Artemis (Diana)

To Greek Gods To Medieval Gods To Witchcraft

greek border

Artemis with a hind, better known as "Diana of Versailles". Marble, Roman artwork, Imperial Era (1st-2nd centuries CE). Found in Italy. Artemis with a hind, better known as "Diana of Versailles". Marble, Roman artwork, Imperial Era (1st-2nd centuries CE). Found in Italy.

Roleplaying Elements from

Deities & Demigods

Rich Redman, Skip Williams, James Wyatt

Trojan War: Roleplaying in the Age of Homeric Adventure

A Mythic Vistas Sourcebook for the d20 System
Written by Aaron Rosenberg

Liber Mysterium

The Netbook of Witches and Warlocks

By Timothy S. Brannan and The Netbook of Witches and Warlocks Team

Full netbook can be found on the followng website

Dom of D20 / D&D 3e Netbooks and Downloads.

The Lore of the Gods
Book One: The Greek Gods

Lead Designers
Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director
Todd Morasch Artwork Aaron D. Siddal

The huntress Artemis is the patroness of young girls, and the mistress of beasts and all wild things and protector of children. Her true form, is a slim young woman in rustic clothing with a fit body and tanned skin of someone who spends all her time outdoors, always carrying a bow and sword. In addition to her normal titles, she is also sometimes called “noisy Artemis” because of her loud hunting calls.

One of the principal goddesses of an illegitimate daughter of Zeus. She is the daughter of the god Zeus and Leto and the twin sister of the god Apollo. She will have nothing to do with men, perhaps because she has often helped women in childbirth and blames men for all the pain involved.

She generally remains aloof from mortals, though she enjoys the company of nymphs and dryads.

When the mortal hunter Actaeon observed her bathing nude, she turned him into a stag. Not recognizing him, his hunting dogs then attacked and killed him. In another incident, the king of Calydon failed to make a sacrifice to her. As punishment, she sent a giant wild boar to ravish the countryside. Despite her apparent severity, Artemis reveres nature and is often in the presence of nymphs who care for her pack of hunting dogs.

For a period, Poseidon’s son Orion lived with Artemis (although she still maintained her virgin status). Apollo disapproved of the match and challenged Artemis to an archery contest. The target was a black object floating out to sea in the far distance. Artemis took aim and hit it squarely. Apollo had tricked her the object in the sea was Orion swimming. Her arrow had struck him in the head, killing him instantly. Sickened with grief, she took Orion and placed him in the stars.

Unlike the other Olympian gods, she dwells in the forests of Arcadia, surrounded by a band of chaste and hardy nymphs. She has complete control over any non-magical animal while it is in the forests of Arcadia.

Artemis of the Golden Shafts
Virgin Goddess of the Hunt; Goddess of Chastity; Goddess of the Moon; Patron of all Wild Things, Friend of Youth,
Lady of the Lake, The Huntress
Intermediate Deity
Appearance
: Usually, an eternally young woman, beautiful and vigorous, wearing a short costume which leaves her legs free.
Home Plane: Olympus/Arcadia
Alignment:
Chaotic Neutral
Portfolio: Childbirth, Dance, Hunting, Maidens, The Moon, Wild Beasts, Wilderness.
Domains:
Archery, Fur, Plant, Moon
Symbol: A bow and arrow silhouetted against a full moon, her followers often wear the lunar crescent on their brows.
Traditional Allies:Her twin brother Apollo is her greatest ally,
Traditional Foes: Aberrations
Servants Orion
Servitor Creatures dryads, Elves, Halflings, nymphs, Stags, Foxes, and Bears.
Worshipers:
Druids, dryads, Elves, Halflings, Hunters, , Rangers, Young Women
Worshipers Alignment:
Mainly N or CG (Always Non Evil)
Divine Artifact:
Ivory Bow of True Strike
Favored Weapon: Bow
Favored Class: Druid, Ranger
Benefits: clerics and favored classes of Artemis gain an inherent +1 attack bonus against aberrations. This bonus does stack with a ranger’s favored enemy bonus. clerics also gain proficiency in any single type of bow (if not already proficient from multiclassing). Artemis is the daughter of Zeus and Leto and the twin brother of Apollo. Like her brother, she carries a magical bow and arrows capable of dealing sudden death. Artemis is a goddess of extremes.
Major Temple Sites
: Vravrona Ephesus

Duties of the Priesthood : Only women may become druids or Clerics of Artemis. They must live in the forests, tending the animals, avoiding men, and, above all, remaining chaste and unmarried. Artemis punishes any violation of the rules concerning chastity by the permanent withdrawal of all powers and standing in her church. They tend to retire from civilization like their deity, they spend much time with animals and sylvan fey.

