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C R
E D
I T S
DESIGNERS
ED STARK, CHRIS THOMASSON, ARI MARMELL,
RHIANNON LOUVE, GARY ASTLEFORD
SENIOR ART DIRECTOR D&D
STACY LONGSTREET
ART DIRECTOR
KARIN JAQUES
DEVELOPMENT
MIKE MEARLS
COVER ARTIST
ERIC POLAK
INTERIOR ARTISTS
STEVE ARGYLE, STEPHEN BELLEDIN,
MIGUEL CIOMBRA, THOMAS DENMARK,
ERIC DESCHAMPS, WAYNE ENGLAND, DAVID
GRIFFITH, FRED HOOPER, RALPH HORSLEY,
HOWARD LYON, EVA WIDERMANN, SAM WOOD
EDITORS
PENNY WILLIAMS, JENNIFER CLARKE WILKES
FREELANCE MANAGER
GWENDOLYN KM. KESTREL
EDITING MANAGER
KIM MOHAN
DESIGN MANAGER
CHRISTOPHER PERKINS
DEVELOPMENT MANAGER
JESSE DECKER
DIRECTOR OF RPG R&D
BILL SLAVICSEK
PRODUCTION MANAGERS
JOSH FISCHER, RANDALL CREWS
CARTOGRAPHER
MIKE SCHLEY
GRAPHIC DESIGNERS
ALYSSA FIEDOR, MICHAEL MARTIN
GRAPHIC PRODUCTION SPECIALIST
ERIN DORRIES
* < -
IMAGE TECHNICIAN
SVEN BOLEN
Based on the original DUNGEONS & DRAGONS* rules created by R. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This product uses updated material from the v. 3. 5" revision.
This WIZARDS OF THE COAST ; game product contains no Open Game Content. No portion of this work may be reproduced in any
form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.
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First Printing: May 2007
ISBN: 978-0-'786<; -403+-9
DUNGEONS& DRAGONS, D&D, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, "Player's Handbook, "Dungeon Master's Guide, Monster Manual, Complete Champion, all
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Visit our website at www. wizards. com/dnd
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Contents
Elemental Essence
58
Deific Bastion
119
Evil Devotion
58
Divine Presence
119
Fire Devotion
58
Divine Retribution
. 119
Introduction
4
Fragile Construct
58
Door of Decay
120
Chapter 1: Religion 5
The D&D Churches 5
Costs of Affiliation 6
The Anvil of Creation 6
Assembly of Balance 8
The Blessed Bounty of Yondalla 9
The Brotherhood of Equals 11
The Eternal Library 12
Fharlanghn's Way 14
Fingers of the Laughing Rogue 15
The Fist of Valor
Good Devotion
58
Execration
120
Great and Small
59
Footsteps of the Divine
120
Healing Devotion
59
Forest Child
121
Holy Potency
59
Forest Eyes
121
Holy Warrior
60
Forest Voice
122
Imbued Healing
60
Healing Circle
122
Knowledge Devotion
60
Iconic Manifestation
122
Law Devotion
61
Impede
122
Luck Devotion
61
Interfaith Blessing
123
Magic Devotion
61
Light of Courage
123
16
Mitigate Suffering
61
Light of Faith
123
Plant Devotion
61
Light of Purity
123
The Mighty Arms of Kord
18
Protection Devotion
61
Light of Wisdom
124
The Ruby Temple
20
Protective Ward
61
Lore
of
the
Gods
124
Scales of Balance
21
Retrieve Spell
62
Mark of Sin
124
The Shining Light of Pelor
22
Spiritual Counter
62
Master Cavalier
124
The
Temple
of
True
Aim
23
Spontaneous Domains
62
Metal Fang
124
The Temple of the Twinkling Eye
25
Strength Devotion
62
Moral Facade
125
The Dark Churches
27
Sun Devotion
62
Phantom Charge
125
Creating D&D Churches
28
Swift Call
62
Profane Item
126
Domain Affiliations
28
Swift Wild Shape
62
Ravenous Darkness
126
Air Domain
29
Touch of Healing
62
Rejuvenating Light
126
Animal Domain
29
Travel Devotion
62
Sacred Item
126
Chaos Domain
30
Trickery Devotion
63
Seed of Life
127
Death Domain
30
Umbral Shroud
63
Soul Ward
127
Destruction Domain
31
Venom's Gift
63
Spiritual Advisor
127
Earth Domain
32
War Devotion
63
Spiritual Guardian
127
Evil Domain
33
Water Devotion
64
Subdue Aura
128
Fire Domain
33
Substitute Domain
128
Good Domain
34
PC Organizations
64
Summon Holy Symbol
128
Healing Domain
34
Disciples of Legend
64
Surge of Fortune
128
Knowledge Domain
36
The Reliquary of Six
67
Touch of Restoration
129
Law Domain
36
Guardians
of
the
Green
68
Turn Anathema
129
Luck Domain
37
The Paragnostic Assembly
72
War-Mount
129
Magic Domain
37
The Paragnostic Repositories
74
Weight of Sin
129
Plant Domain
39
Pelor's Shadow Guard
75
Wooden Blight
130
Protection Domain
39
Prestige Classes
80
Strength Domain
40
Chapter 4: Divine Items
131
Fist of the Forest
80
Sun Domain
41
Power Components
131
Forest Reeve
82
Travel Domain
41
Special Holy Symbols
133
Holt Warden
84
Trickery Domain
42
Magic Items
135
Mythic Exemplar
86
War Domain
43
Armor and Shields
135
Ordained Champion
90
"Water Domain
44
Paragnostic Apostle
94
Weapons
137
