very rare controlling pain is to taste imortality. If you are wearing this ring and die, then you immediately Typical Follower: Chemists, alchemists, apothecaries, return back to life after 1 hour as if effected by the raise dead poisoners, experimenters, those seeking arcane and spell. If a ring of borrowed life is placed on a corpse that has scientific ways to escape death and prolong life been dead for less than 10 days, then after 1 hour it returns Signature Spells: Poison spray (cantrip), detect poison and to life as if effected by the raise dead spell. disease (1st level), Melf's acid arrow (2nd level), feign death If the ring of borrowed life is removed after it has brought (3rd level). you back to life, you immediately fall to zero hit points and If an NPC follower can cast spells, you may replace any of die. If you die after being brought back to life by the ring, those spells with a signature spell of Neculmatl's followers, either by removing the ring or by some other means, the as long as the new spell is of the same level as the spell it length of time you have been dead is determined from the replaces. time you were first brought back to life by the ring of Neculmatl may grant increases to Constitution, and in rare borrowed life. cases Intelligence, to his favored followers. In addition, You can only ever have your life restored by a ring of followers may gain the Alchemist's Secret or Poison Blooded borrowed life once. traits. Magic Item: Serpent's Kiss Alchemist's Secret (Recharges on a Short or Long Rest): Weapon (whip), rare (requires attunement) This creature heals the maximum amount when it drinks a healing potion. While attuned to serpent's kiss you gain proficiency with Poison Blooded: This creature has resistance to poison whips. You gain a +2 bonus to attack and damage rolls made damage and is immune to the poisoned condition. with this weapon, which deals poison damage instead of slashing damage. Other Options Once per short rest, when serpent's kiss deals damage to a FeatSample: Mark of the Chemist creature you may cause th e whipfile to animate and bite that You have a magical mark that distinguishes you as a favored target. The creature must make a DC 14 Constitution save or follower of Neculmatl, which becomes more elaborate and take 2d6 poison damage and become Poisoned for 1 minute. powerful over time. You learn the cantrip poison spray, using On a successful save the creature takes half damage and is Intelligence as the spellcasting ability. not Poisoned. Created by Samuel Purdy March 2019 Version 1.0 Formatted using The Homebrewery by www.naturalcrit.com

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