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Aripockily - Divine Favors

The document is a compendium detailing the Aureliate, a pantheon of ten gods designed for tabletop role-playing games. It includes lore, quests, artifacts, and champions associated with each god, providing resources for players to incorporate divine elements into their campaigns. Additionally, it features guidelines on using these gods and their divine gifts in gameplay.
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© © All Rights Reserved
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0% found this document useful (0 votes)
46 views

Aripockily - Divine Favors

The document is a compendium detailing the Aureliate, a pantheon of ten gods designed for tabletop role-playing games. It includes lore, quests, artifacts, and champions associated with each god, providing resources for players to incorporate divine elements into their campaigns. Additionally, it features guidelines on using these gods and their divine gifts in gameplay.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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22

20
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Divine Favors
au

Will of the Aureliate


Contents
Lore and Setting
Perlunas. . . . . . . . . . . . . . . . . . . . . . . . 12 Belt of Celestial Prestige. . . . . . . . . . 26
Embracing Divinity. . . . . . . . . . . . . . . . . . . 2
Qhyrra. . . . . . . . . . . . . . . . . . . . . . . . . . 13 Bloody Strife. . . . . . . . . . . . . . . . . . . . . 27
The Aureliate. . . . . . . . . . . . . . . . . . . . . . . . 3
Vordin . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Bracers of Zealotry. . . . . . . . . . . . . . . . 27
Pantheon of Gold. . . . . . . . . . . . . . . . . . 3
Yllyana. . . . . . . . . . . . . . . . . . . . . . . . . . 15 Horn of Extravagant Wealth. . . . . . . 28
Aureliate Aspects . . . . . . . . . . . . . . . . . . 3
Oracle’s Eye. . . . . . . . . . . . . . . . . . . . . 28
Mortal Affairs. . . . . . . . . . . . . . . . . . . . . . 4
Divine Items Pyrite Idol. . . . . . . . . . . . . . . . . . . . . . . 28
Visions and Omens . . . . . . . . . . . . . . 4
Aureliate Worship Ranks. . . . . . . . . 4 Aurelic Artifacts. . . . . . . . . . . . . . . . . . . 16
Agony & Ruin. . . . . . . . . . . . . . . . . . . . 16 Divine Monsters & NPCs
Godly Gifts. . . . . . . . . . . . . . . . . . . . . . . . 4
Divine Boons. . . . . . . . . . . . . . . . . . . . 4 Aubade Core . . . . . . . . . . . . . . . . . . . . . 17 Burning Edict. . . . . . . . . . . . . . . . . . . . . . 29
Aurelics. . . . . . . . . . . . . . . . . . . . . . . . . 5 Crown Judgment. . . . . . . . . . . . . . . . . 18 Divine Champion . . . . . . . . . . . . . . . . . . 30
Divine Conflicts. . . . . . . . . . . . . . . . . . . . 5 Eulogy. . . . . . . . . . . . . . . . . . . . . . . . . . 19 Champions of the Aureliate. . . . . . . 30
Using the Aureliate. . . . . . . . . . . . . . . . . 5 Hexaegis. . . . . . . . . . . . . . . . . . . . . . . . 20 Champion of Arathin. . . . . . . . . . . . 31
Pale Respite. . . . . . . . . . . . . . . . . . . . . . 21 Champion of Brodduix. . . . . . . . . . 31
Aureliate Gods Shattered Horizons . . . . . . . . . . . . . . 22 Champion of Eurys . . . . . . . . . . . . . 31
Traitor’s Tongue. . . . . . . . . . . . . . . . . . 23 Champion of Halean. . . . . . . . . . . . 31
Arathin . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Witherstep. . . . . . . . . . . . . . . . . . . . . . 24 Champion of Ondrea. . . . . . . . . . . 32
Brodduix. . . . . . . . . . . . . . . . . . . . . . . . . . 7
Worldshapers. . . . . . . . . . . . . . . . . . . . 25 Champion of Palarok. . . . . . . . . . . 32
Eurys. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Magic Items. . . . . . . . . . . . . . . . . . . . . . . 26 Champion of Perlunas . . . . . . . . . 32
Halean. . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Ambrosia of Champions. . . . . . . . . . 26 Champion of Qhyrra . . . . . . . . . . . 32
Ondrea . . . . . . . . . . . . . . . . . . . . . . . . . 10
Aureliate Nectar . . . . . . . . . . . . . . . . . 26 Champion of Vordin. . . . . . . . . . . . 33
Palarok. . . . . . . . . . . . . . . . . . . . . . . . . . 11
Band of Devotion . . . . . . . . . . . . . . . . 26 Champion of Yllyana. . . . . . . . . . . 33

Content Overview Credits

A nswer the call of the gods and set off on a quest to


change the world. Discover the ten gilded gods of
the Aureliate: a rich pantheon filled with lore, irony,
and divine quests for chosen champions to tackle. Fight
fate and other champions in the deities’ eternal conflicts.
Designer: Aripockily
Legendary Patrons: Luke Cook
Very Rare Patrons: Adam Morishita, Adendrachi, Aiden Walder, ALEX
Z, Allen Stringfield-Porter, AllJackedUp, Arch DeLux, Brandon Rinaldi,
Britney Gray, C Hooks, Cash Addams, Cory J, D M, Daniel Joseph,
Fiona Campbell, Jason Gehrke, Jean-Pierre, Jenna, John Walker,
This 33-page compendium brings you 10 new Jonathan Keck, katherine rushin, Kenzie, Lili Briggs, Logan Olson,
mary ann styrczula, MrMittensSr, Nick Gagliardi, Nicolas Palacios,
setting-agnostic gods, each with their own descriptions,
Rick Nijsse, Rodrigo Barrelas, Sary_Mue, Shane, Spencer Burton,
personalities, quests, boons, artifacts, and champions, as Stephen Shoemaker, TableSugar, thundermoppet, Tyler Danh, Valene
well as magic items, monsters, and divine rewards. Mitchell, War, Yuki
Rare Patrons: Alex Ruffer, Amanda, Andrew Wright, Anna Alfaro,
New Gods Artisan Tartaran, Ben Ketch, Ben Plaut, Bradley Humphrey-Stark,
Brian Buffington, Caleb Patton, Castreek, Christian Lopez, Conor Duff,
This compendium features the Aureliate, a set of ten Constant, Corsair, CosmicSnow, Daniel Pinilla, David F, DDarksaber,
gods designed to drop into any new or existing campaign. Doc Jackson, Dominik Etter, Fan - Freaking - Tastical!, Full Mettle,
GiantSpidr, Goblin Forge, Holly Anita, JackalFrost, jacks, Jessica
Establish them as your setting’s pantheon or incorporate Watt, John griwnis, Josh Gorman, Jules, Justin Scoggins, Kelfecil,
them as the deities of a specific region. Kevin Tkaczibson, Konstantinos Papadimitriou, KriticalKlown, Kurt,
layloulayla, Lisa Stewart, Logan Stinson, Lucas Gebser, Matt Hale,
New Artifacts MelaninMacguyver, Michael Medini, Michael Perry, Jr, Michele Krause,
Nevin Ojeda, Odysseus’ Bow, Orlando Hernandez, Patrick Ammons,
Learn about the Aurelics: ten powerful artifacts designed Rustan Melville, Sexydoughboy, Shane, Simon C, SirChayton, Skylar
Briggs, Spozz02, SS W, Stronghumankind, Summer Tribe, Tharion,
for champions of the Aureliate gods, each designed to
The HoodedHero, The Never Ending Collection, the runners, TJ
evolve with your character as you pursue your deity’s Young, Tyler Dunkle, Victorybep, Will Howorth, Wren Scrawler, Xevec,
quest. Level up from envoy to herald to champion — and Zach Meinelt, Zandet Wilkinson
even briefly to ascendant, wielding incredible cosmic Uncommon Patrons: Alexandre Lamarche, Alice Sims, brandon
burkhouse, Cathy Trego, CcsPizza, Darrell, David McElwee, Drew
power in times of dire need. Alcaide, Dungeon Master Rick - Hammer of the Gods, EnterElysium,
Justin Ramirez, Karen Martindale, Leppanen Music Academy, Lycilla,
New Godly Champions Mario Vinicius, Matthew Jimenez, MotherNesu, Natan Pinheiro
Ferreira, Nick Plan, Orphea, PurpleSnorlax, Raudraith, Raymond,
Encounter the other gods’ chosen legendary champions, RHbean, Rvlakia, Sam Wright, Shachaf Landsberg, Suggi Premkumar
each similar but different thanks to their unique deity-
Art Credits: aripockily (cover, p. 6-28, 30),
specific legendary actions.
WarmTail (p. 2, 29), grandfailure (p. 5, 33)

Compendium / Divine Favors


1
A herald of Halean descends from the heaves with radiant might

WarmTail

Calling of Gods Some content presented in this compendium references


“Who am I to question a commandment from the the 5th edition source rulebook. When a creature’s
gods? Their desires and machinations are beyond our name in this book appears in bold, it’s a visual indicator
understanding. The storms have spoken.” pointing you towards the creature’s stat block in either
— Qolori Waveborn the Divine Monsters chapter or the 5e source rulebook.
When an object in this book appears in italics, it’s a visual
Oracle of Vordin
indication its description can be found in the Divine Items
section or the 5e source rulebook.
When it comes to gods, their presence in a game simply
cannot be ignored. Whether they play a major role in Embracing Divinity
shaping the campaign narrative or fill a supporting role
for your characters, such powerful beings tend to have The presence of gods is obvious for dedicated clerics
a hand in defining the world. An adventuring party may and paladins, but any character can have meaningful
be caught in a war between gods or face a villain seeking relationships with divinity. Religious characters can take
ascension to godhood. A cult may worship a forgotten up a different class — a fighter may choose to honor a
god with extensive secret plans that mere mortals cannot god as part of their journey. Secular adventurers may
comprehend. What might your gods be up to? interact with a deity, whether it is a wizard driven by
desire to usurp godhood or a mighty barbarian chosen by
This compendium primarily focuses on the Aureliate,
a war deity as their mortal champion. Powerful artifacts
a pantheon of ten setting-agnostic gods. The content
left behind by gods can be discovered and utilized by any
includes a brief overview of the pantheon as whole,
adventuring party regardless of their beliefs.
details about the gods themselves as well as their quests
and boons, and suggestions for how to integrate them As an extension of the GM’s world, gods are also fallible
into your games. Each god is also associated with a and prone to deception. Deceptive heroes may even
powerful evolving artifact that can serve as a main plot impersonate a deity’s follower, possibly with the aid of
device and a champion, whose statistics are presented in magic items such as a pyrite idol.
the items and monsters sections.

Compendium \ Divine Favors


2
The Aureliate Aureliate Aspects
Dressed in shimmering robes of gleaming gold, the ten Each god is defined by unique traits and favors, some of
gods of the Aureliate observe the mortal plane, answering which are listed below. When considering other traits,
prayers, smiting enemies, and enacting their will and refer to this section for suggestions and consistency.
personal goals. Mortal perspectives rarely understand
their transcendent motives, be it forming trysts with Domains
enemies, bestowing undeserved mercy, or even refusing Each god holds sway over two tangentially-related
to answer a call. domains, strongest where they intersect. Facets of
The Aureliate have no specific physical descriptions, each domain sometimes oppose other gods’ domains,
partly because of this compendium’s broad setting- a common source of conflict for their followers. Cleric
agnostic approach and partly because their appearance characters with a domain should choose the god with a
typically reflects a mortal’s mental image of them. domain most similar to their own.
Worshipers tend to see an Aureliate deity as members
of their own race, albeit with golden skin flecked with Favored Material
diamond-shaped glimmer. This is not universal, however. Each god is associated with a material considered more
Dwarves sometimes see them as humanoid figures closely connected to the god than even gold. Old myths
carved from their favored material and gold; dragonborn call this material the physical “body” of the god, seeded
may see them as ancient dragons. across the mortal world to give it structure, life, and
meaning. Worshipers devoted to one of the Aureliate
Pantheon of Gold carry a bit of this material, often in the form of a brooch,
talisman, pendant or charm, typically interwoven with
The will of an Aureliate deity is enacted through gold, golden decor.
a material intertwined with their divine presence. The material is often essential for communing with an
The strength of this will is directly related to purity Aureliate deity. When a spell or ritual requires a material
irrespective of size or quantity. Gold alloys can “whisper” component for reaching a god, use the favored material
to worshipers while pure gold objects offer glimpses of shown. If a spell granted by divine devotion requires a
the god, but a follower that carries a single pure gold material component with a listed cost, that component
coin shows as much devotion as a warrior impractically can be replaced by that favored material with an
dressed in an armor of pure gold. equivalent cost.
Aureliate followers use gold intimately as part of their
devotion. General worshipers wear gold ornaments Favored Damage
such as earrings, necklaces, bracelets. Oracles peer into Each god is attuned to a damage type and embodies
polished gold mirrors to read the futures. Clerics weave that destructive energy. Whenever something in this
thin leaves of gold into their robes while holy knights compendium refers to a damage type considered
forge strands into their weapons. Communities erect “appropriate to the Aureliate deity,” use the favored
large golden statues dedicated to the god. The statues damage type. When a zealot of that god deals damage,
sometimes manifests physical omens or even transforms consider changing all of that damage to the favored
into golden golems to protect allies or terrorize enemies damage type.
in dire moments (use the stat block of an iron golem).

Aureliate Deities
Deity Domain Alignment Favored Material Favored Damage Recognized Symbol
Arathin Knowledge and Death N Quartz Force Broken Feather
Brodduix Earth and Decay LE Rusted Clay Necrotic Circular Sprig of Thyme
Eurys Shadow and Trickery NE Opal Poison Three Masks
Halean Sun and Life NG Orange Topaz Radiant Sun-Topped Pyramid
Ondrea Valor and Justice LN Adamantine Thunder Hammer Oriented Up or Down
Palarok Fire and Creation N Black Iron Fire Ash-Laden Iron Urn
Perlunas Moon and Tranquility CG Silver Psychic Closed Eye
Qhyrra Ruin and Suffering CE Blood Ruby Acid Bloody Stiletto Dagger
Vordin Storms and Destiny CN Mithril Lightning Pair of Blackened Shackles
Yllyana Love and Preservation LG Diamond Cold Hexagonal Shield

Compendium / Divine Favors


3
Mortal Affairs Godly Gifts
The Aureliate pantheon tends to avoid direct intervention The gods bestow gifts upon their loyal followers for
with the material plane, bound by the rules that separate assistance and protection, well beyond divine magic
celestials from the realm. They enact their will through available to clerics and paladins. These include the
visions, omens, champions, and short bursts of divine powerful artifacts colloquially known as Aurelics, as well
revelation. as various minor boons like items.

