Complete Divine is a supplemental rulebook for the 3.5 edition of the Dungeons & Dragons fantasy role-playing game published by Wizards of the Coast . It replaces and expands upon earlier rulebooks entitled Masters of the Wild and Defenders of the Faith , as well as being a catchall for anything that does not fit into Complete Adventurer , Complete Arcane , Complete Warrior , or Complete Psionic .
47-434: It presents additional base classes, prestige classes, and feats. It also contains additional rules and character ideas based on belief and the afterlife, as well as a chapter on magic items based on the original D&D pantheon gods/goddesses . Updated from Oriental Adventures , the shugenja utilizes primal energies, and tapping into the earth to cast spells. It is a charisma based sorcerer-style divine casting class, with
94-454: A hashisheen cult with the Arabic view of Zoroastrian fire worship, but one which isn't automatically evil. A class that worships oblivion and has the ability to summon fragments of a sphere of annihilation. The only five-level class in the book, designed for converting enemies rather than killing them. A class of divine or arcane spellcasters trained by couatls to have similar abilities to
141-400: A great variety of moral outlooks and motives, which have to be considered by cleric player characters. In some editions of the game, deities were given statistics, allowing mighty player characters to kill a god like a powerful monster. For gaming purposes, they are also differentiated by a number of standardized characteristics: Each deity has a divine rank, which determines how much power
188-474: A pantheon may not be forced to obey their superiors, although they typically respect and fear the superior deity. Gods, Demi-Gods & Heroes (1976) included 10 pantheons of gods: The original edition of Deities & Demigods contained 17 pantheons of gods. Later printings removed the Cthulhu and Melnibonéan sections due to copyright concerns. Legends & Lore was expanded and fully revised from
235-481: A skill roll harder for more reward. Complete Adventurer also details a large number of new feats. Many of these feats are appropriate for bards and rogues. There are also a number of feats which were created to support Spellthieves, Scouts, and Ninjas. Finally, there are a few miscellaneous feats, which round out the book. Complete Adventurer also adds a large number tools equipment. This focuses on special types of items which would be particularly interesting to
282-529: A spell list biased towards elemental spells. Updated from the Miniatures Handbook , the Favored Soul is a spontaneously casting divine class, with a couple of additional divine abilities closely tied to his or her deity. The class has a fairly narrow divine spell selection. The spirit shaman cast spells as sorcerers do, but they change their spell selection each day by sending their Spirit Guide into
329-748: A spirit (fey) himself, much as a 20th level monk becomes an outsider. These include church inquisitor, consecrated harrier, contemplative, divine oracle, holy liberator, hospitaler, pious templar, sacred exorcist, sacred fist and warpriest ( Defenders of the Faith ), blighter and geomancer ( Masters of the Wild ), temple raider of Olidammara ( Song and Silence ), void disciple ( Oriental Adventures ), ur-priests ( Book of Vile Darkness ), stormlord ( Faiths and Pantheons ), radiant servant of Pelor and shining blade of Heironeous . In addition, there are several previously undescribed prestige classes. A class that combines
376-566: A useful framework for creating fantasy characters, as well as governments and even worlds. Dungeons and Dragons may be useful in teaching classical mythology. D&D draws inspiration from a variety of mythologies, but takes great liberty in adapting them for the purpose of the game. Because the Core Setting of 3rd Edition is based on the World of Greyhawk , the Greyhawk gods list contains many of
423-538: Is a list of deities of Dungeons & Dragons , including all of the 3.5 edition gods and powers of the "Core Setting" for the Dungeons & Dragons ( D&D ) roleplaying game . Religion is a key element of the D&D game, since it is required to support both the cleric class and the behavioural aspects of the ethical alignment system – 'role playing', one of three fundamentals. The pantheons employed in D&D provide
470-416: Is an expert at tracking, scouting enemy positions, and finding their way through familiar and unfamiliar landscapes. A scout has a mix of rogue and ranger traits, as well as some unique to them. The spellthief has the ability to make a rogue's sneak attack, but instead of inflicting damage, can steal a spell from their opponent. That is, the victim can no longer cast their memorized spell for that day, while
517-606: Is by Matt Cavotta , with interior art by Steve Belledin , Mitch Cotie , Ed Cox , Steve Ellis , Wayne England , David Hudnut , Jeremy Jarvis , Doug Kovacs , Chuck Lukacs , Jeff Miracola , Monte Moore , William O'Connor , Michael Phillippi , Ron Spencer , and Franz Vohwinkel . Jesse Decker explained his approach to the book: "I really like to start writing on Day One of a project, so I always do outlining before my official design time begins. I started writing an outline for Complete Adventurer about three weeks before I actually began writing. With Complete Adventurer , I built
SECTION 10
