List of D&D Fighter Gods Ranked By Their Power

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Updated:
07 Dec 2024

The Fighter class and deities is an interesting topic. The deity you select doesn’t rely on class abilities, and it doesn’t affect them at all. However, deities and religion are very useful for fleshing out how you intend to play your PC at the table. War and Knowledge deities are the best deities for Fighters, as the skill they have in combat comes from being studious. Picking a religion can help anchor you in the world and give realness to your character’s actions and beliefs.

 

10. The Luxon

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Wizards of the Coast
Pictured here is a beacon, the symbol of The Luxon!

The Luxon is a deity from the pantheon of Exandria - the world in which Critical Role takes place. They are a deity of light that aims to bring knowledge and enlightenment to the people of Exandria.

In the lore of Exandria, the Luxon pulled the Drow away from the worship of Lolth and out from the Underdark. They supposedly splintered their body into beacons and are believed to be resting until their body is reunited. Souls can be tied to these beacons, entering them into a cycle of reincarnation and learning.

As the main deity of the Kryn Dynasty, The Luxon is suitable for the Fighter as a knowledge deity. Consecution - the process of reincarnation - allows the Fighters to become very studious in combat and war and better themselves in each lifetime, as eventually the memories of your previous lives return.

Reasons to choose The Luxon:

  • You are building an Echo Knight for an Exandria campaign
    • Echo Knights, as they come from the Kryn Dynasty, are going to be some of the prime followers of the Luxon. Dunamancy (the kind of magic that grants the Echo Knight abilities) is believed to come from The Luxon, and so Echo Knights often feel great thanks to them for the abilities
  • You want to build a well-seasoned Fighter
    • The Luxon, as a knowledge deity, values deep understanding and skill as it means you have gained knowledge and learned well within your life. A Fighter who values their skill would see the appeal in following a knowledge deity
  • You are playing a Drow
    • Drow are the primary followers of The Luxon in Exandria’s lore!

God details:

  • Power Level: Lesser Idol
  • Alignment: True Neutral
  • Symbol: A hollow dodecahedron
  • Home Plane: Unknown
  • Realm: Unknown
  • Portfolio: Unknown
  • Domains: Arcana, Knowledge
  • Channel Divinity: N/A

More details: https://criticalrole.fandom.com/wiki/The_Luxon

 

9. Bhaal

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Wizards of the Coast
Here is Bhaal in all his terror!

Bhaal is a deity from the pantheon of Forgotten Realms. As a neutral evil death deity, Bhaal aims to cause as much death as he possibly can across the land - particularly through the means of murder.

Bhaal was a power-hungry humanoid who ascended to godhood by playing a game of knucklebones for the portfolio of Jergal, god of the dead. Bhaal, coming in last, chose death for himself. Bhaal, as an evil deity, had terrorized the land for some time before his temporary death. However, due to his blood flowing into the Winding Water, his essence remained, and he was able to be resurrected.

Bhaal, as a death deity, is a good choice for Fighters in terms of backstory and flavoring, but as a Quasi-Deity, he isn’t all that powerful. He can be a great choice for those that have accepted the violent nature of what a Fighter can be or for those that perhaps lack morals, though.

Reasons to choose Bhaal:

  • You are playing a Fighter with a troubled past
    • Even if your Fighter has moved on - or is trying to move on - from their troubled background, religious beliefs can be hard to change. Bhaal, as an evil deity, could potentially be very hard to get away from, and could hint at your struggles before they appear from you and be a good roleplaying hook/tool
  • You are playing a Fighter very comfortable with violence
    • Bhaal is the god of murder and would actively encourage that comfort with violence. He would even encourage you to seek it out more
  • You are playing a Fighter that is evil aligned
    • Bhaal, as an evil deity, is really only going to be welcoming of evil Fighters. That is also the only thing that makes narrative sense - but make sure you don’t ruin the fun of your party members because you are playing a character with questionable morals

God details:

  • Power Level: Quasi-Deity
  • Alignment: Neutral Evil
  • Symbol: Skull surrounded by a ring of blood droplets
  • Home Plane: Gehenna
  • Realm: Throne of Blood
  • Portfolio: Murder
  • Domains: Death
  • Channel Divinity: Touch of Death

More info: https://forgottenrealms.fandom.com/wiki/Bhaal

 

8. Bane

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Wizards of the Coast
Bane depicted in all his power!

Bane is a deity from the pantheon of the Forgotten Realms. He is a deity of war, and as he is lawful, he has rules, but he still is evil and desires to spread war and death.

