Faith
Almost Everyone Pays Homage To Someone.
The Sword Coast is home to people from across Toril, and with them, many differing faiths flourish. Whether belonging to the Morndisamman, the Seladrine, or the Faerûnian pantheon they each bring with them deities of varying levels of faith in the region.
The Five
The Five Gods are widely celebrated as the settlers’ favored gods. With the exception of Mytros, they are not heaven-dwelling deities but familiar faces who walk among their people. They have been known to take mortal husbands and wives, rule over cities, and sire demi-god children. They helped the Dragonlords and the mortal races to defeat Sydon and Lutheria during the First War. For centuries, they have blessed the mortal races, protecting them from tyrannical domination by Sydon and Lutheria.
Shrines to the Five gods can be found in nearly every settler household. Prayers to the Five must be accompanied by the sign against the evil eye to ward off the jealous gaze of Sydon and Lutheria.
The Ancient Titans
The Titans are divine powers native to Thylea. They have existed since the dawn of time. While Kentimane and Thylea rarely communicate with their followers, the cults surrounding the twin titans Sydon and Lutheria ensure that the people of Thylea do not stray too far from the faith of the Titans
The Titanborn
Powerful Titanborn that roam modern Thylea. They are extremely powerful creatures, each with their own domain of expertise. With the exception of Versi who has allied with The Five Gods the rest of the new Titans serve Sydon and Lutheria.
Piety
While everyone pays homage to at least one god, not everyone holds each god to the same degree. This is how we track the reputations of each character with individual gods they come across.
Faith: Sacrifice & Prayers
Sacrifices
Sacrifices are a way of life. They’re done to honour and thank the gods, to ask for protection and favours. Sacrificing to a specific god gives them a boost in power proportional on the quality of the sacrifice, and if the sacrifice pleases them, one of a few different blessings might be given. Gods don’t always know who is performing a sacrifice, or what has been sacrificed. It often presents to them as a transfer of love, energy, or health, and the god may reciprocate with a blessing if they wish. There are, however, limitations:
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A character can't benefit from more than a sacrifice a day.
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A sacrifice must be done as a 1-hour long ritual (a normal animal for a minor favour, a rare animal for a major favour, and a special sacrifice (an animal with a divine spark, legendary creature, god's enemy) for a greater favour.
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Enemies of a god may receive his blessing (he will either appreciate the gift or not realize who sent it).
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The character in office can have members of his small group of bonded individuals receive the blessing.
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He then uses one or more Faith Points, and the DM will give him a corresponding advantage.
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That advantage must usually be used in the following three days.
Prayers
If sacrifices can result in blessings, why not prayers? While not as strong as a sacrifice, gods still feel and appreciate the love & repect. People pray to the gods every day! Limitations are the following:
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A character can pray for a god's favour or protection, respectively as a bonus action or as a reaction.
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If a character already prayed a god during a scene, he can't pray him again that scene, but can pray a second god during the same scene.
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Note that Gods don't like to be third on the list and will not answer a third call, or you would highly risk disfavour.
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The god's blessing must be used during the same round the prayer was done.
Blessings
The blessing can take any form that links to the god's portfolio. The blessings on this table are typical for heroes in need; not typical worshippers who are hoping for good weather, safe travel, and healthy harvests. Players may always ask the DM for a blessing that is less potent and more mundane, and may often receive it. Note that gods may adjust the power of the blessing based on their mood, or how they feel about those performing the sacrifice.
Minor Favour (1 Faith Point)
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Add 1d6 or advantage to an attack, ability check.
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Add proficiency bonus on a non proficient skill.
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Add your proficiency bonus to a save it normally doesn't apply.
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Add 1d6 or advantage on a save.
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Gain temporary hit points equal to your proficiency bonus.
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Impose disadvantage on an enemy attack or ability check used against you.
Major Favour (3 Faith Points)
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Allow for an extra movement action.
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Impose disadvantage on an enemy save against one your spells or abilities.
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Re-roll the damage of an attack, variable numeric effect of a spell or ability or other effect caused by you. You may choose which of the results to use.
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Gain 1 free use of an ability that requires a short rest.
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Cause your opponent to re-roll the damage of an attack, variable numeric effect of a spell or ability or other effect caused to you. You may choose which of the results to use.
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Automatically stabilize.
Greater Favour (5 Faith Points)
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Regain the uses of abilities as though you had taken a short rest (don’t gain any other benefits of a short rest).
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Get 1 free use of an ability that requires a long rest.
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Take an additional turn.
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Prevent Instant Death.









