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Dec 24, 2020

The Singing Pickle sings "Santa Claus (I Still Believe in You)" by Alabama

Below is the longest animation endeavor I've ever accomplished! When I was 12 years old, I was messing around in front of the camera when my family was decorating the Christmas tree and I made a pickle sing one of the carols that was playing in the background. Thus began a weird tradition of "the Singing Pickle" that made an appearance each Christmas season. And today, for the first time, he makes an appearance in animated form as part of my family Christmas Eve talent show. Enjoy!

Dec 23, 2020

Deities of Hearth: Artifacts

Among the legendary magic items of Hearth, none are more renowned than the possessions of the gods themselves. These artifacts embody divine will and the power of the Pentatheon. Where they appear, these weapons change the tide of wars and the course of history.

Typically a deity bestows their weapon only on a favored champion or devotee. Depending on the champion’s piety score, the mortal can tap into hidden properties of the weapon. Alternatively, those who don’t worship the weapon’s divine owner often find themselves cursed for their lack of proper devotion.

Auracling, the Beacon Blade

Weapon (sword), artifact (requires attunement)

This sword's hilt is made of mithril and gold, inlaid with five gemstone sockets. The blade seems to be made of razor-sharp, multicolored stained glass. Despite all the gods’ disagreements with one another, this sword marks the ultimate form of their cooperation in claiming a joint champion for world-threatening matters.

When you attune to Auracling and during a short rest afterward, you can transform the sword's form into a dagger, shortsword, longsword, or greatsword. You can use this weapon as a spellcasting focus for your spells. You have a +1 bonus to attack and damage rolls made with it, or +2 if the sword has at least 2 gems in it, or +3 if the blade has all 5 gems in it. Depending on the gemstones inlaid, the blade also has 5 divine benefits, which can be added or changed by divine intervention. The DC for any spell gained is 15, or your own spell save DC if it is higher.

If you die and are not brought back to life within 1 day, if you break your attunement to the weapon, or if another creature attunes to the weapon, all of the currently inlaid gems are destroyed, and you cannot attune to it again until a year and a day have passed.

The following divine benefits can be gained through a gem, one from each deity of the Pentatheon:

Skyfather

You gain a +2 bonus to your spell save DC.

  • The weapon deals an additional 1d6 damage, which can be thunder or lightning. You gain resistance to whichever type of damage you choose.
  • As an action, you gain the effects of the paladin ability Holy Nimbus. You cannot do so again until 3 days have passed.
  • You can cast sunbeam, chain lightning, or wind walk once per dawn

Hearthmatron

  • Your Constitution score and its maximum increases by 2.
  • The weapon deals an additional 1d6 damage, which can be radiant or poison damage. You gain resistance to whichever type of damage you choose. If you choose poison, you gain advantage on saving throws against poison.
  • You gain the effects of the sanctuary spell at the end of each short or long rest.
  • You can cast heal or transport via plants once per dawn.

Moondancer

  • You gain advantage on saving throws against spells and magical effects.
  • The weapon deals an additional 1d6 damage, which can be acid or radiant. You gain resistance to whichever type of damage you choose.
  • As an action, you gain the effects of the paladin ability Elder Champion, except its effects on paladin spells also apply to druid and cleric spells. You cannot do so again until 3 days have passed.
  • You can cast summon beast (6th level) or irresistible dance once per dawn.

Deepwarden

  • You gain darkvision out to 60 feet, you can breathe water, you gain a swimming speed equal to your walking speed, and you ignore the effects of swimming at depths greater than 100 feet.
  • The weapon deals an additional 1d6 damage, which can be necrotic or cold. You gain resistance to whichever type of damage you choose.
  • You gain the effects of the death ward spell at the end of each short or long rest.
  • You can cast bones of the earth or circle of death once per dawn.

Lawbringer

  • You gain a +2 bonus to your Armor Class as long as you are holding Auracling in your hand.
  • The weapon deals an additional 1d6 damage, which can be psychic or fire. You gain resistance to whichever type of damage you choose.
  • As an action, you gain the effects of the paladin ability Avenging Angel. You cannot do so again until 3 days have passed.
  • You can cast mass suggestion or true seeing once per dawn.

Chasm

Weapon (scimitar), artifact (requires attunement)

This is one of the twin swords of the god Deepwarden. In his hands, he can use it to carve through solid stone as if it were clay.

Sword of the Depths. This blade vibrates with the suffocating, dark power of the earth’s depths. If you are not also attuned to Demise, this magic scimitar only grants you a +3 bonus to attack and damage rolls made with it. Otherwise, it also deals an additional 1d8 necrotic damage on a hit and you regain hit points equal to half of the necrotic damage dealt, and Chasm gains the rest of the properties listed below.

Blessing of the Depths. If you are a worshiper of Deepwarden, you gain all the following benefits for which you have the required piety:

  • Piety 1+. The scimitar has 1 randomly determined minor detrimental property—a burden Deepwarden imposes to test his faithful.
  • Piety 50+. The scimitar has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Deepwarden, the sword has 1 randomly determined minor detrimental property.

