Artemis appears as a lithe, radiant woman clad in silver and forest greens, crowned with a circlet of stars and carrying a bow strung with moonlight. Her eyes gleam with fierce independence and untamed wildness. She moves with the silent grace of a stalking predator and commands the forces of nature with unyielding authority. Artemis is accompanied by a loyal pack of swift hunting dogs and is surrounded by a shimmering aura of lunar light.
Abilities:
Moonlit Precision: Artemis’s arrows never miss their mark under the moonlight, capable of striking silently from impossible distances.
Warden of Wilderness: She commands animals, plants, and natural terrain, twisting the wilds to her will to protect the balance.
Protector of the Innocent: She fiercely defends children and maidens, punishing those who harm or dishonor them with swift vengeance.
Chaste Vow: Artemis demands purity and loyalty, punishing betrayal or desecration of her sacred ideals.
Personality: Stoic and distant, Artemis is fiercely independent and self-reliant. She demands respect for nature and personal freedom and can be ruthless in defending her domain. Yet she is also a compassionate protector to those who live in harmony with her laws.
Bio Summary
Artemis is the ancient Greek goddess of the hunt, wilderness, and the moon. Born to Zeus and Leto, and twin sister to Apollo, Artemis embodies the fierce, untamed spirit of nature and the wild. Her primary purpose is to maintain the balance between civilization and the wild, protecting the natural world and those who depend on it—especially women, children, and animals.
Driven by a deep sense of justice and purity, Artemis enforces her will with unyielding determination. She demands respect for nature’s laws and punishes those who harm the innocent or exploit the wild for selfish gain. Her actions are not born of cruelty but from a desire to preserve life’s delicate balance and safeguard freedom.
Through her vigilant watch, Artemis hopes to achieve a world where the wilderness thrives alongside humanity—untouched by corruption and preserved in its purest form. She serves as a reminder of nature’s power and mystery, inspiring reverence and fear in equal measure.
Divine Awareness. Artemis automatically detects lies and illusions within 120 ft.
Freedom of the Wild. Artemis can’t be restrained, grappled, or magically tracked unless she wills it.
Moonlight Step. Artemis can teleport up to 120 feet to an area of dim light or moonlight as a bonus action, leaving behind a trail of silver starlight.
Legendary Resistance (5/Day)
If Artemis fails a saving throw, she can choose to succeed instead.
Spellcasting. Artemis is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). She has the following spells prepared:
Cure Wounds, Entangle, Hunter’s Mark, Detect Evil and Good, Sanctuary, Faerie Fire
2nd level (5 slots):
Moonbeam, Lesser Restoration, Pass Without Trace, Find Traps
3rd level (4 slots):
Conjure Animals, Daylight, Plant Growth, Protection from Energy, Speak with Dead
4th level (3 slots):
Freedom of Movement, Guardian of Nature, Divination
5th level (3 slots):
Greater Restoration, Swift Quiver, Tree Stride, Commune with Nature
6th level (2 slots):
Wall of Thorns, Heal, Find the Path
7th level (2 slots):
Mirage Arcane, Crown of Stars, Conjure Celestial
8th level (1 slot):
Sunburst, Animal Shapes, Antipathy/Sympathy
9th level (1 slot):
Shapechange, Foresight
Actions
Multiattack. Artemis makes three attacks with Crescent Bow or two with Moonblade.
Crescent Bow.Ranged Weapon Attack: +23 to hit, range 600/1800 ft., one target.
Hit: 55 (8d10 + 14) radiant or piercing damage (Artemis’s choice). The target must succeed on a DC 27 Wisdom saving throw or be banished to the Wild Moon for 1 minute (as banishment, no concentration).
Moonblade.Melee Weapon Attack: +18 to hit, reach 5 ft., one target.
Hit: 42 (6d10 + 8) radiant damage. If the target is evil-aligned, it takes an additional 22 (4d10) radiant damage.
Call of the Wild (Recharge 5–6). Artemis summons 3d4 celestial beasts of CR 5 or lower. The summoned creatures are chosen from the following list:
1d4 Celestial Unicorns (MM)
1d4 Celestial Giant Owls (with 120 ft. darkvision and truesight 60 ft.)
1d4 Celestial Dire Wolves (with Pack Tactics and moonlight-infused bites dealing radiant damage)
1d4 Moonlight Stags (unique CR 5 creature: spectral elk with teleportation and radiant charge) They appear within 60 ft. of Artemis in glowing pools of moonlight and act immediately after her in initiative. They remain for 1 hour or until dismissed.
Legendary Actions
Artemis can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Artemis regains spent legendary actions at the start of her turn.