Chapter 2: Divine Character Options
45
Paragnostic Initiate
97
Clothing
138
Making Characters Divine
45
Sanctified One
99
Tools
142
Alternative Class Features
45
Shadowspy
105
Chapter 5: Divine Quests and Sites
145
Shadowstriker
108
New Feats
52
Creating Divine Criteria
145
Squire
of
Legend
110
Domain Feats
52
Nonalignment Elements
145
Divine Feats
53
Chapter 3: New Spells
113
Alignment Elements
146
Reserve Feats
53
Spell Lists
113
Sample Holy Quests
146
Tactical Feats
54
Spell Descriptions
116
The Elemental Wellsprings
146
Wild Feats
54
Aligned Aura
116
The Pantheistic Tournament
147
Feat Descriptions
54
Benediction
116
The Ghostly Lair
148
Air Devotion
54
Bewildering Mischance
116
Ancient Temple
149
Animal Devotion
54
Bewildering Substitution
116
Holy Sites
150
Awesome Smite
55
Bewildering Visions
117
Holy Location Descriptions
151
Battle Blessing
55
Bleed
117
Athenaeum of Boccob
151
Bestial Charge
56
Body Ward
117
Cold
Forge
of
Moradin
152
Chaos Devotion
,
56
Bolster Aura
117
Coliseum of Kord
153
Charnel Miasma
57
Conduit
of
Life
118
Palace of Burning Ice
154
Death Devotion
57
Confound
118
Sepulcher
of
Wee
Jas
156
Destruction Devotion
57
Dampen Magic
118
Temple of the First Dawn
157
Earth Devotion
58
Darts
of
Life
118
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Introduction
"We stand between the immortal and the mortal, the divine and the
earthly, the material and the sublime. Our duty is dear bring the
light, purge the darkness, and shield the faithful from the grasping
claw of evil!"
—Dassak Torchin, paladin of the Shining Light of Pelor
alignment and domain choices. But these people still gain
divine power, so some source of it must exist.
Religions Are Not Absolute: With very few exceptions,
any character, of any race or alignment, can worship any deity.
Yes, it doesn't make a lot of sense for a chaotic evil half-orc to
worship Moradin Dwarffather, and this book tells you why,
but not everyone who follows Hextor is lawful evil. Some
lawful neutral types who believe in a benevolent dictator­
ship might well feel that the God of Tyranny has the right
approach. It's a scary thought, but definitely possible.
Not Everyone Worships the Same Way: Get used to this
idea, because it's a recurring theme in this book. Even clerics
of the same deity might approach worship and holy missions
in different ways. A neutral good cleric of Pelor probably has
a completely different interpretation of his god's will than
a lawful good paladin of Pelor does—yet both gain divine
power and inspiration from the same ultimate source.
This book deals with the above issues and more, providing
both game mechanical and roleplaying reasons for a character
to embrace the beliefs and tenets of a D&D religion. First
introduced in the Complete Divine supplement, the term
"divine character" refers to one who has chosen a religious
path—even if she is not a cleric, druid, or paladin.
In the medieval fantasy world of the DUNGEONS & DRAGONS
game, religion can become simply a means to an end—a
different sort of resource to exploit on the road to power.
Paladins, clerics, and a few other divine classes become the
faces of religion in the typical D&D campaign, but many
players and DMs devote little thought toward how the divine
really affects the world.
This book is dedicated to changing that conception. It gives
every character in the D&D world a tie to the divine and a
chance to gain benefits (both roleplaying and mechanical)
from worshiping a deity or an ideal—or even from simply
following a cause. Your character doesn't have to sacrifice at
a temple or give up doing what he likes to do best—after all,
the D&D game is about coming up with interesting ways to
have fun. This book turns the myths and legends of the D&D
game into usable features of the campaign world and shows
you how to make them work best for your character.
WHAT YOU NEED TO PLAY
To use this book, you will need the three D&D core rule­
books—the "Player's Handbook (PH), Dungeon Master's Guide
(DMG), and Monster Manual (MM). Though no other books
are strictly necessary, a few will undoubtedly enhance your
enjoyment of this product. Complete Divine is an excellent
additional resource, offering additional mechanics that
complement those found in this book. Also, Complete Warrior
includes includes several feats mentioned herein.