Visions and Omens Divine Boons


The most common form of communication, Aureliate These are granted to followers, usually as a reward for
gods appear to their chosen mortals in divine visions question completion (GM’s discretion), but sometimes
or spectacular omens. These events tend to occur in as a lifeline in moments of great need. When the time
locations most appropriate to their domain in a form is right, choose an appropriate boon from the Aureliate
befitting their style. Halean may briefly form multiple suns boons table or roll to randomly pick one. The boons
above a skyward sage; Vordin may brew shaped lightning are further divided by rarity to account for appropriate
over sailors in stormy seas; Yllyana may grant temporary character level. For this table, if an item is found in this
respite to explorers in freezing mountain peaks. It is up to compendium, it will direct you to the appropriate section.
the mortal to interpret these events, sometimes falsely. The Aureliate gods can also grant deity-specific boons,
In rare events where the gods appear visually, they detailed in the gods’ respective sections.
take forms most pleasing to or reflective of their chosen
mortals — often draped in their favored material or in Aureliate Boons
some cases, made entirely of it.
d20 d8 Uncommon Boons
Aureliate Worship Ranks 1 1 Adamantine Armor
Where simple omens are insufficient, gods act through
2 2 Band of Devotion
followers, whose devotion are measured in three ranks
of worship: envoy, herald, and champion. Gods typically 3 3 Bracers of Zealotry (See Divine Items)
grant these ranks to devout individuals such as priests 4 4 Cloak of Protection
and holy knights, but also to impious warriors whose
quests or philosophies happen to align. The GM has sole 5 5 Mithril Armor
discretion when assigning these ranks to characters when 6 6 Restorative Ointment
the god feels it is appropriate. Ascension through the
7 7 Oracle's Eye (See Divine Items)
ranks usually occurs upon completion of divine quests:
critical adventures with world-changing consequences 8 8 Winged Boots
upon success or failure. Some examples of quests are
provided in the gods’ respective sections. d20 d8 Rare Boons
Envoy. When a mortal stands out to a god, they are
9 1 Ambrosia of Champions (See Divine Items)
chosen as an envoy. This rank signifies a god’s interest
and watchful eye in an envoy’s affairs, who receive various 10 2 Boots of Speed
boons and assistance for their goals. 11 3 Mace of Smiting
Herald. When envoys perform remarkable acts for
12 4 Flame Tongue
their god, they may be chosen as heralds. Heralds
take on greater responsibilities, supporting champions 13 5 Necklace of Prayer Beads
as lieutenants, completing dangerous missions, and 14 6 Ring of Protection
spreading the word of god.
Champion. Each god has only one champion at any 15 7 Wand of Enemy Detection
given time and rightly so — this chosen mortal is gifted 16 8 Wings of Flying
with concentrated divine power. These individuals are
charged with divine providence, traveling across the world d20 d8 Very Rare Boons
to enact their god’s will and complete quests for some
cosmic goal. Champions are chosen only when a need 17 1 Arrow of Slaying
is great (particularly when the previous champion dies) 18 2 Aureliate Nectar (See Divine Items)
among heralds who demonstrate incredible conviction.
19 3 Belt of Celestial Prestige (See Divine Items)
Ascendant. In extremely rare events such as the
death of a god or other cosmic tragedy, champions may 20 4 Candle of Invocation
temporarily ascend to godhood until the crisis resolves.
The GM determines the occurence of such an event.

Compendium \ Divine Favors


4
Aurelics
These artifacts are physical fragments of the Aureliate
gods and imbue those who wield them with incredible
power. They can be given to any mortal champion or
not — and sometimes stolen from them — though only
the truly devout can make use of them. The Divine Items
section provides more detailed information on Aurelics,
which make use of the envoy, herald, and champion ranks
to determine their breadth of abilities.

Divine Conflicts
Many adventures involving the Aureliate stem from their
opposing domains and interests, from the world-ending
to the extremely trivial. The Aureliate Adventure Hooks
table offers some suggestions for starting a game with an
Aureliate presence. Each god’s respective sections also
provide deity-specific quests.

Aureliate Adventure Hooks


d6 Adventure Hook
The god saved a character when they were young
1 and left a divine mark upon them. Now the god has
returned to call in the favor.
An enraged god commands thousands of
2
worshipers to besiege a city for mysterious reasons.
A god seeks the party’s assistance to embarrass
3 another god for a minor slight that occurred
centuries ago.
Worshipers of one god suddenly lose their divine
4 connection, indicating death or disappearance of
the god. Who will take their place?
A god catches wind of a mortal attempting to
5 ascend to godhood and depose their throne. The
god sends all worshipers on a massive hunt.
A dying champion thrusts an Aurelic into the party’s
6 arms, entrusting even strangers with a mission that A champion faces down an avatar of Qhyrra
clearly cannot wait.
grandfailure

Using the Aureliate


Adapting the Aureliate. Alternatively, the gods
The ten gods of gold can be a presence in any
can serve as inspiration for existing gods, translating,
conventional campaign setting both major and minor.
modifying, or incorporating certain Aureliate aspects. For
Their descriptions in this compendium are deliberately
example, a god of the heavens shares many similarities
broad, allowing the GM to fill in additional details as
with Halean and may favor radiant damage, grant
needed. You can use one of the following suggestions
Halena’s boons, or equip a champion with the brilliant
when using the Aureliate in your game setting.
Aubade Core flail. During campaign planning, review
Preserving the Aureliate. The gods can fill a primary
each Aureliate god and assign preferred traits as desired.
or regional pantheon of a campaign setting with only
Modifying the Aureliate. The gods follow a few simple
minor changes. This option maintains the self-contained
design rules that can be easily exchanged for others.
nature of the Aureliate and focuses on aspects that make
Each favors a common material, a unique material, a
them unique such as their favored materials and energy
damage type, and an artifact. Each holds sway over two
types. The Aureliate may hold dominion over the entire
tangentially related domains. If one of these gods does
setting or only a portion of it, possibly a region culturally
not fit the style or realms in a campaign setting, that god
and economically abundant with gold. They may war
can be swapped out with another one by replacing the
within their own pantheon or with other celestial groups,
appropriate attributes.
if any.

Compendium / Divine Favors


5
Divine Boons
Followers of Arathin typically receive divine boons upon
completing minor missions or acts. Those who pray for
the dead or uncover a lost truth in a library after months
of research may receive a divine boon.
When a follower of Arathin receives a boon, the GM
Arathin may instead choose one that better reflects their devotion
to the God of Knowledge and Death. Select a boon from
Arathin the Sleeper in Veils is the God of Knowledge the Arathin Boons table or roll to randomly pick one.
and Death. An embodiment of the veil — the translucence Each boon can only be taken once; if a character has
of materials and the liminal spaces of in-between — already received one of these boons, roll again for another
Arathin marries the domains of knowledge and death, from the list.
extracting information before it is forever lost. He
despires immortality not because it is unnatural, but Arathin Boons
because he considers it information withheld. This often d8 Boon
places Arathin’s followers in conflict with those of Halean
who embodies life and Eurys who embodies trickery. Knowledge Bearer. When you make an ability check
using History, you can roll a d4 and add the result to
In an ironic twist of fate, Arathin is functionally dead, 1
the total. If the check is related to a dead historical
asleep in the Hollow Plane where souls gather after figure, you can roll a d6 instead.
death. His body rests in the soul-laden city of Iridell
while his mind wanders endless dreams alongside the Delay Passage. You know the spare the dying cantrip
demigod Somnas, the Archon of Sleep. According to and can cast it as a bonus action. For you, this
2
cantrip has a range of 15 feet. Intelligence is your
myth, Arathin was backstabbed by the champion of an
spellcasting ability for this spell.
adversarial god, but his godhood and command of his
domains instinctively delayed the inevitable. His disciples Strength Through Death. You have advantage on
continue his work while he sleeps, waiting for the day he death saving throws and regain consciousness with
3
reawakens and reclaims his position. 1 hit point if you roll a 19 or 20 on a death saving
throw.

Divine Quests Undeath Ward. When an undead creature makes an


attack roll against you, it must first make a DC 13
Characters that complete a divine quest prove themselves Wisdom saving throw. On a failure, the creature
worthy of increasing their worship ranks. The Arathin 4
must attack another creature or automatically miss.
Quests table presents some potential missions given by A creature becomes immune to this trait for 24
the God of Knowledge and Death. hours if it succeeds on the save or if you harm it.
Aureliate Blessing. You can cast detect magic with
Arathin Quests this trait a number of times equal to 1 + half your
d6 Goal 5 proficiency bonus. You regain expended uses of this
trait when you finish a long rest. Intelligence is your
Recover a trove of knowledge from a collapsing spellcasting ability for this spell.
1
library before it fully succumbs to natural disaster.
Aurelian Magic. You can cast animate dead with this
Extract a devastating secret from the mind of a trait once, and regain the ability to do so when you
2 former emperor that can be used to reawaken the 6
finish a long rest. Intelligence is your spellcasting
god from his eternal slumber. ability for this spell.
Fight to preserve a forbidden resurrection ritual Aurelian Smite. When you hit a target with a weapon
3 from life clerics who seek to eradicate it — even if attack, you can deal an extra 2d6 force damage to
this act goes against the domains of death. 7 the target. You can use this trait a number of times
Destroy a powerful undead being (a mummy lord or equal to your proficiency bonus and regain all
4 a lich) that has escaped the clutches of Arathin and expended uses when you finish a long rest.
return it to the Hollow Plane of souls. Arathin’s Chosen. Eulogy, the quill-dagger of Arathin
Prevent a royal from achieving immortality and that still bears a portion of his mind, chooses you as
5 its next wielder. You become Arathin’s envoy if you
evading the ever-march of death. 8
aren’t already; if you are Arathin’s envoy or herald,
Stop an necromancer archmage who attempts to you become a herald or champion, respectively (see
6 enter the Hollow Plane, find Arathin’s body, and the Aurelics section for more details).
usurp the deity’s throne.

Compendium \ Divine Favors


6
Divine Boons
Followers of Brodduix typically receive divine boons upon
completing minor missions or acts. Those who explore
the unknown underground, bury the dead in earth, or
cultivate the natural decay cycle of the wild may receive a
divine boon.

Brodduix When a follower of Brodduix receives a boon, the GM


may instead choose one that better reflects their devotion
Brodduix the Dustcaller is the God of Earth and Decay. to the God of Earth and Decay. Select a boon from the
He reigns over a vital domain that restores balance to Brodduxi Boons table or roll to randomly pick one. Each
the world, for all things created must naturally return to boon can only be taken once; if a character has already
the dust from which they came — where they belong. His received one of these boons, roll again for another from
followers find respite in natural environments that decay, the list.
from rotting wood consumed by fungi to stone recycled
through earth. Others take stances against civilization Brodduix Boons
whose artificial creations withstand even the eroding
d8 Boon
sands of time. It is said Brodduix appears at the end of all
things, recognized only by strange trails of rot and dusty Nature’s Undertaker. When you make an ability
footprints. check using Nature, you can roll a d4 and add the
1
result to the total. If the check is related to rot or
With a domain over natural decay, Brodduix’s followers
decay, you can roll a d6 instead.
encounter tension with others whose domains concern
life and preservation. This conflict is particularly Scion of Decay. As an action, you can touch a
pronounced for Yllyana’s followers, whose goal of nonmagical object or surface no larger than 5 feet in
preservation creates many clashes along forest treelines any dimension and cause it to naturally rust, mold,
and desert edges. Earthly Brodduix worshipers find a erode, or otherwise decay as if it had aged 10 years.
2
The object’s AC decreases by 1d4 + 1. You can use
strange kinship with the fiery Palarok devotees, thanks to
this trait a number of times equal to your proficiency
their mutual interest in the natural environment below the bonus and regain all expended uses when you finish
planet’s surface. a long rest.

Divine Quests 3
Rooted Stance. You have advantage on saving
throws you make to resist being pushed, pulled, or
Characters that complete a divine quest prove themselves knocked prone while you stand on the ground.
worthy of increasing their worship ranks. The Brodduix Absorb Life. When a creature dies within 10 feet of
Quests table presents some potential missions given by 4 you, you can use your reaction to gain temporary hit
the God of Earth and Decay. points equal to your level.
Aureliate Curse. You can cast bane with this trait a
Brodduix Quests number of times equal to 1 + half your proficiency
d6 Goal bonus. You don’t need material components for this
5 spell, which manifests as an aura of decaying nature.
Depose a marilith that has stolen its way into the You regain expended uses of this trait when you
1 elemental plane of earth and encroached on the finish a long rest. Wisdom is your spellcasting ability
natural landscape with hellish fire. for this spell.
Prevent a mining group from excavating too deep Aurelian Magic. You can cast meld into stone with
2
and exploiting the rare creatures and minerals. this trait once and regain the ability to do so when
6
Save a forest slowly poisoned by a nearby industrial you finish a long rest. Wisdom is your spellcasting
3 ability for this spell.
city’s unnatural sewage and factory wastes.
Dispel or eliminate a magical preservation ward that Aurelian Smite. When you hit a target with a weapon
4 maintains the integrity of a long-lived city so it can attack, you can deal an extra 2d6 necrotic damage
decay once more. 7 to the target. You can use this trait a number of
times equal to your proficiency bonus and regain all
Cultivate a grove of poisonous mushrooms inside expended uses when you finish a long rest.
5 decrepit ruins so that the stones will one day return
to nature. Brodduix’s Chosen. You receive Witherstep, a pair
of celestial boots cultivated with a fragment of
Scatter the creation of a long-dead archmage: a Brodduix. You become Brodduix’s envoy if you aren’t
6 8
gargantuan iron golem that simply refuses to decay. already; if you are Broddux’s envoy or herald, you
become a herald or champion, respectively (see the
Aurelics section for more details).