Witches who worship the Artemis aspect of the Goddess are on good terms with druids. These witches are common in both Amazon tradtions and Amazon societies. As a witch of Artemis a woman pledges never to copulate with a man. These witches are both chaste and celibate. These witches may also choose to take the bow and arrow as their weapon.

She is part of a trinity of Artemis (maiden), Hestia (mother), and Hecate (crone).

Clerical Training: Priestesses of Artemis typically dress in deerskin or moss green tunics., living in the woods where they can tend to the plants and animals. They train in hunting and animal husbandry as well as in herbalism.

Quests: Artemis sends her priestesses to protect wildlife and forested areas threatened by human hunters or supernatural creatures. She occasionally sends them to protect a young
woman whose life and honor men threaten.

Prayers: Hunters pray to Artemis, as do herbalists. Young women pray to her if independent and do not want to be confined by marriage. Druids include her in their prayers, seeing Artemis as a representation of the forest itself.

Shrines: As an Olympian deity, Artemis is revered as part of the whole pantheon, usually alongside Apollo the twins share temples in many cities. But Artemis has small, simple shrines devoted to her alone scattered through the wilderness. These shrines are located in sacred groves or beside pure streams.

Rites and Dogma: Artemis does not care for elaborate rituals. Her ceremonies are short and direct, always taking place in the wild.Artemis’s teachings emphasize the value and sacred worth of the wilderness and its inhabitants. She is a friend of nymphs and dryads, and somewhat less fond of centaurs and satyrs (her sympathies clearly lie with women of all species). She calls on her followers, including these sylvan creatures, are called to protect wilderness areas, preventing their destruction or wasteful use. Artemis loves the rugged life of a huntress. Except for helping women during childbirth, she avoids involving herself in any other human matters. She values her privacy, and will severely punish any man violating it. Omens from Artemis are always delivered by wild beasts. Although renowned as a huntress, she exhorts her followers to hunt only what they need for food, never to hunt simply for sport.

Herald and Allies: Woodland creatures answer Artemis’ call, particularly stags, foxes, and bears. Her twin brother Apollo is her greatest ally.

Trojan War Attitude: Artemis sides with the Trojans mainly because her twin brother Apollo supports them; she generally follows his lead. She does not fight in the war herself, however, except when all the gods face off , and even then she is hesitant to stand against Hera.