Moonstep. Artemis teleports up to 60 ft. to a space she can see.
Silver Shot. Artemis makes one Crescent Bow attack.
Starlit Veil (Costs 2 Actions). Artemis becomes invisible until the end of her next turn or until she attacks.
Hunter’s Oath (Costs 3 Actions). Artemis marks one creature she can see within 120 feet. Until the end of her next turn, all attacks against that creature have advantage and deal an additional 3d10 radiant damage.
Mythic Actions (If reduced below 475 HP)
When first reduced below half HP, Artemis calls upon her full divine essence. She gains the following benefits:
Restores 300 HP immediately.
Her bow attacks deal an additional 2d10 radiant damage.
She can now take 2 legendary actions per turn, rather than 1.
New Legendary Action: Moonfall (Costs 3 Actions). Artemis channels a beam of divine moonlight in a 120-ft.-long, 10-ft.-wide line. Each creature in the area must make a DC 27 Dexterity saving throw, taking 88 (16d10) radiant damage on a failure, or half as much on a success. Undead and fiends have disadvantage on this save.
Regional Effects
The region within 6 miles of Artemis’s lair (usually a sacred moonlit glade) is changed by her divine presence:
Moonlit Nights. The moon always shines clearly, even on overcast nights.
Nature’s Watch. Beasts act as eyes and ears for Artemis; she is aware of anything they witness.
Sanctuary of the Wild. Evil creatures cannot teleport or plane shift into the area.
Defying Artemis in her domain is to defy the untouched wilds themselves. To face her is to stand alone under a silver moon, watched by a goddess who never misses.
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
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, Poseidons 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 ServantsOrion Servitor Creaturesdryads, 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 rangers 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.Artemiss 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.
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).
Artemis with a hind, better known as “Diana of Versailles”. Marble, Roman artwork, Imperial Era (1st-2nd centuries CE). Found in Italy.
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 druids 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 Apollos 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.
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
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.
Armor Class 17 (natural armor) Hit Points 136 (16d10 + 48) Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
18 (+4)
16 (+3)
10 (+0)
18 (+4)
20 (+5)
Saving Throws Wis +8, Cha +9 Skills Perception +8, Insight +8, Athletics +9 Damage Resistances radiant, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 18 Languages Celestial, understands Sylvan, telepathy 60 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3
Innate Spellcasting.
The Moonlight Stag’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will:light, druidcraft, misty step (only into dim light or moonlight)
3/day:moonbeam (3rd level), calm emotions
1/day:greater invisibility (self only), revivify
Lunar Stride.
The stag ignores difficult terrain caused by natural foliage or magical darkness. While moving through moonlight, its speed increases by 10 feet and it leaves glowing hoofprints that fade after 1 round.
Radiant Form.
While in dim or bright moonlight, the stag sheds dim light in a 20-foot radius. Fiends and undead that start their turn in this light must succeed on a DC 15 Constitution saving throw or be blinded until the start of their next turn.
Divine Presence.
Beasts and celestials within 30 feet of the stag have advantage on saving throws against being charmed or frightened.
Actions
Goring Antlers.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 9 (2d8) radiant damage. If the target is a fiend or undead, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Lunar Charge (Recharge 5–6).
The stag vanishes in a silver flash and reappears up to 60 feet away in a straight line. Each creature in its path must make a DC 16 Dexterity saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much on a success. Fiends and undead make this save with disadvantage.
Bonus Actions
Moonstep (Recharge 4–6).
The stag teleports up to 30 feet to an unoccupied space it can see that is in dim light or moonlight.
Reactions
Veil of the Silver Grove.
When the stag or an ally within 10 feet is targeted by an attack, the stag can veil the target in moonlight, imposing disadvantage on the attack roll.
Tactics & Behavior
Combat Role: Guardian and disruptor. The stag protects weaker allies, using Lunar Charge to scatter foes and Moonstep to stay mobile.
Summoned Purpose: When called by Artemis, the stag instinctively shields her and draws enemy focus, acting as a divine sentinel of the wild.
Divine Aura: Wherever it walks, the stag embodies Artemis’s grace and dominion over untouched nature and moonlight.
Moonlight Stags are said to form from the dreams of forest spirits and the silent tears of the moon. Majestic and elusive, they appear only at the will of the divine—or in the hour of nature’s direst need.
Artemis stands as a primal force of balance between civilization and wilderness. She is the moonlit huntress, eternal maiden, and guardian of the untamed. Where cities rise and empires spread, Artemis marks invisible boundaries—through sacred groves, enchanted beasts, and wild lands that resist dominion. Her essence flows in moonlight; her warnings echo in the call of owls and wolves. Her justice is precise, swift, and inescapable.
