You are on page 1of 12

Nine Animal Cults

T
he Lion, The Cow, The Stag, The Honey Bee, Smaller Scaled Gods
The Serpent, The Tree Frog, The Crab, The Any, or all, of the Nine Animal Gods may be introduced into
Raven, and The Rhinoceros. These animals your campaign to supplement existing deities in your setting.
are the totems for nine divine powers known The Animal Gods may be used as "lesser deities" that can
as the Animal Gods. interact with the player characters directly.
Local Flavor
Using the Animal Gods in your Any of the Animal Gods may be dropped into a region of your
Domain game as a local deity. This could be used as a way to a new
region a distinctive feel or be used to allow a follower of a
In the following pages each of these deities are presented more universally worshiped deity to have a fish-out-of-water
alongside their followers and related player character experience with the local clergy.
options. The Nine Animal Gods table lists the name,
alignment, driving ideal, and related Divine Domains Demiplane Surprise
associated with each of the Animal Gods. In order to really give the fish-out-of-water experience,
The Nine Animal Gods are a pantheon represent an however, a whole adventuring party might find themselves on
alternative pantheon that can be included into your campaign a distant demiplane for a time. The Animal Gods may be sole
in a variety of ways. deities in this place. When the player character cleric or
paladin petitions their chosen deity, one of the Nine Animal
Replace Everything Gods may those prayers instead.
One choice for using the Animal Gods is replacing the
pantheon in your setting entirely with these nine deities. The Cults Ripe for Conflict
Animal Gods represent all of the Divine Domains included in It is difficult for player characters to seriously take on the
the Player's Handbook and Xanathar's Guide to Everything church of any of the major established deities in Faerun or
and all nine alignment combinations. This sort of approach any of the other established settings. The followers of the
may be a way to separate your campaign world from other Nine Animal Gods can be used as secret cults that can be
settings, or provide a gaming culture where knew and readily investigated, dismantled, or allied by the party.
veteran players approach the divine with the same level of
understanding.
The Nine Animal Gods
Alignment God Ideal Domains
Lawful Lord Cleboldt I will fight for justice and unite all good peoples under the crown of the Universal King! Light, War
Good the Lion
Neutral Neferut the I will nurture the young and protect the weak, offering a place of peace in the world. Life,
Good Cow Solidarity*
Chaotic Sanjay'oro the Life is meant for excitement, and I will spend it exploring each vista and clime. Light, Nature
Good Stag
Lawful Aelius the We will build together: our homes, our cities, or lives. All must build together. Forge, War
Neutral Honey Bee
Neutral Izmi the I watch and record. Revelations written become instructions stored for times of peril. Grave,
Serpent Knowledge
Chaotic Ichtaca the Tree Existence is a song. My part will be heard. Tempest,
Neutral Frog Trickery
Lawful Evil Tau'aukai the As all live, all die. What I can't control in life I will command in death. Death,
Crab Tempest
Neutral Jaheena the You cannot rely on others; you can't even rely on yourself. I will gather around me my Arcana,
Evil Raven treasures for they are what I can rely on. Knowledge
Chaotic Rudjek the I will rise in power and cause destruction in my wake. Nature,
Evil Rhinoceros Strength*

*This domain can be found in "Planeshift: Amonkhet"


Lord Cleboldt the Lion Other Options
Lord Cleboldt, the Lion and Universal King, is a noble and Feat: Mark of the Lion
just deity. The archetypal ruler, all other sovereign kings are You have a magical mark that distinguishes you as a favored
subject to Lord Cleboldt, although not all acknowledge his follower of Lord Clebodlt, which becomes more elaborate and
rule. The Lion's followers believe that strong, and just, powerful over time. You learn the cantrip word of radiance,
monarchs provide the best life for their subjects and are a using Charisma as the spellcasting ability.
vital protection against the destruction and corruption In addition, you learn to innately cast the following spells.
threatened by evil forces. As such, subjects of Lord Cleboldt You may cast each spell once, at its lowest level. After you
pledge allegiance to other monarchs, and are hesitant to finish a long rest you may cast each of these spells once
oppose the rule of the leaders of other kingdoms who are again. You must still expend any material components needed
staying within their domains. for the spell.
Lord Cleboldt appears as either a large, gleaming white lion When you first take this feat you may cast heroism.
or a heroic-looking human man, wearing shining armor and a At 5th level and higher, your mark becomes more potent.
golden crown. Lord Cleboldt wields a sword and shield, or a You learn to cast branding smite.
lance. At 9th level and higher, your mark's power grows again. You
learn to cast crusader's mantle.
Lord Cleboldt the Lion
The Universal King, The All-Champion Magic Item: Lion's Banner
Alignment: Lawful Good Wondrous item, rare (requires attunement)
Suggested Domains: Light, War A lion's banner is a large flag attached to a pole. A lion is
Symbol: Flag with lion rampant embroidered onto the flag.
