Cleric Domains
At 1st level, a cleric gains the Divine Domain feature. Here are a number of homebrew options for that feature: Blaze, Darkness, Earth, Vice, Virtue, Water.
Blaze Domain
Gods of blaze symbolizes the fierce and passionate energy and imagery of fire, both natural and artificial. In the (formerly) small, insignificant world of Pyrret, Taour the First Pyre is the Old God that represents the domain of blaze.
A source of open fire is essential in any rites dedicated to the deities of blaze. A great ceremony often involves a large bonfire, the fire of which can be observed from miles away; a small, personal religious practice is never complete with at least one lit candle. For the sake of dramatic presentation, these rituals are often performed during nighttime, when the fire exudes the brightest of the light and hottest of the heat.
Blaze Domain Spells
Cleric Level | Spells |
---|---|
1st | burning hands, hellish rebuke |
3rd | flame blade, pyrotechnics |
5th | fireball, protection from energy |
7th | fire shield⁎, wall of fire |
9th | conjure elemental⁎⁎, immolation |
- ⁎ Unless you gain this spell from another source, you can only choose the warm shield with it.
- ⁎⁎ Unless you gain this spell from another source, you can only summon fire elementals with it.
Bonus Cantrip
When you choose this domain at 1st level, you gain the control flames cantrip. This cantrip counts as a cleric cantrip for you.
Pyre Touch
Also starting at 1st level, you can channel your deity's power to deliver a temporary, yet fierce heat through your hands. As an action, you can magically ignite a flammable object you touch with your hand — an object such as a torch, a piece of tinder, or the hem of drapes.
Additionally, you gain a new attack option that you can use with the Attack action. This special attack is a melee spell attack that you are proficient with. You add your Wisdom modifier to its attack and damage rolls. The attack deals fire damage, and its damage die is a 1d10.
Channel Divinity: Trial by Fire
At 2nd level, when you hit a creature with a melee weapon attack or a special attack from your Pyre Touch, you can use your Channel Divinity to engulf the target in flames for 1 minute or until your concentration is broken (as if concentrating on a spell).
The engulfed target sheds bright light out to 10 feet and dim light out to 10 feet beyond that. The engulfed creature cannot benefit from being invisible.
At the start of each of its turn, the engulfed target must make a Constitution saving throw against your cleric spell save DC. The target takes fire damage equal to 1d6 + your cleric level on a failed save, or half as much damage on a successful save.
Channel Divinity: Divine Wildfire
When you reach 6th level, as a bonus action, you can use your Channel Divinity to conjure a streak of flame fueled with your deity's divine energy. The flame appears in an unoccupied space you can see within 30 feet of you. The flame sheds bright light out to 10 feet, and dim light out to 10 feet beyond that. The flame can be covered or hidden, but not put out.
When the flame appears, it explodes in a small area. Each creature within 10 feet of the flame and not behind total cover must make a Dexterity saving throw against your cleric spell save DC. A creature takes fire damage equal to 1d6 + your cleric level on a failed save, or half as much damage on a successful one. The explosion also ignites flammable objects in the area that are not being worn or carried.
As a bonus action on your turn, you can move the flame up to 15 feet in any direction and cause the flame to cause the explosion again.
The fire lasts for 1 minute or until your concentration is broken (as if concentrating on a spell). You can dismiss the fire early on your turn (no action required).
Blazing Touch
Beginning at 8th level, once on each of your turn when you hit a creature with a special attack from your Pyre Touch, you can cause the attack to deal an extra 1d10 fire damage with the attack. When you reach 14th level, the extra damage increases to 2d10.
Pyre Soul
At 17th level, while you are concentrating on a cleric spell or your Channel Divinity option, you emanate a fiery aura of your deity's divine energy. The aura sheds bright light out to 10 feet, and dim light out to 10 feet beyond that.
While you are emanating an aura, when a hostile creature first enters the area within 10 feet of you or starts its turn there, it must make a Constitution saving throw against your cleric spell save DC. The creature takes fire damage equal to 1d6 + your cleric level on a failed save, or half as much damage on a successful one.
Darkness Domain
Gods of darkness have the greatest power in any locations, however small, that is left untouched by the light. In the (formerly) small, insignificant world of Pyrret, G'Muum the Mistress of Veils is the Old God that represents the domain of darkness.
