Dragonlance® Deities and Domains

This is a conversion of the DRAGONLANCE® deities found in DRAGONLANCE Adventures and Tales of the Lance. It contains deities with their domains and favoured weapons for Classic DRAGONLANCE® campaigns using the Dungeons & Dragons® rules. Even if you are not playing a cleric, you might choose a patron deity from these descriptions to add background flavour and campaign hooks to your character.

Alignment Restrictions

  There are twenty-one true gods of Krynn, organised into three separate pantheons of seven: the Gods of Light (good), the Gods of Darkness (evil), and the Gods of Balance (neutral). In the DRAGONLANCE® setting, it is not necessary for a cleric character to match the lawful or chaotic part of his deity’s alignment; for example, a lawful neutral cleric may worship Gilean, a neutral god. However, the cleric must have the same tendency towards good or evil as his deity; a lawful neutral cleric cannot receive divine magic from Paladine, a lawful good god.

Deities and the Ages of Krynn

  In different periods during Krynn’s history, the deities withdrew from the world, leaving it without divine magic of any kind. During these times, there are no cleric or druid characters, and ranger or paladin characters are unable to cast spells.

Heathen Priests

  During the post-Cataclysm years, priests began seeking new gods to worship and, in some cases, claimed that they had received divine gifts from them. In all cases, these priests were false clerics; most should be considered members of the Aristocrat NPC class.
  There also existed communities of druids who venerated the gods Chislev and Habbakuk. These characters were not true druids, but members of the Adept NPC class who have developed simple magic based on the forces of nature.
  Characters with the cleric, druid, and paladin classes do exist during this period, but they are unable to cast dvine spells or use spell-like and supernatural abilities until they begin worshipping one of the true gods of Krynn. Therefore, they make poor choices for adventuring characters. Likewise, rangers cannot cast divine spells until they begin worshipping on of the true gods, but they retain their favoured enemy, track, and two-weapon fighting abilities, and make a more viable choice for characters.
  Campaigns set before the War of the Lance might allow players to create characters of the Adept or Aristocrat classes; upon the return of the true gods, these characters can become multiclassed clerics, druids, or paladins. Furthermore, as adventuring becomes far more deadly without some kind of healing power, characters should be allowed to choose the Brew Herbal Potion feat. Potions created with this feat are not as powerful as a true cleric's healing, so adventurers will need to be cautious to survive.

Feat: Brew Herbal Potion [Item Creation]
  You can create potions that use the natural healing properties of special herbs and minor natural magic to heal others. See the Dungeon Master's Guide for rules on potions.
  Prerequisites: Heal: 4 ranks, Profession (Herbalist): 4 ranks
  Benefit: You can create a potion of cure light wounds that cures 1d8 points of damage. Brewing a herbal potion takes 1 day and uses up herbal materials costing 25 stl. You must spend 2 XP per potion created.