Spells. While the scimitar is on your person, you can use an action to cast one of the following spells (save DC 18): bones of the earth, summon undead (6, investiture of stone, and Maximillan’s earthen grasp. Once you use the scimitar to cast a spell, the spell can’t be cast again from it until the next dusk.

Undergarde March. While the scimitar is on your person, you have darkvision out to 120 feet, you can breathe water, and you always know how deep underground or underwater you are; however, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight while you or your target are in sunlight.

Destroying the Scimitar. In order for Chasm to be destroyed, both it and Demise must be taken to the top of a tower in Overheaven and left to bask in continual daylight for one month.

Lifeflower Crown

Wondrous item, artifact (requires attunement)

This rosewood wreath of flowers and leaves is the crown of the goddess Hearthmatron, and it can only be attuned to by a creature of good alignment. A creature of evil alignment takes 4d6 psychic damage if it tries to attune to the crown.

Crown of Life. This crown shines with the radiant positive energy of life. While wearing it, your Constitution score becomes 22, unless it is already higher.

Aura of Benevolence. While wearing the crown, you and all creatures of your choice within 20 feet of you have resistance to necrotic damage, immunity to poison and disease, and advantage on death saving throws.

Blessing of Life. If you are a worshiper of Hearthmatron, you gain all the following benefits for which you have the required piety:

  • Piety 3+. You restore the maximum amount of hit points when expending Hit Dice.
  • Piety 10+. The crown has 1 randomly determined minor beneficial property.
  • Piety 25+. The crown has 1 randomly determined major beneficial property.
  • Piety 50+. The crown has 1 additional randomly determined major beneficial property.

If you aren’t a worshiper of Hearthmatron, the crown has 2 randomly determined minor detrimental properties.

Friend of Nature. While wearing the crown, you can cast the tree stride spell at will. In addition, you can speak and understand plant creatures and animals, and they have disadvantage on attack rolls against you.

Spells. The crown has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: cure wounds (1 charge per spell level), lesser restoration (2 charges), or mass cure wounds (5 charges). The crown regains 1d6+4 expended charges daily at dawn.

Destroying the Crown. In order for the Lifeflower Crown to be destroyed, it must be dipped in molten lead and sewn into the murdered corpse of one of Hearthmatron’s champions. Then the corpse must be tossed into the Lake Terminus in Undergarde.

Daybreaker

Weapon (spear), artifact (requires attunement)

This crackling golden spear is the weapon of Skyfather.

Spear of the Skies. This spear sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This light is sunlight. It grants a +3 bonus to attack and damage rolls made with it. Immediately after you make a ranged thrown attack with the spear, the weapon teleports back to your hand.

Blessing of the Firmament. If you are a worshiper of Skyfather, you gain all the following benefits for which you have the required piety:

  • Piety 10+. The spear has 1 randomly determined minor beneficial property.
  • Piety 25+. You are immune to being blinded, and you have a flying speed of 40 feet while you are outdoors and it is during the daytime.
  • Piety 50+. The spear has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Skyfather, the spear has 2 randomly determined minor detrimental properties.

Spells. While the spear is on your person, you can use an action to cast one of the following spells (save DC 18): control weather or storm of vengeance. Once you use the spear to cast a spell, the spell can’t be cast again from it until the next dusk.

Wrath of Overheaven. The spear has 2 charges and regains both charges at dawn. The spear always has a focus, which can be changed during a short rest during the daytime. The focuses are:

  • Sun. You have resistance to radiant and necrotic damage. When you hit with an attack made with this spear, it deals an additional 2d8 radiant damage. You can expend 1 charge to cast sunbeam or sunburst.
  • Tempest. You have resistance to lightning and thunder damage. When you hit with an attack made with this spear, it deals an additional 2d8 lightning damage. You can expend 1 charge to cast chain lightning at 8th level.
  • Winter. You have resistance to cold and fire damage. When you hit with an attack made with this spear, it deals an additional 2d8 cold damage. You can expend 1 charge to cast ice storm at 8th level.

Destroying the Spear. In order for Daybreaker to be destroyed, it must be taken to the depths of Undergarde and buried deep beneath the mud at the bottom of Lake Terminus until its light can no longer be seen. Then it must stay encased in complete darkness for one month.

Demise

Weapon (shortsword), artifact (requires attunement)

This is one of the twin swords of the god Deepwarden. In his hands, he can use it to cleave through a soul as easily as it could through a physical body.

Sword of Death. This blade roils with the negative energy of Undergarde. If you are not also attuned to Chasm, this magic shortsword only grants you a +3 bonus to attack and damage rolls made with it. Otherwise, it also deals an additional 1d8 necrotic damage on a hit and you regain hit points equal to half of the necrotic damage dealt. If the creature is a humanoid, it rises as a specter under your control for 10 minutes before disappearing. Demise also gains the rest of the properties listed below if you are attuned to Chasm.

Bane of Life. When you hit a creature with Demise, you can use a bonus action to immediately cast one of the following spells on that creature (DC 18): contagion, dominate monster (undead target only), finger of death. Once you use the shortsword to cast a spell, the spell can’t be cast again from it until the next dusk.