In the lore of Forgotten Realms, Bane was the winner of that knucklebones game that Bhaal lost. The two of them, along with Myrkul (who is now a death god), took Jergal’s power for themselves with that game. Once he achieved godhood, he did not stop searching for power, which ultimately led to his temporary death. Due to an investment of his essence into a scion, he was eventually resurrected.

As the top quasi-deity of that game, Bane gets to beat out Bhaal as a slightly more powerful deity. He is a war deity, making him more combat oriented as well, which is of course, great for Fighters. The Order domain can also benefit Fighters who aim to enforce some ideal, or maybe multiclass into Paladin or Cleric.

Reasons to choose Bane:

  • You aim to multiclass into Paladin or Cleric
    • Bane, as a War and Order deity, would serve this multiclass well as those are Cleric domains and there are Paladin oaths such as Conquest that would help this become both a skill and narrative detail
  • You have a soldier background
    • War deities are going to have a lot of soldier followers, as soldiers are going to want to seek out blessing from a god that could sway the conflict in their favor or possibly protect them
  • You want to play a character with a strong, enforceable idea
    • Order comes with control, and if your PC believes their idea can be enforced, they will try to take control of situations and your PC’s religion should reflect that

God details:

  • Power Level: Quasi-Deity
  • Alignment: Lawful Evil
  • Symbol: Upright black right hand, thumb and fingers together
  • Home Plane: Acheron
  • Realm: The Black Bastion
  • Portfolio: Ambition, control, tyranny
  • Domains: Order, War
  • Channel Divinity: Guided Strike, War God’s Blessing, Order’s Demand

More info: https://forgottenrealms.fandom.com/wiki/Bane

 

7. Torm

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Wizards of the Coast
Torm depicted ready to go into battle on a dragon!

Torm is actually the patron deity of Paladins, but he also oversees selflessness and courage in battle.

Torm is a Forgotten Realms deity connected with Tyr and Ilmater. He was once a mortal man who was raised to the status of a deity because of his portfolio of loyalty. Torm worked with and under Tyr as a war god for some time and was part of the like-minded group of war deities called The Triad.

Torm is very useful to combatants. Fighters don’t get access to Channel Divinity, but his favor with those loyal and selfless in combat could provide you and your party some fortune if followed faithfully. A faith in him could provide good background ties as well.

Reasons to choose Torm:

  • You are building a Fighter/Paladin multiclass
    • Torm is the patron deity of Paladins, and any good Paladin would desire protection and favor from the patron deity of them
  • You are playing a good aligned PC (preferably lawful good)
    • Torm himself is lawful good, and would only grant favor to those followers that match his own goodness and good beliefs
  • You are playing a PC with the soldier background
    • Torm is a war deity, and as mentioned before, soldiers are going to want to follow a deity that could protect them or grant them favor in war

God details:

  • Power Level: Lesser Deity
  • Alignment: Lawful Good
  • Symbol: White right gauntlet
  • Home Plane: Mount Celestia
  • Realm: Trueheart
  • Portfolio: Duty, loyalty, obedience, courage, self sacrifice
  • Domains: War
  • Channel Divinity: Guided Strike, War God’s Blessing

More Info: https://forgottenrealms.fandom.com/wiki/Torm#Divine_Realm

 

6. Ilmater

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Wizards of the Coast
Ilmater, the long-suffering deity, shows that suffering in his depiction.

Ilmater is one of the few good deities on this list. He is the god of endurance, and can take on the suffering of others, able to bear it for them.

Ilmater is a Forgotten Realms deity connected with Tyr and Torm. He is an older deity, and was there before Tyr or Torm, well established by the time the three of them established the Triad together. There is a legend that he once died long ago. When the Triad broke because Tyr was manipulated, Ilmater temporarily moved his domain for a time. However, he has disappeared in more recent history, despite him attempting to transition people into a non-violent society.

Ilmater can provide a very compelling character narrative and is good for those Fighters designed to be protective, but he is not a combat-oriented deity which puts him lower on this list. He is great for tanks and those with deep, kind faith, but due to his disappearance, he also doesn’t have a presence, so those that follow him may feel a loneliness or religious loss.

