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Ares by
SickJoe
ARES
God of War, Violence, and Destruction (Matter ER 3, Energy ER 2, Entropy ER 2)
Ares is the embodiment of war, bloodlust, strife and violence. His preference to resolve most conflicts with violence and destruction has generally made him an unwelcome guest on Olympus and almost anywhere else. However, he is the pantheon's field general and personally leads the armies of Olympus into battle. For no Olympian is more effective at administering the horrors of war, nor does any other god reveal in it so.
Bold and confident with a soldier’s demeanor, Ares is typically stoic, but he is also prideful and can be quick to anger. Those who shed blood in Ares’ name can count on his support, but cowards and fallen foes don’t deserve mercy in battle or life.
Ares typically appears a tall, imposing, and physically powerful man with handsome, chiseled features and fierce eyes burning with battle lust. His muscular body ripples with aggression and anticipation, every sinew stretched taught and ready to spring into battle at the slightest provocation. Unsurprisingly, Ares is typically dressed for battle: heavily armored and armed, the tools battle never far from his grasp.
ARES' INFLUENCE
Ares, like Athena governs the sphere of warfare. However, he also holds sway over violence and destruction and these aspects color his approach to battle. While Athena covets the tactics, strategy, and skill needed to gain victory in combat; Ares revels in the chaos, blood, terror, and utter annihilation of the battlefield. Mortals can only truly appreciate the gift of their life when covered in the blood of their enemies. Only those who have experienced the violence and chaos of war truly understand the seductive nature of Ares' power.
The true warrior fights with courage, savagery, and unbridled wrath fueled by a foundation of discipline, strength, and relentless training. It is the rigor of one's preparation that allows a warrior to release their full furry on the battlefield and decimate all that come before them.
Ares sees war as foundational to mortal life and seeks to create chaos and discord for the sole purpose of giving mortals this gift. One is never more alive then when surround by the threat of violent death. He wants all more mortals to have the chance to experience this glory.
Lastly, Ares urges his followers to curb the influence of Athena and her followers. Their desire to to gain victory with as little violence as possible robs mortals of their change to earn glory and ecstasy in battle.
ARES' GOALS
Ares sees existence as a series of battles to be conquered decisively and violently. He constantly seeks out challenges throughout the cosmos to assess himself and provide a testing ground for his followers from which only the bravest and strongest warriors emerge. Between battles, there is relentless training as Ares exhorts his followers to hone their bodies and harden their minds as they sharpen their blades and reinforce their armor. Ares pushes his followers to be battle ready at all times and to act decisively and convincingly.
DIVINE RELATIONSHIPS
Ares seeks conquest and strife, always pushing the Council and Zeus to solve threats before they appear. The only reasonable method, in Ares' mind, to achieve security for the pantheon is through violence and war. He constantly pushes his fellow Olympians to expand the Olympic empire and return to the glorious battles of the founding of the multiverse. This outlook typically puts him at odds with most of the other Olympians, especially his sister-in-arms Athena. For whom he has great ire. The fact they share to title of War Gods and that Zeus favors his sister-in-arm's council is a constant source of irritation for the proud god. However, he respect's Zeus' authority and might and will not go against his decisions.
Because of his more aggressive tendencies, Ares sometimes finds he has more in common with war deities from other pantheons such as: Bane, Hextor, or Maglubiyet. He may even seek out their council from time to time. However, ultimately he views them as rivals and a threat to his fellow Olympians and such interactions are as much, if not more so, information gathering endeavors than any type of substantive relationship.
When not discussing war, battle, weapons, or the destruction they cause, Ares spends the most time with Aphrodite of all his fellow Olympians. She is one of the few beings that can calm is bloodlust and avert him, if only temporarily, from the thoughts of violent destruction that consume him.
