Elven Deities

Below is our listing of Forgotten Realms elven deities with their PF1e divine features as added. Note that features listed under each deity aren’t exclusive to that deity unless denoted with an asterisk (*). Otherwise it just indicates features commonly taken among the faithful.

Aedrie Faenya

Alignment: Chaotic Good

Domains: Air, Animal, Chaos, Eagle, Elf, Feather, Good, Liberation, Sky, Storms, Vulture, Weather.

Favored Weapon: Javelin.

Aerdrie Faenya is the elven expression of freedom and impulse, and she dislikes staying in anyone place for too long. She delights in the sound of wind instruments and in creating unpredictable atmospheric conditions, including fairly severe or violent thunderstorms on occasion, but her primary joy is simply feeling the air rush past her with the ground far below. The Winged Mother is a somewhat distant deity who rarely involves herself in elven culture, and she is far more chaotic than the rest of the Seldarine. Read more here.

Dogma: The ever-changing reaches of the sky are the gift of the Winged Mother. Take flight into her windswept embrace, and gambol amid the ever changing clouds. Honor those who dwell with the Aerdrie and cherish the birds which dance about her tresses. Change is beautiful and chaos births new life — ascend, soar, glide, dive, and ascend again and relish in the freedom that the Winged Mother bequeaths.

Obedience: WIP.

Booms WIP

Specialty Priest: Halcyon (Cleric)*

  • The Halcyon only chooses one domain.
  • The Halcyon only gains light armor proficiency and no shields.
  • Bird Speech: At 1st level she may speak with any sort of avian creature as if continually affected by Speak with Animals. This replaces medium armor and shield proficiencies.
  • Familiar: Gains a familiar as a wizard, which must be some form of bird and must have the Emissary archetype; at 4th level, it gains the Celestial template; at 8th level, the Halcyon is emboldened by the presence of their familiar as if they possessed the Emissary’s Emboldening feat. This and Bird Form replace the Halcyon’s second domain.
  • Bird Form: At 7th level, the Halcyon can assume the form of a bird, as if casting Beast Shape II as a spell-like ability. She may do this once per day at 7th level, and an additional time per day every 4 levels thereafter.

Unique Spell Rules:

  • Animal Messenger may be prepared as a 2nd-level Cleric spell.
  • Commune with Birds may be prepared as a 1st-level Cleric spell.
  • Feather Fall may be prepared as a 1st-level Cleric or Ranger spell.

Angharradh

Angarrath is a triune of the three goddesses Aerdrie Faenya, Hanali Cenalnil and Sehanine Moonbow. The dogma of the followers of this faith is that she was merged of the essences of the three female goddesses of the Seldarine — a belief only closely held by certain factions elves. Hence the canon in our setting is the entire doctrine of the triune is basically ordained heresy, with three separate goddesses answering the prayers of the faithful of the combined aspect.

Those who hold Angarrath as their divine patron typically focus upon an aspect that is akin to one of the three goddesses. So plain terms, one of the three goddesses whose aspect is the focus of the divine caster’s worship is the one actually granting the worshipper’s powers, and thus the worshipper uses the statistics of that particular goddess (domains, obedience, boons, etc); Angarrath herself will not have a separate set of statistics.

Corellon Larethian

Alignment: Chaotic Good

Domains: Art, Chaos, Elf, Good, Liberation, Magic, Pride, Protection, War.

Favored Weapon: Longsword or Elven Thornblade

The Creator of the Elves embodies the highest ideals of elvenkind, and he is the patron of most aesthetic endeavors, including art, magic, music, poetry, and warfare. He is venerated by all the Fair Folk, except the drow and those who have turned to Lolth, Ghaunadaur, Vhaeraun, and other dark powers. Corellon is especially popular with elf and half-elf mages, musicians, and poets. Read more here.

Dogma: The Tel’Quessir are both wardens and sculptors of magic’s endless mysteries. Through Art and Craft, bring forth the beauty that envelops and let the spirit gambol unfettered. The song of joy and the dance of freedom soars on the wings of those who dare take flight. Guard against the slow death of stifling sameness by seeking out new experiences and new ways. Ward against those who seek only to destroy in their inability to create and commune with the natural and mystical world. Be ever vigilant in force of arms and might of magic against any return of the banished darkness, and be strong in heart against corruption from within.

Obedience: In the dawn of each new day, create something artistic with your own hands and share it with your kin; or peruse, patronize or appreciate works of your kindred’s hands, give them laud for it, and in twain praise the Creator for the gift of creation. Gain a +4 sacred bonus on Craft and Perform checks, and a +2 sacred bonus on Perception checks.

Boons
1: Dedicated Might (Sp) true strike 3/day, bull’s strength 2/day, or heroism 1/day
2: Shield of the People (Su) Protection of self and kindred is paramount to you. You gain a +2 sacred bonus to your Armor Class. When using the aid another action to increase an Elven blooded ally’s Armor Class, your sacred bonus increases to +4 and the ally gains an additional +2 sacred bonus to her Armor Class until the end of your next turn.
3: Bond of Kinship (Su) Your bond to your kindred is your strongest boon. Each time you complete your obedience, you can select a bonus teamwork feat. You must meet the prerequisites for this feat, but you may select a different teamwork feat each day you complete your obedience. Your allies are treated as if they possessed the same teamwork feat as you for the purpose of determining whether you receive the benefit of the teamwork feat. As a free action, you can grant this feat to all Elven blooded allies within 30 feet who can see and hear you. Allies do not need to meet the prerequisites of the bonus teamwork feat. You can grant this feat for a number of rounds per day equal to your Hit Dice. These rounds need not be consecutive.