Contrary to the widespread notion, the deities that have the darkness domain are not always evil or malicious. In many religions, the darkness is symbolized as the veil that embraces all that suffers with peaceful silence and rest. It did not help, though, that many evil-aligned deities takes darkness as their source of power, symbolizing it as the fear of the unknown.
Like their deities, followers and priests of the darkness hold their religious events exclusively at night. With the minimum source of light, the rites are often silent, solemn, and very serious. Breaking this hallowed silence is considered as one of the greatest blasphemy a mortal can commit against the deity.
Darkness Domain Spells
Cleric Level | Spells |
---|---|
1st | fog cloud, silent image |
3rd | darkness, pass without trace |
5th | fear, nondetection |
7th | confusion, greater invisibility |
9th | dream, mislead |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in the Stealth skill.
Blessed by the Darkness
Also starting at 1st level, you gain darkvision out to 60 feet. If you already have darkvision from other sources, the range of your darkvision is increased by 30 feet.
Additionally, whenever you make a Dexterity (Stealth) check while in the darkness, your proficiency bonus is doubled for the check.
Channel Divinity: Veil of Darkness
Starting at 2nd level, you can use an action to present the holy symbol and evoke the name of your deity, conjuring a magical veil that wipes senses of a creature you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw against your cleric spell save DC or becomes blinded and deafened for 1 minute or until your concentration is broken (as if concentrating on a spell).
Channel Divinity: Cloak of Darkness
When you reach 6th level, as an action, you can use your Channel Divinity to choose yourself or a willing creature you can see within 10 feet of you.
If the chosen creature is in an area of dim light or darkness, it turns invisible for 1 minute or until takes an action, a bonus action, or a reaction. The effect ends early for the creature when it is exposed to bright light.
Favored by the Darkness
Starting at 8th level, you can see normally in both magical and nonmagical darkness within the radius of your darkvision.
Additionally, creatures in the area of darkness have disadvantage on saving throws against your cleric spells and your Channel Divinity options.
One with the Darkness
By 17th level, while you are in the area of darkness, you can use the Cloak of Darkness feature on yourself without expending a Channel Divinity use.
Additionally, while you are in the area of dim light or darkness, you can use a bonus action to teleport into an unoccupied you can see within 30 feet of you, which also should be in dim light or darkness.
Earth Domain
Gods of earth symbolizes the untamed and primal earth, and extends to rocks, soil, and minerals it encompasses. In the (formerly) small, insignifcant world of Pyrret, Bardakk the Keeper of the Vault is the Old God that represents the domain of earth.
Earth worship is commonly found along with the faith for life and nature, given that most earth deities overlap with life and nature deities. However, an exclusive faith for the deities of earth can be observed in quarries and mines, where the miners and workers pray for underground fortunes and ward against any haphazards that can claim their life beneath the earth.
Earth Domain Spells
Cleric Level | Spells |
---|---|
1st | catapult, earth tremor |
3rd | earthbind, Maximilian's earthen grasp |
5th | erupting earth, meld into stone |
7th | vitriolic sphere, stoneskin |
9th | conjure elemental⁎, wall of stone |
- ⁎ Unless you gain this spell from another source, you can only summon earth elementals with it.
Bonus Cantrip
When you choose this domain at 1st level, you gain the mold earth cantrip. This cantrip counts as a cleric cantrip for you.
Earthen Buffer
Also starting at 1st level, your deity grants you a protective buffer conjured from dust, soil, and stones. The buffer has hit points equal to your cleric level + your Wisdom modifier (minimum of 1). Whenever you take damage, the buffer takes the damage instead. If this damage reduces the buffer to 0 hit points, you take any remaining damage.
When the buffer is reduced to 0 hit points, it is temporarily dismissed and cannot be used again until you finish a long rest. After a long rest, your buffer regains all expended hit points.
The buffer can be damaged by effects that dispels magic. When you are affected by dispel magic spell or other similar effect that ends magic, the buffer takes 2d6 force damage, if it has any hit points left. If this damage reduces the buffer to 0 hit points, you do not take any remaining damage.
Channel Divinity: Earthen Armor
When you reach 2nd level, when a friendly creature you can see within 30 feet of you takes damage, you can use your Channel Divinity as a reaction to conjure a set of magical protection for the creature. The creature gains temporary hit points equal to twice your cleric level + your Wisdom modifier (minimum of 1), which takes as much triggering damage as possible.