Blessing of Death. If you are a worshiper of Deepwarden, you gain all the following benefits for which you have the required piety:

  • Piety 10+. You stabilize whenever you are dying at the start of your turn, and attack rolls have disadvantage against you when you are at 0 hit points.
  • Piety 25+. The shortsword has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Deepwarden, the sword has 1 randomly determined minor detrimental property.

Destroying the Shortsword. In order for Demise to be destroyed, both it and Chasm must be taken to the top of a tower in Overheaven and left to bask in continual daylight for one month.

Mistral Aegis

Shield, legendary (requires attunement)

This swirling shield is the artifact of Skyfather. You have a +3 bonus to AC while wielding it. In addition, after a creature within 5 feet of you makes a melee attack against you, you can use your reaction to blast it with a gust of wind. It must succeed on a DC 18 Strength saving throw or be pushed 10 feet away from you. While you are holding the shield, you can cast the gust cantrip and the warding wind spell at will, and the shield can also cast the following spells each once per dawn: control winds, investiture of wind, and wind walk. The DC for all spells cast from the shield is 18.

Nightfall

Weapon (longbow), artifact (requires attunement)

This pearlescent bow is the weapon of Moondancer, and it can only be attuned to by a creature of chaotic alignment. A creature of lawful alignment takes 4d6 psychic damage if it tries to attune to the bow.

Bow of the Endless Hunt. This bow sheds dim moonlight in a 10-foot radius. It grants a +3 bonus to attack and damage rolls made with it, and you suffer no disadvantage when attacking at the weapon’s long range. Additionally, if you hit a beast with an attack made with this bow, the beast takes an additional 2d10 piercing damage.

Blessing of the Wilds. If you are a worshiper of Moondancer, you gain all the following benefits for which you have the required piety:

  • Piety 10+. The bow has 1 randomly determined minor beneficial property.
  • Piety 25+. The bow has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Moondancer, the bow has 2 randomly determined minor detrimental properties.

Shadow Step. If you are in dim light or darkness, you can use a bonus action on your turn to teleport to an unoccupied space you can see within 60 feet that is also shrouded in darkness or dim light.

Spells. While the bow is on your person, you can cast one of the following spells (save DC 18): animal shapes, dominate beast, conjure animals (7th level), moonbeam, pass without trace, polymorph. Once you use the bow to cast a spell, the spell can’t be cast again from it until the next dusk.

Trek the Wilds. While the bow is on your person, you have darkvision out to 60 feet, and you cannot be surprised or get lost.

Destroying the Bow. In order for Nightfall to be destroyed, it must be brought into the center square of a metropolis of at least 20,000 people and put on display in plain sight for one week. Then, it must be struck and shattered with Verdict, the gavel of Lawbringer.

Scales of Unwavering Justice

Wondrous item, legendary (requires attunement)

These are the scales of Lawbringer. If a creature of lawful alignment is attuned to them, creatures who enter an area within 60 feet of the scales are affected as if by the zone of truth spell (DC 18). Also, if you attune to the scales, you gain the following benefits:

  • You always know if a creature is telling you a lie.
  • You have resistance to psychic damage.
  • You have truesight out to 30 feet.

Lastly, you can cast the identify spell at will with no material components.

Verdict

Weapon (mace), artifact (requires attunement)

This hammer resembles an ornate gavel, and is the weapon and instrument of judgment of Lawbringer.

Hammer of Judgment. You have a +3 bonus to attack rolls made with this hammer. It deals 8 bludgeoning damage and 5 fire damage on a hit, or 16 bludgeoning damage and 10 fire damage on a critical hit, instead of rolling dice.

Blessing of Justice. If you are a worshiper of Lawbringer, you gain all the following benefits for which you have the required piety:

  • Piety 3+. The hammer has 1 randomly determined minor beneficial property.
  • Piety 10+. You are immune to being charmed or frightened.
  • Piety 25+. The hammer has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Lawbringer, the hammer has 2 randomly determined minor detrimental properties.

Soul of Knowledge. You can speak, read, and understand all languages while holding the hammer. When you attune to the hammer, you can choose one type of artisan’s tools. You are considered proficient with those tools and can add double your proficiency to ability checks made using them. During a short rest, you can meditate while holding the hammer to change a set of artisan’s tools to a different type. This change lasts for 24 hours or until you use this feature again.

Spells. The hammer has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it, requiring no material components: command (1 charge), fabricate (4 charges), heat metal (2 charges), or summon construct (4 charges). You can also expend 3 charges to automatically hit a target with the hammer (no roll required). The hammer regains 5 expended charges daily at dawn.

Destroying the Hammer. In order for Verdict to be destroyed, it must be brought into the middle of an uncharted forest and left for one month to be overgrown with vines. Then, the hammer must be struck and shattered by the horn of a unicorn.

Dec 22, 2020

Deities of Hearth: Lawbringer

Lawbringer

God of Order

Lawbringer is an ambiguous, androgynous god of absolute order, the deity of cities, civilization, technology, crafting, and nobility. Lawbringer does not care for mercy or circumstance: only justice and equality. Lawbringer is the patron god of judges, kings, and those who crave justice, or sometimes even vengeance, and are sometimes called even to settle disputes among the gods or devils. Lawbringer finds beauty only in straight lines and hard angles, never in shades of gray or in wavering. Lawbringer is also the god of fire, which refines metals and turns the wood of the wilds into warmth and light for civilization.