Artemis
Druid 20/Ranger 20
Large outsider
Divine Rank 15
Hit Dice 20d8+180 (outsider) plus 20d8+180 (Drd) plus 20d10+180 (Rgr) (1,060 hp)
Initiative +19, always first (+15 Dexterity, +4 Improved Initiative, Supreme Initiative)
Speed 80 ft.
AC 79 (–1 size, +15 Dexterity, +15 divine, +28 natural, +12 deflection)
Attacks +5 keen short sword +70/+65/+60/+55 melee; or Huge +5 mighty speed composite longbow (+11 Strength bonus) with +5 arrows +84/+84/+79/+74/+69 ranged; or spell +65 melee touch or +69 ranged touch
Damage +5 keen short sword 1d8+16/18–20; or Huge +5 mighty speed composite longbow (+11 Strength bonus)with +5 arrows 2d6+36/19–20/×3; or by spell
Face/Reach 5 ft. by 5 ft./10 ft.
Special Attacks Domain powers, salient divine abilities, spell-like abilities.
Special Qualities Divine immunities, DR 50/+4, fire resistance 35, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, teleport without error at will, plane shift at will, a thousand faces, favored enemies (animals +5, beasts +4, magical beasts +3, aberrations +2, giants +1), nature sense, resist nature’s lure, timeless body, trackless step, venom immunity, wild shape (Tiny, Small, Medium-size, Large, Huge, or dire animal 6/day, elemental 3/day), woodland stride, SR 67, divine aura (1,500 ft., DC 37).
Saves Fort +56, Ref +62, Will +57.
Abilities Strength 32, Dexterity 40, Constitution 29, Intelligence 26, Wisdom 26, Charisma 35.
Skills* Animal Empathy +87, Concentration +84, Handle Animal +87, Heal +85, Hide +76, Intuit Direction +83, Jump +66, Knowledge (arcana) +43, Knowledge (nature) +83, Knowledge (religion) +43, Listen +65, move silently +70, Profession (herbalist) +63, Ride (horse) +32, Scry +43, Search +43, Spellcraft +43, Spot +65, Swim +46, Wilderness Lore +83.
*Always receives a 20 on checks.
Feats Alertness, Combat Reflexes, Dodge, Combat Expertise, Far Shot, Improved Critical (composite longbow), Improved Initiative, Iron Will, Mobility, Plant Control, Plant Defiance, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Run, Sharp-Shooting, Shot on the Run, Track, Weapon Focus (composite longbow).
Divine Immunities Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities Alter Reality, Alter Size, Area Divine Shield, Avatar, Call Creatures (animals), Control Creatures (fey), Divine Archery, Divine Celerity, Divine Dodge, Divine Shield, Divine Weapon Focus (composite longbow), Divine Weapon Specialization (composite longbow), Extra Domain (Moon), Grow Creature (animals), Increased Spell Resistance, Mind of the Beast, Speak with Creatures (animals), Speak with Creatures (plants), Supreme Initiative.
Domain Powers 15/day use animal friendship; cast good spells at +1 caster level; 15/day rebuke or command plant creatures; 15/day greater turning.
Spell-Like Abilities Artemis uses these abilities as a 25th-level caster, except for law spells, which she uses as a 26th-level caster. The save DCs are 37 + spell level. Aid of the Wind, Animal Shapes, Animate Plants, Antilife Shell, Arrowfire, Arrowlink, Arrowlink, Greater, Arrowspark, Barkskin , Body of Moonlight, Calm Animals, Command Plants, Commune with Nature, Control Plants ,Curse of Lycanthropy, Dominate Animal, Entangle, Hold Animal, Horizon Shot, Lunar Armor, Lunar Speed, Lunar Revelation, Moonbow, Moonlit Stroll, Plant Growth, Repel Wood, Repetitive Shot, Sacrificial Shot, Shambler ,Shapechange, Strength of the Tide, Summon Nature's Ally IV, Summon Nature's Ally VIII, True Strike, Wall of Thorns, Waxing Health.

Druid Spells/Day: 6/7/7/7/7/6/5/5/5/4; base DC = 18 + spell level.

0-Level create water, detect magic, detect poison, know direction, read magic, spirit of the season

1st-Level Artemis’ blessing, bless growth, charm animal, detect snares and pits, entangle, magic fang, pass without trace

2nd-Level animal messenger, animal trance ,bear's endurance , delay poison, ears of the bat, reduce animal, summon nature's ally II

3rd-Level Artemis’ grace, feral spirit, magic fang, greater, neutralize poison, quench, snare, youthful vigor,

4th-Level air walk, bounty/strength to the unborn, command plants, cure serious wounds, dispel magic, freedom of movement, mark of Artemis,

5th-Level animal camouflage, greater , animal growth, awaken, baleful polymorph, hallow, wall of thorns,

6th-Level control outcome of birth, find the path, ironwood, transport via plants, wall of roses

7th-Level changestaff , control weather, heal, summon nature's ally VII, true seeing

8th-Level control plants, cure serious wounds, mass, eye of the storm, summon nature's ally VIII, whirlwind,

9th-Level foresight, regenerate, shapechange, summon nature's ally IX,

Ranger Spells/Day: 5/5/5/5; base DC = 18 + spell level.

1st-Level Alarm, Calm Animals, Delay Poison , Longstrider, Speak with Animals,

2nd-Level Air Walk Minor, Cat's Grace, Speak with Plants, Spike Growth,

3rd-Level Darkvision, Reduce Animal, Remove Disease, Tree Shape, Water Walk,

4th-Level Aim of Sagittarius ,Freedom of Movement ,Nondetection ,Summon Nature's Ally IV , Tree Stride

Other Divine Powers

As an intermediate deity, Artemis automatically receives a die result of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal.