Compendium / Divine Favors


7
Divine Boons
Followers of Eurys typically receive divine boons upon
completing minor missions or acts. Those who display
a healthy distrust of the law or continue to subvert
expectations of others may receive a divine boon.
When a follower of Eurys receives a boon, the GM may
Eurys instead choose one that better reflects their devotion to the
God of Shadow and Trickery. Select a boon from the Eurys
Eurys the Many Faces is the God of Shadow and Boons table or roll to randomly pick one. Each boon can
Trickery, always cast in dark silhouettes. His epithet only be taken once; if a character has already received one
comes from the many he supposedly wears, a symbol of these boons, roll again for another from the list.
of his treachery. He originally held only dominion over
darkness, a residual nothingness where Halean’s light Eurys Boons
could not touch. Ironically, he also never lies, not that d8 Boon
anyone believes him. Perhaps he was cursed to be
Deceiver’s Mask. When you make an ability
untrustworthy and his title as the trickster king assigned
check using Deception, you can roll a d4 and
out of malice. To this day, Eurys still has never lied to his 1
add the result to the total. If the check involves
followers — to establish a truthful baseline so that his impersonation or forgery, you can roll a d6 instead.
followers in turn can properly lie.
Eyes of Night. You cannot have disadvantage on
Eurys does not speak these days, for he has no tongue.
2 Wisdom (Perception) checks to see in dim light, or
According to myth, he was accused by his fellow gods for darkness if you have darkvision.
causing Arathin’s eternal slumber — which he vehemently
denied — and his tongue was ripped out as punishment. Slip Through Shadow. You can use a bonus action
He only communicates through proxies, gilded writing, to take the Disengage action. If you do so while you
are in dim light or darkness, your walking speed
and subtle gestures, all open to whims and interpretation.
3 increases by 10 feet until the end of your turn. You
The shadow god’s domains create mortal enemies with can use this bonus action a number of times equal
gods like Halean, who embodies light, and Ondrea, who to your proficiency bonus and regain all expended
embodies truth and justice. Other gods dislike Eurys to a uses when you finish a long rest.
lesser degree, though Qhyrra, who, perhaps falsely, holds
Evoke Silence. As an action, you can point at a
a morbid appreciation for his work. creature you can see within 60 feet of you and
magically will it to remain silent. The target must
Divine Quests succeed on a DC 15 Charisma saving throw or be
4 unable to speak for 1 minute. A creature can use
Characters that complete a divine quest prove themselves an action to repeat the save, ending the condition
worthy of increasing their worship ranks. The Eurys on a success. You can use this trait a number of
Quests table presents some potential missions given by times equal to your proficiency bonus and regain all
the God of Shadow and Trickery. expended uses when you finish a long rest.
Aureliate Blessing. You can cast disguise self with
Eurys Quests this trait a number of times equal to 1 + half your
d6 Goal 5 proficiency bonus. You regain expended uses of this
trait when you finish a long rest. Charisma is your
Ensure the deep darkness of caverns remain dark
spellcasting ability for this spell.
1 by eradicating an order of light clerics who seek to
illuminate and slay the creatures that dwell there. Aurelian Magic. You can cast pass without trace with
this trait without providing material components,
Extinguish the everburning flames that ward an
and damage can’t break your concentration on
2 arrogant group of paladins from the advances of a 6
this spell. Once you use this trait, you can’t do so
demonic army.
again until you finish a long rest. Charisma is your
Blind a solar so that the celestial’s world will always spellcasting ability for this spell.
3
be lost to darkness.
Aurelian Smite. When you hit a target with a weapon
Destabilize the corrupt political leaders of a city by attack, you can deal an extra 2d6 poison damage
4 7 to the target. You can use this trait a number of
sowing distrust and disarray among its citizens.
times equal to your proficiency bonus and regain all
Seed doubt into a sect of worshipers to distance expended uses when you finish a long rest.
5
their connection with another Aureliate god.
Eurys’s Chosen. You receive Traitor’s Tongue, a rapier
Return Eurys’s lost tongue to the god so that he may forged from a fragment of Eurys. You become Eurys’s
6
speak once more. 8 envoy if you aren’t already; if you are Eurys’s envoy or
herald, you become a herald or champion, respectively
(see the Aurelics section for more details).

Compendium \ Divine Favors


8
Divine Boons
Followers of Halean typically receive divine boons upon
completing minor missions or acts. Those who cultivate a
town’s crop field or heal the battle-weary sick may receive
a divine boon.
When a follower of Halean receives a boon, the GM
Halean may instead choose one that better reflects their devotion
to the God of Sun and Life. Select a boon from the
Halean the Dawnberer is the God of Sun and Life, Halean Boons table or roll to randomly pick one. Each
often the “face” of the Aureliate because of the sun’s boon can only be taken once; if a character has already
ubiquitous warm presence, worshiped and recognized by received one of these boons, roll again for another from
every mortal folk. This fame, however, betrays Halean’s the list.
true feelings: cold indifference to his godhood. He exists
simply to move the sun across the sky and grant life in Halean Boons
the process, a dull repetitive boring tedious monotony. He
d8 Boon
seeks to end his godhood in some way, through eternal
slumber or loss of his throne. Under the guise of domain Lifegiver. When you make an ability check using
opposition, he commands his followers to seek Arathin’s Medicine, you can roll a d4 and add the result to the
1
total. If the check involves stabilizing a creature, you
knowledge of death in hopes of finding escape.
can roll a d6 instead.
Halean’s sunlight reaches all, placing his followers at
odds with those of Eurys, who recoil from the light, and Lightbringer. You know the light cantrip. Wisdom is
those of Brodduix, who hides beneath earth and oversees your spellcasting ability for this spell. Additionally,
2
while you are in an area of bright sunlight, attacks
the natural end of life. Halean’s followers also consider
made against you cannot have advantage.
Arathin’s worshipers their adversaries due to their beliefs
in death, even if the Aureliate sun god does not much Flame of Life. Whenever you regain hit points, you
care. Halean himself finds few allies in other gods such 3 regain extra hit points equal to your proficiency
as Palarok of the fire, but particularly in his counterpart bonus.
Perlunas of the moon. The two dance across the sky in Balm of Radiance. As an action, you can touch a
everlasting harmony, a simple phenomenon immortalized creature with a magical balm and restore hit points
in the various festival dances across cultures. to it equal to 1d8 + your Wisdom modifier. The Balm
also ends one disease afflicting it and causes the
4
Divine Quests creature to shed dim light out to 10 feet for 1 minute.
You can use this trait a number of times equal to
Characters that complete a divine quest prove themselves your proficiency bonus and regain all expended uses
worthy of increasing their worship ranks. The Halean when you finish a long rest.
Quests table presents some potential missions given by Aureliate Blessing. You can cast bless with this trait
the God of Sun and Life. a number of times equal to 1 + half your proficiency
bonus. You don’t need material components for this
Halean Quests 5 spell, which manifests as a fiery overhead orb. You
regain expended uses of this trait when you finish a
d6 Goal long rest. Wisdom is your spellcasting ability for this
Cultivate an entire country’s worth of crops in one spell.
1
month to prevent a prophesied famine. Aurelian Magic. You can cast daylight with this trait
Illuminate the dark recesses of Umbravale, the plane once and regain the ability to do so when you finish
6
2 of shadows, and hunt a shadow fiend that has taken a long rest. Wisdom is your spellcasting ability for
refuge there. this spell.

Turn the tide of a battle against forces of darkness by Aurelian Smite. When you hit a target with a weapon
3 attack, you can deal an extra 2d6 radiant damage
healing the sick and injured.
7 to the target. You can use this trait a number of
Retrieve and revive Halean’s favorite apple orchard times equal to your proficiency bonus and regain all
4 after Brodduix’s followers accelerated its decay, by expended uses when you finish a long rest.
any means necessary.
Halean’s Chosen. You receive Aubade Core, a
Obtain and destroy the secrets of a death cult that celestial flail forged from many fragments of Halean.
5 has information on Arathin’s demise — but not You become Halean’s envoy if you aren’t already;
before transferring this knowledge to Halean. 8
if you are Halean’s envoy or herald, you become a
Construct the Solar Lens: a contraption capable of herald or champion, respectively (see the Aurelics
6 focusing divine power into an individual such that section for more details).
even their powers could rival even Halean.

Compendium / Divine Favors


9
Divine Boons
Followers of Ondrea typically receive divine boons upon
completing minor missions or acts. Those who display
incredible bravery, exert righteous judgment despite
objections, or dispense punishment according to law may
receive a boon.

Ondrea When a follower of Ondrea receives a boon, the GM may


instead choose one that better reflects their devotion to the
Ondrea the Unyielding Judge is the God of Valor and God of Valor and Justice. Select a boon from the Ondrea
Justice, the boldest and most vocal of the Aureliate — and Boons table or roll to randomly pick one. Each boon can
rightly so with literal headstrong determination from a only be taken once; if a character has already received one
skull of adamantium. Ondrea dives headfirst into any of these boons, roll again for another from the list.
battle regardless of risks; she is unreasonably lawful to
a fault in dispensing justice. In matters of grave celestial Ondrea Boons
importance, Ondrea presides over the Aureliate court as
d8 Boon
the only god the others can trust.
Ondrea’s emphasis on might and right draws devotion Piercing Judge. When you make an ability check
from warriors and court judges alike, who pray to her using Insight, you can roll a d4 and add the result
1
to the total. If the check involves detecting an
for courage in their convictions before a fight. Many of
alignment, you can roll a d6 instead.
Ondrea’s followers are lawful and tend toward good.
Counterintuitively, some followers can be evil. Because Liar’s Punishment. You have advantage on saving
laws reflect the society they govern, whether good or throws you make to avoid or end charm conditions
evil, true justice changes by culture and society. The only 2 caused by creatures. If you succeed on the save and
the creature is within 5 feet of you, you can use your
personal code Ondrea upholds is the duty to people —
reaction to make one weapon attack against it.
even if they are devils.
Ondrea’s domains make her natural enemies with the Inspire Courage. You and allies within 10 feet of you
Qhyrra, who procures needless suffering, and Eurys, 3 have advantage on saving throws made to avoid or
end the frightened condition.
whose trickery often obstructs justice. She maintains
good terms with demigods Axiom, Archon of Law, and Unyielding Charge. As a bonus action, you gain
Khalorr, Archon of War, who also deals with conflicts. the following benefit for 1 minute or until you are
incapacitated: you cannot be grappled, you ignore
Divine Quests 4
difficult terrain, and you can attempt to move through
creatures by barrelling into them. Each time you do,
Characters that complete a divine quest prove themselves you can succeed on a contested check to shove them
worthy of increasing their worship ranks. The Ondrea 5 feet to one side of your path; if you fail, you lose
Quests table presents some potential missions given by your remaining movement. Once you use this trait,
the God of Valor and Justice. you can’t use it again until you finish a long rest.
Aureliate Blessing. You can cast command with
Ondrea Quests this trait a number of times equal to 1 + half your
5 proficiency bonus. You regain expended uses of this
d6 Goal
trait when you finish a long rest. Charisma is your
Begin a long treacherous journey into strange new spellcasting ability for this spell.
1 unknown lands (such as a newly discovered plane of
Aurelian Magic. You can cast haste with this trait
existence).
once without providing material components. Once
Defeat an ancient green dragon that has terrorized a 6 you use this trait, you can’t do so again until you
2
kingdom with its Frightful Presence for centuries. finish a long rest. Charisma is your spellcasting
ability for this spell.
Ride fearlessly into battle even when outnumbered
3
more than fifty to one. Aurelian Smite. When you hit a target with a weapon
attack, you can deal an extra 2d6 thunder damage
Track down the head of a dangerous criminal
7 to the target. You can use this trait a number of
4 organization wanted by multiple countries and bring
times equal to your proficiency bonus and regain all
them to justice.
expended uses when you finish a long rest.
Expose an extensive ring of politicians who seek to
5 Ondrea’s Chosen. You receive Crown Judgment, an
corrupt the justice system to their benefit.
adamantine warhammer forged from a fragment of
Hunt the leader of Eurys’s most loyal followers and Ondrea. You become Ondrea’s envoy if you aren’t
8
6 dispense punishment for crimes against humanity already; if you are Ondrea’s envoy or herald, you
and godhood. become a herald or champion, respectively (see the
Aurelics section for more details).

Compendium \ Divine Favors


10
Divine Boons
Followers of Paralok typically receive divine boons upon
completing minor missions or acts. Those who control
the chaos, rebuild something better, or craft something
immaculate may receive a divine boon.
When a follower of Paralok receives a boon, the GM
Palarok may instead choose one that better reflects their devotion
to the God of Fire and Creation. Select a boon from the
Paralok the Allsmith is the God of Fire and Creation, a Paralok Boons table or roll to randomly pick one. Each
recluse regaled in myth as the shaper of the mortal planes boon can only be taken once; if a character has already
who sculpted mountains and hollowed chasms with received one of these boons, roll again for another from
her hands. She mostly keeps to herself in her volcanic the list.
home, a place of fire that complements the earthly
domains of Brodduix and ocean realm of Vordin, roiling Palarok Boons
within the creative elemental chaos. Palarok’s followers d8 Boon
are as diverse as art is subjective, sporadically clashing
with other gods’ worshipers on issues that vary by sect. Craft Mastery. You gain proficiency with one
Some disagree with Yllyana’s philosophy of preservation, artisan’s tool of your choice. When you make an
ability check using an artisan’s tool, you can make it
deeming all change worthy and necessary; others seek to 1
with advantage. You can use this trait a number of
protect their art from Brodduix’s decay.
times equal to your proficiency bonus and regain all
Legends say Palarok once lived with her daughter expended uses when you finish a long rest.
Cindara the Flameweaver, the most well-known of the
Wondrous Artist. You know the prestidigitation
few Aureliate offspring. The god had carved her from
cantrip. When you create a nonmagical trinket, it
fire for company: a maiden with unrivaled creativity and 2 can last for up to 10 minutes instead of until the end
skill. Where Palarok sculpted the world with her hands, of your turn. Intelligence is your spellcasting ability
Cindara stitched fire into glowing lava tapestries that for this spell.
flowed through the earth. They forged thousands of new
Ground Breaker. As a bonus action, you can shatter
creations in their volcanic home, but Cindara eventually
the earth or natural ground in a 15-foot cone
grew weary of isolation and left to explore her mother’s originating from you, transforming it into difficult
world. Alone once more, Palarok continues to create with 3
terrain. You can use this trait a number of times
renewed fervor, shedding tears that became odd volcanic equal to your proficiency bonus and regain all
fragments known as Palarok’s Tears. expended uses when you finish a long rest.
Forged Physique. You gain proficiency with your
Divine Quests 4 choice of Strength, Dexterity, or Constitution saving
Characters that complete a divine quest prove themselves throws.
worthy of increasing their worship ranks. The Paralok Aureliate Blessing. You can cast shield with this trait
Quests table presents some potential missions given by a number of times equal to 1 + half your proficiency
the God of Fire and Creation. bonus, which manifests as a transmutation of
5
material around you. You regain expended uses of
Paralok Quests this trait when you finish a long rest. Intelligence is
your spellcasting ability for this spell.
d6 Goal
Aurelian Magic. You can cast heat metal at 3rd-level
Deliver a divine craft safely through the depths of with this trait once and regain the ability to do so
1 6
the planet from the surface to the sweltering core. when you finish a long rest. Intelligence is your
Stoke a forest wildfire to renew the ecosystem spellcasting ability for this spell.
2
against the wishes of the nearby kingdom. Aurelian Smite. When you hit a target with a weapon
Redirect a volcanic eruption into the sea and shape attack, you can deal an extra 2d6 fire damage to
3 the pyroclastic flow into a natural temple dedicated 7 the target. You can use this trait a number of times
to Palarok. equal to your proficiency bonus and regain all
expended uses when you finish a long rest.
Forge an idol dedicated to Palarok that is smelted in
4 Palarok’s Chosen. You receive Worldshapers, a pair of
the scorching heat of the Edgemantle.
iron-clad gloves crafted from a fragment of Palarok.
Travel to the temporal demiplane of the Timeless You become Palarok’s envoy if you aren’t already;
5 Expanse to craft an eternally perfect weapon at the 8
if you are Palarok’s envoy or herald, you become a
Dimensional Forge. herald or champion, respectively (see the Aurelics
Fashion a new weapon that may be used to slay an section for more details).
6
elder evil — or a god.