Lawbringer is depicted as a bald, androgynous being with brassy skin holding scales in one hand and a hammer in the other, wearing a robe with geometric symbols across it.

Lawbringer’s Influence

Lawbringer’s sphere of influence is the city. Cities often have a statue, engraving, or other representation of Lawbringer or their symbol on the city’s building where justice is handled. Worship for Lawbringer is often held as centrally inside a city as possible, with no signs of undomesticated nature within view.

Craftsmen, architects, and other creators of artifice often have symbols of Lawbringer as decoration in their places of work, hoping that Lawbringer will guide their hands and sanction their handiwork.

Lawbringer’s symbol and scion creature is the mighty colossus and the iron golem.

Lawbringer’s Goals

Lawbringer's ultimate goal is to bring absolute order to the universe by eliminating extremes, working the raw into the refined, and bringing absolute unity and fairness. Lawbringer strives  most to expand cities and tame the wilderness, and to protect and bolster existing cities. Civic responsibility is essential in Lawbringer’s eyes, and having an engaged citizenry is important.

Divine Relationships

Lawbringer’s ideals most closely align with those of honor-bound and perfection-loving Skyfather and merciless, calculating Deepwarden. Both support Lawbringer’s unbiased and impartial approach to affecting the world, and rely on Lawbringer’s knowledge and wisdom when dealing with disputes.

Hearthmatron’s value of life to the point of valuing mercy over justice displeases Lawbringer. To Lawbringer, absolutes are the only thing that make sense, regardless of circumstance or context, values that Hearthmatron always takes into account. Lawbringer also comes into conflict with Hearthmatron’s natural world when Lawbringer fells trees to create cities, and Hearthmatron overgrows the ruins of cities with vines and ivy.

Lawbringer’s values of tradition, refinement, and civilization are completely opposite to that of Moondancer, who revels in the chaos of the untamed wilderness and the bliss of freedom and change. Lawbringer and Moondancer often come into direct conflict with each other, especially when it comes to the value of animal life over the progress of intelligent humanoid civilization, and Lawbringer’s focus on pragmatic handiwork over artistic expression and freedom also brings sparks of rivalry.

Worshiping Lawbringer

Lawbringer's favor can be gained through creation—building monuments, crafting tools or furniture, repairing ruins, writing records, and so forth. Lawbringer also smiles on those who uphold the law with absolute justice. Lawbringer’s symbol or likeness is a common sight in cities. People often swear oaths or engage in verbal disputes in front of these images, believing Lawbringer won’t let a falsehood told in front of them go unpunished. Whether Lawbringer actually intervenes is unclear, but conflicts that play out this way are often resolved peacefully, without a need for the justice system to get involved.

Lawbringer’s Champions

Alignment: Always lawful

Suggested Classes: Artificer, cleric, fighter, monk, paladin

Domains: Forge, Knowledge, Order

Paladin Oaths: Crown, Devotion, Vengeance

Suggested Backgrounds: Acolyte, entertainer, guild artisan, noble, sage, soldier

Lawbringer’s followers are astute observers of justice and obedience who seek to root out imperfection and chaos in the world. They are often perfectionists and advocates of safety and peace over freedom and carelessness.

The Five Commands of Lawbringer

  1. Obey the law with precision. If a law is wrong, obey it until it is changed.
  2. Land for land, coin for coin, life for life.
  3. Uphold your word and oaths with absolute honor.
  4. Those who disrespect or mock order are not worthy of its protection.
  5. Work hard and honestly, create order from chaos, and seek truth in all things.

Devotion to Lawbringer

Followers of Lawbringer support cities and create useful things out of raw materials. As a follower of Lawbringer, consider the ideals on the Lawbringer’s Ideals table as alternatives to those suggested for your background.

Lawbringer’s Ideals

d6

Ideal

1

Justice. Laws keep society functioning, and I must see to it that they are enforced.

2

Civic Duty. It is my responsibility to serve my city.

3

Honor. I behave nobly and always keep my promises.

4

Enforcement. Those who violate the laws that hold civilization together must be punished.

5

Civilization. Nature achieves its highest calling when human communities make use of it.

6

Aspiration. With Lawbringer’s blessing, I will create something magnificent.


Earning and Losing Piety

You increase your piety score to Lawbringer when you expand the god’s influence in the world in a concrete way through acts such as these:
  • Defending a city from a major threat
  • Creating a masterwork using artisan’s tools
  • Completing a hard day of hands-on work
  • Catching a criminal and ensuring their punishment
Your piety score to Lawbringer decreases if you diminish the god’s influence in the world, contradict the god’s ideals, or make Lawbringer look ridiculous or ineffectual through acts such as these:
  • Wilfully breaking the law and fleeing from justice
  • Disrespecting or manipulating an official authority figure
  • Betraying one’s trust to commit acts of corruption or tyranny
  • Vandalizing civilized property
Lawbringer’s Devotee
Piety 3+ Lawbringer Trait

As a devotee of Lawbringer, you can cast shield of faith with this trait, requiring no material components, a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

In addition, you know the mending cantrip. Intelligence is your spellcasting ability for these spells.

