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Chauntea

The Great Mother (a.k.a. The Grain Goddess)

She is a goddess of agriculture, plants cultivated by humans, farmers, gardeners, and summer. Some of her worshipers claim that her divine glimmer gave life to the natural world, and some contended that she was the creator and source of all mortal races. In some sense, Chauntea is the manifestation of the earth itself.   Her clerics are known as Nurturers and are found wearing green, white and yellow, often with a brown or rust colored overcoat. They pray for spells at sunset and are often seen lugging carts of produce to sell.   Church Land often has no stationed clergy, but are tended to by local followers and are used as waypoints for the traveling clergy. Elder clergy may make a church their home when they can no longer travel. The temples hold bountiful information on agriculture and weather patterns.

Divine Domains

Agriculture   Cleric Domain: Nature

Tenets of Faith

  • Fight disease, blight, and their causes, including servants of Talonus Morgab 
  • Give seeds to those that will use them
  • Return nature to where it has been despoiled
  • Travel the land acquiring and sharing knowledge of nature
  • Tend to or plant one growing thing per day
  • Walk barefoot in the fields to commune with Chauntea
Divine Classification
5th Age Deity
Alignment
Neutral Good
Children
Gender
Female

Earning and Losing Piety

Piety 3+

jim's magic missile
 

Piety 10+

jim's glowing coin
 

Piety 25+

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.
 

Piety 50+

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

Saints

Saint Domain Piety 3+ Piety 10+ Piety 25+
Hiddukel Greed distort value incite greed
Reorx Gontar Craft 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.
You can cast heat metal with this trait,
requiring no material components. 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 saving throws against
being knocked prone.

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