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Table 1: Deities

Deity

Alignment

Domains

Typical Worshipers

Mishakal

Lawful good

Healing, Luck, Mercy, Protection

Monks, paladins, rangers

Kiri-Jolith

Lawful good

Law, Protection, Strength, War

Fighters, knights, paladins, rangers

Paladine

Lawful good

Good, Law, Protection, Sun

Knights, paladins

Solinari

Lawful Good

Good, Knowledge, Magic

Sorcerers, wizards

Branchala

Neutral good

Luck, Good, Song

Elves, kender, bards, rogues

Habbakuk

Neutral good

Air, Sun, Travel, Water

Elves, druids, knights, rangers

Majere

Neutral good

Animal, Knowledge, Mind, Protection

Monks

Chislev

Neutral

Animal, Healing, Plant, Protection

Barbarians, druids, rangers

Gilean

Neutral

Knowledge, Magic, Protection

Monks, wizards

Lunitari

Neutral

Knowledge, Magic, Transformation

Illusionists, sorcerers, wizards

Reorx

Neutral

Earth, Law, Strength, War

Dwarves, gnomes, kender, fighters

Shinare

Neutral

Knowledge, Law, Luck, Protection

Gnomes, bards, fighters, rogues

Sirrion

Neutral

Chaos, Fire, Knowledge, Luck

Gnomes, illusionists, sorcerers

Zivilyn

Neutral

Knowledge, Plant, Sun, World

Druids

Chemosh

Lawful evil

Death, Evil, Plant

Monks, necromancers

Nuitari

Lawful Evil

Evil, Knowledge, Magic

Sorcerers, wizards

Sargonnas

Lawful evil

Destruction, Fire, Strength, Trickery

Minotaurs, fighters, rogues, wizards

Takhisis

Lawful evil

Evil, Healing, Trickery, War

Draconians, dragons, ogres, fighters, sorcerers

Morgion

Neutral Evil

Destruction, Evil, Healing

Druids, rangers

Hiddukel

Chaotic evil

Chaos, Knowledge, Trickery

Barbarians, fighters, rogues

Zeboim

Chaotic evil

Animal, Chaos, Water

Ogres, barbarians, sailors

Highgod

Unknown

Luck, Protection, Sun

Humans

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Table 2: Deities by Race

Race

Commonly Worshipped Deities

Bakali

Chislev (N), Sirrion (N), Takhisis (LE)

Dwarves

Reorx (N), Shinare (N), Sirrion (N)

Elves

Mishakal (LG), Paladine (LG), Branchala (NG), Chislev (N), Gilean (N)

Gnomes

Reorx (N), Sirrion (N)

Irda

Mishakal (LG), Paladine (LG)

Kender

Mishakal (LG), Branchala (NG), Habbakuk (NG), Chislev (N), Gilean (N), Reorx (N)

Minotaurs

Kiri-Jolith (LG), Sargonnas (LE), Zeboim (CE)

Ogres

Takhisis (LE), Zeboim (CE)

Sea Elves

Paladine (LG), Habbakuk (NG), elven demigods (CG), Chislev (N)

Note: Deities in italics are the most commonly worshipped by a particular race.

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Table 3: Deities by Class

Class

Deities (Alignment)

Fighters

Kiri-Jolith (LG), Reorx (N), Takhisis (LE), Sargonnas (LE), Hiddukel (CE)

Barbarians

Chislev (N), Hiddukel (CE), Zeboim (CE)

Paladins

Mishakal (LG), Kiri-Jolith (LG), Paladine (LG)

Rangers

Mishakal (LG), Kiri-Jolith (LG), Habbakuk (NG), Chislev (N), Morgion (NE), Zeboim (CE)

Wizards

Solinari (LG), Gilean (N), Lunitari (N), Nuitari (LE)

Illusionists

Lunitari (N), Sirrion (N)

Necromancers

Chemosh (LE)

Sorcerers

Solinari (LG), Lunitari (N), Sirrion (N), Nuitari (LE), Takhisis (LE)

Clerics

Any

Druids

Branchala (NG), Habbakuk (NG), Chislev (N), Zivilyn (N), Morgion (NE), Zeboim (CE)

Rogues

Branchala (NG), Chislev (N), Sargonnas (LE), Habbakuk (CE)

Bards

Branchala (NG), Shinare (N)

Monks

Mishakal (LG), Majere (NG), Gilean (N), Chemosh (LE)

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Branchala
  The god of elves, kender, and creativity, Branchala, is neutral good. His title is “The Song of Life,” and he is also known as Astra (Qualinesti), Astarin (Silvanesti), Bran (Ergoth), and Songmaster (Goodlund). Bards, elves, and kender worship him. The domains he is associated with include Luck, Good, and Song (a unique domain). His holy symbol is the harp, or a flute (for the elves and kender). His favoured weapon is the rapier.