Lawbringer’s Votary
Piety 10+ Lawbringer Trait

You can cast zone of truth with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.

In addition, you have advantage on Wisdom (Insight) checks against humanoids.

Lawbringer’s Disciple
Piety 25+ Lawbringer Trait

You gain the ability to halt those who flee from your justice. When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.

You also gain resistance to fire damage.

Champion of Order
Piety 50+ Lawbringer Trait

You can increase your Constitution or Intelligence score by 2 and also increase your maximum for that score by 2.

Omens of Lawbringer

d6

Omen of Lawbringer

1

A carved image, face-like pattern on a wall, or statue animates and speaks.

2

The streets of a city seem to alter course to lead to a specific destination.

3

Animals begin acting in unnaturally orderly ways.

4

Plants are found that grew in perfect symmetrical patterns.

5

Scratched or damaged gear spontaneously repairs itself.

6

The sound of a hammer rings in the air.

7

The flames of a nearby torch or campfire burn in geometrical shapes.

8

A perfectly cubic or polygonal stone is found on the ground.


Lawbringer’s Domain: Lawbastion

Lawbastion is a realm of absolute order. Every line there is perfectly straight, every object is of perfect symmetry, and no leaf or stone is out of its proper place. The majority of the realm consists of colossal structures of impeccable metal architecture. Geometric designs are worked into the crafts, with subtle designs meant to point in specific directions or bring particular notions to mind. Even outdoors, everything has an air of purpose and organization. The shrubbery is immaculately trimmed and set in perfect rows, streams bend and flow at right angles, and trees grow a precise, consistent number of identical fruits. Instead of animals, forged constructs in their likenesses roam the landscape with purpose. In the sky is an orb like Hearth’s sun, half of which is black. As it rotates, Lawbastion cycles (with exact punctuality) from day to night, sharply transitioning between the two.

Those who worshiped Lawbringer are at home here, as are righteous judges, kings, craftsmen, and those who valued hard work and stability. They spend their time in Lawbastion enjoying a perfectly laid-out schedule and an unchanging routine from day to day. They craft marvelous innovations and buildings with all the materials and time they would ever need to do so. In this paradise, nothing is unexpected, no erratic creature will disrupt the order, and no rule will ever be broken.

Those who led a sinful life of crime, broke promises, or brought ruin to organized cities may find themselves condemned to Lawbastion as their eternal punishment. Such residents are doomed to forever follow rules without any free will and forced to spend their time in an endless routine where nothing ever changes.

Law of Averages. Instead of rolling dice, all attack rolls, ability checks, and saving throws are treated as being the average of their rolls.

Dec 21, 2020

Deities of Hearth: Deepwarden

Deepwarden

God of Death

Deepwarden is the god of the ocean, darkness, treasures beneath the earth, secrets, and death. He is the overseer of dying souls who pass through the underworld, the patron god of underground peoples and monsters in dark places, and the merciless deity who stirs up nations to war against each other. Warriors on both sides of battles pray to him for guidance, and he often favors those who sacrifice to him or who have secrets of their own to share with him or tribute to pay his churches.

Deepwarden is depicted as a stern man with ashen skin, eyes that glow like blue embers, and golden armor studded with diamonds. He is often shown holding two black swords or riding his giant skeletal dragon, Kalsedne.

Deepwarden’s Influence

Deepwarden’s loathing of bright lights and living souls led him to claim the depths of the ocean and earth as his eternal domain. He is an extremely patient god, knowing full well that, despite mortals’ fear of him and preference to venerate other gods, eventually all of them will be at his mercy as they journey through the underworld toward their afterlives.

Though mortals fear to speak Deepwarden’s name lest they are cursed to meet their death too soon, his name is often invoked at funerals and in the prayers of mortals who miss their deceased loved ones and wish them safe passage to paradise. It is up to him just how difficult each individual soul’s journey is after death, and his favor may be the difference between an eternity of suffering and one of peace.

Deepwarden despises the undead created by mortals and fiends, as it mocks his authority over the departed. His own minions resemble undead, but are in fact celestial creatures under his control.

Deepwarden’s scion creatures are the mighty kraken and the wraith (celestial).

Deepwarden’s Goals

Deepwarden envies the worship of other deities, begrudgingly acknowledging their necessity alongside him in the Pentatheon, but his ultimate goal is to be universally worshiped and viewed as the greatest god in existence. Though he recognizes the necessity of life in order for death to occur, he wishes for a reality in which all would die and dutifully (and silently) adore him as the only deity. Whenever he can get away with it, he loves to punish the insolent with plagues that bring them to his domain sooner rather than later.

Divine Relationships

Deepwarden most despises Hearthmatron, whose focus on preserving life for as long as possible, spreading life through fertility and health, and raising mortals from untimely deaths he views as intruding on his domain. Her focus on mercy over cold justice is infuriating to him, and he thoroughly enjoys watching her beautiful blooming flowers and plants wither into blackened husks.

Deepwarden also dislikes his brother, Skyfather, whose command over the brilliant sunlight and wide open, loud skies conflict deeply with Deepwarden’s partiality to the cold darkness. Deepwarden also has no respect for Skyfather’s forthright nature and unwillingness to keep secrets from mortals.