Paladin Oath: Elven Paladins of the Seldarine on the mainland of Faerun are typically of the Order of the Forgotten Flower, with either Corellon Larethian or Vandria Gilmadrith as their patron. The Knights of the Forgotten Flower are errant knights who might accompany their elven kin on expeditions and pilgrimages, or themselves embark on a journey of exploration to recover and defend ancient sites and relics of Elven lore. To that end the paladin’s oath for the Order of the Forgotten Flower is as follows:

  • I shall be a shield of safety to our People; no one of Elven blood shall fall before me while in my charge.
  • I shall be a symbol of the unity of our People; I remember the days of strife amongst blood kin, therefore I shall never harm another elf.
  • I shall be a portrait of the Elven Way: I shall exemplify our history, our tradition and our culture.
  • I shall be a defender of our past; I shall never allow harm to come to the artifacts, monuments or recordings of our forebears.
  • I shall never covet the relics of our past for myself and my own gain — these belong to our kin as a People, and I shall share freely in the treasures of our history that I may discover.

Specialty Priest: Feywarden (Cleric or Warpriest)*

  • One of the Feywarden’s blessings or domains must be the Elf blessing or domain.
  • Exhortation: The Feywarden adds his Wisdom bonus to any Charisma related check against another elf. Further, he may spend a full round action exhorting his elven kindred within 30 feet of him who can see and hear him, giving these allies (excluding the Feywarden) a morale bonus of +1 to attack and damage rolls, and +1 to Will saves for a number of rounds equal to his Wisdom bonus. This replaces one of the Feywarden’s lesser blessings or domain powers.
  • Weapon Training: The Feywarden gains the Weapon Training feature of the Fighter in all the weapons of the Elven weapons group at 5th level; he does not get to select any additional weapon groups as he levels up, but this weapon group does continue to increase by +1 at 9th, 13th, and 17th levels, and he gets to select an Advanced Weapon Training at these levels. This replaces Channel Energy.

Archetypes: Blade Adept (Sorcerer), Bladesinger (Magus), Collegiate Initiate (Arcanist), Elven High Guard (Fighter)

Magic Items: Millenial Chainmail*

Prestige Classes and Feature Substitutions: Eldritch Knight, Knight of the Forgotten Flower*, Mystic Theurge.

Unique Spell Rules

  • Bladed Dash may be prepared and case as a 2nd-level Ranger spell.
  • Faerie Fire may be prepared and cast as a 1st-level spell for all divine casters.
  • Minor Creation may be prepared and cast as a 4th-level Cleric spell.

Deep Sashelas

Alignment: Chaotic Good

Domains: Aquatic, Chaos, Elf, Good, Knowledge, Oceans, Protection, Water.

Favored Weapon: Trident.

Deep Sashelas is the Elven Lord of the Undersea and the patron of sea elves. Sashelas is a powerfully creative deity who is forever changing the environments below the sea, creating islands and reefs by altering continental rifts, tinkering with undersea volcanoes, and the like. He is also said to create the deep undersea caverns that the sea elves can use for air-breathing when they wish. Sashelas is known as the Knowledgeable One, for he provides advice as to where food can be found or the enemies are hidden. Read more here.

Dogma: Swim the great currents and the shallow seas. Exult in the everchanging beauty and life of the bounteous Undersea. Revel in the joy of creation and increase its myriad aspects. Seek not to hold that which is everchanging, but instead love the change itself. Seek out fellow swimmers who honor the ways of the Lord of the Undersea, and ally with them against those who see only the darkness of the deeps. Follow the way of the dolphin. Promote the use of the seas by all reasonable folk for all time to come; fight those who would hoard its riches or pollute its depths.

Obedience: WIP

Boons WIP

Specialty Priest: Sea Druid (Druid)

  • Full-level wildshape instead of the archetype abilities at 3rd and 9th levels if the character is already aquatic.

Unique Spell Rules:

  • Hydraulic Torrent can be prepared as a 2rd-level Cleric spell.
  • Wave Shield can be prepared as a 1st-level spell for all divine casters.
  • Speak with Waves can be prepared as a 6th-level Cleric spell.

Elistraee

Alignment: Chaotic Good

Domains: Art, Chaos, Charm, Drow, Elf, Good, Moon, Night, Portal, Redemption, Lust.

Favored Weapon: Bastard sword, Elven curve blade.

Eilistraee is the goddess of the good drow — those dark elves who yearn for a return to life in the surface Realms, an existence akin to that enjoyed by elves of the woodlands, left behind by the drow long ago. She is a goddess of song and beauty, worshipped through song and dance — preferably in the surface world, under the stars of a moonlit night. Eilistraee aids her faithful in hunting and swordcraft, and worship of her is usually accompanied by feasting. Eilistraee has worshippers of human, elven, and in particular half-elven stock, and looks kindly upon the Harpers. She is usually seen only from afar, but her song of unearthly beauty, driving many to tears. is heard whenever she appears. Read more here.