#1733093892470564-458: Is described as having two aspects; a creator one and a destroyer one): Following the Light is a fictional dualistic religion presented in and constructed according to the guidelines given for dualistic religions in 3rd Edition Deities and Demigods. Being dualistic, it consists of two, polar-opposite deities: The faith of Dennari is a fictional mystery cult , presented in and constructed according to
611-640: The 3.5 edition of the Dungeons & Dragons game system published by Wizards of the Coast . It focuses on the skill based character classes of D&D, replacing and expanding upon an earlier soft-cover rulebook entitled Song and Silence . It also provides a catchall for anything that doesn't fit into Complete Arcane , Complete Divine , Complete Warrior , or Complete Psionic . It presents additional base classes, prestige classes, and feats. Complete Adventurer introduces three new character classes to D&D 3.5. These classes are strongly related to
658-481: The Elemental Planes and the rulers of the elementals . Although they are not truly rulers of their planes, archomentals like to consider themselves as much and often grant themselves regal titles like Prince or Princess. They are compared in the source material to the archfiends or celestial paragons, and are considered to be the elemental equivalent of such beings. The evil archomentals are collectively known as
705-484: The Planescape campaign setting. Reviewer Scott Haring found the process successful as the "once-silly Modrons" were "given a new background and purpose that makes a lot more sense". "Titans are closer to the well spring of life and thus experience more pronounced emotion including Deity-like fits of rage. In ages past some rebelled against the deities themselves..." The Lady of Pain is an enigmatic being who oversees
752-688: The Players Handbook , these deities are listed as part of the default D&D pantheon in new works and as such are regarded as additions to the default pantheon. Although some of these originally come from the Greyhawk , Forgotten Realms , or Eberron campaign settings , each one is mentioned at some point in a non-setting-specific source. The name in brackets next to each one specifies the source they are mentioned in. Greater deities Intermediate deities Lesser deities Demigods The third edition version of Deities & Demigods contains only four pantheons: The third edition version of
799-451: The Slaadi race and the plane of Limbo . Though true to their chaotic nature they often do not appear anything like other Slaadi. Primus is the leader of the modrons and is the epitome of order, and possesses god-like powers in the game. Artist Tony DiTerlizzi became fascinated by Primus and the other modrons when he got the challenge to redesign them from their first edition appearance for
846-658: The archons are known collectively as the Celestial Hebdomad . They rule the layers of the Plane of Mount Celestia . The celestial paragons of the eladrins are collectively known as The Court of Stars . They hail from the Plane of Arborea . The celestial paragons of the guardinals are collectively known as Talisid and the Five Companions . They hail from the plane of Elysium . Archomentals are powerful exemplary beings of
893-462: The "Dawn War Deities" as a sample pantheon, an updated version of the main pantheon of 4th Edition. These updates included readjusting some of the alignments, because 5th Edition returned to the previous schema of nine alignments, as well as adding suggested cleric domains of the available domains from the PHB and DMG . The Sword Coast Adventurer's Guide (2015) then gave a more detailed overview of all
940-560: The 1st Edition AD&D volume, and rewritten to be used with the 2nd Edition rules. This edition had pared-down content in comparison to the original; the sections on Babylonian, Finnish, Sumerian and non-humanoid deities were wholly excised. The Central American mythos was changed to the Aztec mythos , while the Nehwon mythos was retained. The book Monster Mythology (1992) included over 100 deities for nonhumans. There are over 100 deities in
987-593: The Appendix section of the 5th Edition Players Handbook (2014). These include the deities from the Forgotten Realms , Greyhawk , Dragonlance , Eberron , and the deities derived from historical pantheons such as the Celtic deities and Norse deities . The historical deities have been removed from their historical aspect as to better serve the needs of the game. The 5th Edition Dungeon Master's Guide (2014) later provided
SECTION 20
#17330938924701034-494: The Coast, March 2006. The supplement Dragon Magic , by Rodney Thompson and Owen Stephens published in September 2006, introduces this vestige: Wizards of the Coast created these vestiges online: These are the deities for the non-Greyhawk default campaign setting of 4th edition Dungeons & Dragons (informally referred to as the "points of light" setting). The list includes long-time D&D establishments from Greyhawk and
1081-572: The Forgotten Realms, as well as several original gods. Although some gods are patrons of specific races, they are worshipped by all, and racial pantheons do not exist in this edition. Many lesser gods from previous editions (such as the Seldarine or most members of the dwarven pantheon) now have the status of Exarch, a demipower in service to a greater god. These are the deities for the 5th Edition of Dungeons & Dragons , which mostly are printed in