Throughout this book, superscript abbreviations are often
used to denote game elements and other materials that appear
in certain supplements. Those supplements and their abbre­
viations are as follows: Complete Adventurer (CAd), Complete
Arcane (CAr), Complete Divine (CD), Complete Warrior (CW),
Expanded Psionics Handbook (EPH), Heroes of Horror (HH),
Miniatures Handbook (MH), Spell Compendium (SC), Tome of
Magic (ToM), and Unearthed Arcana (UA).
An asterisk (*) following the name of a game element
denotes an item described in this book.
TRUE BELIEVERS?
In a world of monsters, magic, and miracles, belief in deities
ought to be automatic. But your character's beliefs are entirely
up to you as a player. What your character believes and how
she practices (or fails to practice) a religion aren't aspects of
the character that rulebooks should dictate. However, the
following tenets are central to the game.
Deities Do Exist: Kord, Hextor, Tiamat, Obad-Hai, and the
other D&D deities are all out there someplace. Your character
might not believe that these beings are deities—she might say
that they're simply creatures with powers beyond the norm
for the Material Plane—but it's very difficult to disbelieve
their existence entirely.
The Power of Belief Is Manifest: Some of those who
wield divine power do not follow particular deities. Many
druids do not worship Obad-Hai (or any other nature deity),
and some clerics simply follow ideals in keeping with their
SWIFT AND IMMEDIATE ACTIONS
The Miniatures Handbook introduced the concept of a new action
type: the swift action. Likewise, Expanded Psionics Handbook in­
troduced another new action type: the immediate action. Some
of the class features, spells, and items in Complete Champion use
these concepts. A description of how they work follows.
Swift Action: A swift action consumes a very small amount of
time but represents a larger expenditure of effort and energy than
a free action. You can perform one swift action per turn without af­
fecting your ability to perform other actions. In that regard, a swift
action is like a free action. However, you can perform only a single
swift action per turn, regardless of what other actions you take.
Casting a quickened spell is a swift action, as is casting any spell
with a casting time of! swift action (such as iconic manifestation;
see page 122). This kind of swift action does not provoke attacks
of opportunity.
Immediate Action: Much like a swift action, an immediate
action consumes a very small amount of time but represents a
larger expenditure of effort and energy than a free action. Unlike
a swift action, an immediate action can be performed at any
time—even if it's not your turn.
Using an immediate action on your turn is the same as using
a swift action and counts as your swift action for that turn. If you
use an immediate action when it is not your turn, you cannot
perform another immediate action or swift action until after your
next turn. (Effectively, using an immediate action before your turn
is equivalent to using your swift action for the coming turn. ) You
also cannot use an immediate action if you are flat-footed.
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divine character in the DUNGEONS & DRAGONS game
is unique in one special respect: He has ties to an
organization from the very beginning. Whether or
not he chooses to acknowledge those ties is your
decision as a player. But even if he does not formally
embrace the relationship, a church can still affect a divine
character's beliefs and attitudes*
This chapter details the non-evil churches of the D&D pan­
theon as affiliations, using the affiliation rules introduced in
Chapter 7 of the Player's Handbook II supplement. If you've ever
wondered what the church would demand of a divine charac­
ter in a given situation, you should find this material useful.
The descriptions also present a few unique bits of doctrine
relevant to each church, as well as affiliation advancement
and benefit tables. Feel free to use the information presented
in these descriptions to flesh out your character.
The rest of this chapter presents the cleric domains given
in the Flayer's Handbook, also presented here as affiliations.
Each domain can serve as an affiliation in its own right,
or it can be used to form the affiliations for deities in your
own campaign.
THE D&D CHURCHES
The church descriptions that follow use a simplified version
of the affiliation format first presented in Flayer's Handbook
II. All share the following common elements.
Symbol: The symbol of each church is its deity's
holy symbol, as pictured in Chapter 6 of the Flayer's
Handbook. Typically, a church displays its holy symbol
prominently, but its representatives might choose to
keep it concealed while traveling through an area
hostile to their deity.
Type: All churches are considered temple affilia­
tions, even those associated with racial deities such
as Moradin or Gruumsh. As for category, the social
network of the church is much more important to
its function than its racial ties are.
Enemies and Allies: Where appropriate, this
entry summarizes the sorts of beings who are hostile
to and friendly to the church.
Scale: The scale of a church as an affiliation is gener­
ally high, since most religions span wide regions. See
Table 7-1: Affiliation Scale, PH2 184.
ABSOLUTE TRUTH?
Each church presented here is the default interpretation for
the main church of one of the core game's deities. Any church
can incorporate several sects with different attitudes and ap­
proaches. For example, nothing stops you from playing a cleric
of Moradin who believes that only the working of iron, gold,
and other metals (as opposed to any raw materials) is a true
tribute to the dwarf deity.
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