A list of the most common faiths in the underworld.

Lawbringer (Divine)

A faith that follows no specific god or pantheon. Followers of this faith believe in law, order, and organization. Chaos both metaphysical and more mundane confusion are enemies to be fought against. Civilian followers and normal priests live very orderly lives and tend to take up positions of authority in any particular community. Not because they desire power, but because they want to make sure everything runs smoothly. Most of the time they make excellent administrators. A few go too far and become tyrants that try to manage every little thing.

Their powers most often relate to the protection and empowerment of civilization and protection against chaos and natural forces.

Clerics of the Lawbringer must be Lawful in alignment. Good or Evil doesn’t matter. A cleric that loses their Lawful alignment cannot gain experience points and a Lawbringer Cleric that gains the Chaotic alignment loses all of their power.

PC followers of this faith have to be some form of Lawful if they have an alignment.

The most devoted servants of the Lawbringer are Duergar


  • Halt
  • Heal
  • Fix


  • Protection from Animals (magical animals as well, but not full monsters or intelligent beings)
  • Protection from Rocks (includes masonry and thrown rocks both small and large)
  • Protection from Fire

The Way of the Predator (Primal)

A faith with dozens of variations, but all based around hunting. Specific rituals can be different from place to place, but followers of this faith can always recognize another follower regardless of such details. It is about self-reliance, overcoming enemies with your own power, to be the hunter not the hunted.

Basic tenets:

  • Do not poach in another’s territory, unless they are unfit of such respect.
  • Be part of the natural world, do not hunt anything to extinction or control your surroundings to suit your own ends.
  • Kill quick and clean. Fear can be used in the hunt, but cruelty serves no practical purpose in the hunt.
  • Hunt only for need, never for sport. Use as much as possible of your kills, but remember you are not the only part of the cycle and leave some for others.

Those who follow the way of the predator. They could be considered ecological conservationists interested preserving nature for reasons varying from self interest to personal morality. Clerics are rare, those who follow the path of the predator are often other classes that simply use it as a moral and/or philosphical path.

Cleric miracles:


  • Roar (loud roar, not the actual word)
  • Sprint
  • Banish (disrupts angels/demons/undead)


  • Protection from metal
  • Protection from undead
  • Protection from bigger creature

The Masked Gods (Divine & Demonic)

The Beastfolk who wander the caverns share little in the way of culture. Even clans one would assume to be related from appearance alone can have wildly varying rituals and beliefs. All however share worship of the masked gods. This is likely a remnant from before the beastfolk clans had become a separate species from humanity. Each of the beastfolk worship a small pantheon whose stories vary depending on the group, usually the gods wear masks that resemble the species of the beastfolk who worship them. As such one of the easiest ways to spot a cleric of the Masked Gods is via the holy mask they wear.

The Gods are as follows:
The King
The Queen
The Smith
The Matchmaker
The Hunter
The Farmer
The Hermit
The Criminal

There are others but they’re usually worshiped by smaller clans, these are merely the gods worshiped by most of the Masked God’s followers.

The King represents authority figures and concepts like virility and leadership.
The Queen represents motherhood and concepts like fertility and family.
The Smith represents labor and concepts like craftsmanship and work ethic.
The matchmaker represents love and concepts like marriage and courting.
The Hunter represents the wilderness and concepts like tracking and battle.
The Farmer represents agriculture and concepts like stewardship and colonization.
The Hermit represents knowledge and concepts like study and magic.
The Criminal represents isolation and concepts like theft and taboos.

God of Dawn (Divine)

The start of this faith was the remains of a powerful sun-worshiping religion from the surface. Over time it has absorbed followers from other sun-based faiths, and like everything else in the underworld it has been changed and would be barely recognizable by the surface culture it came from.

They have found a place in the underworld as one of the few groups that can keep track of the motions of the sun none below have ever seen. This means they can accurately keep track of time. Which has made them the primary timekeepers in the underworld. Priests of this faith are often welcomed to places that are otherwise hostile to religion and divine power. Which often leads to accidental converts that have to quickly leave their home.

Followers of the God of Dawn are in general polite, friendly, and kind. They are considered some of the only sincerely nice and helpful people in the underdark. They help out when they can, go out of their wait just to cheer someone up, and are the primary source of good light and accurate timekeeping without using that near-monopoly to their own benefit. They even go only where wanted and if asked to leave they almost always do. If they weren’t certifiably insane (they worship a sun nobody has ever seen and believe they will return to the surface eventually) people would be extremely paranoid about them.

General beliefs:

  • The faith will return to the surface. Probably not you or any of your children or grandchildren, but it will happen eventually.
  • The inner sun is a lesser divinity. It should be shown respect, but not actively worshiped.
  • Undead are an abomination to be destroyed whenever possible. Necromancy that affects minds and souls is the worst sin. The afterlife is not to be interfered with under any circumstance. Lizardfolk necromancy is considered a lesser sin and may be ignored for a time.
  • Help others and reduce suffering whenever you can, to whatever degree you can manage. A single trivial good act can be the spark that lights hope in a person.

Cleric Miracles:

  • Command: Life (heals, cures disease, hurts undead)
  • Command: Light (can illuminate for minutes equal to level x result of miracle roll)
  • Blessing: bonus to attack rolls
  • Abjuration: Undead (prevents negative energy drain and reduces undead damage)
  • Abjuration: Fear (lasts a number of minutes of d8 result, grants immunity to fear)
  • Abjuration: Time (protects against slow, magic aging, etc)

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