Dogma: Aid the weak, strong, grateful, and churlish alike; be always kind, save in battle with evil. Encourage happiness everywhere; lift hearts with kind words, jests, songs, and merriment. Learn how to cook game, and how best to hunt it. Learn new songs; dances, ways with weapons, spices, and recipes, and pass this learning on whenever possible. Learn to play, make, and repair musical instruments. Practice music and swordwork. Defend and aid all folk, promoting harmony between races. Strangers are your friends. The homeless must be given shelter from storms, under your own roof if need be. Repay rudeness with kindness, but repay violence with swift violence; that the fewest may be hurt, and danger fast removed from the land. This is the credo of the Dark Maiden.

Obedience: Dance under the moonlight in a natural surrounding with your weapon in hand, and mediate on your kin who still wander lost in the dark; if you come across another Illythiri spend the rest of your meditation time in effort to reach out to them to speak of the Moonlight Dancer. If you’re met with hostility, either evade or subdue — do not meet them with lethal force, rather allow them to reflect upon the mercy showed to them. Gain Uncanny Dodge of a rogue equal to your level; if you already have Uncanny Dodge, it becomes Improved Uncanny Dodge; if you already have Uncanny Dodge, then you may always act in a surprise round.

Boons
1: Lunar Dancer (Sp) feather step 3/day, alacrity 2/day, or searing light 1/day (the visible effect of the spell is a ray of moonlight)
2: Choreography of the Night (Su) When the night sky is visible to you, you gain +4 sacred bonus on initiative checks, a +2 sacred bonus on Acrobatics and Escape Artist checks, and a +1 dodge bonus to Armor Class and on Reflex saving throws. In addition, you can take 5-foot steps in difficult terrain.
3: The Dance in All Things (Sp) Once per day, you can cast animate objects with a caster level equal to your character level. Objects you animate with this ability gain the benefits of a haste spell for as long as they are animated, and their natural attacks count as good and silver for the purpose of overcoming damage reduction.

Darksong Knights Tenets:

  • Even in the deepest despair, when all seems lost, hope can still be found in all that is beautiful in life. I shall fight to protect that light, and bring it to all those who are lost in the dark.
  • Everyone should be free to choose what to be, their faith, to express themselves and forge their own path in life. I shall relentlessly oppose all those who would deny this right, tyrants and fearmongers alike.
  • All drow must be freed by the poison of the Spider Queen. I will reach out to Illythiri who suffer in her web and offer them a new beginning.
  • Fiends are the embodiment of all evil and suffering in the world. They are the responsible for the fall of the drow people. I shall seek and hunt them wherever they hide, and banish them with sword and light.

Silverhair Knights Oath:

  • Evil isn’t a monster that can be slain with the simple blade. The sword provides a needed protection, but evil is often the consequence of the pain harbored in the hearts of the people, and the only way to truly defeat it passes through understanding, and healing.
  • I shall never raise my hand to slay one of my kin, and I will always extend mercy to those who can be redeemed. There’s strength in letting a life bloom and rise from evil, because untold beauty can stem from an awakened soul.
  • Life is meant to be celebrated and enjoyed; I will live mine as art, and spark wonder and passion wherever I go. Music and dance are to be spread, bringing joy and laughter to people, so that no moment is lost in the greyness of bore and melancholy.

Specialty Priest: Sword Dancer (Omdura)*

Divine Fighting Technique: Elistraee’s Merciful Blade*

Prestige Classes and Feature Substitutions: Darksong Knight*, Silverhair Knight*

Unique Spell Rules:

  • Elistraee’s Moonfire can be prepared and cast as a 1st-level spell for all divine casters.
  • Dance of a Hundred Cuts can be prepared and cast as a 4th-level Cleric/Oracle/Warpriest spell and a 3rd-level Paladin/Ranger spell.

Erevan Ilesere

Alignment: Chaotic Neutral

Domains: Chaos, Elf, Luck, Madness, Sloth, Trickery.

Favored Weapon: Shortsword, Leafblade.

Erevan is the elven god of mischief and change, and the patron of elven and half-elven rogues. The Trickster’s following is not as large as most of his fellow elven gods for Erevan is too unpredictable for most elves. Nevertheless, he commands his share of attention from the Fair Folk, particularly by those engaged in thievery or other forms of knavery, those who seek excitement so as to alleviate the boredom of near-immortality, as well as many young elves who seek a life of adventure and danger. Erevan is also revered by some members of the small sylvan races, and is welcome company among the Seelie Court. Read more here.

Dogma: Change and excitement are the spice of life. Live on the edge, unbound by the conventions of society in a spirit of constant self-reinvention. Puncture the self-righteousness, sanctimony, and pretension that pervades orderly society with mischievous pranks that both amuse and enlighten. Inspire laughter and happiness, giddy silliness, and welcome release from care so that the routine of day-to-day existence does not become worn so deep that it grinds all the joy from life. Celebrate the spontaneous, and practice random acts of helpfulness.

