The Dragonlance Nexus

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Clerics of the True Gods

D&D 3e (3.0/3.5) Rules

by James O'Rance

This is a conversion of the Dragonlance deities found in Dragonlance Adventures and Tales of the Lance. It contains deities with their domains and favoured weapons for Classic Dragonlance campaigns using the Dungeons & Dragons rules. Even if you are not playing a cleric, you might choose a patron deity from these descriptions to add background flavour and campaign hooks to your character.

Alignment Restrictions

There are twenty-one true gods of Krynn, organised into three separate pantheons of seven: the Gods of Light (good), the Gods of Darkness (evil), and the Gods of Balance (neutral). In the Dragonlance setting, it is not necessary for a cleric character to match the lawful or chaotic part of his deity's alignment; for example, a lawful neutral cleric may worship Gilean, a neutral god. However, the cleric must have the same tendency towards good or evil as his deity; a lawful neutral cleric cannot receive divine magic from Paladine, a lawful good god.

Deities and the Ages of Krynn

In different periods during Krynn's history, the deities withdrew from the world, leaving it without divine magic of any kind. During these times, there are no cleric or druid characters, and ranger or paladin characters are unable to cast spells.

  • Pre-Cataclysm: Clerics of the good gods are common. After the Third Dragon War, clerics of Takhisis become less common, and operate secretly. After the rise of the Kingpriests of Istar, clerics of other evil and many neutral gods fall into disfavour, and must operate secretly lest Istar hunt them down.
  • The Fourth Age: All true clerics and druids are called to the realms of the gods, and divine magic is withdrawn from the world of Krynn. After the Foundation Stone frees Takhisis from the Abyss, clerics of Takhisis gradually appear, although they remain hidden. It is assumed that other evil gods followed suit. Clerics of the good gods did not appear until Goldmoon brought their teachings back to Ansalon during the War of the Lance. It is not known when the neutral gods returned their blessings to Krynn—certainly by 351 AC at the latest.
  • The Fifth Age: The gods withdrew entirely from Krynn. See the "Magic in the Fifth Age" conversion for details on arcane and divine magic in the Age of Mortals.

Heathen Priests

During the post-Cataclysm years, priests began seeking new gods to worship and, in some cases, claimed that they had received divine gifts from them. In all cases, these priests were false clerics; most should be considered members of the Aristocrat NPC class.

There also existed communities of druids who venerated the gods Chislev and Habbakuk. These characters were not true druids, but members of the Adept NPC class who have developed simple magic based on the forces of nature.

Characters with the cleric, druid, and paladin classes do exist during this period, but they are unable to cast dvine spells or use spell-like and supernatural abilities until they begin worshipping one of the true gods of Krynn. Therefore, they make poor choices for adventuring characters. Likewise, rangers cannot cast divine spells until they begin worshipping on of the true gods, but they retain their favoured enemy, track, and two-weapon fighting abilities, and make a more viable choice for characters.

Campaigns set before the War of the Lance might allow players to create characters of the Adept or Aristocrat classes; upon the return of the true gods, these characters can become multiclassed clerics, druids, or paladins. Furthermore, as adventuring becomes far more deadly without some kind of healing power, characters should be allowed to choose the Brew Herbal Potion feat. Potions created with this feat are not as powerful as a true cleric's healing, so adventurers will need to be cautious to survive. See the DUNGEON MASTER'S Guide for rules on NPC classes and potions.

