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Thoth (God of Wisdom; God of time, magic and writing; God of the moon)

“Unlock the Secrets of the Universe with Thoth, the All-Knowing Egyptian God of Wisdom!”

Thoth (God of Wisdom; God of time, magic and writing; God of the moon)
Midjourney: 35fdb111-39c5-48f6-b5ea-913ba59ddbfe
  • Pantheon: Egyptian pantheon
  • Deity Title: Thoth, Djehuty
  • Deity Symbol: Ibis, Moon disk with crescent, writing utensils
  • Home Plane: Duat (Underworld) or Hermopolis (Egyptian city associated with Thoth)
  • Deity Level: Greater deity
  • Alignment: Lawful Neutral
  • Aliases: Lord of Divine Words, Scribe of the Gods, Keeper of Knowledge
  • Superior: Ra, Atum
  • Traditional Allies: Ma’at, Seshat, Hathor, Horus, Isis
  • Traditional Foes: Apep (Apophis), Set, Chaos creatures
  • Divine Artifact: Scepter of Thoth, Book of Thoth
  • Servants: Baboons, ibises, scribes, librarians
  • Servitor Creatures: Ibises, baboons, sphinxes
  • Sacred Animal: Ibis
  • Manifestations: Owls, ibises, moonlight, glowing hieroglyphs, shimmering pages, disembodied voice, flashes of insight
  • Signs of Favor: Clear thinking, heightened intuition, success in scholarly pursuits, protection from magical threats, accurate divination
  • Worshipers: Scribes, scholars, librarians, judges, magicians, students, those seeking wisdom and knowledge
  • Cleric Alignments: Lawful Neutral, Lawful Good, True Neutral
  • Specialty Priests: Scribes of Thoth, Keepers of Lore, Wisdom Seekers
  • Holy Days: Thoth Festival (held during the second month of the Egyptian lunar calendar), Full Moon rituals, New Year’s Day (as Thoth was associated with timekeeping)
  • Portfolio: Wisdom, knowledge, writing, magic, science, judgment, arbitration, lunar cycles, timekeeping
  • Domains: Knowledge, Magic, Writing, Moon
  • Favored Weapon: Staff of Thoth
  • Favored Class: Wizard, Cleric
  • Favored Race: Humans, Aarakocra (avian humanoid race)
  • Duties of the Priesthood: Record-keeping, transcription of texts, teaching, preservation of knowledge, conducting rituals, providing counsel and arbitration
  • Major Cult/Temple Sites: Hermopolis, Heliopolis, Memphis, Karnak
  • Benefits: Enhanced knowledge and understanding, ability to decipher ancient texts, protection against dark magic, access to Thoth’s libraries and archives, divine guidance in matters of law and judgment

Thoth, the Egyptian god of wisdom and knowledge, stands before you in his divine form. He appears as a tall figure, gracefully robed in shimmering blue and gold, radiating an aura of wisdom and intellect. His keen, almond-shaped eyes gleam with the depth of ancient knowledge, while his long, slender fingers hold a stylus and scroll, symbols of his mastery over writing and record-keeping.

Thoth’s face bears the resemblance of both man and bird, with a refined, hawk-like nose and a sharp, beak-like mouth. Feathers adorn his head, forming a regal crown that represents his connection to the avian world. From his back, majestic wings stretch out, their feathers shimmering in iridescent shades of blue and gold, embodying his ability to transcend earthly boundaries.

His presence exudes an air of tranquility and contemplation, as if every word he utters carries profound wisdom. With each movement, his elegant robes sway gracefully, accentuating his composed demeanor. As the god of writing, magic, and the divine word, Thoth embodies the perfect balance of intellect, intuition, and divine insight.

Bio: Thoth, known as Djehuty in ancient Egypt, is a deity revered for his immense wisdom and intellectual prowess. As the scribe of the gods and the recorder of all events, he plays a vital role in the divine pantheon. Thoth is believed to have been present during the creation of the world and is credited with inventing writing and hieroglyphs, bringing the gift of knowledge to humanity.

Beyond his role as a divine scribe, Thoth serves as a mediator and judge in the afterlife, overseeing the weighing of the heart ceremony. He guides souls on their journey to the realm of the blessed, ensuring justice and maintaining cosmic order.

Thoth’s insatiable thirst for knowledge and his desire to preserve and transmit wisdom drive his actions. He is the patron of scholars, scientists, and magicians, inspiring them to seek truth and unravel the mysteries of the universe. Thoth’s ultimate goal is to bring enlightenment to both gods and mortals, promoting harmony, balance, and the pursuit of knowledge in all aspects of existence.