Compendium / Divine Favors


11
Divine Boons
Followers of Perlunas typically receive divine boons upon
completing minor missions or acts. Those who pray
beneath the moon, protect others in the night, or actively
repel evil may receive a divine boon.
When a follower of Perlunas receives a boon, the GM
Perlunas may instead choose one that better reflects their devotion
to the God of Moon and Tranquility. Select a boon from
Perlunas the Nightwarden is the God of Moon and the Perlunas Boons table or roll to randomly pick one.
Tranquility though despite what her peaceful domain Each boon can only be taken once; if a character has
implies, Perlunas is anything but. Her anxious streak already received one of these boons, roll again for another
and need to protect others drives her past the point of from the list.
neurosis, terrified of the horrors that plague the mortal
world. Ironically, this vigilant eye only contributes to her Perlunas Boons
success as the embodiment of tranquility and further
d8 Boon
cements her position as a deity.
Many of the Aureliate enjoy Perlunas but gingerly Psionic Speech. You can telepathically speak to
regard her troubled mind, worried she may walk the creatures you can see within 60 feet of you. You
1 don't need to share a language with the creature for
same path as Vordin. Ondrea, as the god of valor, meets
it to understand you, but the creature must be able
with Perlunas often to ease her fears. Qhyrra delights in to understand at least one language.
her personal misery. Perlunas maintains a strong bond
with demigod Somnas, Archon of Sleep, whom she Celestial Eye. While you spend a short or long rest in
regularly encounters during her followers’ sleeping hours. 2 moonlight, you and allies that rest within 30 feet of
you cannot be surprised.
Prayers to Perlunas often come from night travelers
and wanderers in strange lands who find reprieve Silent Night. Your mind cannot be read and you
beneath the calming light of the moon. Some describe are immune to nightmares such as those caused
by the dream spell. When you reduce exhaustion at
Perlunas as the watchful moon itself as if she were the
3 the end of a long rest, you reduce 1 additional point
progenitor of shapechangers.
of exhaustion. Also, when you regain spent hit dice
at the end of a long rest, you regain one additional
Divine Quests spent hit die.
Characters that complete a divine quest prove themselves Strengthened Mind. You gain proficiency with your
worthy of increasing their worship ranks. The Perlunas 4 choice of Intelligence, Wisdom, or Charisma saving
Quests table presents some potential missions given by throws.
the God of Moon and Tranquility. Aureliate Blessing. You can cast detect evil and good
with this trait a number of times equal to 1 + half
Perlunas Quests 5 your proficiency bonus. You regain expended uses of
d6 Goal this trait when you finish a long rest. Wisdom is your
spellcasting ability for this spell.
Erect a temple dedicated to Perlunas that is
permanently warded against extraplanar threats Aurelian Magic. You can cast hypnotic pattern
1 with this trait once without providing material
such as those named in the protection against evil
and good spell. 6 components. You regain the ability to do so when
you finish a long rest. Wisdom is your spellcasting
Diligently track the movements of the moon to ability for this spell.
2
predict the next coming of the primordial incursion.
Aurelian Smite. When you hit a target with a weapon
Protect a traveling caravan from a vengeful balor attack, you can deal an extra 2d6 psychic damage
3 seeking revenge upon an old wizard adventurer for a 7 to the target. You can use this trait a number of
past encounter. times equal to your proficiency bonus and regain all
expended uses when you finish a long rest.
Expel a coven of night hags that plague the dreams
4
of village folk. Perlunas’s Chosen. You receive Pale Respite, a silver
and gold helmet forged from a fragment of Perlunas.
Eradicate the Erebos Woods of living nightmares
You become Perlunas’s envoy if you aren’t already;
5 that slip through dimensional rifts, potentially 8
if you are Perlunas’s envoy or herald, you become a
closing the portal for good.
herald or champion, respectively (see the Aurelics
Keep watch over a remote town throughout the section for more details).
6
longest winter of their history.

Compendium \ Divine Favors


12
Divine Boons
Followers of Qhyrra typically receive divine boons upon
completing minor missions or acts. Those who verbally
or physically wound others, or destroy important artwork
may receive a divine boon.
When a follower of Qhyrra receives a boon, the GM
Qhyrra may instead choose one that better reflects their devotion
to the God of Ruin and Suffering. Select a boon from the
Qhyrra the Painweaver is the God of Ruin and Suffering, Qhyrra Boons table or roll to randomly pick one. Each
consumed by a sadistic desire for destruction. Beliefs boon can only be taken once; if a character has already
born of twisted logic, Qhyrra deems pain and ruin a vital received one of these boons, roll again for another from
step in the evolution of mortal kind — a necessary force the list.
that drives people to continually advance. Why shape the
world for mortals when they can do it themselves? Why Qhyrra Boons
send aid when sheer desperation can do the trick? d8 Boon
To Qhyrra, pain is a reminder of the precious nature
of life, something most gods don’t understand. She is Misery Sense. As an action, you can open your
awareness to suffering creatures. For the next
no stranger to it herself either. To remind herself of
minute, you know if there is a creature within 30 feet
mortal pain, Qhyrra wove the unending Tapestry of Pain, 1 of you that either does not have all its hit points or
a morbid piece of art that depicts forms of agony and is inflicted with a disease. You can use this trait a
torture, using needles whittled from her own severed number of times equal to your proficiency bonus and
finger bones. Live creatures sewn into the tapestry regain all expended uses when you finish a long rest.
scream for eternity as punishment and enlightenment.
Bring to Ruin. When you are hit by a nonmagical
Qhyrra is despised by Perlunas and Yllyana, both metal weapon, you can use your reaction to corrode
natural protectors, and cautiously approached by the it. The weapon gains a -2 penalty to its attack and
remaining Aureliate gods. Brodduix’s goals often align 2 damage rolls. A weapon can only suffer this penalty
with Qhyrra’s need for ruin and destruction, even if their once. You can use this trait a number of times equal
philosophies diverge. Qhyrra also finds sympathy in the to your proficiency bonus and regain all expended
demigod Khalorr, the Archon of War, one of few beings uses when you finish a long rest.
who can understand her reasoning. Relish Agony. When a creature other than you
3 within 15 feet of you suffers a critical hit, you gain
Divine Quests temporary hit points equal to your level.

Characters that complete a divine quest prove themselves Exact Pain. Once per turn, when you roll a 1 on a
worthy of increasing their worship ranks. The Qhyrra 4 damage die for a weapon attack, you can roll it again
and must use the new result.
Quests table presents some potential missions given by
the God of Ruin and Suffering. Aureliate Blessing. You can cast inflict wounds with
this trait a number of times equal to 1 + half your
Qhyrra Quests proficiency bonus, dealing acid damage instead
5
of necrotic. You regain expended uses of this trait
d6 Goal
when you finish a long rest. Constitution is your
Decimate the incoming food supply of a major city spellcasting ability for this spell.
1
under siege.
Aurelian Magic. You can cast fear with this trait once
Convince a herd of storm giants and cloud giants to without providing material components. You regain
2 6
retake their land from the humans below. the ability to do so when you finish a long rest.
Constitution is your spellcasting ability for this spell.
Summon and redirect a tarrasque toward a major
3 Aurelian Smite. When you hit a target with a weapon
trading city.
attack, you can deal an extra 2d6 acid damage to
Sink a sailing vessel transporting negotiation funds 7 the target. You can use this trait a number of times
4
worth roughly half the kingdom’s wealth. equal to your proficiency bonus and regain all
Instigate a war between the demons and devils of expended uses when you finish a long rest.
5
the Lower Planes. Qhyrra’s Chosen. You receive Agony & Ruin, a set
Defeat and embarrass the champion of another of celestial darts crafted from bone fragments of
6 Qhyrra. You become Qhyrra’s envoy if you aren’t
Aureliate god. 8
already; if you are Qhyrra’s envoy or herald, you
become a herald or champion, respectively (see the
Aurelics section for more details).

Compendium / Divine Favors


13
Divine Boons
Followers of Vordin typically receive divine boons upon
completing minor missions or acts. Those who take
passengers safely through a roiling storm, promote
freedoms, or warn others of impending doom may receive
a divine boon.

Vordin When a follower of Vordin receives a boon, the GM may


instead choose one that better reflects their devotion to
Vordin the Shackled Seer is the God of Storms and the God of Storms and Destiny. Select a boon from the
Destiny, the embodiment of freedom itself in the chaos of Vordin Boons table or roll to randomly pick one. Each
seas and undoings of fate. Travelers pray to the shackled boon can only be taken once; if a character has already
god for safe passage across oceans and oracles pray to received one of these boons, roll again for another from
him for greater insight into the future in matters of war the list.
and economy.
In myths, Vordin was once an imposing figure among Vordin Boons
the Aureliate, impulsive, charismatic, and free. He was d8 Boon
widely lauded by the others for his oracular insights. This
quickly changed when he prophesied the demise of the Ocean Home. You gain a swim speed equal to your
1 walking speed and you can hold your breath for an
gods. He relentlessly sought to free them from this destiny
extra 10 minutes.
yet never found success. For years, he waged wars and
endless cataclysmic storms across the planes, only to Altered Paths. Immediately after you take damage
be rebuked by the Chronowright, Archon of Time who from a weapon attack, you can use your reaction to
refused to reveal her secrets. The remaining Aureliate teleport up to 15 feet to a space you can see. You
2
finally turned on him in a cruel ironic twist: Vordin was can use this trait a number of times equal to your
proficiency bonus and regain all expended uses
imprisoned in a distant plane where he could panic no
when you finish a long rest.
more, captured by more chains. His aurelic, however,
escaped imprisonment in search of a champion who Heart of Lightning. As a bonus action, you can
would one day free him. summon Vordin’s blessing for 1 minute or until you
are incapacitated. For the duration, a creature within
3
5 feet of you that hits you with a weapon attack takes
Divine Quests 1d4 lightning damage. Once you use this trait, you
Characters that complete a divine quest prove themselves can’t do so again until you finish a long rest.
worthy of increasing their worship ranks. The Vordin Freedom of Skies. As a bonus action, you can gain
Quests table presents some potential missions given by a fly speed equal to your walking speed for 1 minute.
4
the God of Storms and Destiny. Once you use this trait, you can’t do so again until
you finish a long rest.
Vordin Quests Aureliate Blessing. You know the shocking grasp
d6 Goal cantrip. Immediately before you cast this spell, you
5
can use a bonus action to extend its reach to 10 feet.
Confront a compassionate archdruid who magically
Wisdom is your spellcasting ability for this spell.
1 commands calm weather and dispels deadly storms
for passing ships. Aurelian Magic. You can cast divination with this
trait once without providing material components,
Learn the secret of a pirate captain who somehow
but the question you ask is limited to a duration of
2 manages to evade every single major storm sent to 6
8 hours instead of 7 days. Once you use this trait,
claim the scoundrel’s soul.
you can’t do so again until you finish a long rest.
Deliver a vital message across chaotic Everstorm Wisdom is your spellcasting ability for this spell.
3 that threatens to pulverize any ship that dares to
Aurelian Smite. When you hit a target with a weapon
pass.
attack, you can deal an extra 2d6 lightning damage
Forge a new destiny by preventing a seaside city 7 to the target. You can use this trait a number of
4 from completely collapsing to a prophesied kraken times equal to your proficiency bonus and regain all
attack. expended uses when you finish a long rest.

Rescue a trapped oracle who traveled to the Vordin’s Chosen. You receive Shattered Horizons,
5 Timeless Expanse on Vordin’s behalf, to confront the a stormy mithril spear crafted from a fragment of
Chronowright, the Archon of Time. Vordin. You become Vordin’s envoy if you aren’t
8
already; if you are Vordin’s envoy or herald, you
Obtain a special relic with immense planar become a herald or champion, respectively (see the
6 conjuration magic (such as a cubic gate) that can Aurelics section for more details).
potentially free the god from his shackles.

Compendium \ Divine Favors


14
Divine Boons
Followers of Yllyana typically receive divine boons
upon completing minor missions or acts. Those who
protect the less fortunate, sacrifice themselves, or repair
structures may receive a divine boon.
When a follower of Yllyana receives a boon, the GM
Yllyana may instead choose one that better reflects their devotion
to the God of Love and Preservation. Select a boon from
Yllyana the Frostborn Maiden is the God of Love and the Yllyana Boons table or roll to randomly pick one.
Preservation, one of few gods who accepts any mortal Each boon can only be taken once; if a character has
regardless of their alignment and worship. She loves already received one of these boons, roll again for another
every creature and object so deeply she strives to keep from the list.
everything the same in one frozen moment, a trait often
expressed in myths in the form of ice. Yllyana Boons
Followers of Yllyana are almost always good, composed d8 Boon
of well-natured people who provide for others. Clerics in
her name accept wanderers into their temples to care for Preservation Cause. You know the mending cantrip.
You can also cast this spell on intact objects up to 10
and shelter. Paladins and knights pray to her for safety
feet in any direction, which increases its object AC by
before battles. Artisans bless their work with long-lasting 1
2 for the next 10 minutes. As normal, objects cannot
integrity. Even matchmakers ask for Yllyana’s grace when benefit from a repeated casting of the spell. Wisdom
joining hands in marriage, encased in conjoining ince that is your spellcasting ability for this spell.
never melts.
Sheer Vitality. Your maximum hit points increase
Yllyana holds no enmity toward the Aureliate though 2
by 10.
others despise what she stands for. Qhyrra and Brodduix,
the scions of ruin and decay, directly oppose her need Stalwart Protector. When a creature within 15 feet of
for preservation. Palarok’s need for fire and creation you suffers a critical hit, you can use your reaction to
transform it into a normal hit. Any effects normally
is complicated by Yllyana’s ice and desire to save raw
3 caused by a critical hit are canceled. You can use
materials. Even Ondrea, the lawful god of justice, is this trait a number of times equal to your proficiency
irritated by Yllyana’s indiscriminate empathy toward even bonus and regain all expended uses when you finish
the worst of enemies. a long rest.
Sturdy Defense. While you are standing, you have a
Divine Quests 4
+1 bonus to your AC.
Characters that complete a divine quest prove themselves Aureliate Blessing. You can cast shield of faith
worthy of increasing their worship ranks. The Yllyana with this trait a number of times equal to 1 + half
Quests table presents some potential missions given by your proficiency bonus. You don’t need material
the God of Love and Preservation. 5 components for this spell, which manifests as a
spectral hexagonal shield. You regain expended uses
Yllyana Quests of this trait when you finish a long rest. Wisdom is
your spellcasting ability for this spell.
d6 Goal
Aurelian Magic. You can cast slow with this trait
Escort a powerful witch across the world to reunite
1 once and regain the ability to do so when you finish
her with her love. 6
a long rest. Wisdom is your spellcasting ability for
Defend a temple against aberrations, fiends, and this spell.
2
other extraplanar incursions.
Aurelian Smite. When you hit a target with a weapon
Broker amends between warring factions after an attack, you can deal an extra 2d6 cold damage to
3 incident caused by followers of another god (usually 7 the target. You can use this trait a number of times
Eurys or Qhyrra). equal to your proficiency bonus and regain all
expended uses when you finish a long rest.
Expel a vicious ancient white dragon from its
4 Yllyana’s Chosen. You receive Hexaegis, a shield of
mountain peak lair to protect travelers.
steel and inset diamond crafted from a fragment
Find a magical artifact that can protect a city from of Yllyana. You become Yllyana’s envoy if you aren’t
5 8
the encroaching vegetation of a hungry jungle. already; if you are Yllyana’s envoy or herald, you
Repair a broken legendary magical item with the become a herald or champion, respectively (see the
6 Aurelics section for more details).
help of an academy city’s sharpest minds.