1128-478: The Greyhawk setting, and when creating Dungeons & Dragons 3rd Edition Wizards of the Coast selected a subset to become iconic deities. They selected and altered deities to correspond to "iconic" aspects of core D&D. Most core deities are human deities; except for the chief gods of the demihuman races. Certain aspects of the deities were altered to make them more generic – for example: the "Core" Heironeous favors
1175-525: The Melnibonéan mythos were removed by the third printing because of potential copyright issues. In 1985, the book was renamed Legends & Lore due to concerns about bad publicity. The Babylonian, Finnish, nonhuman, and Sumerian content were removed to allow room for expansion of the remaining mythoi. In 1992, Monster Mythology was published as a sourcebook for the second edition of Dungeons & Dragons . This work re-introduced detailed information on
1222-677: The Princes of Elemental Evil. At their introduction in Fiend Folio (1981) reviewer Ed Greenwood considered them "worthy additions to any campaign". The five most famous are: The good archomentals are collectively known as the Elemental Princes of Good. The four most famous are: Three other archomentals are first mentioned in Manual of the Planes (TSR, 1987). The Slaad Lords are the de facto rules of
1269-610: The balance of the spell list a little toward the upper levels." Viktor Coble listed the entire Complete series - including Complete Adventurer , Complete Divine , Complete Warrior , Complete Arcane , Complete Champion , and Complete Mage - as #9 on CBR 's 2021 "D&D: 10 Best Supplemental Handbooks" list, stating that "These books took a deep dive into specific class types. They expanded on what it meant to be that kind of class, gave informative prestige classes, extra abilities, and even new concepts for playing them." List of deities of Dungeons %26 Dragons This
1316-620: The book also discusses in detail how one would go about the creation of their own pantheon, as well as individual gods, for use in Dungeons & Dragons . These three alternative faiths were described in the third edition Deities and Demigods book. The Faith of the Sun is a fictional, monotheistic religion presented in and constructed according to the guidelines given for monotheistic religions in 3rd Edition Deities and Demigods. Being monotheistic, it of course consists of only one deity (though said deity
1363-455: The boundary of life, death, and undeath. They are untouchable by even the most powerful deities although they can be summoned and used by the weakest mortal through pact magic and binding. Binders are often feared and hunted down by "Witch Slayers." The list of vestiges that can be bonded with include: Vestiges were introduced in D&D: Tome of Magic supplement by Matthew Sernett, Ari Marmell , David Noonan , Robert J. Schwalb . Wizards of
1410-512: The city of Sigil in the plane of the Outlands . Almost nothing is known about her; her origin, her race, her motives and her level of power are all obscure, although she is sometimes shown to have absolutely immense power. The Lady of Pain refuses to tolerate anyone who worships her, killing those who do so. Again; virtually nothing is known about her, apart from the fact that she has the power to slay gods who displease her. These entities are outside
1457-587: The creatures. A class open only to elves and closely tied to their in-game mythologies. Complete Divine was written by David Noonan , and was published in May 2004. Cover art was by Henry Higginbotham , with interior art by Kyle Anderson , Tom Baxa , Steven Belledin , Cris Dornaus , Wayne England , Jeremy Jarvis , Dennis Crabapple McClain , Raven Mimura , William O'Connor , Jim Pavelec , Wayne Reynolds , Scott Roller , Richard Sardinha , Ron Spencer , Arnie Swekel , and Franz Vohwinkel . David Noonan explains
Complete Divine - Misplaced Pages Continue
1504-634: The deities from the Forgotten Realm, including nonhuman deities. A more detailed and expanded overview of nonhuman deties was printed in the Mordenkainen's Tome of Foes (2018). The sourcebook Explorer's Guide to Wildemount (2020), which is the official adaptation of the Exandria setting from the web series Critical Role for 5th Edition, uses a variation of the Dawn War pantheon. This setting divides
1551-531: The deities listed here, and many more. The first official publication to detail god-like beings for use in the Dungeons & Dragons game was Gods, Demi-Gods & Heroes , published in 1976 as the fourth supplement for the original edition. This work was superseded by the Deities & Demigods source book, which was first published in 1980. The first printing included the Cthulhu Mythos , but both this and
1598-405: The deities of several non-human pantheons. The Faerûnian pantheon for the Forgotten Realms campaign setting was more fully detailed in 1996–1998 with the publication of Faiths & Avatars , Powers & Pantheons and Demihuman Deities . The deities are grouped into three categories: Before third edition, there was no Core Setting, so the distinctions above are not as clear-cut. For
1645-460: The designers' approach to preparing material for the book: "In each section, we first decided what we wanted to pick up from previous D&D sources such as Defenders of the Faith and Faiths and Pantheons . That meant a lot of meetings and a lot of feedback from the fans. Then, especially for the spells, we looked for niches we hadn't filled yet. For example, there's a lot of design space left for high-level druid and cleric spells, so we tilted