Vanguard of the Earth
At 6th level, once on each of your turn when you hit a creature with a weapon attack, your Earthen Buffer regains a number of hit points equal to the damage dealt.
Additionally, whenever you cast a cleric spell of 1st level or higher, your Earthen Buffer regains a number of hit points equal to twice the spell's level.
This feature has no effect if your Earthen Buffer is reduced to 0 hit points and temporarily dismissed.
Earth's Revolt
Starting at 8th level, once on each of your turns when you hit a creature with a weapon attack, you can knock the target prone if it is Large or smaller.
Additionally, once on each of your turn when you cast a cleric cantrip that requires the target to make a saving throw and the target fails on the saving throw, you can knock the target prone if it is Large or smaller, in addition to the cantrip's normal effects.
Envoy of the Earth
By 17th level, as long as you have at least 1 hit points remaining in your Earthen Buffer, you gain resistance against bludgeoning, piercing, and slashing damage from nonmagical weapons.
Additionally, as long as you are conscious, you cannot be shoved or knocked prone by nonmagical means, and the area within 5 feet of you counts as difficult terrain for hostile creatures.
Star Domain
Gods of "star" originate from the worlds and realms far beyond the stars, hence the name of their "domain." In reality, the star domain is less of a portfolio of the divinity and more of the very nature of one; the dark, silent, and esoteric void between the stars, and the sheer otherness the god imposes. In the (formerly) small, insignificant world of Pyrret, a number of deities collectively referred as the Far Gods are the New Gods that represent the domain of star.
Worship of the deities of star is a very rare sight, and more often than not, followers seldom form a community of faith. Followers of the star deities prefer solitary activities, and should they gather up for rituals and ceremonies of greater scales, they prefer a small coven or cult than a more organized church or religions system.
Star Domain Spells
Cleric Level | Spells |
---|---|
1st | arms of Hadar, dissonant whispers |
3rd | enthrall, detect thoughts |
5th | hunger of Hadar, hypnotic pattern |
7th | confusion, Evard's black tentacles |
9th | dream, hold monster |
Esotering Tongue
Starting at 1st level when you choose this domain, you gain the vicious mockery cantrip. This cantrip counts as a cleric cantrip for you.
Additionally, you can speak, read, and write Deep Speech. (Although written Deep Speech is very uncommon, you can read Deep Speech written in a script that you can read.)
Words from Far Beyond
Also starting at 1st level, you can use an action to touch a creature other than construct or undead, creating a psychic link between you and the creature. An unwilling creature must make a Wisdom saving throw against your cleric spell save DC to resist this effect.
As long as you and the linked creature are within 100 feet of each other, you can telepathically communicate with the linked creature, and you can cast a cleric spell against the creature even if the creature is out of your sight, as long as the creature is within the spell' range.
The link lasts for 1 hour or until you dismiss the link on your turn (no action required). You can have only one link at a time.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Brainwave Backfire
When you reach 2nd level, when a creature that you can see within 30 feet of you hits you with an attack, you can use your Channel Divinity as a reaction to forcibly share the damage with the attacker. The creature takes psychic damage equal to the damage you took + half your cleric level + your Wisdom modifier (rounded down, minimum of 1).
Channel Divinity: Scramble Mind
Beginning at 6th level, you can use your Channel Divinity as an action to emanate a psionic wave that wreaks havoc to mind. Each creature within 30 feet of you that are not behind total cover must make a Wisdom saving throw against your cleric spell save DC. On a failed save, the creature is affected by this feature for 1 minute or until it takes damage. Constructs or undeads automatically succeed on the saving throw.
An affected creature has disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks to identify and distinguish a person or object. A person or object that the affected creature fails to identify or distinguish appears blurred and fuzzy to the creature.
An affected creature cannot recall any events it experienced or witnessed for the duration, and all memory concerning the event are damaged into incomprehensible blurs and gibberish, even after this feature ends for the creature. A greater restoration cast on the creature recovers the damaged memory.
At the end of each of its turn, the affected creature can repeat the Wisdom saving throw. On a successful save, this feature ends for that creature.