Compendium / Divine Favors


15
Ruin

Divine Items
This section details items a character may find during a Agony
celestial adventure.

Aurelic Artifacts
The following artifacts are directly related to gods of the
Aureliate, each a physical fragment of the god. Each
artifact unlocks new features based on a character’s
dedication to a god, measured in worship ranks: Envoy,
Herald, Champion, and the plot-related Ascendant.
These ranks are granted at GM’s discretion. The
Aureliate sections provides more details and
suggestions for increasing these ranks.

Agony & Ruin


Weapon Set (dart), artifact (requires attunement) Herald. The darts grant the following additional
These two darts are bone fragments of Qhyrra the benefits while you are Qhyrra’s herald:
Painweaver, granted to a worthy champion of the God
of Pain and Misery. They represent the instruments ●● The darts’ bonus to attack and damage rolls increases
used to weave the Tapestry of Pain that binds all living to +2.
things. When Qhyrra grants these darts to a mortal ●● The saving throw DC to resist Agony and Ruin
champion, it is more of a test for the champion rather increases to 15.
than a tool for any ultimate goal. ●● You have resistance to acid damage while one of these
darts is in your flesh.
To attune to these darts, you must spend the duration
of the attunement period in intense pain with them Champion. The darts grant the following additional
piercing your flesh. You must make a DC 15 Constitution benefits while you are Qhyrra’s champion:
saving throw try attuning to these darts. On a success,
you attune to the darts and your maximum hit points ●● The darts’ bonus to attack and damage rolls increases
decrease by 15 until the attunement ends; any physical to +3.
damage you take while attuned permanently scars your ●● The saving throw DC for lodging Agony and Ruin into
body as a badge of honor. On a failure, do not attune to a target increases to 17. Additionally, a creature must
the darts and you become paralyzed for 1d4 hours. now succeed on a DC 17 Strength check to pull out a
Envoy. The darts grant the following benefits while you lodged dart.
are Qhyrra’s envoy: ●● While at least one of these darts is in your flesh, you
can cast disintegrate from it (save DC 17), dealing acid
●● The darts grant a +1 bonus to attack and damage rolls
instead of force damage. Affected targets are reduced
made with them, and deal an extra 1d6 acid damage to
to sludge instead of gray dust. This property can’t be
targets they hit. You can pull a dart from your flesh as
used again until the next dusk.
part of an attack made with it.
●● You can use a bonus action to teleport one or both darts Destroying the Darts. To destroy Agony and Ruin, they
back to your flesh from any location as long as they are must be washed for seven days with the cleansing flames
on the same plane of existence you are on. of a phoenix’s tears. The darts slowly shrivel away over
●● The two darts are named Agony and Ruin, each these 7 days to reveal its marrow core: thin rods of blood
dripping with a different ichor. Immediately after you hit rubies. Two disintegrate spells must be simultaneously
a target with one of these darts, you can force the target cast on these rubies within 24 hours to reduce them to
to make a DC 13 Constitution saving throw (no action golden dust — otherwise the darts vanish and reappear
required). On a failure, the dart lodges in the target for on the Tapestry of Pain fully regrown.
1 minute or until a creature uses an action to pull it out. Ascendant Aurelic. While wielded by Qhyrra or an
While the dart remains lodged, the target suffers from ascended mortal imbued with the god’s cosmic power, the
a debilitating effect: if you hit the target with Agony, darts reveal a fragment of their full potential. The darts’
its speed is halved and it has disadvantage on attack short and long range are multiplied by 10, and a creature
rolls; if you hit the target with Ruin, your attacks and hit by one of these darts must also succeed on a DC 20
spells deal an extra 1d6 acid damage to the target. This Constitution saving throw or become paralyzed. The
property of the darts can’t be used again until the next creature can repeat the save whenever it takes damage,
dusk, unless you lose 3d6 hit points to use it again. ending the paralysis on a success.

Compendium \ Divine Favors


16
Aubade Core
Weapon (flail),
artifact (requires attunement)
This flail is a fragment of Halean the
Dawnbearer, bestowed upon a worthy
champion chosen by the God of Sun and
Life. The spiked head illuminates a simple
path for Halean and his followers: repel the
dark, attend the wounded, and cultivate the
weak. The weapon judges not its wielder’s
true intentions as long as these tenets are
followed.
To attune to this flail, you must spend the
duration of the attunement period basking in
direct sunlight without interruption. If you are
not a follower of Halean or his principles, you
must make a DC 15 Constitution saving throw
to attune to the flail. On a failed save, you take 4d8 Aubade Core
radiant damage.

Envoy. The flail grants the following benefits while you


are Halean’s envoy:
●● The flail grants a +1 bonus to attack and damage rolls
made with it, and deals an extra 1d6 radiant damage
to targets it hits. Creatures in an area of bright sunlight
instead take an extra 2d6 radiant damage.
●● The flail sheds bright light out to 20 feet and dim light ●● You can use a bonus action to change the flail’s light
for an additional 20 feet. You can use a bonus action to into sunlight for 1 minute. When you use this bonus
suppress this property for 1 minute. action, each creature of your choice in the sunlight
regains 4d6 + 4 hit points and stands up if prone. If the
Herald. The flail grants the following additional
creature is poisoned or paralyzed, those conditions end
benefits while you are Halean’s herald:
for it. You can’t use this property again until the next
●● The flail’s bonus to attack and damage rolls increase noon.
to +2. ●● While holding the flail, you can cast plant growth from
●● While holding the flail, you have resistance to radiant it, choosing only the enrichment option. You can’t use
damage. this property again until the next noon.
●● When you hit a target with this flail, you can cause it
Destroying the Flail. To destroy Aubade Core, each
to explode into radiant shards. Each creature of your
piece of it must be sanded down by oathean sand, a
choice within 10 feet of the target must make a DC 15
material warped by the intense arcana of the lost city
Dexterity saving throw, taking 4d6 radiant damage on
of Oathea. After a month of continual grinding, the flail
a failed save or half as much on a successful one. You
finally succumbs and disintegrates into golden dust.
can’t use this property again until the next noon.
Ascendant Aurelic. While wielded by Halean or an
Champion. The flail grants the following additional ascended mortal imbued with the god’s cosmic power, the
benefits while you are Halean’s champion: flail reveals a fragment of its full potential. Its wielder can
use a bonus action to cast the sunburst spell from the flail
●● The flail’s bonus to attack and damage rolls increase at will (save DC 20). The wielder also sheds bright light
to +3. out to 60 feet and dim light for an additional 60 feet. A
●● The saving throw DC for the flail’s radiant shards creature that starts its turn within the bright light must
increases to 17 and creatures that fail the save are also succeed on a DC 20 Constitution saving throw or be
blinded until the end of their next turn. blinded until the end of its turn.

Compendium / Divine Favors


17
Crown Judgment

Crown Judgment
Weapon (warhammer), artifact (requires attunement)
This warhammer is a fragment of Ondrea the Unyielding
Judge, bestowed upon a worthy champion of the God of
Valor and Justice. Champions who wield this hammer are
charged with dutifully dispensing justice upon the world,
though the type of justice is not specified. They push
heroically into the unknown, facing their fears head-on.
To attune to this warhammer, you must spend the
duration of the attunement period facing one of your fears
with weapon in hand. If you are not a follower of Ondrea
or her principles, you must succeed on a DC 15 Wisdom
saving throw to attune to the warhammer. If you fail, you
take 4d8 thunder damage and is thrown up to 50 feet
away from the weapon.
Semi-Sentience. This warhammer is imbued with
a portion of Ondrea’s logic. Crown Judgment is a semi-
sentient lawful neutral weapon with a Wisdom of 15 and
a Charisma of 11. It cannot see or communicate, but
can sense the intentions and actions of its wielder. If
the wielder refuses to pass judgment or retribution, the
warhammer subtly casts suggestion (save DC 18) on the
wielder to convince it otherwise.
Envoy. The warhammer grants the following benefits
while you are Ondrea’s envoy:

●● The warhammer grants you a +1 bonus to attack and


damage rolls made with it, and deals an extra 1d6
thunder damage to targets it hits.
●● While you hold the warhammer, you are immune to the
●● You can use a bonus action to lift the warhammer
frightened condition and have advantage on Wisdom
skyward and imbue your allies with bravery. Choose
(Insight) checks.
any number of creatures within 30 feet of you. For
Herald. The warhammer grants the following the next minute, a chosen creature gains 5 temporary
additional benefits while you are Ondrea’s herald: hit points at the start of each of its turns and has
advantage on saving throws made to resist being
●● The warhammer’s bonus to attack and damage rolls frightened. This property can’t be used again until the
increases to +2. next dawn.
●● While you hold this warhammer, you have resistance to
thunder damage. Destroying the Warhammer. To destroy Crown
Judgment, a senior governor of the Clockwork Citadel
●● While you hold this warhammer, you can cast the aid
must attune to the weapon and continuously debate its
spell at 3rd-level. This property can’t be used again until
merits as a tool of judgment for 3 months. Unable to
the next dawn.
reach a satisfactory conclusion, the warhammer then
Champion. The warhammer grants the following disintegrates into golden dust.
additional benefits while you are Ondrea’s champion: Ascendant Aurelic. While wielded by Ondrea or an
ascended mortal imbued with the god’s cosmic power, the
●● The warhammer’s bonus to attack and damage rolls warhammer reveals a fragment of its full potential. Its
increases to +3. wielder can use a bonus action to cast power word stun
●● When you score a critical hit against a target, you can from the warhammer at will (save DC 20), and whenever
choose to knock it prone. the wielder hits a creature, they can choose to push it up
●● While you hold this warhammer, you can cast the to 60 feet away and subject them to the effects of a zone
thaumaturgy cantrip. of truth spell (save DC 20).

Compendium \ Divine Favors


18
Eulogy
Weapon (dagger), artifact (requires attunement)
This stylus-like dagger is a fragment of Arathin the Sleeper Eulogy
in Veils, wielded by a worthy champion of the God of
Knowledge and Death. Unlike its brethren, it is not granted
by the sleeping god but passed between champions,
newly chosen when they perish. The weapon’s thirst is
indiscriminate, driven to collect any available knowledge
for the day its god reawakens from his eternal slumber. In
the hands of unguided champions, it has taken countless
lives in its quest — for better or for worse.
To attune to this dagger, you must use it to write a down
your deepest secret over the course of the attunement
period, dipped with at least 10 drops of your blood for ink.
If you are not a worshiper of Arathin, you must succeed
on a DC 15 Intelligence (History) check to attune to the
dagger. If you fail, you take 3d6 force damage and your
secret is telepathically broadcast to every creature in a
1-mile radius.
Semi-Sentience. This dagger binds a portion of
Arathin’s mind within it. Eulogy is a semi-sentient lawful
neutral weapon with a Wisdom of 13 and a Charisma of Champion. While you are a champion of Arathin, the
15. It cannot see or communicate, but can empathically dagger grants the following additional benefits:
sense the intentions, actions, and writings of its wielder.
If the wielder willingly passes or ignores a major secret, ●● The dagger’s bonus to attack and damage rolls
the dagger subtly casts suggestion (save DC 18) on the increases to +3.
wielder to convince it to unearth that knowledge. It may ●● You can cast a special version of speak with dead from
also nudge toward alternative goals outlined by Arathin the dagger at will, targeting only corpses that have died
prior to his slumber. within the past minute. These corpses answers only
Envoy. While you are an envoy of Arathin, the dagger one question instead of the normal five. When you ask
grants the following benefits: this question, you can compel the corpse to answer,
forcing it to make a DC 17 Wisdom saving throw using
●● The dagger grants a +1 bonus to attack and damage its ability modifiers from when it was alive. On a failed
rolls made with it, and deals an extra 1d6 force damage save, the corpse must offer a truthful answer (though
to targets it hits. the answer can still be brief or cryptic).
●● You can use a bonus action to teleport the dagger back ●● The saving throw DC for the dagger’s spells increases
to your hand from anywhere provided it is on the same to 17. Immediately before you cast a spell from the
plane of existence that you are on. dagger, you can use a bonus action to dip the dagger
●● You can no longer fall asleep, though you still require into a creature’s blood as ink for the sigils, expending at
rest to reduce exhaustion or benefit from a short or least 10 drops of its blood. If the cast spell forces that
long rest. creature to make a save, it has disadvantage on it.

Herald. While you are a herald of Arathin, the dagger Destroying the Dagger. To destroy Eulogy, it must be
grants the following additional benefits: slashed, clawed, or defaced once each by 101 undead
in the soul-laden city of Iridell, each more powerful than
●● The weapon’s bonus to attack and damage rolls the last. After this, the dagger must be used to write a
increases to +2. fundamental lie about Arathin on a piece of parchment,
●● While holding the dagger, you have resistance to force after which it crumbles into golden dust from the effort.
damage. Ascendant Aurelic. While wielded by Arathin or an
●● While holding the dagger, you can cast the following ascended mortal imbued with the god’s cosmic power, the
spells from it by drawing divine sigils in the air (save dagger reveals a fragment of its full potential. Its wielder
DC 15): detect thoughts, enhance ability (choosing gains truesight out to 300 feet and cannot be harmed by
Intelligence only), or vampiric touch. Once you use the undead. Additionally, the wielder can use a bonus action
dagger to cast a spell, that spell can’t be cast from it to cast finger of death or etherealness from the dagger at
until the next dusk. will (save DC 20).