Followers of the Lion While holding the lion's banner you gain a +2 bonus to
Churches to Lord Cleboldt are established in cities across Wisdom and Charisma saves.
the globe. The local nobility are always considered to be the As an action, you may expend a use of Bardic Inspiration,
head of the local congregation, even if that individual has no to give all allies of your choice within 60 feet a bonus to their
interest or involvement in the church. Monarchs who are next attack roll equal to your Charisma modifier, minimum +1.
devote in their worship of Lord Cleboldt wear medallions of a This ends at the start of your next turn. You may not give
lion on their royal regalia. Bardic Inspiration dice to a creature while they are benefiting
Lord Cleboldt's most devote followers may be called, either from this bonus.
by their Lord himself or another ruler, to go on a crusade If used as a weapon, the lion's banner acts as a lance.
against dark and evil forces in the land. These followers are
usually willing to work with the followers of the other deities,
but expect to take the lead.
Ideal: I will fight for justice and unite all good peoples under
the crown of the Universal King!
Typical Follower: Kings, queens, knights, paladins, and the
subjects of other non-evil leaders.
Signature Spells: Word of radiance (cantrip), heroism (1st
level), branding smite (2nd level), crusader's mantle (3rd
level).
If an NPC follower can cast spells, you may replace any of
those spells with a signature spell of Lord Cleboldt's
followers, as long as the new spell is of the same level as the
spell it replaces.
Lord Cleboldt may grant increases to Constitution and
Charisma to his favored followers. In addition, followers may
gain the King's Command or Lionheart traits.
King's Command: This creature may cast the command
spell once per long rest. The creature may affect a number
of creatures with this spell equal to the caster's Charisma
modifier, with a minimum of one creature. Charisma is the
spellcasting ability for this spell. Lawful creatures make
their save at disadvantage.
Lionheart: This creature gains advantage on saves against
being charmed or frightened.
Neferut the Cow Other Options
Neferut embodies motherhood: she is caring, nurturing, Cantrip: Mother's Milk
protecting, and patient. She can also be stern and demand transmutation cantrip
sacrifice on the part of her followers. Neferut does not seek Casting Time: 1 action
worshipers - she desires willing ministers of peace and relief. Range: touch
Neferut frequently appears as a long-horned cow, with Components: V, S, M (the vessel of liquid)
mottled white and red hair. Other times she takes the form of Duration: instantaneous
a middle-aged woman, with red hair that has begun to grey. When you cast mother's milk, you transform non-magical
Neferut may be dressed in simple, unassuming robes or the liquid in one vessel into a nourishing and satisfying milk-like
ceremonial garb of her priestesses. She has been known to drink. The vessel must not hold more than one gallon of
appear in the guise of her mortal servants to address leaders liquid or the spell fails. If the original liquid was poisoned or
on the verge of war or as they establish peace with their diseased, the mother's milk is also poisoned or diseased.
enemies. Drinking a pint of the mother's milk provides enough
Neferut the Cow nourishment to replace one meal, and is sufficient to feed to
The Mother of Earth, The Caretaker of Peace the very young. If you administer mother's milk to a creature
Alignment: Neutral Good that has zero hit points (as you would a healing potion) that
Suggested Domains: Life, Solidarity creature becomes stable.
Symbol: A brass ring The transformed drink lasts for 1 hour before it changes
into cloudy water. Only three vessels of liquid can be
Followers of the Cow transformed into mother's milk at a time; the transformed
Neferut inspires her followers to set up sanctuaries in cities drink must be drunk or have the spell's effect expire before
and towns across the world. These sanctuaries offer places the spell can be cast again.
of peace, sustenance, and assistance to those in need. The Feat: Mark of the Cow
caregivers at these sanctuaries work with followers of other You have a magical mark that distinguishes you as a favored
gods and governments, but will fight to maintain the dignity follower of Neferut, which becomes more elaborate and
and independence as those they serve. powerful over time. You learn the cantrip mother's milk, using
Priestesses of the Cow are usually guarded by one or more Wisdom as the spellcasting ability.
bodyguards, called bulls. Priestesses often adorn themselves In addition, you learn to innately cast the following spells.
with brass headdresses resembling curving bovine horns, You may cast each spell once, at its lowest level. After you
and most devote followers adopt wearing a simple brass nose finish a long rest, you may cast each of these spells once
ring. again. You must still expend any material components needed
Ideal: I will nurture the young and protect the weak, offering for the spell.
a place of peace in the world. When you first take this feat you may cast detect poison
Typical Follower: Priestesses, healers, midwives, defenders, and disease.
peacemakers At 5th level and higher, your mark becomes more potent.
Signature Spells: Mother's milk (cantrip), detect poison and You learn to cast calm emotions.
disease (1st level), calm emotions (2nd level), create food At 9th level and higher, your mark's power grows again. You
and water (3rd level). learn to cast create food and water.
If an NPC follower can cast spells, you may replace any of
those spells with a signature spell of Neferut's followers, as
long as the new spell is of the same level as the spell it
replaces.
Neferut may grant increases to Constitution and Wisdom
to her favored followers. In addition, followers may gain the
Bolstered Conviction or Care of a Mother trait.