Table 1: Deities
Deity Alignment Domains Typical Worshippers
Mishakal Lawful good Healing, Luck, Mercy, Protection Monks, paladins, rangers
Kiri-Jolith Lawful good Law, Protection, Strength, War Fighters, knights, paladins, rangers
Paladine Lawful good Good, Law, Protection, Sun Knights, paladins
Solinari Lawful Good Good, Knowledge, Magic Sorcerers, wizards
Branchala Neutral good Luck, Good, Song Elves, kender, bards, rogues
Habbakuk Neutral good Air, Sun, Travel, Water Elves, druids, knights, rangers
Majere Neutral good Animal, Knowledge, Mind, Protection Monks
Chislev Neutral Animal, Healing, Plant, Protection Barbarians, druids, rangers
Gilean Neutral Knowledge, Magic, Protection Monks, wizards
Lunitari Neutral Knowledge, Magic, Transformation Illusionists, sorcerers, wizards
Reorx Neutral Earth, Law, Strength, War Dwarves, gnomes, kender, fighters
Shinare Neutral Knowledge, Law, Luck, Protection Gnomes, bards, fighters, rogues
Sirrion Neutral Chaos, Fire, Knowledge, Luck Gnomes, illusionists, sorcerers
Zivilyn Neutral Knowledge, Plant, Sun, World Druids
Chemosh Lawful evil Death, Evil, Plant Monks, necromancers
Nuitari Lawful Evil Evil, Knowledge, Magic Sorcerers, wizards
Sargonnas Lawful evil Destruction, Fire, Strength, Trickery Minotaurs, fighters, rogues, wizards
Takhisis Lawful evil Evil, Healing, Trickery, War Draconians, dragons, ogres, fighters, sorcerers
Morgion Neutral Evil Destruction, Evil, Healing Druids, rangers
Hiddukel Chaotic evil Chaos, Knowledge, Trickery Barbarians, fighters, rogues
Zeboim Chaotic evil Animal, Chaos, Water Ogres, barbarians, sailors
Highgod Unknown Luck, Protection, Sun Humans
Table 2: Deities by Race
Race Commonly Worshipped Deities
Bakali Chislev (N), Sirrion (N), Takhisis (LE)
Dwarves Reorx (N), Shinare (N), Sirrion (N)
Elves Mishakal (LG), Paladine (LG), Branchala (NG), Chislev (N), Gilean (N)
Gnomes Reorx (N), Sirrion (N)
Irda Mishakal (LG), Paladine (LG)
Kender Mishakal (LG), Branchala (NG), Habbakuk (NG), Chislev (N), Gilean (N), Reorx (N)
Minotaurs Kiri-Jolith (LG), Sargonnas (LE), Zeboim (CE)
Ogres Takhisis (LE), Zeboim (CE)
Sea Elves Paladine (LG), Habbakuk (NG), elven demigods (CG), Chislev (N)
Note: Deities in italics are the most commonly worshipped by a particular race.
Table 3: Deities by Class
Class Commonly Worshipped Deities (Alignment)
Fighters Kiri-Jolith (LG), Reorx (N), Takhisis (LE), Sargonnas (LE), Hiddukel (CE)
Barbarians Chislev (N), Hiddukel (CE), Zeboim (CE)
Paladins Mishakal (LG), Kiri-Jolith (LG), Paladine (LG)
Rangers Mishakal (LG), Kiri-Jolith (LG), Habbakuk (NG), Chislev (N), Morgion (NE), Zeboim (CE)
Wizards Solinari (LG), Gilean (N), Lunitari (N), Nuitari (LE)
Illusionists Lunitari (N), Sirrion (N)
Necromancers Chemosh (LE)
Sorcerers Solinari (LG), Lunitari (N), Sirrion (N), Nuitari (LE), Takhisis (LE)
Clerics Any
Druids Branchala (NG), Habbakuk (NG), Chislev (N), Zivilyn (N), Morgion (NE), Zeboim (CE)
Rogues Branchala (NG), Chislev (N), Sargonnas (LE), Habbakuk (CE)
Bards Branchala (NG), Shinare (N)
Monks Mishakal (LG), Majere (NG), Gilean (N), Chemosh (LE)


The god of elves, kender, and creativity, Branchala, is neutral good. His title is "The Song of Life," and he is also known as Astra (Qualinesti), Astarin (Silvanesti), Bran (Ergoth), and Songmaster (Goodlund). Bards, elves, and kender worship him. The domains he is associated with include Luck, Good, and Song (a unique domain). His holy symbol is the harp, or a flute (for the elves and kender). His favoured weapon is the rapier.