Not caring for the feelings of mortals, Deepwarden values the absolute justice that Lawbringer stands for and enforces. He also finds Moondancer and her twilight hunts very much in harmony with his own plans, as well as the importance she puts on keeping secrets.

Worshiping Deepwarden

To many mortals, Deepwarden is primarily concerned not with death, but with the treasures of the earth and sea. Most of his followers downplay his association with death and misfortune, instead praying to him for material wealth. Others pray to him because they want to be more accepting of their misfortune. These individuals see themselves as beyond hope of improving their lot in life, asking only that Deepwarden grant them the strength to endure until they inevitably enter his realm.

Some Deepwarden worshipers actively glorify death. These cultists and assassins congregate in secret in communities across Hearth, engaging in campaigns of violence or poaching animals for sacrifice.

Deepwarden’s Champions

Alignment: Usually evil, usually lawful

Suggested Classes: Cleric, fighter, paladin, rogue, wizard

Domains: Death, Grave, War

Paladin Oaths: Conquest, Secrets (use the Oathbreaker paladin subclass)

Suggested Backgrounds: Acolyte, criminal, hermit, sage, sailor, soldier

Most worshipers of Deepwarden seek to enforce the boundary between life and death, whether absolutely or selectively. They often find grim satisfaction in serving the covetous but patient god, knowing that all will ultimately know their patron’s embrace. Most also respect their ancestors and honor them through tradition, ritual, and memory.

The Five Commands of Deepwarden

  • Respect the dead and honor your ancestors.
  • Those who disrespect or mock order are not worthy of its protection.
  • Let the strongest be ruler among you.
  • Keep and respect secrets you are entrusted with.
  • Sacrifice today that when you are gone, others can remember your legacy.

Devotion to Deepwarden

Just as every life ends at the same destination, many different paths can lead a worshiper to Deepwarden. As a follower of Deepwarden, consider the ideals on the Deepwarden’s Ideals table as alternatives to those suggested for your background.

Deepwarden’s Ideals

d6

Ideal

1

Tradition. Honor the dead through rites of respect and by continuing their ways.

2

Judgment. Violations against the order of life and death must be set right.

3

Mortality. I will enforce the most important law: anything that lives must one day die.

4

Power. I relish having mastery over life and death.

5

Pragmatism. The ends justify the means; I do whatever it takes to win.

6

Fatalism. Everyone dies. As a result, I may employ their brief lives to further my agendas.


Earning and Losing Piety

You increase your piety score to Deepwarden when you expand his influence in the world in a concrete way through acts such as these:
  • Convincing a group of people to accept misfortune
  • Easing someone’s death or assisting with funeral arrangements
  • Ensuring the continual remembrance of deceased ancestors
  • Burying treasure in secluded locations
Your piety score to Deepwarden decreases if you diminish his influence in the world, contradict his ideals, or make him look ridiculous or ineffectual through acts such as these:
  • Bringing the dead back to life or to undeath when unsanctioned by Deepwarden
  • Torturing living beings
  • Desecrating or looting tombs or shipwrecks
Deepwarden’s Devotee
Piety 3+ Deepwarden Trait

As a devotee of Deepwarden, you have proven yourself an executor of Undergarde's grim laws. You can call on Deepwarden’s favor to cast bane with this trait, requiring no material components, a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.

Deepwarden’s Votary
Piety 10+ Deepwarden Trait

You can cast vampiric touch with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for this spell.

Deepwarden’s Disciple
Piety 25+ Deepwarden Trait

When a soul is sent to its rightful place, you can draw on the energy of Undergarde to empower you. When a creature dies within 10 feet of you, you can use your reaction to gain a number of temporary hit points equal to your level.

Champion of the Depths
Piety 50+ Deepwarden Trait

You can increase your Charisma or Constitution score by 2 and also increase your maximum for that score by 2.

Omens of Deepwarden

d8

Omen of Deepwarden

1

The ground rumbles ominously.

2

Nearby plants wither and die.

3

Swirling smoke forms macabre shapes.

4

A gem or a gold coin appears at a character’s feet or in their pocket.

5

A character shows symptoms of a disease.

6

Crows or vultures drop bones in an ominous pattern.

7

The sky becomes unnaturally dark, and nature becomes silent.

8

The world is drained of color and becomes gray.


Deepwarden’s Domain: Undergarde

Undergarde is the realm that lies below the Underdark—a cold realm of darkness and peaceful yet eerie silence. It is a realm devoid of color and strong emotion through which all departed souls pass before they can move on to their respective afterlives. Black rocks in the vague shape of dead trees dot the foggy landscape, and streams of freezing lava ooze out of the ashen ground. A gray haze dimly lights the horizon in every direction, and smoke and jagged mountains extend into the misty distance.