Esoteric Arcana
Starting at 8th level, whenever a hostile creature fails on a saving throw against your cleric spell or your Channel Divinity option, it takes psychic damage equal to 1 + your Wisdom modifier (minimum of 1), in addition to the spell or Channel Divinity option's normal effects.
This damage does not end the effect of the spell or feature, nor does it allows the target to make another saving throw.
Otherworldly Visage
When you reach 17th level, you can use a bonus action to assume the visage of the stars for 1 minute. The visage alters your appearances as follows:
- Your body, including everything you are wearing and carrying, turns pitch-black, with faint glows across the outline and starry glimmers patterned across.
- Your eyes shine and flickers, like a pair of bright stars.
- Your voice develops a booming echo, as if you are talking through a metallic pipe.
While you are assuming the visage of the stars, you gain the following benefits:
- You gain immunity to psychic damage. Whenever a creature deals psychic damage to you, that creature takes the damage instead of you.
- You can use your Brainwave Backfire without expending a Channel Divinity use. Also, you gain a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to use your Brainwave Backfire, and you cannot use it on the same turn that you take your normal reaction.
- When a creature other than construct or undead enters the area within 10 feet of you or starts its turn there, it must make a Wisdom saving throw against your cleric spell save DC. On a failed save, the creature becomes affected with your Scramble Mind.
- When a hostile creature ends its turn within 10 feet of you, it takes psychic damage equal to 1 + your Wisdom modifier (minimum of 1).
Once you use this feature, you cannot use it again until you finish a long rest.
Vice Domain
Gods of vice, as the name suggests, encourages acts and behaviors often considered undesirable, criminal, and downright evil. In the (formerly) small, insignificant world of Pyrret, Naap the one half of the Great Two-Face is the New God that represents the domain of vice.
Religious activities devoted for the deities of vice are almost indistinguishable from organized crime. Followers kill, scam, lie, and violate every imaginable rules in the name of their deities. To them, breaking the law is not just a deviation; it is their presentation of faith. It does not help that an untold agreement is that the more severe the violation one commits, the more devoted they are.
Vice Domain Spells
Cleric Level | Spells |
---|---|
1st | bane, hex |
3rd | hold person, mind spike |
5th | bestow curse, fear |
7th | blight, phantasmal killer |
9th | dominate person, hold monster |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in one of the following skills: Deception, Intimidation, Sleight of Hands.
Alternatively, you can choose to gain proficiency in one of the following tools: Forgery kit, poisoner's kit, thieves' tools.
Hand of Malice
Also starting at 1st level, you can use a bonus action to imbue one melee weapon in your hand with your deity's malicious intent. You are always considered proficient with the imbued weapon while you are wielding it, and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
This feature ends when the weapon is dismissed from your hand, or when you end this feature on your turn (no action required). You can have only one weapon imbued with this feature at a time.
Channel Divinity: Hand of Violence
Starting at 2nd level, when you imbue a weapon with your Hand of Malice, you can use Channel Divinity to further improve the weapon imbued with your Hand of Malice feature, delivering your deity's violent will with it.
For 1 minute or until your concentration is broken (as if concentrating on a spell), you add your Wisdom modifier to the attack and damage rolls you make with the weapon imbued with your Hand of Malice (minimum of +1), and you roll one additional weapon damage die when determining the extra damage for a critical hit you make with it.
Channel Divinity: Exploit Weakness
When you reach 6th level, when a creature you can see within 30 feet of you is hit by an attack, you can use Channel Divinity as a reaction to overwhelm it with your deity's imposing presence.
Until the end of your next turn, the creature suffers a penalty on it Armor Class and all saving throws equal to your Wisdom modifier (minimum of -1). When the creature takes damage while under the effect of this feature, it takes an extra damage equal to your Wisdom modifier (minimum of 1), and the feature ends for that creature.
Hand of Destruction
Starting at 8th level, once on each of your turns when you hit a creature with a weapon imbued with your Hand of Malice, you can roll one additional damage die and add the die roll to the damage roll for the attack.
Additionally, when you score a critical hit with a weapon imbued with your Hand of Malice, you can roll one additional weapon damage die when determining the extra damage.
While you are using your Hand of Violence, you add the damage from this feature to the extra damage of your Hand of Violence.
Hand of Vice
By 17th level, when you use an action to take the Attack action or cast a cleric spell, you can use a bonus action to make one weapon attack with the weapon imbued with your Hand of Malice.