Bolstered Conviction: This creature can't be frightened or
charmed while it can see an ally creature within 30 feet of
it.
Care of a Mother: As a reaction, this creature may allow an
ally within 5 feet of it to reroll a failed saving throw. This
trait cannot be used again until the creature finishes a
short or long rest.
Sanjay'oro the Stag Other Options
Sanjay'oro appears as a beautiful stag with impossibly large Feat: Mark of the Stag
antlers or as a handsome half-elf with dark features and You have a magical mark that distinguishes you as a favored
rugged clothes. It is said that Sanjay'oro can run at such follower of Sanjay'oro, which becomes more elaborate and
speeds that he seems to fly above the ground, and that he powerful over time. You learn the cantrip magic stone, using
can leap above the height of the tallest trees in the forest. Wisdom as the spellcasting ability.
Sanjay'oro is an absent god in many ways, prefering to In addition, you learn to innately cast the following spells.
explore the world rather than guide those who petetion him You may cast each spell once, at its lowest level. After you
for his blessing. Still, he cares deeply for the freedom of his finish a long rest, you may cast each of these spells once
followers and shares his power with those clerics who again. You must still expend any material components needed
embrace his zeal for life. for the spell.
When you first take this feat you may cast longstrider.
Sanjay'oro the Stag At 5th level and higher, your mark becomes more potent.
The Far-Runner, The Horizon Chaser You learn to cast pass without trace.
Alignment: Chaotic Good At 9th level and higher, your mark's power grows again. You
Suggested Domains: Light, Nature learn to cast haste.
Symbol: Three different types of leaves blowing in the wind
Magic Item: Shrine of the Stag
Followers of the Stag Wondrous item, rare
Any creature who loves the wild and living life with freedom This carved wooden box has been crafted, enchanted, and
and adventure may worship Sanjay'oro. Most do so with the placed somewhere in the wilds of the world by a follower of
occasional prayer of thanks instead of the rituals and Sanjay'oro. These shrines usually stocked with a few helpful
devotion other gods may require that. They often adopt a "live items, magical and mundane, for the adventurer who comes
and let live" mentality towards dealing with others. along. Explorers are encouraged to leave items behind for the
Followers of Sanjay'oro may be set upon by a wanderlust traveler who may come after.
inspired by the Stag to go and discover a specific grand When you open the door of the shrine, the shrine of the
location. Small bands of explorers may be encountered Stag casts goodberry, producing 10 berries inside the shrine.
nearly anywhere, and individual followers of Sanjay'oro may Once this effect is used, the shrine cannot cast this spell
join an adventurer party for protection and companionship again for 1d4 hours.
on their journeys. If the shrine is removed from its location, the magical
Follower's of the stag have no organized temples or blessing is lost and the shrine becomes a mundane wooden
congregations, but instead establish shrines across the globe cabinet.
in wild, exotic, and untamed locales. Even in the depths of a
dungeon or in the deepest tangles of a primeval forest a
shrine to the Stag may have been established as a beacon to
adventurers who will come after.
Ideal: Life is meant for excitement, and I will spend it
exploring each vista and clime.
Typical Followers: Explorers, adventurers, druids, rangers,
elves, and fey
Signature Spells: Magic stone (cantrip), longstrider (1st
level), pass without trace (2nd level), haste (3rd level).
If an NPC follower can cast spells, you may replace any of
those spells with a signature spell of Sanjay'oro's followers,
as long as the new spell is of the same level as the spell it
replaces.
Sanjay'oro may grant increases to Dexterity to his favored
followers. In addition, followers may gain the Legs of the Stag
trait.
Legs of the Stag: If this creature takes the Dash action,
attacks of opportunity made against it have disadvantage.
Other Options
Aelius the Honey Bee Feat: Mark of the Honey Bee
Aelius is a being without gender, without passions, and You have a magical mark that distinguishes you as a favored
without feeling. Aelius is motivated to build cities and to follower of Aelius, which becomes more elaborate and
organize his followers' activities within those colonies. powerful over time. You learn the cantrip mending, using
Aelius appears as a thin, tall humanoid with elaborately Wisdom as the spellcasting ability.
painted skin in yellows and blacks. Aelius has a pair of In addition, you learn to innately cast the following spells.
insectoid wings and carries a spear that sparks with You may cast each spell once, at its lowest level. After you
lightning. Their armor is decorated with elaborate scrollwork finish a long rest, you may cast each of these spells once
pieced together from a myriad of metals. A swarm of again. You must still expend any material components needed
honeybees circles around Aelius, and often appear in for the spell.
advance to herald their arival. When you first take this feat you may cast Tenser's floating
Aelius is derided by the worshipers of other gods for being disk.
aloof and withdrawn from the struggles of the mortal world. At 5th level and higher, your mark becomes more potent.
