Dungeons & Dragons

List of D&D 5e Gods: A Comprehensive Reference

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 powerfu...

Mara Ellison
List of D&D 5e Gods: A Comprehensive Reference

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.

C
DeityAlignmentDomainsPortfolio / Key ThemesTypical Worship
AureonNKnowledge, OrderKnowledge, law, history, researchSages, libraries, scholarly orders
AzuthLNEvocation, DivinationMagic, wizards, arcane researchWizards, magic guilds, academies
BoccobNEvocation, NecromancyAll magic, arcane mysteriesHermits, scholars, arcane enclaves
Corellon LarethianCArcana, ProtectionElves, music, arcane magic, protectionElven communities, arcane protectors
EhlonnaCNature, TempestForests, wilderness, moon, unicornsDruids, rangers, woodland folk
EilistraeeCLife, LightDark elves, dance, moon, freedomOutsiders, reformers, moon cults
Garl GlittergoldNProtection, TrickeryGnome enclaves, protection against greed
GondNKnowledge, ArtificeInvention, craft, stonework, artifactsArtisans, inventors, city guilds
GruumshWar, StrengthOrcs, conflict, dominationOrcs, war bands, martial cults
HoondingNProtection, PeaceJustice, mercy, redemption, diplomacyJudges, peacekeepers, reformist orders
IggwilvNEvocation, DeceptionSecrets, demons, magic items, cunningWarlocks, sorcerers, secretive cults
IlmaterNLife, TempestEndurance, persecution, healing, martyrdomVictims of oppression, healing clergy
KelemvorNDeath, LawDeath, the dead, necromancy under lawFunerary rites, underworld guardians
LathanderCLife, LightDawn, birth, renewal, beginningsAdventurers, settlers, new ventures
LeiraNIllusion, TrickeryDeception, false images, unrealityTricksters, spies, those who value secrecy
LliiraCCharm, IllusionJoy, pleasure, festivitiesEntertainers, celebrants, urban temples
LolthCDeath, DarknessSpiders, darkness, murder, chaosDrow, chaotic cults, assassins
MardukCWar, LightOrder, conquest, justice, dragon slayingLawful martial orders, dragon hunters
MaskNTrickery, Thieves’Secrets, shadows, silence, thieveryRogues, thieves’ guilds, covert agents
MeloraCNature, TempestWildlands, sea, nature’s balanceDruids, sailors, protectors of wilderness
MordenkainenNAbjuration, EvocationMagic, swords, practical philosophyWizards, hedge knights, secretive sages
MoradinLForge, ProtectionDwarves, creation, craftsmanship, oresDwarven clerics, smiths, artisans
MystraNEvocation, IllusionWeave, magic, arcanists, responsible sorceryWizards, arcanists, those who regulate magic
OghmaNKnowledge, TempestKnowledge, invention, discovery, booksSages, inventors, libraries
OlidammaraCTrickery, MusicTravel, tales, music, revelsBards, wanderers, storytellers
Open HandNCharm, GrappleBalance, exchange, fairness, guidanceTravelers, mediators, free thinkers
OspremCTempest, NatureSea, ocean voyages, sailorsMariners, sailors, coastal communities
PelorCLight, TempestSun, healing, strength against undeadCommons folk, paladins, healers
Sehanine MoonbowCIllusion, MoonDreams, moon, change, elven mysteriesElves, travelers, those who seek change
SharNDeath, DarknessDarkness, loss, the night selfShadow cults, those embracing oblivion
SuneCCharm, LightBeauty, emotion, loveRomantics, artists, devoted worshippers
TalosCTempest, WarStorms, destruction, warWarriors, storm cults, those embracing fury
TiamatCDragon, EvilDragons, greed, conquestCults, chromatic dragons, tyrants
TormLWar, TempestCourage, duty, law, selfless sacrificeSoldiers, judges, lawful devotees
TyrLOath, WarJustice, law, oaths, sacrificePaladins, judges, lawful warriors
VecnaNDeath, KnowledgeUndead, secrets, domination, lichesLiches, secret cults, power seekers
WaukeenCTrickery, TempestTrade, wealth, merchantsMerchants, traders, financiers
YondallaCProtection, SustenanceHalflings, harvest, family, protectionHalflings, 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)

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