Reasons to choose Ilmater:

  • You are playing a protection-oriented Fighter
    • There are fighting styles and certain subclass abilities that allow Fighters to be protective and help their party members. Fighters that are tanks are also protective, and all of them are intended to take on suffering. Fighters that are designed to take on suffering may want to follow a god that could help them find the strength to bare it, or follow a religion that could teach them how to lessen it
  • You are playing a good Fighter
    • Ilmater as his beliefs are as good as it gets, and he would want followers that reflect those ideals
  • You want to play a lonely character
    • Ilmater, as he has disappeared, would be a very compelling deity for a lonely character. Following patterns, they may seek out an inherently lonely religion, as they truly know nothing else in life

God details:

  • Power Level: Deity
  • Alignment: Lawful Good
  • Symbol: Hands bound at the wrist with a red cord
  • Home Plane: Acheron
  • Realm: The Black Bastion
  • Portfolio: Endurance, suffering, martyrdom, perseverance
  • Domains: Life, Twilight
  • Channel Divinity: Guided Strike, War God’s Blessing, Order’s Demand

More info: https://forgottenrealms.fandom.com/wiki/Ilmater

 

5. Nuada

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Unlikelies Fandom Wiki
Nuada is ready to go into battle looking like this!

Nuada is a Celetic war deity, which gives the DM a bit more free reign with the lore. As a true neutral deity, Nuada welcomes the possibility of violence without overtly seeking it out or causing it.

Nuada, in his lore, is part of a group of deities called the Hateful Three. As a war deity, he is helping spread war and disruption, but his Neutral alignment means that he at the very least does not intend to add extra suffering on top of this.

Nuada is a war deity good for Fighters who are not excessively cruel, but want to be aligned with a deity that represents their capabilities. Capable Fighters desiring a deity that reflects their life and skill makes a lot of sense.

Reasons to choose Nuada:

  • You are playing a Fighter who accepts the nature of their job
    • Nuada, as a neutral deity, doesn’t necessarily seek out extra suffering and violence, but accepts the general suffering and violence of his domain. Fighters that are also neutral and accept the suffering of their job may see themselves in Nuada
  • You are playing a skilled Fighter
    • Nuada’s portfolio includes warriors, which implies skill in combat, and Fighters who recognize their own skill can be drawn to a religion that reflects the desire and understanding of skill
  • You are playing a Fighter with the soldier background
    • War deities are going to have a lot of soldier followers, as soldiers are going to want to seek out blessing from a god that could sway the conflict in their favor or possibly protect them

God details:

  • Power Level: Deity
  • Alignment: True Neutral
  • Symbol: Silver hand on black background
  • Home Plane: Unknown
  • Realm: Unknown
  • Portfolio: War, Warriors
  • Domains: War
  • Channel Divinity: Unknown

More info: https://the-unlikelies.fandom.com/wiki/Nuada

 

4. Morrigan

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Crossed spears are The Morrigan's chosen symbol!

Morrigan is a war goddess, or perhaps a triumvirate of war deities, that aims to influence battle as much as she possibly can.

Not much is known about Morrigan or what her true nature is. She is known by soldiers on the battlefield, however her and her presence on the battlefield is often well known to soldiers. Her chaotic alignment leaves her with no reserves to do what she pleases on the battlefield.

Morrigan is a good option for brutal Fighters. She doesn’t seem to have any known Channel Divinity, but she can add a lot to backstory and her innate magic can be both beneficial and detrimental to a Fighter and their companions.

Reasons to choose Morrigan:

  • You are going to build a Fighter/Warlock
    • The Morrigan is kind of a classic warlock patron. Mysterious and evil? I think it’s amazing that every warlock doesn’t have the Morrigan as a patron.
  • You have the soldier background
    • War deities are going to have a lot of soldier followers, as soldiers are going to want to seek out blessing from a god that could sway the conflict in their favor or possibly protect them
  • You want to play a chaotic neutral or any evil character
    • Be careful with these alignments! Sometimes playing characters with those alignments can be detrimental to the fun for everyone - but if you are not mercilessly mean these alignments can still be fun while they cause problems. Morrigan is a perfect deity for characters who don’t follow the rules of society.

God details:

  • Power Level: Deity
  • Alignment: Chaotic Evil
  • Symbol: Two crossed spears
  • Home Plane: Unknown
  • Realm: Unknown
  • Portfolio: Battle
  • Domains: War
  • Channel Divinity: N/A

More info: Morrigan Info

 

3. Tyr

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Wizards of the Coast
Tyr, despite all his injuries, is still a very powerful deity.

Tyr is a part of the Norse pantheon who is also largely prominent in the Forgotten Realms. As he is lawful, he hasn’t always been popular, but his beliefs are strong and good.

Tyr is a Forgotten Realms deity connected with Torm and Ilmater. He has been involved in a great deal of conflicts, and has encountered lots of violence and deep injuries to his form. His connection to Ilmater has helped him take on these injuries and violence, but this did not prevent his temporary death. However, like many of the Forgotten Realms deities, he was eventually resurrected.