Oddly, given their respective affections for Aphrodite, Ares holds a profound respect for Hephaestus. He admires the God of the Forge's skill and art in making weapons of destruction for himself and his warriors. He will even work closely with the Hephaestus to devise new arms, armor, or siege weapons to equip the Olympian armies. Such partnerships come easier for Ares than they do Hephaestus, likely as Ares doesn't see his comrade as a real threat for the affections of Aphrodite.
ARES' DIVINE DOMINION
Ares is a bit of an outsider in the Olympic Pantheon for, like Hades, he is not vested in the Dominion of Olympus. In fact, his palace on Olympus is merely a façade, a gateway to his true Dominion of Polemos.
When one peers into Ares’ palace it appears like a typical divine place of Olympus; however, it is not. As soon as one steps across the threshold of the palace, they are transported to his Dominion of Polemos: a vast desert of intense heat, billowing sandstorms, and an ever-changing landscape plagued by monstrosities, abominations, and machines of war guided by the will of Ares to harass and weaken transgressors.
The illusory entrance to Ares palace is strong enough to block even exalted senses. However, A creature can make a DC 30 Wisdom (Perception) check to ascertain that it is, in fact, an illusion. However, there no known method to ascertain what lies behind the veil without physically crossing into Polemos. When one does cross through the illusory border, they immediately fall 100 feet into the unending desert of Polemos. A creature can make a DC 30 Dexterity saving throw to catch the edge of the temple façade and prevent the fall.
Areoplis. The roaming city of Areopolis is the only form of civilization found in Polemos. It is the capital of the dangerous and forbidding plane and the seat of Ares power. Its mighty fortified walls protecting a city-state of over one million residents. The primary industry of Areopolis is, not surprisingly, war. The city is a beacon to the monsters and horrors that plague the plains about it. They gather in hordes and constantly assault is walls and gates, hoping to plunder the riches within. In this way Ares hone his strongest warriors with constant battle against mighty enemies. Within the massive battlements of the city, warriors are trained in all the arts of war and then sent to front lines to perfect their deadly skills in the constant battle for survival that is a day in the life of Areopolis.
It is nigh impossible to find Areopolis without the divine guidance of Ares or one of his exarchs. For not only is it hidden within the storms of Polemos and protected by the monsters that inhabit the desert realm, it also glides on its sandy dunes at the will of the lord of Polemus, never resting in one location for more than a day. Constantly traveling between the rare and glorious oases that dapple the cracked and harsh landscape of Polemos, Areopolis is a deadly destination for those foolish enough to attempt to reach it without permission of Ares himself.
Dominion Enhancements
Ares is more powerful while he is within his dominion. While in Polemos, Ares gains the following attributes:
- He has advantage on attack rolls.
- His regeneration increases to 50 hit points regained.
- He can use dominion actions,
- Its gains an additional mythic stage (3 mythic stages).
Dominion Actions
While anywhere on Polemos, Ares can take a dominion action as long as he is not incapacitated. On initiative count 25 (losing initiative ties), Ares can draw on the power of Polemos to take a dominion action to cause one of the following effects:
- Ares instantly knows the locations and health of all other creatures in Polemos. It knows how much damage each of these creatures has taken and what conditions or other effects that are affecting them currently. Creatures of lvl or CR 21 and greater can make a DC 30 Wisdom saving throw to avoid being detected by Ares. On a successful save, Ares does not know the creature's location or health.
- Ares telepathically communicates with any number of creatures at once, provided they’re all in the Polemos.
- Ares can teleport anywhere within Polemos.
- Once per long rest, Ares can teleport Areopolis and all its inhabitants anywhere within Polemos.
- Ares issues a command. Allies within 240 feet of him that can see or hear him can use a reaction to move up to half their speed and make an attack with advantage on a target of Ares’ choice.