Chemosh
  The god of undeath, Chemosh, is lawful evil. His title is “The Lord of Death,” and he is also known as Aeleth (Ergoth), Chemos Jotun (Icewall), Dron of the Deep (Tarsis), Khemax (Thorbardin), and Lifebane (Mithas). Necromancers, secret societies, and evil druids worship him. The domains he is associated with include Death, Evil, and Plant. His unholy symbol is a ram’s skull. His favoured weapon is the scythe.

Chislev
  The supreme goddess of the natural world, Chislev, is neutral. Her title is “The Beast,” and she is also known as the Wild One in Mithas. Barbarians, rangers, and druids worship her. The domains she is associated with include Animal, Healing, Plant, and Protection. Her holy symbol is an animal’s fang. Her favoured weapon is the flail (heavy or light).

Gilean
  The god of meditation and learning, Gilean, is neutral. His title is “The Void,” and his other names include The Book, Gate of Souls, Grey Voyager, and the Sage. His worshipers include monks, experts, and wizards; monks can become clerics of Gilean without abandoning their progression as a monk. Gilean is associated with the domains of Knowledge, Magic, and Protection. His holy symbol is an open book. The quarterstaff is his favoured weapon.

Habbakuk
  The god of sea and sky, Habbakuk, is neutral good. His title is “The Fisher King,” and his other names include the Blue Phoenix (Ergoth, elves), Sea Lord (Mithas), and Skylord (Balifor and Goodlund). Habbakuk is worshiped by sea elves, druids, rangers, and sailors. Habbakuk is usually portrayed as a shining blue phoenix or a giant blue dolphin. The domains he is associated with are Air, Sun, Travel, and Water. His holy symbol is a blue kingfisher. His favoured weapon is the scimitar.

Hiddukel
  The god of deceit, wealth, and tyrants, Hiddukel, is chaotic evil. His title is “Prince of Lies,” and he is also named Betrayer (Mithas), Hitax the Flaw (Thorbardin), M’Fistos (Istar), and Usk-Do (hbgoblin). Barbarians, fighters, and rogues favour Hiddukel. Ogres and hobgoblins worship him in savage lands. The domains he is associated with are Chaos, Knowledge, and Trickery. His unholy symbol is the broken scale. His favoured weapon is the dagger.

Highgod
  The abstract supreme god, Highgod, is beyond good and evil, law and chaos. Some humans worship the Highgod as the supreme force behind all other deities, and the ruler of Beyond. The domains he is associated with are Luck, Protection, and Sun. His holy symbol is the sun. His favoured weapon is the longsword.

Kiri-Jolith
  The god of justice and manhood, Kiri-Jolith, is lawful good. His title is “The Sword of Justice,” and he is known as Corij (Ergoth), Emperor (Mithas), Kijo the Blade (Thorbardin), and Jolith (Kharolis and Tarsis). Kiri-Jolith is worshiped primarily by fighters, paladins, and Solamnic Knights. His favoured weapon is the longsword, and the domains that he is associated with are Law, Protection, Strength, and War. His holy symbol is the bison’s horns.

Lunitari
  Lunitari, the goddess of neutral magic and illusions, is neutral. Her title is “Veiled Maiden,” and she is also known as Luin (Ergoth), Maid of Illusion (Mithas), Night Candle (Thorbardin), and Red-Eye (Goodlund). Although not properly worshipped as most gods are, her ethical guidelines are followed by sorcerers and wizards. The domains associated with Lunitari are Knowledge, Magic, and Transformation. Her holy symbol is the red moon. Her favoured weapon is the dagger.

Majere
  Majere, the god of wisdom, monastic living, and contemplation, is neutral good. His title is “Master of Mind,” and he is also known as Manthus (Ergoth), Mantis of the Rose (Qualinesti), Matheri (Silvanesti), and Nadir the Dreamsender (Mithas). Elves, druids, monks and naturalists worship him; monks can multiclass as clerics of Majere without abandoning their advancement as a monk. The domains associated with Majere are Animal, Knowledge, Mind, and Protection. His holy symbol is the copper spider, rose (elves), or mantis (Solamnia). His favoured weapon is the unarmed strike.