When a soul dies, it spends ten days floating through the Ethereal Plane, unconscious and unaware of anything. If it is not resurrected by the end of that time, it is drawn through a planar veil to Undergarde, where it finds itself walking through a vast canyon under a twilit sky. Once the reality of its demise has sunk in, it passes through the exit of the canyon onto the shore of a huge, black lake. If others petition Deepwarden on the soul’s behalf through prayer or a funeral, the soul finds itself with a single gem under its tongue. From the far side of the lake, wreathed in mist, ferrymen make their way to shore to transport souls to their afterlife, asking for a single gem in return. Those who pay the fare are taken across the lake, judged by Lawbringer, and sent to the realm of the cosmos where they most deserve to be. Such souls are at the mercy of Deepwarden as to how long their journey takes to get there. Clerics and other souls who dedicated their lives to a particular god with particular fervor may have their patron deity petition Deepwarden on their behalf, sending a ship to personally escort them to their realm of paradise without any delay and with no need of payment.

Many souls died forgotten or without loved ones to pray on their behalf. Others have payment for passage but fear the afterlife they might be assigned to, and give their coins away. Such “shades” are stuck on the shores of the lake, doomed to languish or find another way to reach the afterlife. A town is located on the shore of the lake called Quietus. There, aimless shades wile away their time and slowly forget who they are, their former lives becoming little more than a dream as they spend more time dead than alive. Such shades are able to conjure familiar items from the shadows of Undergarde, but only once, and with a limited number at a time. Many shades conjure their favorite food as a comfort, and then can never taste that food again. 

Some shades do not accept their death and seek to return to life on their own. Some shades swim across the lake, ultimately washing away their identities and being reincarnated as a new member of their species. Others make their way backward through the canyon they came from, hoping to fight their way past Deepwarden’s guards and plead their case to him personally to bring them back to life. Still others walk along the shore of the lake into the unknown wastes of Undergarde, some eventually finding a way to move on and others wasting away into ghosts.

Devout worshipers of Deepwarden find a permanent home in Undergarde. They help shades accept their fate and accustom themselves to their new afterlife, sometimes acting as ferrymen or guards in the town of Quietus. Such residents find fulfillment in helping others make peace with death and having a greater control over their fate than the shades do.

Memory Echoes. As an action, a shade can conjure a single item with which it was familiar in life. Once an item is conjured in this way, that specific item can never be conjured again by that shade. A shade can have any number of conjured items at a time, but for each item after the first, the shade must make a Charisma saving throw with a DC of 8 + the number of items currently conjured. On a failure, the new item is conjured but a number of items disappear equal to the number by which the saving throw failed.

Planar Limitations. Shades cannot cast 9th-level spells. All demiplanes (such as those in a bag of holding) are counted as being part of Undergarde. Deepwarden oversees and can prevent teleportation within the realm.

Dec 20, 2020

Deities of Hearth: Moondancer

Moondancer

Goddess of the Wilds

Moondancer is the daughter of Skyfather and Hearthmatron and the goddess of animals, the chaos of the wilds, the moon, and the hunt. She is the patron goddess of hunters, herders, rangers, and those who live far away from civilization. She is also the goddess of revelry, lust, and wine, as well as the patron goddess of thieves, who pray to her when sneaking about by moonlight.

She is depicted as a beautiful elven woman with pale skin covered with markings of many colors across her body, wearing a suit of skins and holding a bow and arrow. Her pet, Silversong, is said to be able to take any bestial shape, but is most often a silvery falcon, leopard, stag, or zebra.

Moondancer’s Influence

Moondancer is worshiped by hunters, but her concerns go far beyond humanity’s ability to subsist on the bounty of the natural world. Moondancer is the best archer in the universe, and contests of archery are often held in her name. Those who hunt their own food pray to Moondancer for success, and Moondancer blesses their natural predation. Poachers and those who kill for sport, however, know that she loathes such activity, and they try to stay hidden from her at all costs.

Besides her focus on animals, Moondancer is an unpredictable goddess who loves to play tricks on the other gods and on mortals. Legends say that whenever a mortal loses or misplaces something, Moondancer is to blame. As the goddess of night, she sanctions the clandestine actions of thieves and lovers, and if there’s one thing she loves more than a good hunt, it’s a good, juicy secret.

Moondancer’s symbol and scion creatures are the satyr and the unicorn.

Moondancer’s Goals

Moondancer's goals constantly shift; she grows bored when things go on the same way for too long. But most of the time, her goal is to always find something new and interesting to watch and participate in. Generally, the spread of civilization and order that tames the wild, fascinating wilderness prevents this, so if it were up to Moondancer, she might well wipe away all the cities and larger communities, leaving only scattered tribes of mortals to live in an enforced balance with nature.

Divine Relationships

Moondancer gets along best with her mother, Hearthmatron, who shares her love of the natural world. As a hunter, she also respects death and finds it fascinating, so she approves of Deepwarden’s divine designs. She also admires Deepwarden’s secretive nature and his approval of darkness over light.

Moondancer’s greatest enemy is Lawbringer, whose expanding civilization drives the beasts out of the wilds and turns them into domesticated animals fit only for burden or food. Lawbringer's focus on order, law, and tradition has no place in Moondancer’s domains of revelry and constant, fickle change, so it is likewise despised by her.

Despite being his daughter, Moondancer does not generally get along well with Skyfather. Though she likes his elements that change the land, his emphasis on light over darkness and his forthright and honest nature clash with her precious secret-keeping nature.