Compendium / Divine Favors


19
Hexaegis
Shield, artifact (requires attunement)
This shield is a fragment of Yllyana the Frostborn Maiden,
granted to a worthy champion of the God of Love and
Preservation. It is always cold to the touch, though the
chosen few remain warm through their devotion. The
God presents this shield to those who would protect
others from harm, especially from the machinations
of other gods.
To attune to this shield, you must spend the
duration of the attunement period standing at
least knee-deep in a natural body of ice water
with the shield at your side. The shield gains a
thin layer of frost at the end of this period.
Envoy. The shield grants the following
benefits while you are Yllyana’s envoy:

●● While holding this shield, you have a


+1 bonus to AC, which is in addition
to the shield’s normal AC bonus.
Hexaegis
●● When you finish a long rest, the shield
grants you 25 temporary hit points that
you can divide however you choose among
you and any allies that spent their long rest
with you.

Herald. The shield grants the following additional ●● At the end of each of your turns, if you have moved 5
benefits while you are Yllyana’s herald: feet or less since the start of the turn while you wield
this shield, you can grant half cover to one ally of your
●● The shield’s bonus to AC increases to +2. choice within 5 feet of you. You share this cover until
●● The shield grants 35 temporary hit points instead of the start of your next turn, until you move, or until the
25 when you finish a long rest. A creature with these ally moves more than 5 feet away from you.
temporary hit points now gains an icy appearance, has
advantage on Constitution saving throws, and cannot Destroying the Shield. To destroy Hexaegis, it must be
be magically aged. brought to the burning magma vents of the Edgemantle
miles beneath the planet’s surface. The shield must lay in
●● While you wield this shield, you have resistance to cold
the magma for one month, after which it finally succumbs
damage and are immune to the negative effects of cold
to the heat and melts into golden dust.
weather.
Ascendant Aurelic. While wielded by Yllyana or an
Champion. The shield grants the following additional ascended mortal imbued with the god’s cosmic power, the
benefits while you are Yllyana’s champion: shield reveals a fragment of its full potential. The wielder
gains 50 temporary hit points at the start of each of its
●● The shield’s bonus to AC increases to +3. turns. Additionally, its wielder is always surrounded by
●● The shield grants 50 temporary hit points instead of 35 an aura of ice that slows every creature within a 60-foot
when you finish a long rest. radius, subjecting them to the effects of a slow spell. The
●● While this shield is on your person, any structure you wielder and any creatures they designate are exempt from
are in is immune to damage. this property.

Compendium \ Divine Favors


20
Pale Respite

Pale Respite
Wondrous item, artifact (requires attunement)
This helmet is a fragment of Perlunas the
Nightwarden, granted to a worthy champion of the
God of Moon and Tranquility. Often, a champion is
chosen among those who need peace and quiet, a
humble guardian dedicated to tranquility beneath the
moon. As such, Perlunas discriminates against no
mortal, even worshipers of an opposing god.
This helmet can be used as a spellcasting focus. To
attune to this helmet, you must spend the duration
of the attunement period wearing the helmet in direct
moonlight.
Envoy. The helmet grants the following benefits while Champion. The helmet grants the following additional
you are Perlunas’s envoy: benefits while you are Perlunas’s champion:

●● The helmet sheds dim light in a 20-foot radius. You can ●● The helmet has 9 charges instead of 7.
use a bonus action to suppress this light for 1 minute. ●● The saving throw DC and spell attack bonus for
●● The helmet has 5 charges and regains expended spells cast from this helmet increases to 17 and +9,
charges daily at dusk. While you wear this helmet, respectively. You can also expend 3 charges to cast
you can expend the required charges to cast one of moonbeam at 4th-level from the helmet. A creature in
the following spells from it (save DC 13, +5 to hit for this spell’s area also cannot benefit from invisibility.
spell attacks): calm emotions (2 charges), guiding bolt ●● You always have the benefits of a protection from evil
(1 charge), protection from evil and good (1 charge), and good spell. If a creature that this spell protects
sanctuary (1 charge). against misses you with an attack roll, you can use your
●● While wearing the helmet, you have advantage on reaction to expend 3 charges and cast banishment on it
saving throws to avoid or end the frightened condition (save DC 17).
on yourself.
Destroying the Helmet. To destroy Pale Respite, it
Herald. The helmet grants the following additional must be brought to Herzinan’s Palace in the Cinderdeep
benefits while you are Perlunas’s herald: and submerged in the soul-laden blood from the Fountain
of Corpses for 1 month. The blood bends the helmet to its
●● The helmet has 7 charges instead of 5. will, after which it can be crushed into golden dust with a
●● The saving throw DC and spell attack bonus for maul crafted from darkstone.
spells cast from this helmet increases to 15 and +7, Ascendant Aurelic. While worn by Perlunas or an
respectively. You can cast the following new spells from ascended mortal imbued with the god’s cosmic power, the
it, expending the required charges: detect thoughts (2 helmet reveals a fragment of its full potential. Its wearer
charges), mass healing word (3 charges), remove curse always has the benefits of a mind blank spell and can
(3 charges). use a bonus action to cast holy aura from the helmet at
●● While wearing the helmet, you have resistance to will without requiring material components (save DC 20).
psychic damage. This spell does not require concentration to maintain.

Compendium / Divine Favors


21
Shattered Horizons
Weapon (spear), artifact (requires attunement)
This spear is a fragment of Vordin the Shackled Seer,
granted to a worthy champion of the God of Storms and
Destiny. The spear crackles with blue-white lightning,
capable of piercing the confines of fate to forge new
destinies. Vordin bestows such a spear in times of great
need: to those who yearn for freedom or to those who Shattered Horizons
display an unbreakable will — and perhaps one day free
the god from his prison.
To attune to this spear, you must spend the duration of
the attunement period at the highest location within a Champion. The spear grants the following additional
10-mile radius pointing the spear to the sky, after which benefits while you are Vordin’s champion:
storm clouds appear and roil above you. At the end of the
duration, lightning strikes the spear, forcing you to make ●● The spear’s bonus to attack and damage rolls increases
a DC 15 Constitution saving throw. On a success, you to +3.
attune to the spear. On a failure, you do not attune and ●● As an action, you can throw this spear and transform
take 6d6 lightning damage. it into a long bolt of lightning that hits a point you can
Envoy. The spear grants the following benefits while see within 300 feet of you. Each creature within 5 feet
you are Vordin’s envoy: of that line must make a DC 17 Dexterity saving throw.
On a failed save, a creature takes 4d6 lightning damage
●● The spear grants a +1 bonus to attack and damage rolls and if it is Medium or smaller, is pushed 10 feet away
made with it, and deals an extra 1d6 lightning damage from the line. On a success, a creature takes half as
to targets it hits. Immediately after you throw or make much damage and is not pushed. Medium or smaller
a ranged attack with this spear, you can cause it to objects also take this damage and is pushed 10 feet
teleport back to your hand. from the line. This property can’t be used again until
●● When you fail an attack roll with this spear or an ability the next dawn.
check while holding it, you can re-roll the die and must
Destroying the Spear. To destroy Shattered Horizons,
use the new result. This property can’t be used again
it must be brought to the Timeless Infinity, a demiplane
until the next dawn.
outside of time where futures and pasts can be viewed.
Herald. The spear grants the following additional When submerged into the Finite Continuum, the spear
benefits while you are Vordin’s herald: splits into three spectral forms, each of which must be
fed to a possibility leech, a temporal malefice, and a
●● The spear’s bonus to attack and damage rolls increases chronal paradict. With all its destiny absorbed, the spear
to +2. crumbles into golden dust.
●● Immediately before teleporting the spear back to your Ascendant Aurelic. While wielded by Vordin or an
hand, you can use a bonus action to teleport to an ascended mortal imbued with the god’s cosmic power, the
unoccupied space closest to the target of your throw or spear reveals a fragment of its full potential. The spear’s
attack. This property can’t be used again until the next short and long ranges are multiplied by 100, and a storm
dawn. perpetually brews overhead. Its wielder can use a bonus
●● While you hold this spear, you have resistance to action to cast control weather or foresight from the spear
lightning damage. at will.

Compendium \ Divine Favors


22
Traitor’s Tongue
Weapon (rapier), artifact (requires attunement)
This rapier is a literal fragment of Eurys the Silent Faces,
stolen by a worthy champion of the God of Shadow and
Trickery. Champions who wield this weapon do so on the
tides of chaos with no guidance from the deity, gloriously
sowing chaos across the Material Plane.
If you did not trick, steal, or otherwise deceptively obtain
this rapier, you must succeed on a DC 15 Charisma
saving throw to attune to it. If you fail, you become
poisoned for 1d4 hours. While poisoned this way, you are
compelled to give away all your belongings, including this
blade.
Semi-Sentience. This rapier is forged from a portion of
Eurys’s tongue. Traitor’s Tongue is a semi-sentient chaotic
evil weapon with a Wisdom of 13, and a Charisma of
15. It cannot see or communicate, but can empathically
sense the intentions and actions of its wielder. Once
per day, if its wielder pulls a deadly or incredible trick,
the rapier replenishes 2 expended charges (at GM’s
discretion). Traitor’s Tongue
Envoy. The rapier grants the following benefits while
you are Eurys’s envoy:

●● This rapier grants a +1 bonus to attack and damage


rolls made with it.
●● The rapier has 5 charges and regains expended Champion. The rapier grants the following additional
charges at midnight. When you hit a surprised benefits while you are Eurys’s champion:
target with this rapier, you can expend charges
to deal poison damage to it. You can expend up ●● The rapier’s bonus to attack and damage rolls increases
to a number of charges equal to your proficiency to +3.
bonus, dealing 2d8 poison damage for each ●● The rapier has 9 charges instead of 7.
charge expended. ●● While holding this rapier, you can see normally in
●● A creature other than you that tries to wield this darkness within the range of your darkvision, both
rapier must succeed on a DC 15 Charisma saving mundane or magical.
throw or take 2d8 poison damage. If a creature that ●● While holding this rapier, you can use a bonus action to
takes this damage is unaware of this property, the teleport from an area of dim light or darkness up to 60
rapier regains 1 expended charge. feet to another similar area. You can’t use this property
●● You gain darkvision out to 60 feet. If you already have again until the next midnight.
darkvision, its range increases by 60 feet instead.
Destroying the Rapier. To destroy Traitor’s Tongue, it
Herald. The rapier grants the following additional must be brought to the archdemon Omendacios, the Lord
benefits while you are Eurys’s herald: of Lies, and used to replace his tongue. If the archdemon
speaks an honest truth with this tongue, the rapier
●● The rapier’s bonus to attack and damage rolls increases disintegrates into golden dust.
to +2.
Ascendant Aurelic. While wielded by Eurys or an
●● The rapier has 7 charges instead of 5. ascended mortal imbued with the god’s cosmic power,
●● While holding the rapier, you have resistance to poison the rapier reveals a fragment of its full potential. While
damage and advantage on saving throws made to avoid holding the rapier, its wielder can become invisible or
or end the poisoned condition. visible at will any time it chooses (even on other creatures’
●● While holding the rapier, you have advantage on turns, no action required), and every hit it makes against
Dexterity (Stealth) and Charisma (Deception) checks, a surprised creature is automatically a critical hit. A target
which you can roll in place of Dexterity for initiative that suffers this damage is poisoned until healed by a
checks. greater restoration spell cast at 9th-level or higher.

Compendium / Divine Favors


23
Witherstep
Wondrous item, artifact (requires attunement) Witherstep
These boots are a fragment of Brodduix the Dustcaller,
worn by a worthy champion of the God of Earth and
Decay. The boots hold no ill will or intent towards
the living; it exists only as a necessary part of the
cycle’s eternal push and pull. Champions bestowed
with these boots seek to return all things to their
original natural state — scattered among stones
as part of the earth.
To attune to these boots, you must wear them
and spend the duration of the attunement
period partially buried in natural earth or
darkness. If you are not a follower of Brodduix,
you must succeed on a DC 15 Wisdom (Nature)
check to attune to the boots. On a failure, you take
4d8 necrotic damage.
Envoy. While you are an envoy of Brodduix, the
boots grant the following benefits:

●● You become proficient with the Nature skill.


●● While you wear these boots, you can use an action to
gain tremorsense out to 30 feet until the end of your
●● Whenever you walk with these boots on, you can
turn. You leave behind a noticeable trail of decay with
choose to spend 10 additional feet of movement for
each step.
every 5 feet moved to infuse your steps with divine
●● While you wear these boots, you can cast bane or ray sigils. The sigils form a trail of decay that fade after 1
of sickness from them (save DC 13). Once you use the minute. When you form a closed circle with this trail
boots to cast a spell, that spell can’t be cast from it until before it fades, you can immediately use a bonus action
the next dusk. to activate the sigils and fill the area with decay. This
decay lasts for 1 minute or until you take this bonus
Herald. While you are a herald of Brodduix, the boots
action again. For the duration, a creature that starts
grant the following additional benefits:
its turn in the area must make a DC 17 Constitution
●● The saving throw DC for the boot’s DC spells increases saving throw, taking 4d8 necrotic damage on a failed
to 15. While you wear these boots, you can also cast save or half as much on a success. Additionally,
blight from it. As normal, once you use the boots to nonmagical plants in the area instantly die; nonmagical
cast a spell, that spell can’t be cast from it until the next materials decay or rust as if a week has passed for it.
dusk.
Destroying the Boots. To destroy Witherstep, they
●● You have resistance to necrotic damage. Whenever
must be brought to an archelesh, a colossal plant titan,
you take necrotic damage, you can use your reaction
and absorbed into its body. The boots periodically casts
to disperse it to all creatures and nonmagical plants
blight on the archelesh to escape this predicament. If the
within 5 feet of you, forcing them to them to take
archelesh captures the boots for a continuous 24 hours,
necrotic damage equal to the damage you took unless
the boots finally crumble into golden dust.
they succeed on a DC 15 Constitution saving throw.
Ascendant Aurelic. While worn by Brodduix or an
Champion. While you are a champion of Brodduix, the ascended mortal imbued with the god’s cosmic power, the
boots grant the following additional benefits: boots reveal a fragment their full potential. Every object
and living creature within 60 feet of the wearer takes 4d8
●● The saving throw DC for the boot’s DC spells and necrotic damage at the start of the wearer’s turns, and the
necrotic dispersal increases to 17. wearer can use a bonus action to cast the move earth or
●● The range of your tremorsense increases to 60 feet. earthquake spells at will (save DC 20).