Mishakal
  The goddess of healing, Mishakal, is lawful good. Her title is “The Healing Hand,” and she is also known as Bearer of Light/Lightbringer (Solamnia), the Blue Lady (Kender), Ka-Me-Sha, the Healer in the Home (Kharolis and Tarsis), Mesalax (Throbardin), Meshal (Icewall), Mishas (Ergoth), Quenesti Pah (Silvanesti), Quen Illumini (Qualinesti), and Skymistress (Goodlund). Mishakal is universally portrayed as a beautiful woman in blue robes. Mishakal’s worshippers include good monks, paladins, and rangers. The domains she is associated with are Healing, Luck, Mercy, and Protection. Her holy symbol is a blue infinity symbol. Her favoured weapon is the quarterstaff.

Morgion
  Morgion, the god of disease and mystery, is neutral evil. His title is “Black Wind,” and his other names include Anthrax Goatlord (hobgoblin), Gormion (Tarsis), H’rar (Ergoth), Morgax Rustlord (Thorbardin), Morgi (Icewall), and Pestilence (Mithas). Evil monks, assassins, and cultists worship him. The domains he is associated with include Destruction, Evil, and Healing. His unholy symbol is a face hidden by a cowl, and his favoured weapon is the flail (any).

Nuitari
  The god of dark magic, Nuitari, is lawful evil. His title is “The Devouring Dark,” and he is known by the names Black Hand (Balifor), Darkness (Elian Wilds), Nightreaver (Mithas), and Ungod (Thorbardin). He is worshipped by evil sorcerers and wizards. The domains associated with Nuitari include Evil, Knowledge, and Magic. His unholy symbol is the black moon, and his favoured weapon is the dagger.

Paladine
  Paladine, the god of rulership, order, and hope, is lawful good. His title is “The Platinum Dragon,” and he is also named Draco Paladin (Ergoth), Dragonlord (Mithas), E’li (Silvanesti), Fizban (kender), the Great Dragon (Solamnia), Platinum Father (Dragons), Skyblade (Kendermore), and Thak the Hammer (Thorbardin). He is widely worshipped, and receives the respect of the Solamnics, elves, paladins and knights; paladins can multiclass as clerics of Paladine without abandoning their advancement as a paladin. The domains that his is associated with include Good, Law, Protection, and Sun. His holy symbol is a silver triangle or a platinum dragon. His favoured weapon is the mace.

Reorx
  The god of the forge, Reorx, is neutral. His title is “The Forge,” and his other names include Anvil (Elian Wilds) and the Weapon Master (Mithas). He is known to be the creator of the mortal races, the crafts, and the entire world of Krynn. Reorx is the father and protector of the dwarves and the gnomes, each of whom consider themselves his favourite children. Craftsmen, fighters, illusionists, and tinkers of other races occasionally worship him as well. The domains he is associated with are Earth, Law, Strength, and War. His holy symbol and favoured weapon are the warhammer.

Sargonnas
  Sargonnas, the minotaur god, is lawful evil. His title is “Dark Vengeance,” and his names include Argon (Istar, Ergoth), Firebringer (Hylo), Sargas the Destroyer (Mithas), Gonnas the Willful (Icewall), Kinis (Qualinesti), Kinthalsas (Silvanesti), Masal-Lasim (Tarsis), and Sargonax the Bender (Thorbardin). Sargonnas is a subtle deity, whose intentions are too convoluted for mortals to comprehend, and most of his clerics maintain an air of secrecy. Sargonnas is especially venerated by minotaur rulers, and considered the patron of their race. He is also worshiped by fighters, rogues, and wizards. The domains he is associated with are Destruction, Fire, Strength, and Trickery. His unholy symbol is a red condor. The greataxe is his favoured weapon.