The god of undeath, Chemosh, is lawful evil. His title is "The Lord of Death," and he is also known as Aeleth (Ergoth), Chemos Jotun (Icewall), Dron of the Deep (Tarsis), Khemax (Thorbardin), and Lifebane (Mithas). Necromancers, secret societies, and evil druids worship him. The domains he is associated with include Death, Evil, and Plant. His unholy symbol is a ram's skull. His favoured weapon is the scythe.


The supreme goddess of the natural world, Chislev, is neutral. Her title is "The Beast," and she is also known as the Wild One in Mithas. Barbarians, rangers, and druids worship her. The domains she is associated with include Animal, Healing, Plant, and Protection. Her holy symbol is an animal's fang. Her favoured weapon is the flail (heavy or light).


The god of meditation and learning, Gilean, is neutral. His title is "The Void," and his other names include The Book, Gate of Souls, Grey Voyager, and the Sage. His worshipers include monks, experts, and wizards; monks can become clerics of Gilean without abandoning their progression as a monk. Gilean is associated with the domains of Knowledge, Magic, and Protection. His holy symbol is an open book. The quarterstaff is his favoured weapon.


The god of sea and sky, Habbakuk, is neutral good. His title is "The Fisher King," and his other names include the Blue Phoenix (Ergoth, elves), Sea Lord (Mithas), and Skylord (Balifor and Goodlund). Habbakuk is worshiped by sea elves, druids, rangers, and sailors. Habbakuk is usually portrayed as a shining blue phoenix or a giant blue dolphin. The domains he is associated with are Air, Sun, Travel, and Water. His holy symbol is a blue kingfisher. His favoured weapon is the scimitar.


The god of deceit, wealth, and tyrants, Hiddukel, is chaotic evil. His title is "Prince of Lies," and he is also named Betrayer (Mithas), Hitax the Flaw (Thorbardin), M'Fistos (Istar), and Usk-Do (hbgoblin). Barbarians, fighters, and rogues favour Hiddukel. Ogres and hobgoblins worship him in savage lands. The domains he is associated with are Chaos, Knowledge, and Trickery. His unholy symbol is the broken scale. His favoured weapon is the dagger.


The abstract supreme god, Highgod, is beyond good and evil, law and chaos. Some humans worship the Highgod as the supreme force behind all other deities, and the ruler of Beyond. The domains he is associated with are Luck, Protection, and Sun. His holy symbol is the sun. His favoured weapon is the longsword.


The god of justice and manhood, Kiri-Jolith, is lawful good. His title is "The Sword of Justice," and he is known as Corij (Ergoth), Emperor (Mithas), Kijo the Blade (Thorbardin), and Jolith (Kharolis and Tarsis). Kiri-Jolith is worshiped primarily by fighters, paladins, and Solamnic Knights. His favoured weapon is the longsword, and the domains that he is associated with are Law, Protection, Strength, and War. His holy symbol is the bison's horns.


Lunitari, the goddess of neutral magic and illusions, is neutral. Her title is "Veiled Maiden," and she is also known as Luin (Ergoth), Maid of Illusion (Mithas), Night Candle (Thorbardin), and Red-Eye (Goodlund). Although not properly worshipped as most gods are, her ethical guidelines are followed by sorcerers and wizards. The domains associated with Lunitari are Knowledge, Magic, and Transformation. Her holy symbol is the red moon. Her favoured weapon is the dagger.


Majere, the god of wisdom, monastic living, and contemplation, is neutral good. His title is "Master of Mind," and he is also known as Manthus (Ergoth), Mantis of the Rose (Qualinesti), Matheri (Silvanesti), and Nadir the Dreamsender (Mithas). Elves, druids, monks and naturalists worship him; monks can multiclass as clerics of Majere without abandoning their advancement as a monk. The domains associated with Majere are Animal, Knowledge, Mind, and Protection. His holy symbol is the copper spider, rose (elves), or mantis (Solamnia). His favoured weapon is the unarmed strike.