Virtue Domain
Gods of virtue, as the name suggests, encourages acts and behaviors often considered law-abiding, good, and socially desirable. In the (formerly) small, insignificant world of Pyrret, Jott the one half of the Great Two-Face is the New God that represents the domain of virtue.
Followers of the deities of virtue can be easily found in civil services and charity campaigns. A widespread notion among the devotees is that one's faith should be represented with one's action, and as such, they promote honesty, diligence, and self-sacrifice.
Virtue Domain Spells
Cleric Level | Spells |
---|---|
1st | bless, sanctuary |
3rd | lesser restoration, zone of truth |
5th | aura of vitality, protection from energy |
7th | aura of purity, death ward |
9th | greater restoration, raise dead |
Bonus Cantrip
When you choose this domain at 1st level, you gain the guidance cantrip, if you do not already know it.
Helping Hands
Also starting at 1st level, when you use an action to the Help action, you can choose one of the following options for the Help action:
- You conjure a divine protection for a friendly creature within 5 feet of you. The creature gains advantage on the next saving throw it makes before the start of its next turn.
- You designate a divine guidance against a hostile creature you cans ee within 30 feet of you. The next time a creature other than yourself makes an attack against the creature before the start of your next turn, it gains advantage on the attack roll.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You gain all expended uses when you finish a long rest.
Channel Divinity: Crown of Virtue
At 2nd level, you can use your Channel Divinity as a bonus action to bestow your deity's divine energy upon a friendly creature you can see within 30 feet of you. A spectral crown appears on the creature's head, and three spectral ball of light orbits around its body.
The bestowed creature gains three d6s. When the creature makes an ability check, attack roll, or saving throw, it can expend and roll a d6 and add the number to the d20 roll. The creature can roll the d6 before or after rolling the d20, it must be done before the DM says whether the roll succeeds or fails. The creature loses any remaining d6s when this feature ends.
This feature lasts for 1 minute or until your concentration is broken (as if concentrating on a spell). This feature ends early when the creature expends both d6s it gained from this feature.
Shield of Virtue
Beginning at 6th level, when the creature bestowed with your Crown of Virtue is targeted by an attack, it can expend a d6 granted with your Crown of Virtue and add the number to its Armor Class against that attack. The creature can use this feature before or after the attacker makes the attack roll, but before the DM determines whether the attack hits or misses.
Additionally, while you are concentrating on a cleric spell or your Crown of Virtue, you gain a +1 bonus to Armor Class.
Virtuous Might
When you reach 8th level, once on each of its turn when the creature bestowed with your Crown of Virtue hits a creature with a weapon attack, it can deal an extra 1d6 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d6.
Additionally, while you are concentrating on a cleric spell or your Crown of Virtue, you add your Wisdom modifier to the damage you deal with a weapon attack or a cleric cantrip.
Helm of Virtue
By 17th level, the creature bestowed with your Crown of Virtue gains resistance against bludgeoning, piercing, and slashing damage from nonmagical weapons.
Additionally, while you are concentrating on a cleric spell or your Crown of Virtue, you gain a +1 bonus to all ability checks, attack rolls, and saving throws.
Water Domain
Gods of water symbolizes all bodies of natural water, up to and including streams, river, pond, and ocean. In the (formerly) small, insignificant world of Pyrret, Qaal the Ever-Flowing One is the Old God that represents the domain of water.
Worship of water deities is naturally found in coasts and shores, although water deities are also worshipped in farmsteads, along with fertility deities. A more archaic form of water god worship involved a devotee fully submerged in an open body of water for the entire course of ritual, but it has been simplified to dipping one's feet during the prayer.
Water Domain Spells
Cleric Level | Spells |
---|---|
1st | create or destroy water, fog cloud |
3rd | misty step, warding wind |
5th | tidal wave, wall of water |
7th | control water, watery sphere |
9th | conjure elemental⁎, maelstrom |
- ⁎ Unless you gain this spell from another source, you can only summon water elementals with it.
Bonus Cantrip
When you choose this domain at 1st level, you gain the shape water cantrip. This cantrip counts as a cleric cantrip for you.
Aquatic Affinity
Also starting at 1st level, you can hold your breath for a number of hours equal to 1 + your Constitution modifier, to a minimum of 30 minutes.