Obedience: WIP

Boons WIP

Specialty Priest: Mischiefmaker (Divine Agent multiclass archetype)*

  • Use the full caster variant of Divine Agent, but replacing Channeling Strike and Greater Channeling Strike with the below
  • Charmed Activation: A Mischiefmaker adds 1/2 of his class level to Use Magic Device checks, and he may use this skill untrained. Further, the Mischiefmaker loves magical devices with random effects, such as a Rod of Wonder; when using any such item, he may choose either the effect rolled, or the effect directly above or below the rolled result on the table; if the result is either the first or last result on the table, he has the option to reroll and take the rolled result. This replaces the standard cleric’s spontaneous casting.

Unique Spell Rules:

  • Fey Form may be prepared as a 4th-level Cleric spell.
  • Glitterdust may be prepared as a 2nd-level Cleric spell.
  • Polymorph Any Object can be prepared as an 8th-level Cleric spell.
  • Reduce Person may be prepared as a 1st-level Cleric spell.

Unique Summon Rules:

  • Summon Monster I – Sprite
  • Summon Monster III – Brownie or Leprechaun (without major creation)
  • Summon Monster IV – Choxani
  • Summon Monster V – Remacera
  • Summon Monster VIII – Nereid
  • Summon Monster IX – Hamadryad

Fenmarel Mestarine

Alignment: Chaotic Neutral

Domains: Aquatic, Chaos, Elf, Good, Knowledge, Oceans, Protection, Water.

Favored Weapon: Dagger, Leafblade.

Fenmarel Mestarine is the eternal outsider, the solitary god who holds himself aloof from his fellow Seldarine. He is venerated by outcasts from elven society, as well as by feral elves who have been isolated from the main body of their race and who live in wild, relatively uncivilized rural groups. Although he does not actively seek the worship of mortals, Fenmarel serves as the teacher and protector of those who turn to him, one who is silent and subtle, instructing his people in survival, spying, camouflage, deception, and secrecy. Read more here.

Dogma: The world is a harsh and unforgiving place, with uncompromising demands on those who would forge their own path. Rely not on others for protection, for betrayal comes easily, but on you own skills and those taught to you by the Lone Wolf: the skills of camouflage, deception and secrecy. Follow the way of the Lone Wolf, for his is the path of self-sufficiency.

Obedience: WIP

Specialty Priest: Lone Wolf (Untamed Fury multiclass archetype)*

Unique Spell Rules:

  • Alarm may be prepared as a 1st-level Cleric spell.
  • Rope Trick can be prepared as a 3rd level Cleric spell, or 2nd level Ranger spell.

Hanali Celanil

Alignment: Chaotic Good

Domains: Art, Chaos, Charm, Elf, Good, Love, Lust, Magic, Pleasure, Protection.

Favored Weapon: Dagger.

Hanali Celanil is the elven goddess of love, romance, and beauty. Lady Goldheart is predominantly depicted as female, although on rare occasions it is said that she has taken male form. Hanali is revered especially by gold elves and moon elves. Her followers also include elven artisans (particularly sculptors), lovers, performers (particularly bards and dancers), and nobles. Lady Goldheart is also widely revered by half-elves born of joyous unions, in honor of the love that brought their parents together. Hanali shares the waters of Evergold — which bridges Arvandor and Brightwater in the plane of Arborea — with the human goddesses Sune, Sharess and Lliira as well as several other goddesses of pantheons not worshiped in the Realms. Read more here.

Dogma: Life is worth living because of the beauty found in the world and the love that draws twin hearts together. Nurture what is beautiful in life, and let beauty’s rapturous glow enliven and brighten the lives of those around you. The greatest joy is the rapture of newfound love and the tide of romance that sweeps over those wrapped in its embrace. Find love wherever it takes root, and bring it to its fullest bloom so that all may share in it joy and beauty it creates. Always give shelter and succor to young lovers, for their hearts are the truest guides to life’s proper course.

Obedience: WIP

Specialty Priest: Goldheart (Cleric)*

  • Spontaneous Glamour: Goldhearts cannot spontaneously cast curing spells, but instead they can spontaneously cast from the following by sacrificing a prepared slot of the same or greater level: 1st – charm person; 2nd – enthrall; 3rd – suggestion; 4th – rainbow pattern; 5th – mass charm person; 6th – serenity; 7th – mass suggestion; 8th – sympathy; 9th – mass charm monster. This replaces spontaneous casting.
  • Dazzling Channel: Goldhearts can choose to either channel positive energy to heal allies, or they can channel a radiant burst of color which does no damage, but leaves those who fail their save vs. channeling dazed for 1 round. At 6th level it also renders them dazzled for a number of rounds equal to the Goldheart’s Wisdom bonus. At 12th level, failing this save renders them stunned for 1 round, blinded for a number of rounds equal to the Goldheart’s Wisdom bonus, and dazzled for a number of rounds equal to her cleric level. This alters channel energy and replaces one of the Goldheart’s major domain powers.
  • At 5th level, the Goldheart gains a +1 inherent bonus to her Charisma; she gains another +1 every 5th level thereafter for a total of +4 at level 20. This diminishes the cleric’s channel energy to +1d6 every third level instead of every other level.

Magic Items: Medal of the Hero’s Heart*

Unique Spell Rules:

  • False Face may be prepared as a 1st-level Cleric spell.
  • Fey Form may be prepared as a 4th-level Cleric spell.
  • Unnatural Lust may be prepared as a 2nd-level Cleric spell.

