Converting the Faithful
D&D Campaigns

Making a divine choice for your character doesn't always have to be a leap-of-faith; sometimes you're sent a guide. While creating your Mark of Heroes character, you'll use the Player's Handbook as your primary guide, but the deities provided are those for the Greyhawk Setting. Since Mark of Heroes takes place in a different game world, it uses a different set of gods. We're here to help resolve that schism. The table below is Table CS-1: Deity Conversion pulled from the Mark of Heroes Campaign Standards. It provides a list of most deities found in the Player's Handbook followed by the closest corresponding Eberron deity or church, as well as the alignment of that deity, and the deity's domains. The granted powers for domains not found in the Player's Handbook are also provided below. Download the Mark of Heroes Campaign Standards from the welcome page for complete details regarding deities and domains available to your characters.

You'll notice that no evil deities are listed. No character in Dungeons & Dragons Campaigns may willingly worship, venerate, or take as a patron an evil deity or pantheon (and the Dark Six is a neutral evil pantheon, as clarified in the Eberron Campaign Setting errata). Those choices are restricted -- a term used in D&D Campaigns to denote a play option that may only be taken with benefit of special campaign documentation, such as a Campaign Card or Story Object. Doing so without the benefit of special documentation makes the character an NPC under the control of the DM running the session. After the session the character is removed from the campaign, by marking it s a character death on the Session Tracking.

Characters worshiping neutral deities may choose to channel negative energy, and even cast evil descriptor spells, unless their deity restricts such practices. Some spells with the evil descriptor might have negative roleplaying effects during play. For instance, most good people of any campaign world would have a very negative reaction to a cleric animating the dead. Under certain circumstances use of those spells (and others) may be construed as an evil act. If your character commits too many evil acts, it may turn irrevocably to evil. If this happens, it becomes an NPC and can no longer be played by you or any other player.

Table CS-1: Deity Conversion

Greyhawk Eberron
Boccob Aureon (LN; Knowledge, Law, Magic)
Ehlonna Balinor (N; Air, Animal, Earth)
Fharlanghn Kol Korran (N; Charm*, Commerce*, Travel)
Heironeous Dol arrah (LG; Good, Law, Sun, War)
Kord Dol Dorn (CG; Chaos, Good, Strength, War)
Obad-Hai Balinor (N; Air Animal, Earth)
Olidammara Olladra (NG; Feast*, Good, Healing, Luck)
Pelor The Sovereign Host (Any Neutral or Good; pick two domains from the gods listed above. A cleric can only select an alignment domain if his or her alignment matches the domain)
St. Cuthbert Church of the Silver Flame (LG; Exorcism*, Good, Law, Protection)
Wee Jas The Undying Court (elves only: for all other races this pantheon is restricted; NG; Deathless*, Good, Protection)
*New domains

New Eberron Domains

Charm
Granted Power: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.

  1. Charm Person: Makes one person your friend.
  2. Calm Emotions: Calms creatures, negating emotion effects.
  3. Suggestion: Compels subjects to follow stated course of action.
  4. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  5. Charm Monster: Makes monster believe it is your ally.
  6. Geas/Quest: as lesser geas, plus it affects any creature.
  7. Insanity: Subject suffers continuous confusion.
  8. Demand: As sending, plus you can send suggestion.
  9. Dominate Monster: As dominate person, but any creature.

Commerce
Granted Power: You gain a +10 competence bonus on Profession checks made to earn a living (not checks to accomplish specialized tasks).
Add Appraise to your list of cleric class skills.

  1. Comprehend Languages: You understand all spoken and written languages.
  2. Zone of Truth: Subjects within range cannot lie.
  3. Tongues: Speak any language.
  4. Glibness: You gain +30 on Bluff checks, and your lies can escape magical discernment.
  5. True Seeing: Lets you see all things as they really are.
  6. Leomund's Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
  7. Refuge: Alters item to transport its possessor to you.
  8. Analyze Dweomer: Reveals magical aspects of subject.
  9. Polymorph Any Object: Changes any subject into anything else.

Deathless
Deity: The Undying Court.
Granted Power: Once per day, you can perform a greater rebuking against deathless creatures in place of one of your turn undead attempts. The greater rebuking is like a normal rebuking except that the deathless creatures that would be rebuked are commanded instead.

  1. Detect Undead: Reveals undead of deathless within 60 ft.
  2. Consecrate: Fills area with positive energy, making undead weaker and deathless stronger.
  3. Halt Deathless: Immobilizes deathless for 1 round/level.
  4. Spirit Steed: Channels an ancient spirit into your steed, increasing its speed and granting other benefits.
  5. Hallow: designates location as holy.
  6. Create Deathless: Create undying soldier.
  7. Control Deathless: Deathless don't attack you while under your command.
  8. Create Greater Deathless: Create undying councilor.
  9. Hero's Blade: Channel spirit of a great hero into a melee weapon.

Exorcism
Granted Power: You have the supernatural ability to force possessing spirits out of the bodies they inhabit. You make a Charisma check and consult Table 8-16: Turning Undead, page 159 of the Player's Handbook, using your cleric level. If the result from the table is at least equal to the HD of the possessing creature, you force it out of the body. If the spirit belongs to a spellcaster using magic jar, the spirit returns to the receptacle. If it is a ghost or a possessing fiend, it becomes ethereal and free-floating again. In any case, the spirit cannot attempt to possess the same victim again for 24 hours.

  1. Protection from Evil: +2 on AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
  3. Remove Curse: Frees object or person from curse.
  4. Dismissal: Forces a creature to return to native plane.
  5. Dispel Evil: +4 bonus against attacks.
  6. Banishment: Banishes 2 HD/level of extraplanar creatures.
  7. Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
  8. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
  9. Freedom: Releases creature from imprisonment.

Feast
Granted Power: You have immunity to ingested poisons and to diseases spread by ingestion.

  1. Goodberry: 2d4 berries each cure 1 hp (max. 8 hp/24 hours).
  2. Delay Poison: Stops poison from harming subject for 1 hour/level.
  3. Create Food and Water: Feed three humans (or one horse)/level.
  4. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  5. Leomund's Secure Shelter: Creates sturdy cottage.
  6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
  7. Mordenkainen's Magnificent Mansion: Door leads to extradimensional mansion.
  8. Detoxify: Neutralize poison in 30-ft. radius.
  9. Feast of Chamions: Food for one creature/level heals and grants comprehensive bonuses.


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