Additionally, while you are not wearing heavy armor, you gain swimming speed equal to your walking speed.
Channel Divinity: Watery Wrath
When you reach 2nd level, you can use your Channel Divinity as an action to conjure a stream of water with your deity's divine wrath, which then leaps onto a creature you can see within 30 feet of you. The creature must succeed on a Strength saving throw against your cleric spell save DC or be engulfed by the stream, and suffers the following pentalties:
- The engulfed creature cannot breathe and start suffocating, unless it can breathe underwater.
- If the engulfed creature does not have a swimming speed, it must use 10 feet of its walking speed for every 5 feet it moves.
- If the engulfed creature does not have a swimming speed, it has disadvantage on the attack rolls when making a melee weapon attack, unless the weapon is a dagger, javelin, shortsword, spear, or trident.
- When the engulfed creature makes a ranged weapon attack against a target beyond the weapon's normal range, the attack automatically misses.
- When the engulfed creature makes a ranged weapon attack against a target within the weapon's normal range, it has disadvantage on the attack roll, unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin, including a spear, trident, or dart.
This feature lasts for 1 minute or until your concentration is broken (as if concentrating on a spell). You can end the feature earlier on your turn (no action required).
At the end of each of its turn, the engulfed creature can make another Strength saving throw. On a successful save, the effect of this feature ends for that creature.
Channel Divinity: Veil of Water
At 6th level, you can use your Channel Divinity as a bonus action to envelop yourself or a willing creature you can see within 30 feet with spectral veil of water. The enveloped creature gains the following benefits:
- At the start of each of its turn, the enveloped creature gains temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1). The creature loses any of the temporary hit points gained this way when the feature ends for the creature.
- As long as the enveloped creature retains any of the temporary hit points granted by the veil, it gains resistance against fire damage.
- As long as the enveloped creature retains any of the temporary hit points granted by the veil, all ranged weapon attacks against the veiled creature have disadvantage on the attack roll, unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin, including a spear, trident, or dart.
The veil lasts for 1 minute or until your concentration is broken (as if concentrating on a spell). You can dismiss the veil earlier on your turn (no action required).
Aquatic Blessings
When you reach 8th level, you are always under the effect of the water breathing spell.
Additionally, creatures that are fully submerged underwater have disadvantage on saving throws against your cleric spells.
Aquatic Safeguard
By 17th level, as long as you are fully submerged underwater, you gain resistance against all damage except force and psychic, and all opportunity attack rolls against you have disadvantage.
Additionally, when you cast a cleric spell that targets one or more creature and requires your concentration, you can make the target under the effect of your Veil of Water as long as you maintain concentration on the spell, in addition to the spell's normal effect, without expending a Channel Divnity use. Once you use this feature, you must finish a long rest before you can do so again.
Credits
All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.
Some domain spells are listed in the supplement Xanathar's Guide to Everything.
If you think Star domain's Otherworldly Visage reads familiar, chances are you are completely right: The concept is literally stolen from World of Warcraft priest's Shadowform.
Vice domain's core features are benchmarked from Molag Bal and his mace from Elder Scrolls franchise.
Virtue domain's core features are benchmarked from Auriel's movesets in Heroes of the Storm.
Campaign Sneak Peek: Theoclast
Before the time, aeons ago, the small, insignificant world of Pyrret came into existence. This has made a lot of people very frustrated and been widely regarded as a bad move.
The small, insignificant world of Pyrett was governed by thirteen divine entities, known as the Prime deities. This has made even more people infuriated and been widely regarded as an equally bad, if not even worse, move.
Each Prime deity represented one domain or portfolio of the world. Some Prime deities would not see one another eye to eye, but they would not directly interfere with each other, in a same way that a worker in the Accountings department would not mess with another in the Financings, even if one of them would heartily want another shot between the eyes.
So far a couple of millennia have passed without much troubles. Historians agree that those were the good days, although some scholars may argue that there were no good days, but only less bad days.
The Theoclast Incident
Much of the details concerning the incident commonly known as the Theoclast are still left vague and unknown to mortal knowledge. What little details known about the Theoclast runs as follows:
- The Prime deities were all pissed off. Well, all but one. Thanasia knew better.
- There has been a great length of arguments between the Prime deities on which deity represents which domain, and why another cannot do so.