Khalreshaar

An interloper goddess in the elven pantheon, who is an aspect of Mielikki. She is hailed by many half-elves to be the daughter of Silvanus and Hanali Celanil, and as such, the one truly half-elven deity. Khalreshaar is recognized on Evermeet and in areas of Faerun such as the Yuirwood with dense half-elven populations. In the Seldarine pantheon, she serves Rillifane Rallathil. In all other ways, her divine features are those of Mielikki.

Labelas Enoreth

Alignment: Chaotic Good

Domains: Chaos, Fate, Elf, Good, Knowledge, Mind, Prophecy, Rune, Time.

Favored Weapon: Quarterstaff.

Labelas Enoreth is the elven god of longevity and time. At the creation of the Fair Folk, Labelas blessed the elves with long lifespans and decreed that their appearances would not be marked by the passage of time. The Lifegiver cooperates with Sehanine in overseeing the lifespan of elves and their growth away from and beyond mortal realms. The Elves, being one of the eldest races, are one of few who practiced the ancient art of chronomancy, and as Lord of the Continuum, Labelas governs the orderly passage of time and guards against those who would use these arts alter the path of history. The Lifegiver knows the future and past of every elf, faerie, or sylvan creature. Labelas is worshiped by sages, historians, philosophers, librarians, and all those who measure the changes wrought by the passing of years. Read more here.

Obedience: WIP

Specialty Priest: Chronologian (Cleric)*

  • 1/2 BAB and d6 hit dice liked a Wizard, retains Cleric save bonuses.
  • Loses armor and shield proficiencies.
  • The Chronologian chooses only one domain.
  • Versatile Casting: Casts and prepares Cleric spells as an Arcanist, using the Arcanist tables for spells prepared and slots per day; he does not get a domain spell slot, but his domain spells are considered always prepared. This alters the cleric’s spellcasting.
  • Chronomancy: At 3rd level, and every 2 levels thereafter, the Chronologian may add one spells from the Wizard spell list that aren’t on the Cleric spell list to his spells known; these spells must be either from the Divination school (any), or spells from other schools that deal with time — the manipulation thereof, the reversal or acceleration thereof, or the abjuration or reversal of such effects. He can select a spell of the highest level he can cast or lower, treating the Wizard spell level as the Cleric spell level.
  • Rooted in the Present: At 5th level, the Chronologian is immune to magical or supernatural aging effects (such as the touch of a ghost)
  • Spontaneous Quicken: At 10th level, the Chronologian can cast a spell as if it were quickened with no change in caster level or casting time 3 times per day.
  • Timeless Body: At 15th level he gains the timeless body ability of a druid.
  • Untouched by Time: Timeless At 20th level, he can use Time Stop as a spell-like ability three times per day. He is immune to any effect that alters his perception or functioning in time (such as a Slow spell, or staggering effects).

Archetypes: Ancient Lorekeeper (Oracle)*, Chronomancer (Wizard)

Unique Spell Rules:

  • Temporal Divergence can be prepared as a 7th-level Cleric spell.
  • Temporal Regression can be prepared as a 9th-level Cleric spell.
  • Wizened Appearance can be prepared as a 1st-level Cleric spell.
  • Youthful Appearance can be prepared as a 1st-level Cleric Spell.

Rillifane Rallathil

Alignment: Chaotic Good

Domains: Chaos, Elf, Fey, Good, Plant, Protection, Travel.

Favored Weapon: Spear.

Rillifane Rallathil is elven protector of the woodlands and guardian of the harmony of nature. He is often likened by his priests to a giant ethereal oak tree that stands at the heart of Arvandor, the High Forest of Olympus, so huge that its roots mingle with the roots of every other plant in the Toril. The Leaflord is the patron of the Sy-Tel’Quessil and is an anchor to an ancient, more primal culture of the elves — a stark contrast to the more tamed, even urbane manner of other elf kin. Rillifane is closely allied with Silvanus the Oak Father, and the two, along with Shiallia and Jannath, form the quadrumvirate of druidic powers known as the Green Faith.

Rillifane is served by a host of great spirits including the primeval Bear called Magnar the Bear by the Cha-Tel’Quessir (wild-elven half-elves), Eagle, Raven, and Wolf, among others. These aspects of the Leaflord are recognized only by the Sy-Tel’Quessir and the Cha-Tel’Quessir and not by the other elven or half-elven folk. Many of Rillifane’s followers call upon each of these aspects as appropriate for a situation, though many also seek a totem spirit upon which to focus. At any time prior to reaching 7th level, green elven kin of Rillifane, sometimes known as skinwalkers, may seek out a totem animal in a ritual involving fasting and meditation for 1d4 days followed by 1d4 days of following the animal that appears; once a skinwalker gains enlightenment and wisdom from the totem animal, she or he is bound to that type of animal as his or her totem (see the the following archetypes below for totem variants).

Obedience: (For druids not seeking to be totem druids, instead see the obedience and boons of the Green Faith.) Find a set of animal prints in the wildlands, and track the creature down. When you find the creature, do not kill it, but instead kneel down near it and thank it for being part of the forest. Leave an appropriate food offering for this creature, and go without waking it up if it is sleeping or frightening it if it is awake. If it accepts your offering once you have left or it awakens, you gain a +2 sacred bonus on Handle Animal and wild empathy checks. You can also attempt Handle Animal checks untrained, even if the task would normally require that you be trained.