Aelius' followers praise the intimate level of direction he gives You learn to cast heat metal.
his devote worshipers in directing the colonies and cities that At 9th level and higher, your mark's power grows again. You
pledge devotion to the Grand Designer. Aelius may be learn to cast elemental weapon.
motivated to stir his followers to direct action against a force
that threatens his creations. Magic Item: Aelius' Sting
Aelius the Honey Bee Weapon (spear), uncommon
The Grand Designer, The Colony Creator You have a +1 bonus to attack rolls made with Aelius' sting.
Alignment: Lawful Neutral On a hit, the spear deals an additional 1d4 of lightning
Suggested Domains: Forge, War damage.
Symbol: Bee with wings extended
Followers of the Honey Bee Magic Item: Buzzword
Wondrous item, uncommon
Followers of Aelius believe that there is purpose and meaning
in creating colonies of order and production. Small bands of You may clutch the buzzword tightly in one hand and speak a
worshipers of the Honey Bee gather in temples or phrase of up to three words. All other buzzwords within 1
compounds; large groups have established city-states. mile will vibrate for 1 minute. If a creature holds that
Overtime, these followers build up metal frameworks around buzzword tightly in their hand before the vibration ends, they
existing buildings and construct new architecture that has a will hear the short message. Other creatures in the area
swirling, decorative style forged from metal. In their colonies, cannot hear this message, and the vibration stops when the
followers of Aelius build inventions, establish social order, message is heard. A buzzword cannot be used to send a
and organize their world. message again for 1 hour.
Within a colony followers tend to be unified in their goals.
Individual colonies, however, can be insular or expansionistic. Magic Item: Wings of Aelius
They can actively recruit others or threaten violence against Wondrous item, rare (requires attunement)
newcomers into their midst.
Winged harnesses and mechanic servants are common in While wearing these wings, you can use an action to speak a
these colonies. Guards wield magical spears named for their command word. The wings animate and buzz behind you for
god. A last magical item common among the colonies are the 10 minutes or until you repeat the command word as an
buzzwords: small enchanted gems that can quickly relay a action. The wings give you a flying speed of 60 feet. When
message across the colony. the effect ends, the wings flutter and lower you to the ground
safely at half your fly speed. Afterwards, you can't use the
Ideal: We will build together: our homes, our cities, or lives. wings of Aelius again for 1d4 hours.
All must build together.
Typical Followers: Builders, inventors, any who live within a
colony of Aelius.
Signature Spells: Mending (cantrip), Tenser's floating disk
(1st level), heat metal (2nd level), elemental weapon (3rd
level).
If an NPC follower can cast spells, you may replace any of
those spells with a signature spell of the followers of Aelius,
as long as the new spell is of the same level as the spell it
replaces.
Aelius may grant increases to Wisdom to favored followers.
In addition, followers may gain the Colony Minded trait.
Colony Minded: When this creature uses the Help action in
combat it gains a +1 bonus to its next ability check or
attack roll made before the end of its next turn.
Stand Against the Tide: This creature gains a +1 bonus to
Izmi the Serpent AC and saving throws when a hostile undead creature is
Izmi sits on her crystal palace on the astral plane and within 60 feet.
watches the universe unfolds. Her direct servants are Other Options
scribes, monks, and librarians who record what is observed,
and organizes the endless volumes of history in her personal Feat: Mark of the Serpent
archives. Izmi's other servants are a chorus of coautl who You have a magical mark that distinguishes you as a favored
often act as her emissaries on the material plane. follower of Izmi, which becomes more elaborate and powerful
Izmi the Serpent keeps such records to have a repository over time. You learn the cantrip guidance, using Wisdom as
of wisdom to draw upon in times of crises. She would prefer the spellcasting ability.
to stay out of mortal affairs, and watch as a neutral observer, In addition, you learn to innately cast the following spells.
but she has seen the signs that point to the ruin of the world. You may cast each spell once, at its lowest level. After you
Izmi believes that Tau'aukai and his armies of undead will finish a long rest, you may cast each of these spells once
destroy everything if left unchecked. As such, Izmi acts again. You must still expend any material components needed
against her watchful nature to counter the plotting of for the spell.
Tau'aukai. When you first take this feat you may cast comprehend
While coiled on her throne, Izmi enjoys the form of a huge languages.
serpent with iridescent scales. Izmi rarely appears on the At 5th level and higher, your mark becomes more potent.
mortal plane, usually sending a coautl in her stead. When she You learn to cast zone of truth.
does, she takes the form of an elf lady with short hair and an At 9th level and higher, your mark's power grows again. You
iridescent cloak. learn to cast clairvoyance.
