Olympian Gods

Boons and Spells


Upon completing a room, each player will receive their individual reward. Gods and their boons are random, however first reward in Tartarus will always feature a Core Boon: Primary, Special or Cast.

Each player will have their own God Pool of four Gods + Hermes.

Tier 2 boons (spells) are only available with a core boon prerequisite.


Zeus

King of the Olympians

  • Primary - Lightning Strike: Additional 1d6 lightning damage. If there's enemy within 5ft, they take the damage as well.
  • Special - Thunder Flourish: Additional 1d6 lightning damage to each target.
  • Cast - Electric Shot: Ranged attack up to chain of 3 enemies within 10 ft of each other. 1d6 lightning damage to each.
  • Call - Lightning Storm: 30ft circle around self. Each enemy must make CON save or take 1d10 lightning damage on a failed save, and half on success.
  • Spells:
    • Static Smite:
      • Special action.
      • Concentration until used - up to 1 minute.
      • Next primary attack or cast will inflict Jolted on enemy. Jolted enemy must make a CON save or take 1d6 lightning damage when they attack.
    • Storm Lightning:
      • Special action.
      • Instantaneous.
      • Your chain effects have range of additional 5ft for the turn.

Poseidon

God of the Sea

  • Primary - Tempest Strike: Changes damage to 1d12 and enemy must make STR save or be pushed back 10ft/knocked prone (player's choice).
  • Special - Tempest Flourish: Changes dmg to 1d10 and enemy must make STR save or be pushed back 10ft/knocked prone.
  • Cast - Flood Shot: Ranged attack roll (1d20 + DEX) - circle of 10ft on impact within range of 30ft. Changes damage to 1d6 and enemy must make a STR save or be pushed back 10ft/knocked prone.
  • Call - Breaking Wave: Surge forward up to half of your speed. Each enemy must make a STR save or take 1d10 damage on a failed save and be pushed 5ft, half on success and not pushed.
  • Spells:
    • Razor Smite:
      • Special action.
      • Concentration until used. - up to 1 minute.
      • Next primary attack or cast will inflict Rupture. Ruptured enemy must make a CON save or take 1d6 damage for every 5ft they move.
    • Rip Current:
      • Prerequisite: Breaking Wave.
      • Special Action.
      • Concentration until used - up to 1 minute.
      • Your next Breaking Wave will allow you to move up to your whole speed.

Athena

Goddess of Wisdom

  • Primary - Divine Strike: Changes damage to 1d12 radiant and when used as reaction, can deflect enemy projectiles. Roll 1d10 + STR/DEX and reduce the damage taken. If it is over the full damage, throw the projectile back with your DEX modifier.
  • Special - Divine Flourish: Changes damage to 1d10 radiant when used as reaction, can deflect enemy projectiles. Roll 1d10 + STR/DEX and reduce the damage taken. If it is over the full damage, throw the projectile back with your DEX modifier.
  • Cast - Phalanx Shot: Ranged attack roll (1d20 + DEX), impact in radius of 10ft, 1d6 radiant damage. When used as reaction, can deflect enemy projectiles. Roll 1d10 + STR/DEX and reduce the damage taken. If it is over the full damage, throw the projectile back with your DEX modifier.
  • Call - Divine Protection: Shield surrounds you and blocks all incoming attacks for next round. Can reflect incoming attack back at enemy. Roll 1d10 + STR/DEX and reduce the damage taken. If it is over the full damage, throw the projectile back with your DEX modifier.
  • Spells:
    • Bronze Skin:
      • Special action.
      • Instantaneous.
      • Gain resistance to all damage for one turn.

Artemis

Goddess of the Hunt

  • Primary - Deadly Strike: Changes damage to 1d10 and enables Critical hit on 18-20.
  • Special - Deadly Flourish: Changes damage to 1d8 and enables Critical hit on 18-20.
  • Cast - True Shot: Ranged attack roll (1d20 + DEX), 1d6 and enables Critical hit on 18-20. Ignores shields.
  • Call - Hunter's Mark: Send out a seeking arrow up to 5 enemies. Enemies must make a CON save or take 1d10 damage on fail, half on success.
  • Spells:
    • Clean Kill:
      • Special action.
      • Concentration until used. - up to 1 minute.
      • Next time you strike a critical hit, roll additional dice.
    • Fully Loaded:
      • Full action.
      • Concentration - 1 minute.
      • Gain one additional cast for the length of the spell.