- Ares summons a sandstorm anywhere in Polemos. The sandstorm has a radius of 400 feet. A creature in the storm can only see 10 feet and ranged weapon attacks succeed only on a roll of 20. Additionally, when a creature starts its turn in the storm it must make a DC 30 Constitution saving throw. On a failed save the target takes 35 (6d10) bludgeoning damage and be pushed 5 feet for each point the save is failed by. On a successful save, the target takes half as much damage and is not pushed.. The storm last until Ares dismisses it, no action, or he uses another Dominion Action.
WORSHIPING ARES
Due to his generally violent nature, mortals are often ambivalent to the worship of Ares. Despite that, he is still regarded as an important figure among soldiers, conquest driven rulers, and warlike tribes. As long as there is war, there will be those that worship its god. To those who listen, Ares teaches that only the strong deserve the right to lead and rule. His followers must hone their combat skills so that they can eliminate all who oppose them and revel in the joy of slaying. They must master their fear so they can drive it into the hearts and souls of their enemies.
Ares cares little for ceremony or temples, and usually a sacrifice before battle is enough to appease the war god and possibly earn his favor. What suffices for a sacrifice depends on local traditions, as Ares makes no stipulations on the matter, and may vary from from offerings of food, or armor and weapons, or a dog of war or powerful beast, or even a humanoid (usually a prisoner of war). The important part, to Ares, is that it is offered to him and not Athena.
Similarly, it is customary for followers and Champions of Ares to shout: "For Ares!" with, or immediately following, a killing blow. In this way paying tribute to the god for their victory in the hope he will continue to bless them in the battles to come.
BLESSINGS,
BOONS, &
CHARMS
In addition to the benefits Ares bestows to his Champion's for their piety, the God of War may grant one of the following supernatural gifts to a devout follower or individual who catches his interest:
- Blessing of Olympus, Blessing of Protection, Blessing of Weapon Enhancement
- Charm of Heroism, Charm of the Slayer
- Boon of Combat Prowess, Boon of Fortitude, Boon of Irresistible Offense, Boon of Invulnerability
Myths of Ares |
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The tales of Ares’s deeds exemplify his valor, battle prowess, brutality, and his unending competition with his bitter rival Athena.
Comrades in War. Few of the deities of Olympus spend much time with Ares and he often fights his battles alone. However, Ares can depend on a bloodthirsty crowd of lesser deities to join him on or about his war chariot when he so desires. Deimos, Phobos, and Eris (deities of terror, fear, and discord respectively) are always quick to join him and are sometimes referred to as his sons and sister in war. Enyo and Kydoimos sometimes join the Comrades of War as well. Finally, whenever Ares rides out to a great battle, he is trailed by death spirits wearing cloaks of blood, the Keres, who sweep doing on dying usher them to Hades, for they know they will be busy in his wake.
Giants Bane. Though Ares skill for destruction and battle was forged in the First War, it was tempered and honed in the war that followed, the Gigantomachy. It was in the war with the Gigantes that Ares truly earned his title: the God of War. Ares was so fierce and his slaughter so great, the Gigante generals determined he had to eliminated or all their plans would be foiled. Yet none dared face him in battle. Therefore, two generals, Otus and Ephialtes, devised a scheme to capture him and remove him from the war without having to confront the god directly. After much planning and careful execution, they succeeded. With Ares contained, the Gigantes renewed their assault and unleashed the monstrous Ekhidnades on Olympus and the gods retreated. It was not until Hermes found and released Ares that the gigantes assaulted could be stopped. For Ares entered the battlefield full of fury and fire and he struck down Ekhidnades with enraged vengeance. The gignate army was broken and the fear of Ares infected the gigantes and soon they too were broken and the war won.
Patron of Amazons. Sometimes the most willing to listen to Ares whispers of aggression and violence are the persecuted and abused. This is how Ares came to Hippolyta and her sisters Antiope and Melanippe. He taught them the arts of war, aggression, and violence and they used them to throw off the shackles of their oppressors. Together they founded the great empire of the Amazons, warrior women with few equals. To reward their success and for championing his ideals, Ares gave the greatest of the three, Hippolyta, a magic girdle and named her High-Queen of the Amazons.