Izmi the Serpent Magic Item: Seeing Throne
The Everwatchful Serpent, The Scribe of Aeons Wondrous item, very rare
Alignment: Neutral
Suggested Domains: Grave, Knowledge If you are sitting on the seeing throne, you may spend an
Symbol: A coiled serpent, peeking from between its coils. action to connect your mind to the seeing throne's magical
power. Until you leave the throne, no other creature may
Followers of the Serpent connect their mind to it. If you leave the throne, the effects of
Izmi's followers are those who value the wisdom of the seeing throne and the spells you have cast using the
knowledge. While this may include secret and arcane throne immediately end.
knowledge, more often they dedicate themselves to the Once the connection has been made, you gain the effects
recording of current events and researching history of the comprehend languages and true seeing spells.
accurately. These worshipers may act as independent Spells. The seeing throne holds 9 charges. While you are
historians or establish libraries and archives. Izmi's more connected to the throne, you may use an action to expend 1
powerful servants act as oracles. or more of its charges to cast one of the following spells from
Izmi's followers have also erected divination towers across it, using your spell save DC and spellcasting modifier. The
the material plane. These tend to be guarded by her loyal casting time for each of these spells becomes 1 action:
monks, and each houses a powerful tool for channeling arcane eye (1 charge), commune (9 charges), contact other
divination magic called seeing thrones. These thrones are plane (9 charges), detect thoughts (1 charge), identify (1
fiercely protected and their power sought out during times of charge), mind spike (3 charges), scrying (6 charges).
crises. Izmi's followers will allow others to use the thrones
only in the direst of circumstances, particularly against the Variant Creature: Izmi's Coautls
undead army of Tau'aukai. Izmi is served by a small group of couatls. These magical
beings often work to inspire heroes to stand against the evil
Ideal: I watch and record. Revelations written become machinations of the followers of Tau'aukai.
instructions stored for times of peril. Unlike other couatls, the servants of Izmi have a Neutral
Typical Followers: Scribes, librarians, oracles, monks, those alignment and are resistant to necrotic damage.
who fight against Tau'aukai and the undead.
Signature Spells: Guidance (cantrip), comprehend languages
(1st level), zone of truth (2nd level), clairvoyance (3rd level).
If an NPC follower can cast spells, you may replace any of
those spells with a signature spell of Izmi's followers, as long
as the new spell is of the same level as the spell it replaces.
Izmi may grant increases to Wisdom to her favored
followers. In addition, followers may gain the Eternal Watcher
or Stand Against the Tide traits.
Eternal Watcher: This creature gains advantage on Wisdom
(Perception) checks, and gains +3 to its passive
Perception.
Monastic Tradition: Way of the
Everwatchful Serpent
Way of The Everwatchful Serpent Features
Monks of the Way of the Everwatchful Serpent worship the
goddess Izmi. They see themselves first as scribes and
historians who record and preserve information for times of
crises. Their second great role is to protect bastions of
wisdom in the world: the libraries, archives, and oracles
watched over by Izmi.
Monk Level Feature
3rd Bonus Proficiencies, Ever Watchful
6th Seer of the Serpent
11th Watch the Mind
17th Steeled Observer

Bonus Proficiencies
When you choose this tradition at 3rd level, you gain
proficiency in a language of your choice. You also gain
proficiency with calligraphy supplies or cartographer's tools.
Ever Watchful
When you choose this tradition at 3rd level gain proficiency
on Wisdom (Perception) checks. If you already have
proficiency in this skill double your proficiency bonus for
Wisdom (Perception) checks. You also add your wisdom
bonus when determining initiative.
Seer of the Serpent
At 6th level, your mind has been opened and you learn how to
observe across wide distances. You may cast clairvoyance
once per day. You expend no material components when you
do so.
Watch the Mind
At 11th level, you can spend 2 ki points to cast detect
thoughts. As part of your Flurry of Blows you may shift your
attention to a creature hit by one of your extra attacks or to
probe deeper into the mind of a creature whose thoughts you
are attending to as if you had spent an action to do so.
If you have successfully probed deeper into a creature's
mind, and your attention is still on that creature, then that
creature makes attacks against you with disadvantage.
Steeled Observer
As a watchful observer of the hidden corners of creation, you
have learned to steel your mind and body against the horrors
that you see. You gain resistance to necrotic and psychic
damage. You also add your proficiency bonus to Wisdom
saving throws.
Distracting Croak: As a reaction, this creature can let out a
Ichtaca the Tree Frog loud shout that distracts or disorients an attacker. This
Ichtaca, the Life-Singer, is defined by her love of life, music, creature may cause one attack roll made against it to be
pranks, and parties. She has little desire to organize a church made with disadvantage. This trait has no effect against
or direct those who worship her, but despite this, she has a creatures who cannot hear. This creature regains use of
large number of followers. The intertwining of individual distracting croak after a short rest.
expression with group harmony that Ichtaca inspires moves Frog's Leap: This creature's jump distance is doubled. This
these individuals. creature may choose to quadruple its jump distance
Ichtaca inspires what she calls choruses. These raucous instead. This creature may make three jumps with this
celebrations are usually spontaneous, though rainstorms quadrupled distance and regains these uses of frog's leap
frequently trigger choruses, and can include a few people to after a short rest.
massive crowds. They can last a short amount of time or the Other Options
celebration can extend for weeks. During these choruses,
followers of Ichtaca break out their instruments, strike up Feat: Mark of the Tree Frog
songs, and take to dancing in the streets. This music and You have a magical mark that distinguishes you as a favored
noise is both chaotic and stirring as each plays their own follower of Ichtaca, which becomes more elaborate and
song. Some unfamiliar with Ichtaca mistake her preaching on powerful over time. You learn the cantrip thunderclap, using
the importance for "making music together" to be a call for Charisma as the spellcasting ability.