Shinare
  Shinare, the goddess of trade, industry, and civilisation, is neutral. Her title is “Winged Victory,” and she is named Balancer of the Scales (Mithas), Silver Master (Thordbardin), Walking Liberty (Ergoth), and Winged One (Silvanesti). Her worshipers include gnomes, monks, and rogues, as well as merchants and bureaucrats of all types. The domains she is associated with are Knowledge, Law, Luck, and Protection. Her holy symbol is a griffin’s wing. Her favoured weapon is the ceremonial mace.

Sirrion
  The god of change and flame, Sirrion, is neutral. His title is “The Flowing Flame,” and he is known as the Alchemist (gnomes), Firemaster, and the Wizard (Mithas). Sirrion is usually depicted as a gnome or as a god of living flame. He is worshiped by gnomes, illusionists, and sorcerers. The domains he is associated with are Chaos, Fire, Knowledge, and Luck. His holy symbol is a multi-coloured flame. The dagger is his favoured weapon.

Solinari
  Solinari, the god of good magic, is lawful good. His title is “The Mighty Hand,” and he is known by names including Beacon (Mithas), God’s Eye (Thordardin), Ivory Disk (Hylo), Solin (Ergoth), and White-eye (Goodlund and Balifor). He is worshipped by good sorcerers and wizards. Solinari is associated with the domains of Good, Knowledge, and Magic. His holy symbol is the white moon, and his favoured weapon is the dagger.

Takhisis
  The dark goddess of dragons, Takhisis, is lawful evil. Her title is “The Queen of Darkness,” and other names include Darklady (ogre), Dragon Queen (Ergoth and Silvanesti), Lady Chaos (Mithas), Mai-Tat (Tarsis), Mwarg (hobgoblin), Nilat the Corrupter (Icewall), She of the Many faces (Hylo), Tamex the False Metal (Thorbardin) and Tii’Mhut (Istar). Takhisis is a malicious, dominating deity who seeks to bring the world under her control and the control of her dragons. As a god of dragons, hatred, and war, she is worshiped by fighters, sorcerers, and warlords. The domains she is associated with are Evil, Healing, Trickery, and War. Her unholy symbol is the five-headed dragon or a black crescent. The heavy mace is her favoured weapon.

Zeboim
  The goddess of tempests and the sea, Zeboim, is chaotic evil. Her title is “The Darkling Sea,” and her other names include Bhezomiax (Thorbardin), the Dragon Turtle, Maelstrom (Mithas), the Midnight Storm, Rann (Ergoth), the Sea Mother, Zebir Jotun (Icewall) and Zyr (Tarsis). She is worshipped by ocean–going creatures such as the primitive Orughi sea ogres and by certain fearful sailors and coastal barbarians. The domains she is associated with are Animal, Chaos, and Water. Her unholy symbol is a dragon turtle with a woman’s head. The trident is her favoured weapon.

Zivilyn
  Zivilyn, the god of wisdom, time and the universe, is neutral. His title is "The Tree of Life," and he has been called Wise One (Mithas) and World Tree. Druids and philosophers worship Zivilyn, who is thought to exist in all times and all places. Zivilyn is associated with the domains of Knowledge, Plant, Sun, and World. His holy symbol is a vallenwood tree, and his favoured weapon is the quarterstaff.

Chaos
  Chaos, the Father of All and of Nothing, is chaotic evil. He claims to be the father of all of the gods, although his true role in the cosmos is unknown. Chaos was trapped within the Greygem throughout most of the Age of Dreams, Might, and Despair, and has no worshippers or clerics. Chaos' escape from the Greygem occurred during the summer of 383 AC ("The Summer of Chaos") and his attempt to destroy the world of Krynn in the Chaos War led directly to the Second Cataclysm and the beginning of the new Fifth Age.

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New Cleric Domains

Mercy Domain

  Deity: Mishakal (unique). The domain of Mercy represents the light of truth, hope, and goodness that Mishakal shines upon her faithful.
  Granted Power: You cast light or virtue once per day.

Mercy Domain Spells

1.

Protection from Evil. +2 AC and saves, counter mind control, hedge out elementals and outsiders.