Tyr is a deity with strong beliefs, which Fighters themselves can have. As a war deity, he can provide favor to combatants, especially those who are good and just. This can make him a good choice for Fighters.

Reasons to choose Tyr:

  • You are playing a Fighter with a strong sense of justice
    • Tyr, as the god of justice, would likely be willing to give favor to those who are right and just. Fighters who have strong senses of justice would also likely find solace in a good deity who enforces justice
  • You are playing a Fighter who is good
    • Tyr, as a good deity, would want good followers and would attract those who are good aligned
  • You are playing a Fighter/Paladin multiclass
    • Paladins make convictions so strong it gives them magic, and they are compatible with Fighters. Picking this deity would give you a lore detail for your skills, as Tyr is the god of justice, which is a strong conviction

God details:

  • Power Level: Deity
  • Alignment: Lawful Good
  • Symbol: Balanced scales resting on a warhammer
  • Home Plane: Mount Celestia
  • Realm: The Court
  • Portfolio: Justice
  • Domains: Order, War
  • Channel Divinity: Guided Strike, War God’s Blessing, Order’s Demand

More Info: https://forgottenrealms.fandom.com/wiki/Tyr

 

2. Oghma

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Wizards of the Coast
Oghma is perhpas the calmest deity on here, if you couldn't tell by the way he sits and plays his instrument.

Oghma is not a war deity, notably. He is a neutral knowledge deity of the Forgotten Realms, dedicated to truth and the neutrality of it.

Oghma is one of the oldest gods of the Forgotten Realms pantheon. He decides what knowledge is to be spread throughout the land, and knowledge is one of the oldest concepts there is. He has connections in many planes, and within the Celtic pantheon as well. A lot of Oghma’s whereabouts are a mystery to mortals, as his many forms and connections can make it easy for him to “disappear” while still remaining present.

Despite not being a war deity, Oghma is very high on the list. As a great deity, his power is very immense, and Fighters themselves are dedicated to the preservation of at least some knowledge. As they study the ways of combat to become skilled, they can make themselves dedicated to various schools of thought and knowledge.

Reasons to choose Oghma:

  • You are playing a Fighter that acknowledges their scholarly pursuits
    • A Fighter that understands that knowledge is a huge part of their combat skill may be more inclined to seek out a knowledge deity to follow and find favor in!
  • You are playing a Fighter who only wants to fight when necessary
    • Fighters who don’t excessively seek out violence probably aren’t ging to find any solace in a war deity. Oghma may be more their speed
  • You are playing a Battle Master
    • Battle Masters are designed to be the knowledge-oriented subclass of Fighter, and would likely find a great deal of comfort or solace or faith in a powerful knowledge deity

God details:

  • Power Level: Greater Deity
  • Alignment: True Neutral
  • Symbol: Blank scroll
  • Home Plane: The Outlands
  • Realm: The House of Knowledge
  • Portfolio: Unknown
  • Domains: Knowledge
  • Channel Divinity: Knowledge of the Ages, Read Thoughts

More Info: https://forgottenrealms.fandom.com/wiki/Oghma

 

1. Tempus

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Wizards of the Coast
Tempus, the fierce war god, charging into battle!

Tempus is a greater war deity. He has great power over conflict and clashes and can exercise that power as he chooses.

Tempus is a Forgotten Realms deity. He is an old war god who became known during the Selûne and Shar conflict, where he became the only war deity aside from Garagos (who he willingly spared, despite defeating him). Tempus did not suffer any personal tragedy during the Time of Troubles, and actually had a place of worship established under him.

Tempus is also very useful to combatants. He is a very strong war deity, who suffered no death or defeat. Fighters who seek strength or protection are likely to follow Tempus, as he can be a great sign of success without seeking out excess suffering.

Reasons to choose Tempus:

  • You are playing a Fighter who desires success in battle
    • Tempus was very successful in his own escapades, so someone who desires great success may see this as a good omen
  • You are playing a Fighter with the soldier background
    • War deities are going to have a lot of soldier followers, as soldiers are going to want to seek out blessing from a god that could sway the conflict in their favor or possibly protect them
  • You are playing in a combat heavy game
    • If you are playing a Fighter who knows they are going to be encountering a lot of violence, Tempus and his track record of success would be an excellent PC lore detail as their preferred deity of worship

God details:

  • Power Level: Greater Deity
  • Alignment: True Neutral
  • Symbol: Upright flaming sword
  • Home Plane: Limbo
  • Realm: Warrior’s Rest
  • Portfolio: War
  • Domains: War
  • Channel Divinity: Guided Strike, War God’s Blessing

More Info: https://forgottenrealms.fandom.com/wiki/Tempus

 

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