The goddess of healing, Mishakal, is lawful good. Her title is "The Healing Hand," and she is also known as Bearer of Light/Lightbringer (Solamnia), the Blue Lady (Kender), Ka-Me-Sha, the Healer in the Home (Kharolis and Tarsis), Mesalax (Throbardin), Meshal (Icewall), Mishas (Ergoth), Quenesti Pah (Silvanesti), Quen Illumini (Qualinesti), and Skymistress (Goodlund). Mishakal is universally portrayed as a beautiful woman in blue robes. Mishakal's worshippers include good monks, paladins, and rangers. The domains she is associated with are Healing, Luck, Mercy, and Protection. Her holy symbol is a blue infinity symbol. Her favoured weapon is the quarterstaff.


Morgion, the god of disease and mystery, is neutral evil. His title is "Black Wind," and his other names include Anthrax Goatlord (hobgoblin), Gormion (Tarsis), H'rar (Ergoth), Morgax Rustlord (Thorbardin), Morgi (Icewall), and Pestilence (Mithas). Evil monks, assassins, and cultists worship him. The domains he is associated with include Destruction, Evil, and Healing. His unholy symbol is a face hidden by a cowl, and his favoured weapon is the flail (any).


The god of dark magic, Nuitari, is lawful evil. His title is "The Devouring Dark," and he is known by the names Black Hand (Balifor), Darkness (Elian Wilds), Nightreaver (Mithas), and Ungod (Thorbardin). He is worshipped by evil sorcerers and wizards. The domains associated with Nuitari include Evil, Knowledge, and Magic. His unholy symbol is the black moon, and his favoured weapon is the dagger.


Paladine, the god of rulership, order, and hope, is lawful good. His title is "The Platinum Dragon," and he is also named Draco Paladin (Ergoth), Dragonlord (Mithas), E'li (Silvanesti), Fizban (kender), the Great Dragon (Solamnia), Platinum Father (Dragons), Skyblade (Kendermore), and Thak the Hammer (Thorbardin). He is widely worshipped, and receives the respect of the Solamnics, elves, paladins and knights; paladins can multiclass as clerics of Paladine without abandoning their advancement as a paladin. The domains that his is associated with include Good, Law, Protection, and Sun. His holy symbol is a silver triangle or a platinum dragon. His favoured weapon is the mace.


The god of the forge, Reorx, is neutral. His title is "The Forge," and his other names include Anvil (Elian Wilds) and the Weapon Master (Mithas). He is known to be the creator of the mortal races, the crafts, and the entire world of Krynn. Reorx is the father and protector of the dwarves and the gnomes, each of whom consider themselves his favourite children. Craftsmen, fighters, illusionists, and tinkers of other races occasionally worship him as well. The domains he is associated with are Earth, Law, Strength, and War. His holy symbol and favoured weapon are the warhammer.


Sargonnas, the minotaur god, is lawful evil. His title is "Dark Vengeance," and his names include Argon (Istar, Ergoth), Firebringer (Hylo), Sargas the Destroyer (Mithas), Gonnas the Willful (Icewall), Kinis (Qualinesti), Kinthalsas (Silvanesti), Masal-Lasim (Tarsis), and Sargonax the Bender (Thorbardin). Sargonnas is a subtle deity, whose intentions are too convoluted for mortals to comprehend, and most of his clerics maintain an air of secrecy. Sargonnas is especially venerated by minotaur rulers, and considered the patron of their race. He is also worshiped by fighters, rogues, and wizards. The domains he is associated with are Destruction, Fire, Strength, and Trickery. His unholy symbol is a red condor. The greataxe is his favoured weapon.