Compendium \ Divine Favors


24
Worldshapers
Wondrous item, artifact (requires attunement)
This pair of gloves are fragments of Palarok the
Allsmith, bestowed upon a worthy champion
of the God of Fire and Creation. They are a
piece of the hands that molded the world in its
current image and still retain a sliver of that
transmutative power. Champions who wear
these gloves are empowered to do as they
please, to create incredible artistic works or
destroy them.
To attune to these gloves, you must spend
the duration of the attunement period
wearing them and using them to sculpt a
religious figurine from clay. If you are not a
follower of Palarok, you must succeed on a DC Worldshapers
15 Dexterity check to attune to the gloves. If you
fail, you also take 3d8 fire damage.
Envoy. The gloves grant the following benefits
while you are Paralok’s envoy:

●● You can make unarmed strikes with these gloves. They


grant a +1 bonus to attack and damage rolls made with
them and deal an extra 1d6 fire damage to targets they ●● You can Reshape twice as much nonmagical material.
hit. Alternatively, you can expend a use of this property to
●● The gloves themselves are immune to fire damage, suppress one property of a magical item you touch with
allowing your gloved hands to safely touch things that these gloves for 10 minutes.
would otherwise burn upon contact. ●● When you take the Attack action on your turn, you can
●● The gloves are blessed with the power to physically replace one of your attacks with a destructive strike to
Reshape nonmagical material. Over the course of a a creature’s nonmagical armor, nonmagical shield, or
minute, you can use the gloves to manipulate up to 3 natural armor. If you target an armor piece or shield,
cubic feet of organic material like wood or leather, 5 the object immediately loses any bonuses to its AC until
cubic feet of stone, or 1 cubic feet of metal into any it is repaired. If you target a creature’s natural armor,
shape as if they were soft clay. This property of the you can reduce its AC to 10 + its Dexterity modifier for
gloves can’t be used again until the next dawn. 10 minutes unless it succeeds on a DC 17 Dexterity
saving throw. This property of the gloves can’t be used
Herald. The gloves grant the following additional again until the next dawn.
benefits while you are Palarok’s herald:
Destroying the Gloves. To destroy Worldshapers, they
●● The gloves’ bonus to attack and damage rolls increases must be flash chilled through the combined efforts of
to +2. the ancient Winter Drake, the archfey Frostmother, and
●● While you wear these gloves, you can use an action to the primordial Maelstrad. The gloves cool down to a
cast burning hands, fabricate, or mending from them hardened material and must be crushed by the most recent
(save DC 15). Once you use the gloves to cast a spell, champion of the Winter’s Crown with summoned ice.
the spell can’t be cast again from it until the next dawn. Ascendant Aurelic. While worn by Palarok or an
●● You have resistance to fire damage while you wear ascended mortal imbued with the god’s cosmic power,
these gloves. the gloves reveal a fragment of their full potential. Their
wearer can permanently shape any nonmagical nonliving
Champion. The gloves grant the following additional material with their hands as if it were clay. Additionally,
benefits while you are Palarok’s champion: the wearer can use a bonus action to cast at will a
●● The gloves’ bonus to attack and damage rolls increases version of arcane hand at 9th-level that creates a 50-foot
to +3. long Gargantuan hand. This mirrors the movements of
●● The saving throw DC for the gloves’ spells increase the wearer’s hands and can also shape any nonmagical
to 17. nonliving material.

Compendium / Divine Favors


25
Magic Items
Each item is presented in alphabetical order. An item’s
description gives the item’s name and category; if the item
is magical, its rarity and its properties are also listed.

Ambrosia of Champions
Wondrous item (potion), rare
This heavenly tonic is usually granted directly by a deity
to a follower, though some devoted sages can brew them
through a specific set of circumstances. The red-orange
liquid fizzles like fermented ale, bubbles swirling within.
When you drink this potion, you gain the following
benefits for 1 hour:

●● Once on each of your turns, when you deal damage to


a target with an attack roll, the target takes an extra Ambrosia of Champions
1d6 radiant damage. The GM may replace this damage
type with another appropriate to the deity this potion is
dedicated to.
●● If you would be reduced to 0 hit points or die, you
can choose to drop to 1 hit point instead (no action
required). If you do, the effects of this potion then
Aureliate Nectar
immediately end.

Aureliate Nectar
Wondrous item (potion), very rare
This ambrosia is usually granted directly by gods of the
Aureliate Pantheon, appearing when a hero needs it Belt of Celestial Prestige
most. Sometimes, a hero seeks this hidden nectar, an Wondrous item, very rare (requires attunement)
ordeal that proves their worth. The god’s favored material
floats gently within the thick golden liquid. This belt empowers those who wear it with blessed
celestial attributes. Such a belt is often granted by a
When you drink this potion, you gain the following deity to a newly chosen champion, though ambitious
benefits: archmages could theoretically craft one on their own.
Each one is cut from the hide of a divine ox and stitched
●● If you have fewer than half your hit points remaining,
together with the hairs of a celestial entity. Gemstones
you set your current hit points to half your maximum.
embedded along its length glow to indicate its remaining
●● You end any effects causing you to be charmed, charges, ringed by gold smelted from riches taken from a
frightened, or poisoned. deity’s coffers.
●● If you are an envoy or herald of an Aureliate god, you
To attune to this belt, you must wear it for the duration. At
become a herald or champion, respectively.
the end of the duration period, you attune to the belt and
must make a DC 17 Charisma saving throw. On a failed
Band of Devotion save, you attract the attention of a celestial creature that
Wondrous item, uncommon instantly learns where you are (at GM’s discretion).
The power inside this ring is fueled by devotion to a Celestial Transformation. While you are attuned to
deity and does not function otherwise. While you wear this belt and wearing it, you have a flying speed of 40 feet
this ring, when a creature whose alignment does not and your choice of Strength, Wisdom, or Charisma score
match your deity’s alignment attempts to attack you, you increases by 2. You make this choice each time you attune
can use your reaction to cast sanctuary from this ring to this belt.
without providing material components. The spell takes Spellcasting. This belt has 6 charges and regains
effect before your attacker makes the attack, imposing 1d4 + 2 expended charges daily at dawn. While wearing
disadvantage on the attack roll. this belt, you can expend the required number of charges
Once you use this feature, this spell can’t be cast from to cast the following spells (save DC 17, +9 to hit with
the ring again until the next dawn. spell attacks): beacon of hope (3 charges), branding smite
(2 charges), commune (3 charges), guiding bolt (1 charge).

Compendium \ Divine Favors


26
Bloody Strife

Bloody Strife
Weapon (greatsword),
legendary (requires attunement)
This massive sword belongs to Khalorr, the
Archon of Conflict. The blade is forged from
the metallic heart of an ancient epikor dragon
slain through a century of persistent conflict,
adorn with a ruby grown in the searing heat of the
Edgemantle.
You must have a Strength score of 19 or higher to
pick up or wield this massive weapon. It grants a +2
bonus to attack and damage rolls made with it and
deals an extra 1d6 damage to targets you hit with it.
Grand Blade. This weapon has a reach of 10 feet.
Whenever you attack a creature 10 feet away from you
using this weapon, you can make one additional attack
against another creature in a space directly between you
and that target. You make this attack with disadvantage.
Battle Rush. While attuned to this weapon, you are
always prepared to fight. When you roll for initiative,
you can add a d6 to the initiative check and your speed
increases by 10 feet until the end of your first turn.
Warmaker. When you roll for initiative, you can let
out a warcry to gather your allies (no action required).
You and each ally of your choice within 30 feet of you
gains the benefits of your Battle Rush property and 20
temporary hit points. Once you use this property, it can’t
be used again until the next dawn. Braceers of Zealotry
Sentience. Bloody Strife is a sentient, lawful neutral
greatsword with an Intelligence of 12, a Wisdom of 10,
and a Charisma of 18. It has hearing and darkvision out
to a range of 120 feet. It can speak, read, and understand
Common, and its voice sounds thick and choked with Bracers of Zealotry
blood. Bloody Strife seeks the thrill of battle for causes Wondrous item, uncommon (requires attunement by a
both good and evil and urges you to resolve all conflicts Cleric or Paladin)
with violence no matter how trivial.
Bloody Strife’s seemingly chaotic personality is These bracers are worn by the most devoted of deities,
bounded by lawful values. As an instrument of war, it typically by worshipers or divine proxies who need
wishes only to participate in conflicts that have real stakes to channel their religious fanaticism. When shaped
as opposed to violence for violence’s sake — though it properly, the bracers allow Gods to briefly inhabit them to
doesn’t much care how significant or meaningless the communicate with their champions or empower them to
stakes may be. If you attempt to resolve any dispute overcome an insurmountable obstacle.
without combat (lethal or nonlethal), it withholds the While you wear this bracer, you are always aware of the
Battle Rush and Warmaker properties in the hopes that presence of celestials within 30 feet of you. Additionally,
the next person you lose to will become its new wielder. you can tap these bracers together to regain a use of your
You can attempt to convince Bloody Strife to restore the Channel Divinity feature (no action required). Once you
properties at the end of a long rest by succeeding on a have regained a use of your Channel Divinity, you can’t
contested Charisma check against it. use this feature again until you finish a long rest.

Compendium / Divine Favors


27
Horn of Extravagant Wealth

Horn of Extravagant Wealth


Wondrous item, very rare
This horn is frequently depicted in the hands of Galeim,
the Archon of Abundance, crafted from the prong of a
prized bull among an excess of thousands. The coins and
food that it produces are said to fall through dimensional
rifts from Galeim’s massive hoard itself.
This horn’s opening contains an extra-dimensional
pocket that can store up to 5 cubic feet of objects. Gold,
platinum, gems, and other coinage or valuables do not
count toward this limit. Each dawn, 2d6+2 gold pieces
appear inside the horn.
Sense Value. While holding this horn, you have
advantage on ability checks made to discern whether an
item is authentic or counterfeit. Pyrite Idol
Arcane Substitute. When you hold this horn and cast a
spell with a material component that has a listed cost, the
horn halves the cost. Once you use this feature, you can’t
use it again until the next dawn.
Plentiful Feast. While holding this horn, you can cast Pyrite Idol
create food and water from it. For you, this spell conjures Wondrous item, rare (requires attunement)
food that tastes fairly good instead of bland, and you can Even among a deity’s followers, hidden traitors work
choose to conjure an average alcohol instead of water. to undo the religion from within. They wield deceptive
Once cast, this spell can’t be cast from the horn again statuettes designed to portray devotion, stealing
until the next dawn. intelligence and reaping the benefits until the perfect time
to strike.
Oracle’s Eye False Idol. This statuette is carved from iron pyrite,
Wondrous item, uncommon (requires attunement) a material that closely resembles gold, and takes the
This eye is crafted from a material appropriate to the shape of one deity. While attuned to this statuette, you
deity it is dedicated to. You must spend the duration of the have a +10 bonus to ability checks made to impersonate
attunement period with this eye in the empty eye socket. a follower of the statuette’s deity, and that deity also
While attuned, it functions identically to an eye and grants considers you one of their followers.
you the following benefits: Celestial Boon. While you hold, wear, or display this
statuette, you gain a benefit determined by the statuette’s
●● You can see a faint aura around any celestial creatures deity. If the deity is good, you know the guidance cantrip
or celestial-made objects within your sight. and you can cast guiding bolt once, regaining the ability
●● You can use an action to open your awareness to to do so when you finish a long rest. If the deity is evil,
celestial influence for 10 minutes. For the duration, you you know the minor illusion cantrip and you can cast
can see a faint aura around people or objects that have hideous laughter once, regaining the ability to do so when
been touched, influenced, or otherwise affected by a you finish a long rest. The GM may choose an alternative
celestial creature within the past 1 hour. Once you use boon based on the statuette’s deity. For example, if the
this property, you can’t use it again until you finish a statuette depicts an Aureliate deity, the GM can select a
long rest. boon from their respective table of boons.

Compendium \ Divine Favors


28
Divine Monsters & NPCs
This chapter presents some monsters or non-player
characters who adventurers may encounter on a
campaign that involves the gods.

Burning Edict
Burning Edict Medium Humanoid, any alignment matching its deity’s alignment

Gods typically tamper with the mortal realm through


their devotees. They recruit priests to effect small steady Armor Class 20 (plate, shield)
Hit Points 75 (10d8 + 30)
change and wield specially-chosen champions like a
Speed 30 ft.
scalpel across the planes. But in dire situations where
no worshiper is available, a god may thrust their celestial STR DEX CON INT WIS CHA
presence upon an unwilling individual, transforming 18 (+4) 11 (+0) 17 (+3) 12 (+1) 14 (+2) 16 (+3)
them into a divine puppet impaled with a single divine
command. These mortals untrained in worship often Saving Throws Wis +6, Cha +7
cannot physically handle the possession and simply Damage Immunities fire
immolates from the overwhelming energy, wracked in Condition Immunities charmed, blinded, exhaustion,
silent torturous pain. Their minds are so broken from the frightened
ordeal that when their directive is complete and the deity Senses passive Perception 16
Languages understands Common but only speaks the words
leaves, they remain a simple undead husk. Some gods
of its deity in Celestial
refuse this technique, seeing them as an equally cruel Challenge 6 (2,300 XP) Proficiency Bonus +3
reflection of demonic possession.
Burning Body. A creature that touches the burning edict takes
WarmTail 9 (2d8) fire damage, as do creatures that hit the burning edict
with a melee attack while within 5 feet of it.

Hallow Susceptibility. If the burning edict starts its turn in


a space that is consecrated or desecrated with power that
opposes its deity, it takes 9 (2d8) force damage.

Mind Gone, but Body Lingers. When the burning edict is


reduced to 0 hit points or dies, it bursts into a 10-foot-radius,
60-foot-high cylindrical column of flame centered on itself.
Each creature in this column must make a DC 14 Dexterity
saving throw, taking 9 (2d8) fire damage plus 9 (2d8) radiant
damage on a failed save or half as much on a success. Then it
rises as a zombie except it still retains the Burning Body trait.

Singular Directive. The burning edict is immune to


commands issued by anyone but its deity, including the
command spell.

Actions
Multiattack. The burning edict makes three Mace attacks. It
can replace one of the attacks with a use of Flaming Snare.

Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) fire damage.