Rivals in War. There are many tales of the rivalry between Ares and Athena, and the outcomes invariably change depending on who is doing the telling. During a great war between the Achaean's and Trojans. Athena took the side of the Achaean's while initially Ares took none, giving his favor to great warriors on both sides. Eventually Aphrodite, who had sided with the Trojans, persuaded Ares to have the Amazons join the battle for Troy, and once again Ares and Athena were at odds.
Athena, incensed that Ares would side with the Trojans, instructed her champion, Diomedes to slay the Amazon queen Penthesilea, for without the might of the Amazons the Trojans would surely loose. Diomedes sought out and challenged Penthesilea and the two great warriors fought for hours and suffered many injuries, but neither could best the other. Then, with both warriors thoroughly exhausted, Athena came to Diomedes side and guided his spear for one more thrust, and that was the end of Penthesilea.
At the sight of Athena's treachery, Ares screamed in anguish and wrath with the voice of 10,000 men and both the Achaean's and Trojans drew back in fear. Then Ares to came to the field directly and in his fury smote Athena with a mountain of fire and chased her from the battleground.
Unbridled Passion. Though Ares passion is most widely associated with battle and destruction, it infects many of his endeavors. It was this hunger, and his imposing figure, that undoubtedly caught the eye of Aphrodite. The goddess of love could not ignore the advances of the mighty Ares and ever since the end of the great wars the two gods have been, much to the ire of Hephaestus, collaborators. He teaches her the arts of war and she teaches him the art of love and lust. |
ARES' CHAMPIONS
Alignment Usually neutral, sometimes evil
Suggested Classes Cleric, fighter, paladin
Suggested Cleric Domains Destruction, war
Suggest Backgrounds Athlete, marine, soldier
Ares’ champions are typically soldiers, warlords, or generals motivated by rage and a thirst for war. Some are tortured souls with a thirst for destruction and violence.
ARES' FAVOR
Ares' favor is not hard to earn for the strong, powerful and butal, he prefers his tools to have the edge required to do the work he requires. However, on rare occasions he may find spark of rage in the weak or down-trodden that he can fan to a wrathful fire in his service. Regardless, champions should realize the god of destruction expects results from his gifts and he invariably demands that blood be spilled in his service. If not his enemies, then that of his champions will have to suffice.
Ares fosters champions to further sow the seeds of strife, discord, and to build the foundations for war in the mortal realms. Additionally, he takes particular interest in mortals that can be pushed to work against his sister0in-arms, Athena. The Ares' Favor table suggests a few ways that a mortal might provoke the attention of the God of War.
ARES' FAVOR
d6 | Circumstance |
1 | You were born on a battlefield. |
2 |
Your sibling is a champion of Athena. |
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3 | You showed no mercy in achieving a victory. |
4 | You proved yourself dramatically and violently worthy in a contest of strength, a feat of endurance, or a similar accomplishment. |
5 | You called on Ares' power to settle a vendetta by becoming an instrument of his wrath. |
6 | You have no idea why Ares showed interest in you, and you might sometimes wish he hadn’t. |
DEVOTION TO
ARES
Following Ares is the rejection of compassion and mercy on the battlefield. Enemies are to be crushed ruthlessly without restraint or compassion. As a follower of Ares, consider the ideals on the Ares' Ideal table as alternatives to those suggested by your background.