Worshiping Moondancer

Every secret kept, every midnight tryst, every successful heist against a city-loving noble is a joy to Moondancer. Hunters often dedicate their kills to Moondancer, and many tribal communities (especially elves) gather in the woods away from civilization to worship her through moonlit parties filled with dancing, wine, and revelry. Moondancer’s priests have long claimed that if the party is wild and fun enough, Moondancer herself will not be able to resist personally joining in on the celebration.

Moondancer’s Champions

Alignment: Always chaotic

Suggested Classes: Barbarian, bard, cleric, druid, ranger, rogue

Domains: Nature, Trickery, Twilight

Paladin Oaths: Ancients

Suggested Backgrounds: Charlatan, criminal, entertainer, outlander, urchin

Moondancer’s champions, whether thieves, hunters, or minstrels, all have one thing in common: They love the thrill of being hidden and happy. Their mischievous deeds often affect those of rigid civilization, but her followers know the value of the natural world and respect it.

The Five Commands of Moondancer

  1. Be kind to nature and all life that does not seek to take your own.
  2. Fill your life with song, dance, laughter, and beauty.
  3. Keep and respect secrets you are entrusted with.
  4. Cheer up those whose faces frown.
  5. Forgive those who have wronged you, and dispel hostility with friendship.

Devotion to Moondancer

Following Moondancer means devoting yourself to an interesting life full of possibilities and passion. As a follower of Moondancer, consider the ideals on the Moondancer’s Ideals table as alternatives to those suggested for your background.

Moondancer’s Ideals

d6

Ideal

1

Change. The old must be swept away to make room for the new.

2

Passion. I will follow my heart and help others do the same.

3

Freedom. Everyone should be free to pursue his or her own livelihood.

4

Adaptability. Plans change, circumstances go awry. I must bend in response to changes, not break.

5

Secrecy. All deception requires secrecy, but not all secrets are meant to deceive.

6

Independence. I am a free spirit — no one tells me what to do.

Earning and Losing Piety

You increase your piety score to Moondancer when you expand her influence in the world in a concrete way through acts such as these:

  • Helping a fugitive escape justice
  • Pulling off a daring robbery or a hilarious prank
  • Hunting animals through cunning and dedication
  • Throwing a raucous and chaotic party

Your piety score to Moondancer decreases if you diminish her influence in the world, contradict her ideals, or make her look ridiculous or ineffectual through acts such as these:

  • Forthrightly assisting lawgivers in their duties
  • Revealing secrets entrusted to you
  • Spoiling others’ fun and happiness
  • Poaching animals

Moondancer’s Devotee
Piety 3+ Moondancer Trait

As a devotee of Moondancer, you have proven yourself accomplished at deception. You can call on Moondancer’s blessing and cast disguise self with this trait. You can cast the spell in this way a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.

Moondancer’s Votary
Piety 10+ Moondancer Trait

You can cast speak with animals with this trait a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.

In addition, you have advantage on saving throws against being charmed.

Moondancer’s Disciple
Piety 25+ Moondancer Trait

When a beast is about to attack you, it must make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses you. On a successful save, the creature is immune to this trait for 24 hours.

Champion of the Night
Piety 50+ Moondancer Trait

You can increase your Charisma or Dexterity score by 2 and also increase your maximum for that score by 2.

Omens of Moondancer

d8

Omen of Moondancer

1

A silver-winged hawk circles overhead, then flies away.

2

An eclipse suddenly occurs.

3

Butterflies alight on a character or fly together in a particular direction.

4

The roar of a leopard echoes in the distance.

5

Animal tracks appear where no creature walks.

6

The moon cycles through its phases rapidly in the sky.

7

The characters suddenly taste sweet wine in their mouths.

8

A painted arrow strikes nearby from an impossible angle.

Moondancer’s Domain: Silverglade

Silverglade is a realm of endless revelry, exciting hunts, loud noises, and constant change. The geography of Silverglade is chaotic. Paths wind in odd directions or upside down; a tree trunk may have roots on both of its ends, rooted into two parallel ground surfaces; rivers flow uphill or in two directions at once. The gravity of the realm is subjective, allowing its residents to run up the sides of giant mushrooms or spiraling paths like ants. No indoor dwelling is to be found here, and animals of every conceivable species (and combination of species) stampede or fly through the plane, hunting one another and racing with the plane’s residents for sport. Seasons can change sharply and without warning. Invigorating music is always heard on the breeze, and the realm as a whole is suffused in cool, mysterious moonlight.

The residents of Silverglade are mostly elves, but other worshipers of Moondancer and those who brought joy and freedom to others also find a place amid its wilds. Such residents spend their afterlives laughing and partying with other residents, drinking wine from bottomless cups, and interacting with wild animals like pets and mounts. Residents here have no static identity; they can look or sound like whomever they want to, changing their bodies and appearances with barely a thought. Many of them adopt an animal companion who they can converse with and understand perfectly.

Tyrants, slavers, poachers, and secret revealers are drawn into Silverglade as an everlasting punishment. For these residents, it is hell to live in a world with no order and with constant, harrying excitement with no reprieve. They find themselves in an afterlife of constant running from ferocious beasts, ever-changing terrain, and maddening music that never allows a moment’s rest.

Fluid Appearance. All creatures can cast the alter self spell at will, no concentration required and with unlimited duration.