Boons
1: Woods-walker (Sp) feather step 3/day, chameleon stride 2/day, or burst of speed 1/day
2: Forest’s Ward (Su) You are a sacred guardian of the forest; you protect the wilderness, and the forest protects you in turn. Whenever you are in the forest, you gain a +2 sacred bonus to AC. No matter what terrain you are in, creatures of the animal type must succeed at a Will save (DC = 10 + your Hit Dice) or be unable to attack you unless you harm them first.
3: Tree Lord’s Aspect (Sp) Once per day, you can assume an imitation of one of the many forms Rillifane prefers when traveling in the mortal realms. This functions as frightful aspect, using your Hit Dice as your caster level, except you also gain darkvision with a range of 90 feet, scent, and a bite attack. Treat the bite attack as a primary attack made with your full base attack bonus; it deals an amount of damage equal to 3d6 plus 1-1/2 times your Strength modifier.

Archetypes: Beast Shaman (Druid), Totem Bonded (Hunter), Totem Guide (Companion), Totem Warrior (Barbarian), Wild Hunter (Ranger)’

Magic Items: Bronze Skinning Knife*

Sehanine Moonbow

Alignment: Chaotic Good

Domains: Chaos, Dream, Elf, Good, Illusion, Knowledge, Moon, Prophecy, Repose, Travel.

Favored Weapon: Bladed scarf

Sehanine Moonbow is the elven goddess of the moon. She governs divinations, omens, and subtle magics and protects against madness. She watches over the dreams of the elves, keeping them from harm while in reverie and sending omens to protect them from future dangers. Sehanine watches over the passage of elven spirits from the world to Arvandor, as protectress of the dead. Sehanine governs long journeys, both physical and spiritual. Elves seeking to explore transcendental mysteries, awaiting passage to Evermeet or Arvandor, or undergoing physical or spiritual journeys pray to the Goddess of Moonlight, as do mystics, seers, diviners, and weavers of illusions. Read more here.

Obedience: Dance in an isolated place under the light of the moon. If no moonlight is available or if someone witnesses your dance, pray for the spirits of the dead and then leave a lighted lantern in a dark area. Gain a +4 sacred bonus on saving throws against spells and effects of the necromancy school, and your lowlight vision is double that of normal while under the moonlight.

Boons
1: Celestial Guide (Sp) faerie fire 3/day, moonbeam 2/day, or guiding star 1/day
2: Moonlight (Sp) You can cast an enlarged sunbeam once per day. The visible effect is a beam of brilliant silver moonlight, but the spell’s effects are unchanged.
3: Navigator Wisp (Sp) Once per day, you can cast an extended find the path on yourself with a caster level equal to your character level. The effect of the spell manifests as a mote of light that is visible to only you. If the route would take you through dangerous territory (such as a river with a very strong current or a hidden pit of acid), the wisp glows yellow. If the route would take you past hidden creatures, the wisp flashes red, giving you a +10 circumstance bonus on Perception checks to notice them.

Specialty Priest: Starsinger (Prophet archetype Oracle)*

  • Must select the Heavens or Moon (Kobold Press) mystery.

Divine Fighting Technique: Sehanine’s Scarf Dance*

Prestige Classes: Ashavic Dancer (Called Moondancer)*
* Unchained: Only requires 5 ranks Perform, and adds her level to bardic performance (or equivalent) of the base class.

Unique Spell Rules:

  • Dream can be prepared as a 6th-level Cleric spell.
  • Moonbow can be prepared as a 5th-level Cleric spell.
  • Sense Spirit Magic can be prepared as a 1st-level Cleric spell.

 

Shevrash

Alignment: Chaotic Neutral

Domains: Chaos, Elf, Loss, Pride, Retribution, War, Wrath.

Favored Weapon: Longbow.

Shevrash embodies the hatred the Fair Folk hold for the drow; he is the elven god of vengeance and military crusades. He is venerated by elves and half-elves who have suffered the loss of loved ones through violence, particularly those who burn with revenge against the drow, and by those who have sworn to destroy the Spider Queen and the other evil gods of the dark elves. Some elven theologians speculate that Shevarash serves to gather in the bitterness and hatred that has riven the elven race since the Crown Wars, thus keeping the contagious evil of the Spider Queen from spreading to the elven population at large.

Dogma: The greatest enemy of the Seldarine is Lolth, who sought the corruption of Arvandor and the overthrow of the Creator. The greatest enemy of the Fair Folk is the drow, the debased followers of the Spider Queen who long ago were enmeshed in her dark web. Redemption and revenge may be achieved through the utter destruction of the drow and the dark powers they serve. Only then may the joy of life begin anew.

Obedience: WIP

Specialty Priest: Dhaeraow’athila – Drow-Bane (Warpriest)

  • Adds Intimidate and Survival as class skills, 4 skill points per level.
  • Spellcasting: The Dhaeraow’athila adds the Ranger’s spells to his spell list; if the spell appears on both spell lists, he uses the warpriest level. This replaces one of the warpriest’s blessings
  • Dedicated Adversary: The Dhaeraow’athila has the same ability as the UnRanger, gaining evil elves as his favored enemy; he does not gain any addition favored enemies or the ability to designate an additional favored enemy. The bonus progresses using his warpriest level as his UnRanger level, up to +10 at 20th level. This replaces sacred armor.
  • Survivor: At 2nd level, the Dhaeraow’athila gains a bonus equal to 1/2 his class level to all Survival skill checks. Additionally, he gains the skill unlock powers for the Survival skill as appropriate to his number of ranks in that skill. This replaces channel energy.
  • Hunter Training: At 3rd level, the Dhaeraow’athila chooses a combat style from the UnRanger, and treats his warpriest level as his ranger level to qualify for combat feats belonging to his chosen style; like a ranger, he need not meet other prerequisites other than his effective ranger level. At 3rd level he can add Zen Archery to his feat choices if he chose the Archery style. He cannot use his warpriest level as his effective fighter level. This alters bonus feats.

