A few weeks ago, I wrote an article about divine blessings, a mechanic that I designed to encourage interactions with the deities of the multiverse by characters other than clerics and paladins. When I posted it, I didn’t think that what I had created was particularly controversial.

Who would have thought that bringing up religion on the Internet would stir up some feelings?

Reactions varied wildly, all the way from “this seems fun” to “Gods aren’t real in or out of game” with a brief stop at “Paladins and clerics don’t have to worship anything.”

To which I say, in order: thank you; you do you; and that’s beside the point.

The most trenchant critique that I received was that, like a lot of rules in Dungeons and Dragons, the divine blessing mechanic could be exploited. There’s nothing to stop a player from just running to a church, praying for an hour, getting blessed, and repeating as needed ad infinitum. My hope, of course, is that the dungeon master would structure their game in such a way that that wouldn’t happen—for instance, by rewarding sincerity of worship rather than frequency—but it is true that, as written, there was nothing to prevent that sort of behavior.

With the release of Mythic Odysseys of Theros coming in about six weeks, the gods have been on my mind again. More than any other standard setting that I have seen thus far for Fifth Edition, deities in Theros are an integral part of the design. While you might be able to run a game in the Forgotten Realms or Eberron without the gods, in Theros they are pretty much inescapable. I thought that it might be a good time to improve upon my ideas while exploring a new pantheon with feats for the gods’ chosen champions.

Mystic Odysseys is already going to include “supernatural gifts” from the gods to include as traits during character creation. I wanted to create a way for players to do something similar later in their adventuring careers. Greek mythology is full of people being suddenly plucked from relative obscurity by the gods later in life, and I want to represent that imposition of “sudden destiny” in Theros.

At the same time, I want to recognize that being the chosen of a Greek god is a commitment; there’s no easy way out. Feats make a player who wants to represent a god choose a path; once they’re on it, there’s no going back. From there, it will be up to the dungeon master to decide how that divine patronage manifests, and how it might affect the character—and the party—as they move through the world.

There are a number of deities in Theros, but I want to focus on the five “major” gods: Heliod, God of the Sun; Thassa, God of the Sea; Erebos, God of the Dead; Purphoros, God of the Forge; and Nylea, God of the Hunt.

Champion of Heliod

Heliod is ostensibly the God of the Sun, but his worshippers revere him as a manifestation of the principles of law, justice, and retribution. He is prideful and self-assured, seeking always to drive out the darkness with his divine light, and he is loyal to those who follow him.

As Heliod’s champion, you receive the boon of the God’s protection. While in direct sunlight, you have advantage on Strength and Dexterity saving throws. You also gain the ability to cast shield of faith once per long rest.

Champion of Thassa

Thassa, God of the Sea, is as restless as the oceans she rules, but her patience is almost without limit. Epic quests, long voyages, and vast depths or distances are all the domain of Thassa. Those who spend their lives on the sea take care to pay homage to her, lest they wake her rare but legendary anger.

As the Champion of Thassa, you are as at home in the ocean as you would be on land. Your swim speed is equal to your walking speed. In addition, you gain the ability to cast water breathing on yourself once per long rest.

Champion of Erebos

Erebos, the God of the Dead, is the oldest of the major Gods of Theros. Even before the mortal races worshipped the sun and the sea, they feared and respected death. The bitterness and finality of death has infused Erebos himself, making him jealous and tyrannical. He does not take pleasure in the suffering of others, but it satisfies him to know that everyone will join him in the Underworld eventually.

The Champion of Erebos gains limited protection from their own mortality while ensuring that others face their own. You gain the ability to cast bane once per long rest. You also gain advantage on death saving throws.

Champion of Purphoros

Purphoros is the God of the Forge, lord of fire and the restless cycle of creation and destruction. He is as fickle and dangerous as the volcanic power he wields, restrained only by his own impulses. He is worshipped by artisans for his inspiring presence and by warriors for his mighty strength.

The Champion of Purphoros is filled with the God’s own fiery presence. Increase your Strength score by 1, to a maximum of 20. You also gain proficiency with the artisan’s tools of your choice. In addition, you gain the ability to cast burning hands once per long rest.

Champion of Nylea

Nylea, God of the Hunt, is the protector of the wild places of Theros and the ruler of the seasons. She fiercely guards the natural cycle of life: predation is respected in her forests, but hunting for sport is strictly forbidden. She eschews cities and temples, and her worshippers similarly favor nature over civilization.

As the Champion of Nylea, you are imbued with the God’s affinity for the natural world. Increase your Wisdom score by 1, to a maximum of 20. You also gain proficiency in Nature and Survival checks. Additionally, you gain the ability to cast hunter’s mark once per long rest.

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