2.

Aid. +1 attack, +1 on saves against fear, 1d6 temporary hit points.

3.

Daylight. 60-ft. radius of bright light.

4.

Divination. Provides useful advice to specific proposed actions.

5.

True Seeing. See all things as they really are.

6.

Heroes' Feast. Food for one creature/level and blesses.

7.

Sunbeam. Beam blinds and deals 3d6 damage, more against undead.

8.

Holy Aura. +4 AC, +4 resistance, and SR 25 against all healing spells.

9.

Miracle. Requests a deity's intercession.

Mind Domain

  Deity: Majere (unique). The domain of Mind represents the mental and spiritual powers that a lifetime of meditation can bring.
  Granted Power: You gain a +2 insight bonus to saves agaist mind-influencing effects.

Mind Domain Spells

1.

Remove Fear. +4 on saves against fear for one subject +1/four levels.

2.

Calm Emotions. Calms 1d6 subjects/level, negating emotion effects.

3.

Prayer. Allies gain +1 on most rolls, and enemies suffer –1.

4.

Polymorph Self. You assume a new form.

5.

Atonement. Removes burden of misdeeds from subject.

6.

Dominate Person. Control humanoid telepathically.

7.

Spell Turning. Reflect 1d4+6 spell levels back at caster.

8.

Mind Blank. Subject is immune to mental/emotional magic and scrying.

9.

Astral Projection. Projects you and companions into Astral Plane.

Song Domain

  Deity: Branchala (unique). The Song domain represents the supernatural powers that a cleric of Branchala can imbue within his art.
  Granted Power: You can cast Song domain spells without material components. Spells of this domain cannot be affected by the Silent Spell feat. Perform is a class skill.

Song Domain Spells

1.

Charm Person. Makes one person your friend.

2.

Enthrall. Captivates all within 100 ft. + 10 ft./level.

3.

Emotion. Arouses strong emotion in subject.

4.

Tongues. Speak any language.

5.

Dream. Sends message to anyone sleeping.

6.

Mass Suggestion. As suggestion, plus one/level subjects.

7.

Legend Lore. Learn tales about a person, place, or thing.

8.

Otto's Irresistable Dance. Forces subject to dance.

9.

Mass Charm. As charm monster, but all within 30 ft.

Transformation Domain

  Deity: Lunitari (unique). The domain of Transformation is inspired by the Greygem, and represents the supernatural powers of transformation and illusion.
  Granted Power: You cast change self once per day.

Transformation Domain Spells

1.

Silent Image. Creates minor illusion of your design.

2.

Minor Image. As silent image, plus some sound.

3.

Major Image. As silent image, plus sound, smell, and thermal effects.

4.

Shadow Conjuration. Mimics conjuring below 4th level.

5.

Polymorph Other. Gives one subject a new form.

6.

Animate Objects. Objects attack your foes.

7.

Simulacrum. Creates partially real double of a creature.

8.

Polymorph Any Object. Changes any subject into anything else.

9.

Shapechange. Transforms you into any creature, and changes form once per round.

World Domain

  Deity: Zivilyn (unique). The domain of World is granted by Zivilyn, who exists in all places and all times. It represents the natural world and the relationship between time and space.
  Granted Power: You cast guidance or know direction once per day. Knowledge (nature) is a class skill.

World Domain Spells

1.

Endure Elements. Ignores 5 damage/round from one energy type.

2.

Tree Shape. You look exactly like a tree for 1 hour/level.

3.

Speak with Plants. You can talk to normal plants and plant creatures.

4.

Freedom of Movement. Subject moves normally despite impediments.

5.

Commune with Nature. Learn about terrain for one mile/level.

6.

Liveoak. Oak becomes treant guardian.

7.

Teleport Without Error. As teleport, but no off-target arrival.

8.

Reverse Gravity. Objects and creatures fall upward.

9.

Time Stop. You act freely for 1d4+1 rounds.

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