Though she is among the Olympians, Artemis distances herself from divine politics and courtly games. She walks the wild earth instead—alone, vigilant, unyielding. To mortals, she may appear as a silver-eyed archer, a white stag in a dark forest, or a fleeting presence beneath a waxing moon.
Purpose and Divine Agenda
Artemis’s divine mission is to protect that which is sacred, vulnerable, and unclaimed. She upholds the purity of nature, the freedom of women, and the mystery of untouched places. She stands against unchecked expansion, desecration of the natural world, and violations of sacred oaths. Her followers—often druids, rangers, hermits, and huntresses—are oathbound to defend the equilibrium between civilization and the wild.
As a deity of thresholds and transitions, Artemis is also a guardian of the liminal: the space between girlhood and womanhood, predator and prey, mortal and divine. Her rites are conducted under the moon, far from the eyes of kings and clerics. Those who invoke her do so with reverence and purpose, for Artemis grants no favor lightly.
Motivations and Reason for Action
Artemis acts in defense of balance. She intervenes only when her sacred order is threatened:
When forests are razed without offering or prayer.
When animals are hunted for sport rather than need.
When women or children are harmed and no justice is done.
When arrogance trespasses upon the wild as though it were empty and unclaimed.
Her justice is not theatrical—it is quiet, exacting, and often arrives without warning. A defiler may fall ill under the full moon, vanish while hunting, or be found with an arrow in the heart, no footprints in the snow.
Goals and Aspirations
Artemis seeks not power, but respect. Her divine aspiration is a world in which the wild is not conquered, but honored; where humans live in harmony with the sacred rhythms of nature. She champions:
The preservation of wilderness as sacred and inviolable.
The protection of the vulnerable and innocent.
The freedom of women to choose their own path.
The enforcement of ancient pacts and natural law.
She envisions a world where balance is kept not through dominion, but through reverence.
Presence in the World
Temples dedicated to Artemis are not built but found—ancient groves, moonlit springs, and remote mountain clearings. Her influence is strongest in places where civilization yields to the primal: deep forests, untouched islands, high plateaus, and hidden valleys.
Her worshippers are few but deeply devoted—solitary warriors, midwives, wild witches, and guardians of sacred lands. They do not proselytize. They protect, they guide, and when necessary, they punish.
Artemis does not crave adoration; she demands awareness. In a world ruled by gods, she is the stillness in the forest, the breath before the arrow flies, the boundary no empire can cross.
Artemis seeks to maintain wild spaces untouched by civilization—not out of nostalgia, but because these places are vital to the world’s spiritual and ecological balance. She empowers guardians—mortal and divine—to defend these places. Her plan includes the protection of sacred beasts, ancient forests, and lands where no ruler’s banner flies.
“Where no road dares to tread, she walks.”
2. Uphold the Sacred Laws of Life
She defends transitions—the passage from youth to adulthood, from life to death, from peace to fury. Her plan involves guiding mortals through these thresholds with strength, dignity, and freedom. Midwives, hunters, and priestesses are her instruments. She punishes those who exploit or harm the vulnerable during these transitions, especially women and children.
“Innocence is not weakness. It is a vow unbroken. Artemis keeps what others discard.”
3. Enforce Respect for Natural Order
Artemis is not against civilization, but she demands that it know its place. Her plan is not to destroy cities, but to teach them to fear and revere the wilderness. Her interference is rare, but when cities overreach, she brings famine, plague, or beasts to remind mortals that the wild is older than any empire.
“She does not shout. She arrives.”
4. Inspire Self-Sufficiency and Sacred Solitude
Artemis values independence, especially among women. Her long-term goal is the liberation of those who wish to remain untouched by ownership, marriage, or servitude. Her plan is to raise and protect individuals—often maidens, outcasts, or outlaws—who embody her values and live by their own strength.
“To be alone is not to be forsaken. It is to walk beside her.”
5. Maintain Balance Between Life and Death
As a huntress, Artemis takes life—but always with purpose, never wastefully. Her plan ensures that death feeds life, and that every action—whether by beast, god, or mortal—serves a place in the great turning cycle. Where this balance is disrupted, she intervenes.
“Every drop of blood must answer for its purpose.”
Summary:
Artemis’s plan is not to rule the world, but to preserve its soul. She is not a goddess of expansion, conquest, or ideology. She is a force of nature given form: deliberate, wild, protective, and terrifying when defied. Her plan is to keep the world whole, even if it means destroying what others call progress.