Shinare, the goddess of trade, industry, and civilisation, is neutral. Her title is "Winged Victory," and she is named Balancer of the Scales (Mithas), Silver Master (Thordbardin), Walking Liberty (Ergoth), and Winged One (Silvanesti). Her worshipers include gnomes, monks, and rogues, as well as merchants and bureaucrats of all types. The domains she is associated with are Knowledge, Law, Luck, and Protection. Her holy symbol is a griffin's wing. Her favoured weapon is the ceremonial mace.


The god of change and flame, Sirrion, is neutral. His title is "The Flowing Flame," and he is known as the Alchemist (gnomes), Firemaster, and the Wizard (Mithas). Sirrion is usually depicted as a gnome or as a god of living flame. He is worshiped by gnomes, illusionists, and sorcerers. The domains he is associated with are Chaos, Fire, Knowledge, and Luck. His holy symbol is a multi-coloured flame. The dagger is his favoured weapon.


Solinari, the god of good magic, is lawful good. His title is "The Mighty Hand," and he is known by names including Beacon (Mithas), God's Eye (Thordardin), Ivory Disk (Hylo), Solin (Ergoth), and White-eye (Goodlund and Balifor). He is worshipped by good sorcerers and wizards. Solinari is associated with the domains of Good, Knowledge, and Magic. His holy symbol is the white moon, and his favoured weapon is the dagger.


The dark goddess of dragons, Takhisis, is lawful evil. Her title is "The Queen of Darkness," and other names include Darklady (ogre), Dragon Queen (Ergoth and Silvanesti), Lady Chaos (Mithas), Mai-Tat (Tarsis), Mwarg (hobgoblin), Nilat the Corrupter (Icewall), She of the Many faces (Hylo), Tamex the False Metal (Thorbardin) and Tii'Mhut (Istar). Takhisis is a malicious, dominating deity who seeks to bring the world under her control and the control of her dragons. As a god of dragons, hatred, and war, she is worshiped by fighters, sorcerers, and warlords. The domains she is associated with are Evil, Healing, Trickery, and War. Her unholy symbol is the five-headed dragon or a black crescent. The heavy mace is her favoured weapon.


The goddess of tempests and the sea, Zeboim, is chaotic evil. Her title is "The Darkling Sea," and her other names include Bhezomiax (Thorbardin), the Dragon Turtle, Maelstrom (Mithas), the Midnight Storm, Rann (Ergoth), the Sea Mother, Zebir Jotun (Icewall) and Zyr (Tarsis). She is worshipped by ocean—going creatures such as the primitive Orughi sea ogres and by certain fearful sailors and coastal barbarians. The domains she is associated with are Animal, Chaos, and Water. Her unholy symbol is a dragon turtle with a woman's head. The trident is her favoured weapon.


Zivilyn, the god of wisdom, time and the universe, is neutral. His title is "The Tree of Life," and he has been called Wise One (Mithas) and World Tree. Druids and philosophers worship Zivilyn, who is thought to exist in all times and all places. Zivilyn is associated with the domains of Knowledge, Plant, Sun, and World. His holy symbol is a vallenwood tree, and his favoured weapon is the quarterstaff.


Chaos, the Father of All and of Nothing, is chaotic evil. He claims to be the father of all of the gods, although his true role in the cosmos is unknown. Chaos was trapped within the Greygem throughout most of the Age of Dreams, Might, and Despair, and has no worshippers or clerics. Chaos' escape from the Greygem occurred during the summer of 383 AC ("The Summer of Chaos") and his attempt to destroy the world of Krynn in the Chaos War led directly to the Second Cataclysm and the beginning of the new Fifth Age.

New Cleric Domains

Mercy Domain

Deity: Mishakal (unique). The domain of Mercy represents the light of truth, hope, and goodness that Mishakal shines upon her faithful.

Granted Power: You cast light or virtue once per day.