Flaming Snare. The burning edict points to one creature it


can see within 60 feet of it. The target must make a
DC 14 Wisdom saving throw. On a failed save, the target
takes 12 (2d8 + 3) fire damage and is restrained until the end
of its next turn. If the target fails the save by 10 or more, the
burning edict can teleport to an unoccupied space adjacent to
the target and make one Mace attack against it.

Bonus Actions
Destiny Driven. The burning edict moves up to its speed
towards a hostile enemy it can see.

Compendium / Divine Favors


29
Divine Champion
Small or Medium Humanoid, any alignment matching its deity’s alignment

Armor Class 18 (plate)


Hit Points 143 (22d8 + 44)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 14 (+2) 13 (+1) 14 (+2) 18 (+4)

Saving Throws Wis +6, Cha +7


Skills Athletics +9, Intimidation +8, Perception +6, Religion +9
Condition Immunities poisoned
Senses passive Perception 16
Languages Common, Celestial
Challenge 10 (5,900 XP) Proficiency Bonus +4

Celestial Return (Recharges after a Long Rest). When the


divine champion is reduced to 0 hit points, its deity restores
it to life. The divine champion regains 20 hit points and
stands up from prone. Each creature within 10 feet of the
divine champion must also succeed on a DC 16 Constitution
saving throw or be knocked prone by the burst. Then, the
divine champion can immediately move up to its speed.

Divine Awareness. The divine champion is always aware of the


presence of celestials or fiends within 30 feet of it.

Legendary Resistance (3/Day). If the divine champion fails a


saving throw, it can choose to succeed instead.
Divine Champion Actions
Where gods cannot directly interfere with the affair
Multiattack. The divine champion makes two Divine Blade or
of mortals, they select special champions to execute
Divine Burst attacks.
their whims. Gods typically offer their power to the
most faithful of their followers with an unshakable Divine Blade. Melee Weapon Attack: +9 to hit, reach 5 ft.,
belief secured by equally unbreakable will, though rare one target. Hit: 10 (1d10 + 5) slashing damage, plus 9 (2d8)
moments of desperation see them bestow a lost soul with radiant damage if the divine champion is good or neutral, or
the title. 9 (2d8) necrotic damage if the divine champion is evil.
These ascended devotees are almost like divine
Divine Burst. Ranged Spell Attack: +8 to hit, range 120 ft.,
angels, imbued with divine favors in the form of radiant one target. Hit: 14 (3d6 + 4) radiant damage if the divine
weaponry, protection, and magic. They wander the champion is good or neutral, or 14 (3d6 + 4) necrotic damage
mortal plane wielding the might of their gods like a if the divine champion is evil.
precise scalpel. Champions of good deities seek battle
against ancient terrors that would make commonfolk Spellcasting. The divine champion casts one of the following
crumble while champions of evil secretly work to topple spells, using Charisma as the spellcasting ability (spell save
civilizations. Those with neutral intent are allowed to act DC 16):
according to their own convictions. At will: command, guidance
1/day each: banishment, lesser restoration, revivify
Champions of the Aureliate Bonus Actions
The Aureliate gods imbue their champions with
Celestial Shield (Recharge 5-6). The divine champion
additional strength and zeal. Each divine champion surrounds itself with a shimmering shield of force that grants
aligned to an Aureliate god gains the additional legendary it a +2 bonus to its AC. This shield lasts for 1 minute or until
actions listed. The CR of this champion increases to 12 it is hit by an attack roll.
and instead awards 8,400 experience.

Compendium \ Divine Favors


30
Champion of Arathin Champion of Eurys

Legendary Actions Legendary Actions


The divine champion can take 3 legendary actions, choosing The divine champion can take 3 legendary actions, choosing
from the options below. Only one legendary action can be from the options below. Only one legendary action can be
used at a time and only at the end of another creature’s turn. used at a time and only at the end of another creature’s turn.
The divine champion regains spent legendary actions at the The divine champion regains spent legendary actions at the
start of its turn. start of its turn.

Aureliate Channel (Costs 2 Actions). The divine champion Aureliate Channel (Costs 2 Actions). The divine champion
channels the power of Arathin. For the next minute, the channels the power of Eurys. For the next minute, the
divine champion gains resistance to force damage and divine champion gains resistance to poison damage and
deals an extra 4 (1d8) force damage whenever it hits with deals an extra 4 (1d8) poison damage whenever it hits with
a weapon attack. Additionally, when it uses its Celestial a weapon attack. Additionally, when it uses its Celestial
Return trait while this power is active, it regains 50 hit Return trait while this power is active, it regains 50 hit
points instead of 20 and the burst deals 27 (6d8) force points instead of 20 and the burst deals 27 (6d8) poison
damage to creatures who fail the Constitution save or half damage to creatures who fail the Constitution save or half
as much to those who succeed. as much to those who succeed.

Divine Blade. The divine champion makes one Divine Blade Divine Blade. The divine champion makes one Divine Blade
attack. attack.

Extract Knowledge (Costs 2 Actions). The divine champion Invisibility (Costs 2 Actions). The divine champion turns
reads the surface thoughts of one creature it can see within invisible until the end of its next turn or until it attacks. If
30 feet of it. That target has disadvantage on attack rolls it hits a creature with a weapon attack while invisible this
against the divine champion until the end of its next turn. way, it deals an extra 9 (2d8) poison damage.
Additionally, the target must make a DC 16 Wisdom saving
throw. On a failed save, the divine champion learns the Teleport. The divine champion teleports up to 30 feet to a
target’s emotional state and foremost thoughts (including point it can see, or up to 50 feet to an area of darkness it
worries, loves, hates, and current objectives). can see.

Move. The divine champion moves up to its speed without


provoking opportunity attacks. Champion of Halean

Legendary Actions
Champion of Brodduix
The divine champion can take 3 legendary actions, choosing
Legendary Actions from the options below. Only one legendary action can be
used at a time and only at the end of another creature’s turn.
The divine champion can take 3 legendary actions, choosing The divine champion regains spent legendary actions at the
from the options below. Only one legendary action can be start of its turn.
used at a time and only at the end of another creature’s turn.
The divine champion regains spent legendary actions at the Aureliate Channel (Costs 2 Actions). The divine champion
start of its turn. channels the power of Halean. For the next minute, the
divine champion gains resistance to radiant damage and
Aureliate Channel (Costs 2 Actions). The divine champion deals an extra 4 (1d8) radiant damage whenever it hits with
channels the power of Brodduix. For the next minute, the a weapon attack. Additionally, when it uses its Celestial
divine champion gains resistance to necrotic damage Return trait while this power is active, it regains 50 hit
and deals an extra 4 (1d8) necrotic damage whenever it points instead of 20 and the burst deals 27 (6d8) radiant
hits with a weapon attack. Additionally, when it uses its damage to creatures who fail the Constitution save or half
Celestial Return trait while this power is active, it regains as much to those who succeed.
50 hit points instead of 20 and the burst deals 27 (6d8)
necrotic damage to creatures who fail the Constitution save Divine Blade. The divine champion makes one Divine Blade
or half as much to those who succeed. attack.

Blight (Costs 3 Actions). The divine champion casts blight Move. The divine champion moves up to its speed without
(save DC 16). provoking opportunity attacks.

Divine Blade. The divine champion makes one Divine Blade Radiant Burst (Costs 2 Actions). The divine champion
attack. flashes bright sunlight out to 60 feet. Each creature of the
champion’s choice in this bright light must succeed on a
Earth Breaker (Costs 2 Actions). The divine champion stomps DC 16 Constitution saving throw or be blinded until the
the ground and creates a 15-foot radius circle of broken earth end of the divine champion’s next turn.
that is difficult terrain for its enemies. Then, it can move up
to its speed without provoking opportunity attacks.

Compendium / Divine Favors


31
Champion of Ondrea Champion of Perlunas

Legendary Actions Legendary Actions


The divine champion can take 3 legendary actions, choosing The divine champion can take 3 legendary actions, choosing
from the options below. Only one legendary action can be from the options below. Only one legendary action can be
used at a time and only at the end of another creature’s turn. used at a time and only at the end of another creature’s turn.
The divine champion regains spent legendary actions at the The divine champion regains spent legendary actions at the
start of its turn. start of its turn.

Aureliate Channel (Costs 2 Actions). The divine champion Aureliate Channel (Costs 2 Actions). The divine champion
channels the power of Ondrea. For the next minute, the channels the power of Perlunas. For the next minute, the
divine champion gains resistance to thunder damage divine champion gains resistance to psychic damage and
and deals an extra 4 (1d8) thunder damage whenever it deals an extra 4 (1d8) psychic damage whenever it hits with
hits with a weapon attack. Additionally, when it uses its a weapon attack. Additionally, when it uses its Celestial
Celestial Return trait while this power is active, it regains Return trait while this power is active, it regains 50 hit
50 hit points instead of 20 and the burst deals 27 (6d8) points instead of 20 and the burst deals 27 (6d8) psychic
thunder damage to creatures who fail the Constitution save damage to creatures who fail the Constitution save or half
or half as much to those who succeed. as much to those who succeed.

Divine Blade. The divine champion makes one Divine Blade attack. Divine Blade. The divine champion makes one Divine Blade
attack.
Thunderous Roar (Costs 2 Actions). The divine champion
releases a roar in a 30-foot cone. Each enemy in the cone Lunar Flight (Costs 2 Actions). The divine champion flies up
must succeed on a Dc 16 Wisdom saving throw or be to 40 feet without provoking opportunity attacks.
frightened until the end of the divine champion’s next turn.
Psionic Blast (Costs 2 Actions). The divine champion
Unyielding Charge (Costs 2 Actions). The divine champion bombards each creature within 10 feet of it with psychic
moves up to its speed in a straight line without provoking energy and forces it to make a DC 16 Intelligence saving
opportunity attacks. The divine champion can move throw. On a failed save, a target is incapacitated until the
through creatures this way, and each Large or smaller end of its next turn.
creature it moves through must succeed on a DC 16
Strength saving throw or be knocked prone.
Champion of Qhyrra
Champion of Palarok Legendary Actions
Legendary Actions The divine champion can take 3 legendary actions, choosing
from the options below. Only one legendary action can be
The divine champion can take 3 legendary actions, choosing used at a time and only at the end of another creature’s turn.
from the options below. Only one legendary action can be The divine champion regains spent legendary actions at the
used at a time and only at the end of another creature’s turn. start of its turn.
The divine champion regains spent legendary actions at the
start of its turn. Aureliate Channel (Costs 2 Actions). The divine champion
channels the power of Qhyrra. For the next minute, the
Aureliate Channel (Costs 2 Actions). The divine champion divine champion gains resistance to acid damage and
channels the power of Palarok. For the next minute, the divine deals an extra 4 (1d8) acid damage whenever it hits with
champion gains resistance to fire damage and deals an extra a weapon attack. Additionally, when it uses its Celestial
4 (1d8) fire damage whenever it hits with a weapon attack. Return trait while this power is active, it regains 50 hit
Additionally, when it uses its Celestial Return trait while this points instead of 20 and the burst deals 27 (6d8) acid
power is active, it regains 50 hit points instead of 20 and the damage to creatures who fail the Constitution save or half
burst deals 27 (6d8) fire damage to creatures who fail the as much to those who succeed.
Constitution save or half as much to those who succeed.
Divine Blade. The divine champion makes one Divine Blade
Divine Blade. The divine champion makes one Divine Blade attack. attack.

Move. The divine champion moves up to its speed without Pain Attractor (Costs 2 Actions). The divine champion
provoking opportunity attacks. teleports to an unoccupied space adjacent to the creature
with the fewest hit points inside a 60-foot radius. Then it
Wall of Flames (Costs 2 Actions). The divine champion makes one Divine Blade attack against the creature.
creates a straight opaque wall of fire on a solid surface
within 60 feet. The wall is 1 foot thick, 10 feet high, and up Paralysis Needle (Costs 2 Actions). The divine champion
to 30 feet long. A creature that passes through the wall for throws a deadly needle at a creature within 20 feet of it.
the first time on its turn or ends its turn within 5 feet of it The creature must succeed on a DC 16 Constitution saving
takes 13 (3d8) fire damage. The wall lasts for 1 minute or throw or be paralyzed until the end of its next turn.
until the divine champion takes this action again.

Compendium \ Divine Favors


32
A champion of Vordin forges forward against fate

grandfailure

Champion of Vordin Champion of Yllyana

Legendary Actions Legendary Actions


The divine champion can take 3 legendary actions, choosing The divine champion can take 3 legendary actions, choosing
from the options below. Only one legendary action can be from the options below. Only one legendary action can be
used at a time and only at the end of another creature’s turn. used at a time and only at the end of another creature’s turn.
The divine champion regains spent legendary actions at the The divine champion regains spent legendary actions at the
start of its turn. start of its turn.

Aureliate Channel (Costs 2 Actions). The divine champion Aureliate Channel (Costs 2 Actions). The divine champion
channels the power of Vordin. For the next minute, the channels the power of Yllyana. For the next minute, the
divine champion gains resistance to lightning damage divine champion gains resistance to cold damage and
and deals an extra 4 (1d8) lightning damage whenever it deals an extra 4 (1d8) cold damage whenever it hits with
hits with a weapon attack. Additionally, when it uses its a weapon attack. Additionally, when it uses its Celestial
Celestial Return trait while this power is active, it regains Return trait while this power is active, it regains 50 hit
50 hit points instead of 20 and the burst deals 27 (6d8) points instead of 20 and the burst deals 27 (6d8) cold
lightning damage to creatures who fail the Constitution damage to creatures who fail the Constitution save or half
save or half as much to those who succeed. as much to those who succeed.

Divine Blade. The divine champion makes one Divine Blade Binding Ice (Costs 2 Actions). The divine champion summons
attack. ice that binds one creature it can see within 30 feet of it.
The creature is grappled (escape DC 16), and is restrained
Lightning Teleport (Costs 2 Actions). The divine champion while grappled this way. A creature can also destroy the
transforms into a bolt of lightning and flies in a straight ice to end this grapple, which has AC 15, 20 hit points, and
line up to 30 feet to a point it can see. Each creature the vulnerability to bludgeoning and fire damage.
bolt passes through must succeed on a DC 16 Dexterity
saving throw or take 9 (2d8) lightning damage. Divine Blade. The divine champion makes one Divine Blade
attack.
Mark of Destiny. The divine champion marks one creature it
can see with harmless lightning. This lightning lasts until Preserve (Costs 2 Actions). The divine champion grants 20
the end of the divine champion’s next turn, until the target temporary hit points to a creature it touches.
ends its turn in a space the divine champion cannot see,
or until the divine champion takes this action again. When
the divine champion attacks a marked target, it can end the
mark to gain advantage on the attack roll.

Compendium / Divine Favors


33
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Compendium / Divine Favors


PATREON | ARIPOCKILY

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