Overview of the Divine in D&D 5e
The gods of Dungeons & Dragons 5th Edition form a vast multiregional pantheon shaped by decades of supplements, regional settings, and designer notes. In 5e, deities are powerful celestial beings whose portfolios define their domains, alignments, and spheres of influence. Clerics, paladins, and other divine spellcasters channel their power through these gods, while temples, myths, and holy symbols give each deity distinct cultural context. This reference outlines major deities from the Player's Handbook and key supplements, focusing on verifiable traits and functional game details for long-term use.
Core Deity Data: Domains, Alignments, and Portfolios
Below is a concise, high-information table capturing each deity’s primary alignment, domains, portfolio themes, and typical worship focus. Portfolios reflect divine responsibilities or conceptual spheres; alignments represent the deity’s philosophical and moral stance; worship notes indicate common mortal practices and temple presence in core settings.
| Deity | Alignment | Domains | Portfolio / Key Themes | Typical Worship |
|---|---|---|---|---|
| Aureon | N | Knowledge, Order | Knowledge, law, history, research | Sages, libraries, scholarly orders |
| Azuth | LN | Evocation, Divination | Magic, wizards, arcane research | Wizards, magic guilds, academies |
| Boccob | N | Evocation, Necromancy | All magic, arcane mysteries | Hermits, scholars, arcane enclaves |
| Corellon Larethian | C | Arcana, Protection | Elves, music, arcane magic, protection | Elven communities, arcane protectors |
| Ehlonna | C | Nature, Tempest | Forests, wilderness, moon, unicorns | Druids, rangers, woodland folk |
| Eilistraee | C | Life, Light | Dark elves, dance, moon, freedom | Outsiders, reformers, moon cults |
| Garl Glittergold | N | Protection, Trickery | Gnome enclaves, protection against greed | |
| Gond | N | Knowledge, Artifice | Invention, craft, stonework, artifacts | Artisans, inventors, city guilds |
| Gruumsh | CWar, Strength | Orcs, conflict, domination | Orcs, war bands, martial cults | |
| Hoonding | N | Protection, Peace | Justice, mercy, redemption, diplomacy | Judges, peacekeepers, reformist orders |
| Iggwilv | N | Evocation, Deception | Secrets, demons, magic items, cunning | Warlocks, sorcerers, secretive cults |
| Ilmater | N | Life, Tempest | Endurance, persecution, healing, martyrdom | Victims of oppression, healing clergy |
| Kelemvor | N | Death, Law | Death, the dead, necromancy under law | Funerary rites, underworld guardians |
| Lathander | C | Life, Light | Dawn, birth, renewal, beginnings | Adventurers, settlers, new ventures |
| Leira | N | Illusion, Trickery | Deception, false images, unreality | Tricksters, spies, those who value secrecy |
| Lliira | C | Charm, Illusion | Joy, pleasure, festivities | Entertainers, celebrants, urban temples |
| Lolth | C | Death, Darkness | Spiders, darkness, murder, chaos | Drow, chaotic cults, assassins |
| Marduk | C | War, Light | Order, conquest, justice, dragon slaying | Lawful martial orders, dragon hunters |
| Mask | N | Trickery, Thieves’ | Secrets, shadows, silence, thievery | Rogues, thieves’ guilds, covert agents |
| Melora | C | Nature, Tempest | Wildlands, sea, nature’s balance | Druids, sailors, protectors of wilderness |
| Mordenkainen | N | Abjuration, Evocation | Magic, swords, practical philosophy | Wizards, hedge knights, secretive sages |
| Moradin | L | Forge, Protection | Dwarves, creation, craftsmanship, ores | Dwarven clerics, smiths, artisans |
| Mystra | N | Evocation, Illusion | Weave, magic, arcanists, responsible sorcery | Wizards, arcanists, those who regulate magic |
| Oghma | N | Knowledge, Tempest | Knowledge, invention, discovery, books | Sages, inventors, libraries |
| Olidammara | C | Trickery, Music | Travel, tales, music, revels | Bards, wanderers, storytellers |
| Open Hand | N | Charm, Grapple | Balance, exchange, fairness, guidance | Travelers, mediators, free thinkers |
| Osprem | C | Tempest, Nature | Sea, ocean voyages, sailors | Mariners, sailors, coastal communities |
| Pelor | C | Light, Tempest | Sun, healing, strength against undead | Commons folk, paladins, healers |
| Sehanine Moonbow | C | Illusion, Moon | Dreams, moon, change, elven mysteries | Elves, travelers, those who seek change |
| Shar | N | Death, Darkness | Darkness, loss, the night self | Shadow cults, those embracing oblivion |
| Sune | C | Charm, Light | Beauty, emotion, love | Romantics, artists, devoted worshippers |
| Talos | C | Tempest, War | Storms, destruction, war | Warriors, storm cults, those embracing fury |
| Tiamat | C | Dragon, Evil | Dragons, greed, conquest | Cults, chromatic dragons, tyrants |
| Torm | L | War, Tempest | Courage, duty, law, selfless sacrifice | Soldiers, judges, lawful devotees |
| Tyr | L | Oath, War | Justice, law, oaths, sacrifice | Paladins, judges, lawful warriors |
| Vecna | N | Death, Knowledge | Undead, secrets, domination, liches | Liches, secret cults, power seekers |
| Waukeen | C | Trickery, Tempest | Trade, wealth, merchants | Merchants, traders, financiers |
| Yondalla | C | Protection, Sustenance | Halflings, harvest, family, protection | Halflings, farmers, nurturing communities |
Regional Variations and Cosmology
The D&D multiverse hosts many divine arrangements. Faerûn’s Realms pantheon differs from those of Eberron, Greyhawk, or the Forgotten Realms’ subregions; gods may be known by different names or portfolios in other settings, and some settings include unique deities not found elsewhere. The Astral Sea and the Shadowfell frame divine presence, while divine rank, worship levels, and belief mechanics determine a god’s ability to intervene. In most campaigns, gods operate at a mythic level far beyond player reach, intervening through avatars, dreams, or prophetic visions rather than direct adventuring—this preserves narrative gravity and prevents plot erosion.