unity and balance. She fights against such ideal and instead In addition, you learn to innately cast the following spells.
champions a cry to throw off complacency and stir the You may cast each spell once, at its lowest level. After you
slumbering masses out of their peaceful stupors! finish a long rest, you may cast each of these spells once
Ichtaca appears as a member of the small races: gnomes again. You must still expend any material components needed
and halflings. She may appear as either a female or a male for the spell.
individual and is always dressed in brightly colored and When you first take this feat you may cast chaos bolt.
extravagant clothes. She may also appear as an At 5th level and higher, your mark becomes more potent.
anthropomorphic tree frog with bright, blue skin. She often You learn to cast enthrall.
reveals this form as she enters or leaves the presence of a At 9th level and higher, your mark's power grows again. You
mortal that she is interacting with, and maintains a mortal learn to cast thunderstep.
guise during the discussion. She carries with her a variety of
musical instruments, and may wield her rainstick as a staff in Magic Item: Cavorting Claves
battle. Wondrous item, uncommon (requires attunement)
Ichtaca the Tree Frog As an action, you may begin playing the cavorting claves to
The Great Cacophony, The Life-Singer cast Otto's irresistible dance (save DC 15). This spell does
Alignment: Chaotic Neutral not require concentration, but you must continue to play
Suggested Domains: Tempest, Trickery using two hands during your turn or the effect ends; this
Symbol: Three parallel lines that curl out in different does not require an action. Once used the cavorting claves
directions, often painted bright colors. cannot be used to cast the spell again for 12 hours.
If you are proficient in claves then you may use this effect
Followers of the Tree Frog without attuning the cavorting claves.
The followers of Ichtaca are a varied lot. While many are Musical Instruments:
blessed by Ichtaca's influence, few refer to themselves as In addition to the common musical instruments listed in
clerics of the Tree Frog. These worshipers are those who chapter 5, "Equipment," of the Player's Handbook, followers
wish to "sing the song of life" with the influence, but not the of Ichtaca frequently play the following instruments:
interference, of those around them.
The defining ritual of these followers is participation in the Claves: A percussive instrument consisting of a pair of short,
revel of the chorus. Even those with poor musical ability will thick dowels. When struck they make a bright clicking
carry an instrument with them and join into the song and noise.
dance when the chorus arises. Guiro: A percussive instrument consisting of a hollow gourd
or carved wood with grooves down one side. When a stick
Ideal: Existence is a song. My part will be heard. is rubbed down the grooved sided it produces a ratchet
Typical Followers: Jesters, bards, musicians, gamblers. sound.
Signature Spells: Thunderclap (cantrip), chaos bolt (1st Oopoochawa: The instrument consists of a wooden base
level), enthrall (2nd level), thunderstep (3rd level). with metal "tongues" that can be picked to produce a
If an NPC follower can cast spells, you may replace any of specific note.
those spells with a signature spell of Ichtaca's followers, as Pinkillu: This flute is designed to be played with one hand,
long as the new spell is of the same level as the spell it which leaves the other free, possibly to accompany the
replaces. music with a drum.
Ichtaca may grant increases to Charisma and Dexterity to
favored followers. In addition, followers may gain the
Distracting Croak or Frog's Leap trait.
You have a magical mark that distinguishes you as a favored
Tau'aukai the Crab follower of Tau'aukai, which becomes more elaborate and
Tau'aukai is a cruel, patient, and cunning deity. He sees powerful over time. You learn the cantrip toll the dead, using
himself as the rightful owner of all of creation, and his plot to Wisdom as the spellcasting ability.
bring an army of the undead against the other gods is his In addition, you learn to innately cast the following spells.
endless obsession. You may cast each spell once, at its lowest level. After you
Tau'aukai chooses priests who he believes will help him in finish a long rest, you may cast each of these spells once
amassing power, and can be ruthless to followers who fail again. You must still expend any material components needed
him. Those who proved their worth in life are given the gift of for the spell.
undeath, so they can continue serving on the mortal plane When you first take this feat you may cast false life.
after their death. At 5th level and higher, your mark becomes more potent.
Tau'aukai appears as a humanoid man, covered from head- You learn to cast ray of enfeeblement.
to-toe in black armor sculpted with crab and skull motifs. At 9th level and higher, your mark's power grows again. You
From deep within the helm two eyes glow with an icy-blue learn to cast tidal wave.
light. When leading an army Tau'aukai will ride on the back of
a colossal crab. Magic Item: Crabshell Shield
Armor (shield), uncommon (requires attunement)
Tau'aukai the Crab This shield is carved from the shell of a giant crab. If you use
The Relentless Tide, The Tyrant of Death an action to speak the command word and throw the shield to
Alignment: Lawful Evil a point on the ground within 60 feet of you, the figurine
Suggested Domains: Death, Tempest becomes a living giant crab for up to 1 hour. If the space
Symbol: A skull on a rough wave where the giant crab would appear is occupied by other
Followers of the Crab creatures or objects, or if there isn’t enough space for the
creature, the shield doesn’t become a giant crab.