ARES' IDEALS
d6 | Ideal |
1 | Devotion. My devotion to my god is more important to me than what he stands for. (Any) |
2 | Savagery. I express my rage through combat. (Chaotic) |
3 | Courage. No fear. pain, or threat can turn me away. (Any) |
4 | Fury. My only release from life’s tedium is unleashing my wrath on my enemies. (Chaotic) |
5 | Ruthlessness. The ends justify the means and victory is to be obtained at any cost. (Evil) |
6 |
Pride. No one can best me in my chosen endeavor and woe to those who try. (Any) |
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Earning and Losing Piety
You increase your piety score to Ares when you expand the god’s influence in the world in a concrete way through acts such as these:
- Defeating a Champion of Athena
- Leaving no enemy survivors in a major battle
- Attacking a fallen enemy
- Winning a feat of great strength or athletic prowess
Your piety score to Ares decreases if you diminish Ares’ influence in the world, contradict his ideals, or make him look weak or ineffectual through acts such as these:
- Showing mercy to a vanquished foe
- Publicly displaying weakness
- Rejecting a challenge out of fear
Ares’ Devotee
Piety 3+
As a devotee of Ares, you have shown yourself to be a brutal combatant. You can call on Ares’ favor and cast
wrathful smite with this trait. Ares’ blessing manifest as your eyes glow like burning ember until the spell ends. You can cast the spell in this way a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest. Constitution is your spellcasting ability for this spell.
Ares' Votary
Piety 10+
You can cast
haste (self only) without any components with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest.
Ares' Disciple
Piety 25+
Countless battles and destructive visions have given you focus. You have advantage on saving throws against being charmed or frightened.
Champion of War
Piety 50+
You can increase your Strength or Constitution score by 2 and also increase your maximum for that score by 2.
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Ares
Medium exalted (intermediate deity), chaotic evil
AC 28 (+3 half plate & +3 shield)
Hardness 15
Hit Points 1,155 (35d20 + 455)
Speed 120 ft., climb 100 ft, swim 100 ft.
Fortitude | | Reflex | | Will | |
| | | | | |
STR | DEX | CON | INT | WIS | CHA |
35 (+12) | 30 (+10) | 36 (+13) | 27 (+8) | 22 (+6) | 30 (+10) |
Savings Throws Str +22, Dex +20, Con +23, Int +18, Wis +16, Cha +20
Skills Athletics +22, History +18, Intimidation +20, Perception +16, Religion +18
Damage Resistances cold, lightning, thunder; refer to
intermediate god traits
Damage Immunities fire; refer to
intermediate god traits
Condition Immunities charmed, exhaustion, frightened, petrified; refer to
intermediate god traits
Senses truesight 960 ft., passive Perception 26
Languages All, telepathy 960 ft.
Challenge 35 (265,000 XP) / 2 (??? TQP)
Battle Mastery. Ares has advantage on all ability checks and saving throws made during combat. Additionally, Ares can (1/turn) deal an additional 14 (4d6) to a creature he hits with a weapon attack.
Exalted Might. Ares has resistance to all damage from an attack or effect that is of an exalted rank below his rank. Additionally, all of his attacks against a creature of a lower rank than his own are empowered and ignore all resistances and treat immunity as resistance instead. Similarly, Ares has exalted advantage on all attacks
Exalted Recovery (3/Rest). If Ares is reduced to 0 hit points, he doesn’t die, fall unconscious, or discorporate (unless he wishes to). Instead, all conditions and effects he is suffering end, all of his abilities recharge, and he regains 1,150 hit points.
Frightful Presence. When a creature first enters the area within 60 feet of Ares, they must make a DC 24 Wisdom saving throw or be frightened by him for 1 minute. A creature can repeat the saving throw at the end of their turn, ending the effect on a success. A creature that succeeds on their saving throw is immune to Ares’ Frightful Presence for 24 hours.
Intermediate Deity. Ares has the following
intermediate god traits:
Discorporation, Divine Being, Divine Might, Innate Spellcasting, Limited Magic Immunity, Magic Weapons, Regeneration, Unstoppable. Any deviation from these traits are listed in the stat block.
Exalted Recovery (Exalted Trait, 2/ Rest). If Ares is reduced to 0 hit points and does not discorporate, he doesn’t die or fall unconscious. Instead, all conditions and effects he is suffering end for him, he regains 930 hit points, and all of his abilities recharge.
