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Faiths of the Forgotten Realms 2
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Soar into the Heavens! 

Faiths of the Forgotten Realms is back with volume 2!

50 gods have been selected from the various peoples of the realms, including the pantheons of the dragons, drow, dwarves, elves, gnomes, halflings and orcs. Each has a Deeper Faiths section detailing the religion and character motivations for devoting themselves faithfully to their chosen divine patron. 

Within you will find 100 archetypes spread across all the classes, 105 spells for the faithful, 13 Holy Texts and 22 Magic Items.

So grab your holy symbol and say your prayers... 

Dont have Faiths of the Forgotten Realms Volume 1? Find it HERE

Want the FANTASY GROUNDS version? Find it HERE

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Reviews (3)
Discussions (5)
Customer avatar
George K January 20, 2020 2:34 am UTC
What does the "Holy Texts" section comprise of?
Customer avatar
Micah W January 20, 2020 3:59 am UTC
Hi George. The holy texts section includes tailored holy 'books' for a number of faiths that represent the nature of the faith. There are no mechanics, purely background and roleplay flavor for bringing depth to a religion, or using as an adventure hook etc.

An example would be;

Eilistraee: The Veil
The Veil is a weightless, translucent garment similar to a kimono. A close examination indicates musical
notes sewn into the fabric in silver thread – a hidden song. When worn by a creature that dances under a full moon, accompanied by this melody (sung, played, or otherwise) the Veil's trailing edges leave words and images in the air, recounting the history of Eilistraee, her break from the Dark Seldarine and journey to the surface, and her joyous discovery of the moon that became intrinsically woven into her faith. As the dance continues, the Veil displays descriptions and illustrations of the holy rites of the faith, all intricate dances for various ceremonies and purposes....See more
Customer avatar
Callum S January 15, 2020 8:31 pm UTC
Are these 100 archetypes balanced/ play tested?
Customer avatar
Micah W January 15, 2020 9:19 pm UTC
This project took 18 months to complete and every effort was made to balance/playtest the archetypes. Of course this process is by no means perfect, and it's likely that there are some rules/spell/multiclass combinations out there that may be broken. We think the balance falls between PHB and Xanathar's for the archetypes, but even those vary greatly in raw power and situational utility.
Customer avatar
Aaron M January 14, 2020 11:40 pm UTC
I really enjoyed the first one, any plans to port over into FG format?
Customer avatar
Micah W January 14, 2020 11:42 pm UTC
Yes, that is being worked on as we speak
Customer avatar
Micah W January 19, 2020 12:00 pm UTC
The Fantasy Grounds version can be found here -
Customer avatar
Justin M. C January 14, 2020 11:19 pm UTC
With all the respect that I can muster, "It's About Time!" Lol. And I just bought (in hardback) the first one for friends of mine for Xmas. I guess I know what to get them next year!
Customer avatar
Justin M. C January 14, 2020 11:30 pm UTC
The only comment I have (so far, just got into looking at it) is since there are many different types of subclasses in this one and since hte first one only had Cleric, Paladin for each and only 2 Druid circles; maybe you could break the contents down into each God name and which subclasses it has.
Customer avatar
Micah W January 14, 2020 11:42 pm UTC
That's a good suggestion. The contents listing was kept brief, trusting in the bookmarking for navigation on the PDF, but you are correct in that we didn't really address the varying classes issue. We might consider adding a hyperlinked table listed by class as well as deity if we update the PDF.
Customer avatar
Justin M. C January 14, 2020 11:45 pm UTC
That would be amazing and appreciated!
Customer avatar
Justin M. C January 15, 2020 2:46 am UTC
One little nitpick: Did you realize the page numbering is in the center instead of the outer edge?
Really, it is tiny.
Customer avatar
Micah W January 15, 2020 3:53 am UTC
Hi Justin. This might be the settings on your reader program or app.

It should show as the page spreads above indicate. It appears to be on the outer edge for myself and most others I've discussed it with. We'll monitor it. I'd certainly be interested to see if others have this issue.
Customer avatar
Jesse R January 13, 2020 7:05 pm UTC
I had a question regarding the Blessing of Tiamat Paladin ability. It says that you gain the brief ability to fly, but it is for level 15 characters. Why not just allow flight? The level 14 ability for Draconic Sorcerers allows them to summon and remove wings and keep them permanently. I guess this is more of a suggestion for a change, but I was also concerned with the reasoning behind it. Thanks!
Customer avatar
Jesse R January 13, 2020 7:18 pm UTC
Also, I noticed there is an 8th level spell for Tiamat followers, but with only Fighter and Paladin selected for their classes, I could not see a way to ever get the spell. How would one do this?
Customer avatar
Micah W January 13, 2020 9:19 pm UTC
Hi Jesse. The mechanics of the tiamat paladin archetype are centered around temporarily summoning draconic abilities, and it was important to consider these in light of racial variants as none of the archetypes are race locked. Temporary flight was considered less abusable and more in line with balance of a paladin class, which has powerful melee capabilities. As you pointed out, the sorceror ability is 14th level, so the 10th level paladin ability slot - which was where it was decided the ability best fit - would be overpowered if the ability was a permanent one.
Customer avatar
Micah W January 13, 2020 9:21 pm UTC
As for the spells - these are offered to followers of the god, not just the archetypes presented in the book. Full spell casters that follow Tiamat can have access to the spells under her entry - assuming the DM approves ofcourse.
Customer avatar
Jesse R January 13, 2020 9:28 pm UTC
The ability was not put into a 10th level slot, it was a 15th level slot, one level above the sorcerer. At that point, many spellcasters are at the point where they can cast the Wish spell, and sorcerers can still permanently continue to fly. I can understand balance, but by the ability of the Paladin where one would fall before the end of their turn, seems far underpowered for that level. It is much more similar to a jump which would be useless for that level. Even though they are not race locked, some races grant flight even before class is selected. I still hope the flight ability of the Paladin at end game level is at least amended, but thank you for your prompt and courteous response.
Customer avatar
Micah W January 13, 2020 10:19 pm UTC
You are quite correct about the level, apologies. For some reason despite you clearly stating paladin, I instead began to examine the fighter archetype and its selections. The paladin 15th level ability was built with a grouping of powers, and it was determined for balance reasons that none should be made particularly powerful since 3 minor powers would be equivalent to a more advanced one. The designer wanted to address making the paladin more dragon like overall rather than focus on single aspects. Granted its not as powerful as full flight, but it offers tactical advantages such as ignoring difficult terrain or avoiding attacks of opportunity on movement. Its also paired with a very handy tactical knockdown.

That being said, we always appreciate feedback and we'll discuss this and any other suggestions given.
Customer avatar
Jesse R January 13, 2020 11:27 pm UTC
Thank you for your consideration! I was just concerned with that section due to that, and the abilities, although more numerous, are very lower powered, but I can understand more of the design choice than the mechanical. Thanks again!
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File Last Updated:
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This title was added to our catalog on January 12, 2020.