Tau'aukai's followers share his lust for power and desire to The giant crab is friendly to you and your companions. It
subjugate all others under their rule. When they are not understands your languages and obeys your spoken
powerful enough to exert that authority themselves then they commands. If you issue no commands, the creature defends
are happy to serve another, including Tau'aukai himself, for a itself but takes no other actions.
time. Many of the undead pledge allegiance to the Tyrant of The creature crumbles into dust it drops to 0 hit points, at
Death, and those who do not may find themselves compelled the end of the 1 hour duration, or if you use an action to
to follow his dictates. Priests of Tau’aukai often begin speak the command word again while touching it.
practicing their divine worship in secret. As they amass
power and influence, these priests work to undermine, Variant Creature: Tau'aukai's Undead
pervert, destroy the local leaders until they can wrest control Undead raised by Tau'aukai may gain a swim speed equal to
of a community. Once they have surrounded themselves with their movement speed or 30 ft, whichever is less, and
servants, soldiers, and undead might they exit the shadows resistance to cold damage.
and brandish their faith openly.
Ideal: As all live, all die. What I can't control in life I will
command in death.
Typical Cultist: Tyrants, evil priests, necromancers, undead
Signature Spells: Toll the dead (cantrip), false life (1st level),
ray of enfeeblement (2nd level), tidal wave (3rd level).
If an NPC follower can cast spells, you may replace any of
those spells with a signature spell of Tau'aukai's followers, as
long as the new spell is of the same level as the spell it
replaces.
Tau'aukai may grant increases to Constitution and Wisdom
to his favored followers. In addition, followers may gain the
Command the Dead or Forceful Tide traits.
Command the Dead: This creature may cast control undead
once per day. The duration of this spell is reduced to 24
hours.
Forceful Tide: When this creature uses an effect or action
that moves another creature at least 5 ft, this creature may
move it an additional 5 ft.
Other Options
Feat: Mark of the Crab
Jaheena the Raven Other Options
Jaheena the Raven may arrive as a large raven, or as a flock of Feat: Mark of the Raven
the birds. When she speaks to her followers, she takes the You have a magical mark that distinguishes you as a favored
form of extremely thin human woman, always dressed in follower of Jaheena, which becomes more elaborate and
extravagant dresses and elaborate jewels. Feathers, powerful over time. You learn the cantrip mage hand, using
particularly from exotic creatures, accompany her outfits as Intelligence as the spellcasting ability.
some of her favorite accessories. In addition, you learn to innately cast the following spells.
Jaheena is eccentric, greedy, and self-preserving. Although You may cast each spell once, at its lowest level. After you
incredibly selfish, Jaheena is willing to share her power with finish a long rest, you may cast each of these spells once
those who promise her treasures in return. again. You must still expend any material components needed
The Raven collects the souls of those individuals who die for the spell.
and have not been claimed by another god. Jaheena also lures When you first take this feat you may cast identify.
"collectable" souls into making deals so they join her afterlife At 5th level and higher, your mark becomes more potent.
entourage or stand on display in her palace. You learn to cast knock.
At 9th level and higher, your mark's power grows again. You
Jaheena the Raven learn to cast remove curse.
The Treasure-Keeper, The Collector of Souls
Alignment: Neutral Evil
Suggested Domains: Arcana, Knowledge
Symbol: A Raven with an eye clutched it its beak
Followers of the Raven
There is no "church" of Jaheena, as jealousy and self-
preservation are tend to be characteristics shared by her
followers. These worshipers of Jaheena may still become
valuable members of adventuring parties and staples in
communities, but they do so with their own interests at the
forefront of their minds.
Worshipers of the Raven may be lone individuals, who
amass their treasures and servants around them. Others are
scholars or arcanists who are obsessed with collecting the
necessary objects to support their theories. Other followers
of Jaheena turn towards business and become successful
traders or establish lucrative shops in metropolitan areas.
Lastly, Jaheena may bribe and coerce followers by offering
a needed magical item or secret in exchange for worship.
Having made these deals out of desperation, these creatures
may be of any alignment. Unless Jaheena can be persuaded
to negate the contact, their souls will join her in the afterlife.
Ideal: You cannot rely on others; you can't even rely on
yourself. I will gather around me my treasures for they are
what I can rely on.
Typical Followers: Wizards, rogues, arcane tricksters,
collectors
Signature Spells: mage hand (cantrip), identify (1st level),
knock (2nd level), remove curse (3rd level).
If an NPC follower can cast spells, you may replace any of
those spells with a signature spell of Jaheena's followers, as
long as the new spell is of the same level as the spell it
replaces.
Jaheena may grant increases to Dexterity and Wisdom to
her favored followers. In addition, followers may gain the
Arcane Appraiser or Plucking Beak traits.
Arcane Appraiser: When this creature casts the identify
spell, they may do so without material components.