Mercy Domain Spells

  1. Protection from Evil. +2 AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Aid. +1 attack, +1 on saves against fear, 1d6 temporary hit points.
  3. Daylight. 60-ft. radius of bright light.
  4. Divination. Provides useful advice to specific proposed actions.
  5. True Seeing. See all things as they really are.
  6. Heroes' Feast. Food for one creature/level and blesses.
  7. Sunbeam. Beam blinds and deals 3d6 damage, more against undead.
  8. Holy Aura. +4 AC, +4 resistance, and SR 25 against all healing spells.
  9. Miracle. Requests a deity's intercession.

Mind Domain

Deity: Majere (unique). The domain of Mind represents the mental and spiritual powers that a lifetime of meditation can bring.

Granted Power: You gain a +2 insight bonus to saves agaist mind-influencing effects.

Mind Domain Spells

  1. Remove Fear. +4 on saves against fear for one subject +1/four levels.
  2. Calm Emotions. Calms 1d6 subjects/level, negating emotion effects.
  3. Prayer. Allies gain +1 on most rolls, and enemies suffer -1.
  4. Polymorph Self. You assume a new form.
  5. Atonement. Removes burden of misdeeds from subject.
  6. Dominate Person. Control humanoid telepathically.
  7. Spell Turning. Reflect 1d4+6 spell levels back at caster.
  8. Mind Blank. Subject is immune to mental/emotional magic and scrying.
  9. Astral Projection. Projects you and companions into Astral Plane.

Song Domain

Deity: Branchala (unique). The Song domain represents the supernatural powers that a cleric of Branchala can imbue within his art.

Granted Power: You can cast Song domain spells without material components. Spells of this domain cannot be affected by the Silent Spell feat. Perform is a class skill.

Song Domain Spells

  1. Charm Person. Makes one person your friend.
  2. Enthrall. Captivates all within 100 ft. + 10 ft./level.
  3. Emotion. Arouses strong emotion in subject.
  4. Tongues. Speak any language.
  5. Dream. Sends message to anyone sleeping.
  6. Mass Suggestion. As suggestion, plus one/level subjects.
  7. Legend Lore. Learn tales about a person, place, or thing.
  8. Otto's Irresistable Dance. Forces subject to dance.
  9. Mass Charm. As charm monster, but all within 30 ft.

Transformation Domain

Deity: Lunitari (unique). The domain of Transformation is inspired by the Greygem, and represents the supernatural powers of transformation and illusion.

Granted Power: You cast change self once per day.

Transformation Domain Spells

  1. Silent Image. Creates minor illusion of your design.
  2. Minor Image. As silent image, plus some sound.
  3. Major Image. As silent image, plus sound, smell, and thermal effects.
  4. Shadow Conjuration. Mimics conjuring below 4th level.
  5. Polymorph Other. Gives one subject a new form.
  6. Animate Objects. Objects attack your foes.
  7. Simulacrum. Creates partially real double of a creature.
  8. Polymorph Any Object. Changes any subject into anything else.
  9. Shapechange. Transforms you into any creature, and changes form once per round.

World Domain

Deity: Zivilyn (unique). The domain of World is granted by Zivilyn, who exists in all places and all times. It represents the natural world and the relationship between time and space.

Granted Power: You cast guidance or know direction once per day. Knowledge (nature) is a class skill.

World Domain Spells

  1. Endure Elements. Ignores 5 damage/round from one energy type.
  2. Tree Shape. You look exactly like a tree for 1 hour/level.
  3. Speak with Plants. You can talk to normal plants and plant creatures.
  4. Freedom of Movement. Subject moves normally despite impediments.
  5. Commune with Nature. Learn about terrain for one mile/level.
  6. Liveoak. Oak becomes treant guardian.
  7. Teleport Without Error. As teleport, but no off-target arrival.
  8. Reverse Gravity. Objects and creatures fall upward.
  9. Time Stop. You act freely for 1d4+1 rounds.

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