1692-553: The entity has, from lowest to highest: Every deity has certain aspects of existence over which it has dominion, power, and control. Collectively, these aspects represent a deity's portfolio. Each deity that can grant spells has multiple domains that give clerics access to extra spells and abilities from that domain. Which domains are associated with a deity is largely a function of the deity's portfolio. Many deities are arranged in pantheons, which are often led by Greater deities which are their direct superiors. The individual deities in
1739-426: The guidelines given for mystery cults in 3rd Edition Deities & Demigods . It worships a single deity of the same name: Similar to monster powers, these are not true deities but very powerful extraplanar beings. These however do not even profess to be gods (though many still have designs on godhood). The single unifying feature of all demon lords (also called demon princes) is the inherent control over part of
1786-459: The infinite layers of The Abyss . Only the first 666 layers of The Abyss are generally known, and of those only a small fraction of the princes of those layers are a part of the D&D cosmology. The celestial paragons are powerful unique outsiders of the Upper Planes. They are to the celestials as the archdevils are to the devils and the demon lords are to demons. The celestial paragons of
1833-500: The longsword (in order to make the favored weapon of the "God of Chivalry" more traditionally knight-like), as contrasted with the original "Greyhawk" Heironeous, who favors the battleaxe. The designation of "greater" vs. "intermediate" comes from Legends & Lore (1990). It is not used in any edition of the Player's Handbook , but it is used in Deities and Demigods (2002) and various v3.5 Edition materials. Although not listed in
1880-474: The most part, materials which did not specify a setting were assumed to be at least compatible with the World of Greyhawk if not outright parts of the canon. As such, those prior materials are covered in the setting-specific lists of deities. The book Monster Mythology , however, was considered to be canon for core materials for the gods of non-human races in second edition. Deities in Dungeons & Dragons have
1927-657: The other books in the Complete series. The prestige classes include the Animal Lord, Beastmaster, Exemplar, Ollam, Dungeon Delver, Daggerspell Mage, Daggerspell Shaper, Nightsong Enforcer, Nightsong Infiltraitor, Fochlucan lyrist, maester (a magic item crafter), tempest, wild plains outrider, bloodhound and vigilante. The book details a number of new uses for skills, since its focus is on skill based characters. The book details new ways to use skills, as well as how to extend skills, use skills untrained that you normally couldn't, or make
Complete Divine - Misplaced Pages Continue
1974-523: The outline based on the structures of earlier Complete books and the assignment from the design manager that was something like: Create three base classes, a fair number of prestige classes, and 'do a lot with skills.'" Viktor Coble listed the entire Complete series - including Complete Adventurer , Complete Divine , Complete Warrior , Complete Arcane , Complete Champion , and Complete Mage - as #9 on CBR 's 2021 "D&D: 10 Best Supplemental Handbooks" list, stating that "These books took
2021-723: The pantheon into the Prime Deities and the Betrayer Gods; it also adds Raei, the Everlight, to the Prime Deity side of the pantheon – this god is adapted from the Pathfinder god Sarenrae. Additionally, this setting introduces other potential divine sources outside of the pantheon such as the Luxon. Complete Adventurer Complete Adventurer is a supplemental hard-cover rulebook for
2068-423: The rogue class, and are highly skill based. The classes added are Ninja, Scout and Spellthief. The ninja class represents the standard image of a stealthy fighter. A ninja can come unseen, attack quickly but furiously, then leave unseen. The ninja excels at quick, powerful attacks but lacks the combat stamina of other classes such as monks and fighters. A scout is a bit like a rogue of the wilderness. The scout
2115-497: The skill based character classes such as alchemical items which focus on increasing skills for a few rounds. The final section of the book looks at organizations, a subject that has not appeared much in any 3rd or 3.5 book. Organizations are covered in much greater detail in Player's Handbook II . Complete Adventurer was written by Jesse Decker and published in January 2005. Cover art
2162-432: The spellthief can cast it - just as it was memorized. At higher levels the spellthief can even steal spell-like abilities from monsters. Complete Adventurer introduces a number of prestige classes which are primarily suited for rogues, bards, and the new classes introduced in the book. In addition there are a few other prestige classes which don't seem to fit the theme, but appear here because they did not fit in any of
2209-415: The spirit world. The shaman also has a special abilities that affect spirits (incorporeal undead, fey, elementals and creatures defined as spirits in other texts). The Spirit Guide is a purely mental/spiritual creature, incapable of affecting the world, though it does grant the spirit shaman the feat, "Alertness", as well as justifying certain class features. Ultimately, at 20th level, the spirit shaman becomes
#469530