War Mastery. When Ares isn’t incapacitated, each ally within 60 feet of Ares can’t be charmed or frightened and can add a d4 to each of their attack rolls, ability checks and saving throws.
EXALTED ACTIONS
Each turn Ares can take two exalted actions, move up to his speed, and has one reaction per turn. Ares can take 4 turns per round on the following initiative counts: 40, 35, 30, & 25.
Spatha. Melee Weapon Attack: +25 to Hit, reach 5ft., one target.
Hit: 30 (4d8 + 12) slashing damage plus 28 (8d6) fire damage, or 34 (4d10 + 12) slashing damage plus 28 (8d6) fire damage when wielded with two hands.
Spear. Melee or Ranged Weapon Attack: +25 to Hit, reach 10 ft. or ranged 400/1,200 ft., one target.
Hit: 95 (20d6 + 25) piercing damage.
Thunderous War Cry (Recharge 5-6). Ares bellows out a booming shout that can be heard up to 1,000 feet. All creatures within 60 feet of Ares must make a Constitution saving throw, taking 121 (22d10) thunder damage and becoming deafened for 2d4 minutes and stunned for 1 round on a failed save, or half damage and no other effects on a successful one.
Innate Spellcasting. Refer to
intermediate god traits. In addition, Ares' spellcasting ability is Charisma (Save DC 28, +20 to hit with attack spells). Ares can also cast the following spells. requiring no components:
At will:
burning hands, detect evil and good, detect magic, dispel magic, plane shift, searing smite, sending, wrathful smite
3/Day each:
destructive wave, divine word, fireball, flame strike, haste, staggering smite, wall of fire
1/Day each:
invulnerability, meteor swarm, shapechange, whirlwind (fire damage)
Advance. Ares moves up to his speed. Alternatively, up to five allies that can hear Ares can use their reaction to move up to half their speeds.
Innate Casting. Ares casts an at-will spell.
Teleport. Ares magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Lunge (Costs 2 actions). Ares moves up to half his speed and makes two weapon attacks.
Command Allies (Costs 3 Actions). Ares chooses up to five allies that can see or hear him. Each ally can use their reaction to make a weapon attack with advantage.
Weave Fate (Costs 3 Actions). Ares temporarily changes fate to be advantageous for him. At the start of his next turn, Ares’ multiattack hit automatically
.
REACTIONS
Counter. Ares adds 3 to his AC against one melee Attack that would hit him. To do so, Ares must see the attacker and be wielding a melee weapon. If the attacker fails to hit Ares due to this reaction, Ares can immediately make a weapon attack.
Equipment. Ares wields a +3 magical longsword, a +3 magical javelin and wears the Cloak of Flames. While wearing the Cloak, Ares is granted a +3 bonus to his AC and any creature of Ares’ choice that enters a space or starts their turn on a space within 30 feet of him takes 11 (2d6) fire damage.
Greco-Roman Mythos: Mars |
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The Roman equivalent to Ares is Mars. Of all the gods the Romans appropriated from the Greeks, the transition from Ares to Mars resulted in some of the most significant changes, Mars was highly regarded in Roman conquest and empire driven culture. Mars emphasized achieving victory versus general conflict and battle lust. Mars also had a strong sense of honor and despised fights without reason or cause. In the Roman pantheon, Mars is second only to Jupiter (the Roman equivalent of Zeus).
When using Ares as Mars, you should change almost all aspects of his Influence, Goals, Divine Relationships, Worship and Champions. The simplest method to do this is to look at Athena's Deity Entry, for the Roman portrayal of Mars incorporated many of Athena (Minerva's) traits: honor, order, and an emphasis on victory of slaughter and destruction.
Additionally, when running Ares as Mars in combat, make the following changes to his stat block:
- Mars is a greater god
- Mars' alignment is Lawful Neutral.
- Mars has three mythic stages and can use all legendary and mythic actions in his third stage.
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