Senses: Artemis can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, she can perceive anything within fifteen miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 15 hours.

Portfolio Sense: Artemis senses any act of hunting and any other act that affects a wild animal, and retains the sensation for fifteen weeks after the event occurs.

Automatic Actions: Artemis can use Animal Empathy, Handle Animal, Intuit Direction, Knowledge (nature), Listen, Profession (herbalist), Spot, or Wilderness Lore as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round.

Create Magic Items: Artemis can create any magic bow, arrow, sword, or quiver, a sylvan scimitar, a cloak or boots of elvenkind, a staff of the woodlands, bracers of archery greater, a druid’s vestment, or a ring of animal friendship, as long as the item’s market price does not exceed 200,000 gp.

Avatars

Artemis’s avatars appear as young women or dryads. She only rarely sends them into the world.
Avatar of Artemis:
As Artemis except divine rank 7;
Init +19;
AC 63 (touch 33, flat-footed 48);
Atk +63/+58/+53/+48 melee (1d8+16/18–20, +5 keen short sword) or +71/+66/+61/+56 ranged (2d6+28/×3, Huge +5 mighty speed composite longbow (+11 Strength bonus) with +5 arrows) or spell +57 melee touch or +61 ranged touch; SQ DR 42/+4, fire resistance 27, SR 39, divine aura (700 ft., DC 29); SV Fort +48, Ref +54, Will +49;
all skill modifiers reduced by 8.
Salient Divine Abilities: Alter Form, Alter Size, Call Creatures (animals), Divine Celerity, Divine Dodge, Divine Archery, Divine Weapon Focus (composite longbow), Divine Weapon Specialization (composite longbow), Extra Domain (Moon).
Spell-Like Abilities: Caster level 17th; saving throw DC 29 + spell level.

Artifact of the Gods that the Avatar may possess:

Ivory Bow of True Strike:

Prized by Artemis, this elegant pure ivory longbow is a twin to Apollo’s Silver Bow. It carries the following magical and divine properties (20th level):

•No range limitations. If the wielder can see the target, it is subject to being hit.

True Strike at will.

greater invisibility at will.

icy burst upon a critical hit.

•Can turn a normal non-magical arrow into an Arrow of Slaying (any type) – 1/day.

•Once per day, before making an attack, the wielder may choose to forgo the damage and inflict a polymorph other spell upon the target instead. There is no saving throw but Spell Resistance does apply.

Languages: Can communicate with any creature capable of language.

In Roman mythology, Diana was the goddess of the hunt, being associated with wild animals and woodland, and also of the moon. In literature she was the equivalent of the Greek goddess Artemis, though in cult beliefs she was Italic, not Greek, in origin. Diana was worshiped in ancient Roman religion and is currently revered in the religions of Religio Romana Neopaganism and Stregheria.

Along with her main attributes, Diana was an emblem of chastity. Oak groves were especially sacred to her. According to mythology, Diana was born with her twin brother Apollo on the island of Delos, daughter of Jupiter and Latona. Diana made up a triad with two other Roman deities: Egeria the water nymph, her servant and assistant midwife; and Virbius, the woodland god.

Roleplaying Elements from

Liber Mysterium
The Netbook of Witches and Warlocks

By Timothy S. Brannan and The Netbook of Witches and Warlocks Team
Full netbook can be found on the followng website

Dom of D20 / D&D 3e Netbooks and Downloads.

Diana is the Roman Goddess of fertility, the hunt and forests. But unlike Artemis, the witches of Diana are not required to be chaste or celibate. In the celebration of Beletane the witch copulates with a druid priest in order to bring fertility back to the earth. Some have even become Tantric witches. Obviously these witches are on very good terms with druid. Their religious practices are very similar to druid and to that Artemis.

The covens of Diana are often very old and very popular. The Amazon tradition is often known as the Cult of Diana because of their feverent devotion to the Goddess.

Alignment: N or CG

Areas of Influence: Hunting, Moon, Women

greek border

To Greek Gods To Medieval Gods To Witchcraft

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.