Plucking Beak: This creature gains advantage on Dexterity
(Sleight of Hand) checks.
In addition, you learn to innately cast the following spells.
Rudjek the Rhinoceros You may cast each spell once, at its lowest level. After you
Rudjek the Rhinoceros embraces the crushing power of raw finish a long rest, you may cast each of these spells once
strength. Rudjek appears as a towering goliath with a body again. You must still expend any material components needed
covered in scars and tattoos, sometimes riding a massive for the spell.
rhinoceros-like stampede beast bareback. When you first take this feat you may cast beast bond.
Those who have interacted with Rudjek report that he is At 5th level and higher, your mark becomes more potent.
boisterous and brash; quick to laugh and quick to punish. He You learn to cast spike growth.
gains great pleasure from watching the strongest around him At 9th level and higher, your mark's power grows again. You
crushed beneath the feat of his followers: strong fortress, learn to cast conjure beast.
impressive mountains, and mighty warriors.
Rudjek has no allies among the other gods, but the lawful Monster: Stampede Beast
powers are whom he clashes with the most. The armies of The stampede beast resembles a jet-black rhinoceros of
the Lion, the Honey Bee, and the Crab have all gone to war massive size. Its skin is think and scale-like, its legs are like
against the bands of barbarians that worship Rudjek, but the stone columns, and its horn is a massive and jagged
guerrilla tactics of the followers of the Rhinoceros typical obsidianesque weapon. The stampede beast may be inflicted
causes these campaigns to end in frustration. upon a location where the faith, and rage, of Rudjek's
followers is strong. The creature will rampage until slain,
Rudjek the Rhinoceros although a favored of Rudjek with the Mark of the Rhinoceros
The Crushing Stampede, The Untamed Beast may be able to command it.
Alignment: Chaotic Evil
Suggested Domains: Nature, Strength
Symbol: A rearing rhinoceros head, often painted in blood Stampede Beast
Followers of the Rhinoceros Huge monstrosity, chaotic neutral
The ranks of Rudjek's followers are filled with barbarians, Armor Class 16 (natural armor)
ruffians, gang members, mountain men, and all manner of Hit Points 133(12d12 + 55)
creatures that believe "might is right." They tend to Speed 40ft.
congregate in bands and clans seeing that their strength is
only magnified when they stir up trouble together.
The greatest rites in the worship of Rudjek involves STR DEX CON INT WIS CHA
participating in "the stampede", a ritual where the followers 25 (+7) 11 (+0) 20 (+5) 4 (-3) 12 (+1) 6 (-2)
of Rudjek whip themselves into a frenzy before running a
course through an area pillaging and destroying. Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons
Ideal: I will rise in power and cause destruction in my wake. Condition Immunities frightened
Typical Followers: Warlords, barbarians, gang members, Senses passive Perception 11
orcs, giants, and goliaths Languages -
Signature Spells: Primal savagery (cantrip), beast bond (1st Challenge 7 (2900 XP)
level), spike growth (2nd level), conjure beast (3rd level).
If an NPC follower can cast spells, you may replace any of Aggressive. As a bonus action, the stampede beast
those spells with a signature spell of Rudjek's followers, as can move up to its speed toward a hostile creature
long as the new spell is of the same level as the spell it that it can see.
replaces. Charge. If the stampede beast moves as least 20 feet
Rudjek may grant increases to Constitution and Strength straight toward a creature and then hits it with a gore
to his favored followers. In addition, followers may gain the attack on the same turn, that target must succeed on
Living Siege or Savage Spirit traits. a DC 18 strength saving throw or be knocked prone.
If the target is prone, the stampede beast can make
Living Siege: This creature deals double damage to objects one stomp attack against it as a bonus action.
and structures.
Savage Spirit: When this creature drops to zero hit points it Siege Monster. The stampede beast deals double
damage to objects and structures.
may make a DC 15 Constitution saving throw. If it succeeds
this creature gains temporary hit points equal to the Actions
maximum roll on one of its hit dice.
Gore. Melee Weapon Attack: +10 to hit, reach 5ft.,
Other Options one target. Hit: 25 (4d8 + 7)
Feat: Mark of the Rhinoceros Stomp. Melee Weapon Attack: +10 to hit, reach 5ft.,
You have a magical mark that distinguishes you as a favored one prone creature. Hit: 29 (4d10 + 7)
follower of Rudjek, which becomes more elaborate and
powerful over time. You learn the cantrip primal savagery,
using Wisdom as the spellcasting ability.
Created by Samuel Purdy
May 2018
Formatted using The Homebrewery by www.naturalcrit.com

This work contains material that is copyright Wizards of the


Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2017 by


Samuel Purdy and published under the Community Content
Agreement for Dungeon Masters Guild.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast,


Forgotten Realms, the dragon ampersand, Player’s Handbook,
Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast
in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast.
This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized
use of the material or artwork contained herein is prohibited
without the express written permission of Wizards of the
Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA


98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro
Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex,
UB11 1ET, UK.

You might also like