Feats: Zen Archery

Traits: Favored Prey*

Unique Spell Rules:

  • Bloody Arrows may be prepared as a 3rd-level Cleric spell.
  • Gravity Bow may be prepared as a 1st-level Cleric spell.
  • Locate Creature may be prepared as a 4th-level Cleric spell.

Solonor Thelandira

Alignment: Chaotic Good

Domains: Animal, Chaos, Elf, Good, Plant, War, Weather.

Favored Weapon: Longbow.

Solonor Thelandira is the elven god of hunting, archery, and survival in wild and harsh places. The Great Archer’s prowess with the bow is unmatched by any other power venerated in the Realms. Solonor is concerned with the integrity of nature and the balance between exploitation and agriculture on one hand and fallow, wild terrains on the other. Like Corellon Larethian and Fenmarel Mestarine, the Great Archer watches over the boundaries of elven lands. He instructs the Fair Folk in the art of hiding in and moving through natural foliage so as not to be detected as well as the art of archery and hunting. Solonor is primarily revered by elven and half-elven rangers, hunters, woodsmen, and fighters.

Obedience: Fletch a quiver of twenty arrows while meditating upon the Great Archer’s blessings. If you give these arrows to another, do it with Solonor’s blessings and invite the recipient on your next hunt. Once per day, you may reroll a failed attack with your arrows.

Boons
1: Sureshot (Sp) longshotUC 3/day, deadeye’s arrow 2/day, or flame arrow 1/day
2. Mark of the Archer (Sp) As a swift action, you can grant your next shot with a longbow wielded by you the Bane property against a named target. You may grant this property a number of times per day equal to your character level.
3: Faithful Archer (Ex) You are particularly skilled at using Solonor’s favored weapon. When using a bow, you add your Wisdom bonus on damage rolls; this is in addition to whatever ability bonus you normally add to ranged damage (even if it is your Wisdom bonus). in addition, add your Wisdom score to the range increment of your weapon.

Specialty Priest: Hunter (base class)

Archetypes: Eldritch Archer (Magus), Woodland Sniper (Slayer)

Divine Fighting Technique: Solonor’s Supressive Shot*

Feats: Savior’s Arrow*

Prestige Classes: Hinterlander*

Spells: Deadeye’s Arrow (Shocking Arrow)*

Traits: Deadeye Bowman*

Unique Spell Rules:

  • Gravity Bow may be cast as a 1st-level Cleric spell.
  • Flame Arrow may be cast as a 3rd level Cleric spell.

Tethrin Veralde

Alignment: Neutral Good

Domains: Elf, Good, Magic, Strength, War.

Favored Weapon: Rapier or Elven Thornblade.

One of the younger generation of elvish powers, Tethrin Veralde, the Shining One has quickly developed a broad following in the srelatively hort time since he started granting spells to his priests, and it seems likely he will soon grow beyond the status of demipower. Tethrin Veralde is also called The Shining One or The Master of Blades. He is the patron god of bladesingers and swordsmen, and is the son of Corellon and Sehahine. He is an adventurous, strident god, he believes in the power of elven blades and magic to win the day, and likewise encourages his followers to use such to protect and further the elven cause. It is said that none can match the deadly grace he shows with sword and dagger, save Corellon himself. Read more here.

Dogma: The art of swordsmanship is a natural gift of the elven peoples; take that natural skill and work to bring it to a masterful level. Learn the intricacies of all manners of blades, and use that knowledge to benefit the elven nations and peoples. Show all the deadly beauty of the art of swordplay. Mastery of blade and spell led to the creation of bladesinging; encourage the learning of this art and always use it in the defense of elves.

Obedience: WIP

Bladesinger’s Oath:

I walk in the light but darkness surrounds me; Mighty are the foes of my people; I am their shield; My blood for their blood, My life for their life; My sword and I are one; I will serve our people and The Elven Way. I have sworn this Oath upon my life; This day and forever, I name myself Bladesinger.

Specialty Priest: Being a demipower, Tethrin has no true specialty priests.

Archetypes: Bladesinger (Magus),

Vandria Gilmadrith

Aligment: Lawful Good

Domains: Community, Elf, Good, Law, Planning, Protection, Tactics.

Favored Weapon: Shield.

Vandria Gilmadrith is the elven goddess of elven unity, tactical combat, and the sorrows of war. She is the chief sponsor and patron of elven knights and paladins. In her youth, Vandria was as carefree and gleeful as many other members of the Seldarine. After the betrayal of her mother Arushnee, however, Vandria’s spirit sobered and she became a grim goddess dedicated to vigilance and prudence. As the Crown Wars raged, it was Vandria who moved among the ranks of elven warriors with the aim to minimize casualties and end the conflict more swiftly through superior tactics so that fewer of the People died in the chaos of battle. It is during this time she ascended to the rank of demipower among the Seldarine, as her dogma gained traction amongst commanders in the ranks — many of whom would later ascend to influence in their Houses and bring their reverence of the silver haired daughter of Corellon to their descendants.