Aphrodite

Goddess of Love and Beauty

  • Primary - Heartbreak Strike: Changes damage to 1d12 psychic and enemy must make a CON save or be Weakened - their next attack will do -1d4 damage.
  • Special - Heartbreak Flourish: Changes damage to 1d10 psychic and enemy must make a CON save or be Weakened - their next attack will do -1d4 damage.
  • Cast - Crush Shot: 10ft wide, 10ft long cone, melee attack roll (1d20 + STR). On hit, 1d6 psychic damage and enemy must make a CON save or they will be Weakened - their next attack will do -1d4 damage.
  • Call - Unhealthy Fixation: Send out a seeking arrow that Charms enemies. Enemies must make a CON save or be Charmed. Can repeat at the end of its turn. Enemies must make a DEX save, or take 1d10 psychic damage on fail, half on success
  • Spells:
    • Sweet Surrender:
      • Special action.
      • Instantaneous.
      • One weakened enemy of your choice will take additional 1d4 psychic damage from next source of damage.
    • Blown Kiss:
      • Prerequisite: Crush Shot.
      • Full action.
      • Concentration - 1 minute.
      • Your Crush Shot cast will become 20ft long and undamaged foes will take additional 1d4 psychic damage.

Ares

God of War

  • Primary - Curse of Agony: Additional 1d6 necrotic damage and target must make a CON save of be infliced with Doom - enemies will take additional 1d4 necrotic damage on their turn.
  • Special - Curse of Pain: Additional 1d6 necrotic damage and target must make a CON save of be infliced with Doom - enemies will take additional 1d4 necrotic damage on their turn.
  • Cast - Slicing Shot: Send out Blade rift - 15ft line, every enemy must make a DEX save or take 1d6 necrotic damage.
  • Call - Vicious Cycle: Turn into a Blade Rift and move forward up to half of your speed. Each enemy must make a DEX save or take 1d10 necrotic damage on failed, and half on success.
  • Spells:
    • Black Metal:
      • Prerequisite: Slicing Shot or Vicious Cycle.
      • Special action.
      • Concentration until used - up to 1 minute.
      • Next Blade rift (Cast or Call) will be 5ft wider.
    • Rage Smite:
      • Special action.
      • Concentration until used - up to 1 minute.
      • Next primary attack or cast will deal additional 1d6 necrotic damage and target must make a CON save of be infliced with Doom - enemies will take additional 1d4 necrotic damage on their turn.

Dionysus

God Wine

  • Primary - Drunken Strike: Additional 1d6 poison damage and target must make a CON save or be Hungover - take half of the damage taken again at the beginning of their turn.
  • Special - Drunken Flourish: Additional 1d6 poison damage and target must make a CON save or be Hungover - take half of the damage taken again at the beginning of their turn.
  • Cast - Trippy Shot: Throw a bomb of 10ft radius circle within 30ft, each enemy must make a DEX save or take 1d6 poison damage.
  • Call - Black Out: 30ft circle around self. Each enemy must make CON save or take 1d10 poison damage on a failed save and become Hungover, and half on success, not hungover.
  • Spells:
    • Premium Vintage:
      • Special action.
      • Instantaneous.
      • Heal yourself or ally within 10ft for 3d6 healing when you consume Nectar. Receive one now.
    • Numbing Smite:
      • Special action.
      • Concentration until used - up to 1 minute.
      • Next primary attack or cast will inflict Hangover on nearest enemy.

Demeter

Goddess of Seasons

  • Primary - Frost Strike: Changes damage to 1d12 cold and enemy must make a CON save or be Chilled - slows their speed in half and they cannot take reactions.
  • Special - Frost Flourish: Changes damage to 1d10 cold and enemy must make a CON save or be Chilled - slows their speed in half and they cannot take reactions.
  • Cast - Crystal Beam: Place a beam within 30ft of self that will target nearest enemy. Make ranged attack roll (1d20 + DEX), 1d6 cold damage.
  • Call - Winter Harvest: 30ft circle around self. Each enemy must make CON save or take 1d10 cold damage on a failed save and be Chilled, and half on success, not chilled. Chilled enemies have their speed slowed in half and cannot take reactions.
  • Spells:
    • Nourished Soul:
      • Full action.
      • Instantaneous.
      • Heal everyone in 30ft radius for 1d4 healing.
    • Glacial Glare:
      • Prerequisite: Crystal Beam
      • Special action.
      • Concentration - 1 minute.
      • Your cast will stay on the ground until the spell ends.

Hermes

God of Swiftness

  • Primary - Swift Strike: Allows player to use primary attack twice in one turn.
  • Special - Swift Flourish: Allows player to use secondary attack twice in one turn.
  • Cast - Maybe soon...:
  • Call - Quick Favor: Allows Call to be used once every 2 turns.
  • Spells:
    • Greater Haste:
      • Special action.
      • Concentration - 1 minute.
      • Gain additional 10ft speed.
    • Hyper Sprint:
      • Special action.
      • Instantaneous.
      • After moving your full speed, gain resistance to next damage taken.
    • Side Hustle:
      • Special action.
      • Instantaneous.
      • Gain 10 obols upon entering next chamber.