- After a century of long, exhausting debates, the Prime deities have reached to a conclusion that the only solution is to prove who is the divine boss on the block.
- The small, insignificant world of Pyrett was destroyed, rebuilt, and destroyed again, all within the following decade.
The Old Gods
By the time the Theoclast incident was finally over and Pyrett was rebuilt yet again, the aftermath of the Theoclast incident has introduced a number of new concepts to the (formerly) small, insignificant world, as follows:
- During a series of fierce violence, all but one divine domains were scrambled between the deities, before all of them settled to their respective representatives.
- During the divine and utterly silly drop-the-handkerchief, all Prime deities have created their incarnations of their new domains as they grabbed them and ran away, before they were snatched away by other Prime deities.
- The deities were metaphysically torn apart during the cosmic quarrel. The dismembered bit of the divine corpus has created a number of pocket dimensions, each reflecting which part of the deity was mangled when they tried to grab and run for which domain.
The only Prime deity that did not participate in the Theoclast incident, and therefore the only one left unscathed from the divine mess, was Thanasia, the Goddess of Death.
After the incident, the Prime deities, now known as the Old Gods in order to distinguish from the New Gods that came afterward, sat in their respective divine thrones, powerless and very awkward. Shortly after the Theoclast incident, the Old Gods have made an agreement that they would not interfere with one another ever again, lest they make yet another divine mess and make things even more awkward.
The New Gods
During and after the Theoclast incident, some new divine entities were introduced in the (formerly) small, insignificant world of Pyrret. These entities, commonly known as the New Gods, are as follows:
- Jott and Naap, the dual god of virtue and vice. Historians hypothesize that the Great Two-Face emerged from the vacuum of faith during the Theoclast incident, filled with the mortal concept of evil and good. But no theological hypothesis has been proven right. Or wrong.
- The Far Gods, who used to be gods from the worlds far beyond the stars, until they heard about the Theoclast incident and decided that they could get a cut from the situation. The religions of the Far Gods are still very small, but is growing at tremendous speed.
Credits
All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.
This campaign setting, still under progression (I call it like pre-alpha, or if I could, pre-pre-alpha even), is heavily influenced by works by Douglas Adams and Terry Pratchett (maytheyrestinpeace).
The first paragraph is shamelessly stolen from Hitchhiker's Guide to the Galaxy.
Table: The Old Gods of Pyrret
Deity | Alignment | Domain | Symbol |
---|---|---|---|
Bardakk, the Keeper of the Vault | LN | Earth | A cube made out of clay, steel, or stone |
Garcinda, She Who Knows | LN | Knowledge | An open book and a quill |
G'Muum, the Mistress of Veils | NG | Darkness | A black handkerchief with laces |
Qaal, the Ever-Flowing One | CN | Water | A fountain or a stream of flowing water |
Jarand, the Heavenly Gardener | CG | Nature | A crown made out of flowers and leaves |
Saarm, the All-Mother | LG | Life | Three drops of blood on a white sheet |
Shri-Shri, the Wonder-Goddess | CN | Arcana | A talisman with a hexagram drawn in |
Taour, the First Pyre | CE | Blaze | A lit torch |
Thanasia, the Goddess of Death | N | Death | A teacup, a kettle, and a skull |
Ur-Kwam, He Who Speaks For The Storm | CE | Tempest | Two bolts of lightning, crossed in an X-shape |
Vuucin, the First Brilliance | NG | Light | A ray of light through cloud or fog |
Xaum, the Kingslayer | LE | War | A helmet, a sword, and a shield |
Ya-Vay, the Great Gambler | NE | Trickery | A deck of playing cards |
Table: The New Gods of Pyrret
Deity | Alignment | Domains | Symbol |
---|---|---|---|
Jott, one half of the Great Two-Face | NG | Virtue | A head of a coin |
Naap, one half of the Great Two-Face | NE | Vice | A tail of a coin |
Arlayn the Myriad, the Far God | N | Star | A white spiral on black background |
Aurg the Prosperous, the Far God | CN | Life, Star | An octopus with twelve legs |
Dakh-Dat the Observant, the Far God | LN | Knowledge, Star | An eye with a blue star for pupil |
Ramm-Fohaut the Prominent, the Far God | CE | Blaze, Star | A red circle |
Tharus the Silent, the Far God | CE | Tempest, Star | A yellow circle with three black rings |