Vandria can feel every wound and death of elves who fall in battle, along with the grief of their loved ones. Thus Vandria’s greatest priority is preventing wars or, when conflict is inevitable, making them quick and decisive so that casualties are minimized. Known as Steelheart for her steady nature and steadfast protection, Vandria represents the ability of the elves to harden their carefree hearts and band together in times of strife.

Dogma: The strength of elves lies in unity, only together can Tel’Quessir overcome even the greatest challenges, and achieve lasting victory. While the Steelheart does not besmirch or seek to stifle the free spirit of our people, there come times of need that require setting aside the individual to bolster the collective. It was the pride of self and the lust for individual gain that led to the falling of Arushnee and her followers and their banishment into the abyss. We let corruption and disunity fester in our hearts before; let it never happen again. True strength is demonstrated not by oppressing others, but by using your power to shield those who cannot defend themselves. Be vigilant, and firm, but humble in exhorting our kindred to stand as one.

Always be watchful and alert, both on and off the battlefield; foresight and anticpation are key to maintaining security and preventing conflict. Study the art of war, to analyse situations critically, and to devise effective plans that maximize your strengths and exploit the weaknesses of our foes. Offer mercy to those who surrender, and honor those who fall in battle, be it by your side, or by your blade.

Always remember that first and foremost, we are Tel’Quessir; we are one people, as facets of a single diamond we shine brightest together.

Obedience: Make time at the beginning of your day to spar with comrades and devise strategy to face the challenges of the coming day; during this reflect on the unity of our people and pledge yourself and your blood to your comrades in your company. Gain a +2 sacred bonus to your Initiative and Perception checks.

Boons
1: Vigilance (Sp) anticipate peril 3/day, anticipate thoughts 2/day, or magic circle against evil 1/day
2: Defending Shield (Su) Your dedication to protecting your people manifests as a way to shield yourself and others. Three times per day as a standard action, you can summon a mystical shield with a red glow that sheds light equivalent to a torch. This shield manifests in a square within 30 feet of you, and it can share your space or that of any of your allies. If the defending shield is in a creature’s square, it grants that creature a +1 sacred bonus to its Armor Class, increasing by +1 at 5th and every 5 levels thereafter. You can move the shield to a different square within 30 feet of you as a swift action and can dismiss the shield as a free action. The defending shield lasts for 10 rounds each time it is summoned.
3: Allied Bond (Sp) You understand that any actions undertaken for the people are best taken in accord. You are treated as possessing any teamwork feat that an ally adjacent to you possesses. Once per day as a standard action, you can grant the effects of battlemind link as a spell-like ability to all allies within a 10′ radius centered on you; if an ally leaves this radius, the effects for that ally end immediately; the caster level of this ability is equal to your character level.

Paladin Oath: See the oath of the Forgotten Flower above.

Specialty Priest: Being a demipower, Vandria has no specialty priests, however, her most devout faithful are the paladins who follow her cause, and she grants these divine warriors an exclusive archetype:

  • Vandrian Paladins gain proficiency in the tower shield. She can use the tower shied and gain benefits from feats that would affect other shields besides the tower shield (such as Improved Shield Bash).
  • Battlefield Presence: The Vandrian Paladin can ward and inspire her fellows whether she’s standing at the fore of the formation, or being the lynchpin in a shield wall. Beginning at third level, in place of a 10′ aura, the Vandrian Paladin can designate a number of allies within 30 feet equal to her Charisma modifier. These allies gain the benefits of the paladin’s auras so long as they can see and hear the paladin and remain within 30 feet, and for a number of rounds thereafter equal to her Charisma modifier. This alters the standard paladin’s aura abilities.
  • Divine Bond: If the Vandrian Paladin selects a weapon bond as her divine bond, she instead forges the bond with her shield. The enhancement bonuses granted by her divine spirit apply to her shield bonus to AC, and the properties she can opt to apply to her shield are exclusively the following: arrow deflection, bashing, blinding, energy resistance (any), fortification (any), ghost touch, and spell resistance (any). Once per day, she can apply the reflective property, which dispels after one successful reflection. Any enhancement bonuses to shield AC from this ability may, as a swift action, be used as enhancement bonuses to attack and damage rolls when the shield is employed in a shield bash; these bonuses no longer apply to the shield AC until the beginning of her next turn. This modifies divine bond.
  • In place of a mercy at the levels she may choose a new mercy, the Vandrian Paladin may select a feat that has Shield Focus as a prerequisite; she is treated as having this feat and her paladin level is treated as her fighter level for the purpose of qualifying for these feats. This alters mercy.

Archetypes: Elven High Guard (Fighter), Spire Defender (Magus)*

Prestige Classes and Feature Substitutions: Knight of the Forgotten Flower*

Unique Spell Rules:

  • Lesser Globe of Invulnerability can be prepared as a 3rd-level Paladin spell.
  • Sanctuary can be prepared as a 1st-level Paladin spell.