Zardnaar
Legend
One god for each class seems enormously gamist, unless the setting is intended to have the existence of classes as a recognizable social pillar.
FR and Greyhawk basically did it
One god for each class seems enormously gamist, unless the setting is intended to have the existence of classes as a recognizable social pillar.
The ifea is once we run out of 12 core classes, we could start bringing up classes from 3rd party supplements, like Pugilists, Illigers, Beasthearts, Talents, Apothecaries etc.My primary point is that, with the restrictions given by the OP...there are only 12 positions to be filled.
I don't think that works well with the idea of importing powers/immortals/dieties/gods from across all settings and editions of D&D.
I'm not sure that the OP has realized the corner that they've painted themselves into.
I mean I could totally see an evil deity bring patron of a class of ill-repute, we could always probide explanations how it eorks. In fact, I will make it my first submissionWell you'll still have the evil gods.
You really can't have a class patron deity be evil. And making them outright good is a stretch outside of a few.
So you'd have maybe 10 neutral gods and two good ones just from there..
So you'll have to have nonclass deities or double up.
Could add gods for "npc categories" i.e. god of peasants, god of nobles, god of merchants.FR and Greyhawk basically did it
But this also should change throughout the world, ie one society might be monotheistic, another might be polytheistic, etc...I no longer build pantheons for my homebrews, especially polytheistic ones. Instead, I focus on Religious Institutions, which function as the true “adventure engines” for PCs.
First, decide what type of religious structure exists in your world:
Polytheist – Many gods. Your deity could be a village god, trade patron, nature or war god—one of thousands. There are many temples, small shrines, and roadside altars. The religion is highly tolerant of new gods.
Henotheist – One divine “royal dynasty.” Your deity is a relative or aspect of this royal family of gods. There is a Royal Cult Temple and an elite priesthood; all clerics and sects owe fealty to the Royal Cult.
Duotheist – Two cosmic forces. Your god is aligned with one side. The institution may take the form of a philosophical school or militant order, with seasonal rituals to maintain balance between the paired sects.
Monotheist – One supreme being. Your deity is a saint, angel, or intermediary. The religion has a central hierarchy and elite priesthood, but is prone to schisms and heretical sects.
Animist – The world is full of spirits of the land, rivers, storms, or ancestors. Your deity is a powerful spirit, immortal entity, or even a dragon. There may be no central structure or formal priesthood.
Once the institution is defined, players can create their own gods by choosing:
- 1 Major Domain and 2 Secondary Domains
- Name and Symbol/Description eg Gruumsh One-Eye, Father of Orcs
- A statement of why the PC follows the god (tradition, family duty, personal vow, direct revelation, seeking power)
From there, the discussion expands (if required) to include:
- The PC god’s status in the religious institution and society (major diety, minor, demigod, messenger, aspect, servant, exile, enemy)
- One core myth/backstory
- PC devotions: morning prayer, ritual, offerings
- Priestly roles/sacraments: healer, scholar, warrior, judge, oracle
- Sacred sites and seasonal rites
- Core Tenets
- Common miracles (for channel divinity or divine intervention)
This approach allows me, as DM, to focus on the important elements: religious factions, heresies, and adventure hooks, while giving players freedom to shape the divine landscape.