Philosophy, Portfolio, and Alignment Nuance
Alignment is a shorthand for a deity’s ethos, not an absolute constraint on mortal followers. A chaotic good cleric of lawful Moradin may emphasize dwarven honor within personal freedom, while a neutral good follower of Pelor might prioritize compassionate healing over strict lawful order. Portfolios overlap: Tempest domains appear in gods of storms, sea, and war, while Knowledge spans lore, artifice, and secrets. Domain selections in 5e reflect functional spell access and narrative themes; a deity’s spheres indicate where they can reasonably grant power or expect devotion.
Functional Religion in Play
Clerics, paladins, and divine-themed characters receive channel divinity or spell slots from their god, often themed around the deity’s portfolio. Temples provide social services, training, and resources; holy symbols serve as focus items. In many campaigns, gods are distant cosmic powers, but their tenets shape laws, customs, and moral choices at city and kingdom levels. Piety systems in sourcebooks track a character’s devotion, granting boons, divine insight, and roleplay guidance while avoiding mechanical “demands” that restrict player agency.
Pantheon Relationships and Cosmology
Gods form alliances, rivalries, and bloodlines that influence mythic events. Family ties (e.g., Moradin and Corellon), ideological conflicts (e.g., Tiamat vs. Bahamut), and shared portfolios shape divine politics. Gods may sponsor champions, grant boons to heroes, or unleash disasters to rebalance mortal affairs. The Dawn War, the First World, and the Blood War are major conflicts coloring divine motives, but specifics vary by edition and setting source, so treat metaplot claims as setting-specific unless clearly noted in official material.
Useful Reference Comparisons
When comparing deities, focus on portfolios, alignments, and typical worship settings. The following quick comparisons help clarify functional similarities for gameplay and worldbuilding.
- Tempest and Nature: Gods like Osprem, Oghma, and Melora share storm and nature themes but differ in focus: Osprem on sea travel, Oghma on knowledge/invention, Melora on wilderness balance.
- Knowledge and Order: Aureon and Azuth both value knowledge; Aureon emphasizes law and structure, while Azuth centers on arcane mastery and magical practice.
- Life and Light: Lathander and Pelor both champion renewal and healing; Lathander emphasizes dawn and new beginnings, Pelor emphasizes sun and strength against darkness.
Limitations and Source Considerations
This list reflects widely published information from the Player’s Handbook, Mordenkainen’s Tome of Foes, Mythic Odysseys of Theros, and core regional supplements as of the cited editions. Lesser-known or campaign-specific deities, variant pantheons, and homebrew settings are outside scope. Divine power levels, intervention rates, and metaplot events are intentionally generalized to remain useful across many campaigns and editions.
Summary and Practical Takeaways
Use this directory as a long-term reference when building cleric characters, designing temple settings, or planning divine intrigue in your campaign. Alignments and domains provide mechanical signals for spell access and narrative tone, while portfolio notes help you imagine how a deity might speak, act, and prioritize. For deep setting details, consult the specific campaign sourcebooks that define regional faiths and divine hierarchies in fuller cultural context.
References
- Dungeons & Dragons Player’s Handbook (5e)
- Mordenkainen’s Tome of Foes (5e)
- Mythic Odysseys of Theros (5e)
- Spelljammer: Adventures in Space (5e)
- D&D Wiki entries for deity domains, alignments, and portfolios (accessed via canonical references)