The mysterious deity Thoth appears as a slender human with the head of an ibis. As the god of science, knowledge, and medicine, Thoth is an important figure in the pantheon. He is the inventor of writing and arithmetic, and the god of scribes, sages, libraries, and knowledge in general. Thoth is not related, even by marriage, to any other deity in the Pharaonic pantheon, and his origins are not clear, a fact that makes him something of an outcast.

On the other hand, there are those who believe that it was he, not Ra, who was the source of all creation. Some legends say that he was present at creation, recording the events of Re’s birth as they occurred. Others say he is a son of Re, brother of Shu and Tefnut.

It is said that Thoth maintains a set of three great books in which all knowledge is recorded. These books are locked away at the heart of a great crypt.

Thoth, the Divine Scribe

Thoth (God of Wisdom; God of time, magic and writing; God of the moon)
Midjourney

Medium celestial (deity), lawful neutral

Armor Class 28 (natural armor) Hit Points 850 (50d8 + 500) Speed 50 ft., fly 90 ft.

STRDEXCONINTWISCHA
26 (+8)30 (+10)30 (+10)40 (+15)40 (+15)30 (+10)

Saving Throws Int +22, Wis +22, Cha +17 Skills Arcana +22, History +22, Insight +22, Perception +22 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 32 Languages all, telepathy 120 ft. Challenge 40 (123,000 XP)

Divine Knowledge. Thoth knows all languages and can communicate with any creature that has the ability to speak.

Innate Spellcasting. Thoth’s spellcasting ability is Intelligence (spell save DC 30, +22 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  • At will: comprehend languages, detect magic, dispel magic, plane shift
  • 3/day each: foresight, time stop
  • 1/day each: gate, wish

Legendary Resistance (3/day). If Thoth fails a saving throw, he can choose to succeed instead.

Divine Presence. He emits an aura of divine power in a 60-foot radius. All allies within this aura have advantage on saving throws against spells and other magical effects.

Actions

Staff of Thoth. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage plus 22 (5d8) radiant damage. The target must succeed on a DC 30 Constitution saving throw or be stunned until the end of its next turn.

Arcane Blast. Ranged Spell Attack: +22 to hit, range 120 ft., one target. Hit: 44 (8d10) force damage. If the target is a creature, it must succeed on a DC 30 Intelligence saving throw or be stunned until the end of its next turn.

Time Manipulation. He can manipulate the flow of time, taking an additional turn immediately after his current turn. This ability recharges after Thoth finishes a long rest.

Divine Artifacts

The Three Great Books of Thoth

The Three Great Books of Thoth
Midjourney

The Book of Wisdom: This ancient tome is bound in celestial leather and adorned with intricate hieroglyphs. It contains the collective wisdom and knowledge of the cosmos, spanning across all realms and dimensions. Anyone who reads from its pages gains profound insight and understanding. Divine scholars and seekers of truth are drawn to this book, hoping to unlock its secrets and uncover hidden truths. Possessing the Book of Wisdom grants the reader advantage on all Intelligence-based ability checks and access to the knowledge of forgotten languages and ancient lore.

  • Artifact (Legendary)
  • This ancient tome weighs 10 pounds and requires attunement by a creature with high Intelligence or divine spellcasting abilities.
  • Abilities:
    • While attuned to the book, you gain a +4 bonus to Intelligence and Wisdom scores.
    • You have advantage on all Intelligence-based ability checks and saving throws.
    • You can read and understand any language, even secret or long-forgotten ones.
  • Knowledge Unveiled (1/Day): As an action, you can ask the book a question on any topic, and it will provide you with a comprehensive answer based on its vast knowledge.
  • Forbidden Knowledge: If you attempt to read the forbidden sections of the book, you must succeed on a DC 25 Wisdom saving throw or suffer from madness or other detrimental effects.

The Book of Time: Bound in shimmering silver, this book has the power to manipulate time itself. It holds the records of past, present, and future events, allowing its possessor to peer into the fabric of time and alter its course. The Book of Time grants the ability to manipulate time, allowing the user to rewind or fast-forward moments, experience time at an accelerated pace, or briefly glimpse alternate timelines. However, tampering with time has consequences and may attract the attention of powerful beings who guard the temporal balance.

Artifact (Legendary)This shimmering silver book weighs 15 pounds and requires attunement by a creature with high Intelligence or divine spellcasting abilities.

Abilities:

  • While attuned to the book, you gain a +4 bonus to Intelligence and Dexterity scores.
  • You can use an action to concentrate on the book and glimpse into the past or future, gaining visions of significant events or locations.
  • You can use an action to cast the “Time Manipulation” spell (a homebrew spell that allows you to manipulate time within specific limits, determined by the DM).

Temporal Rift (1/Week): Once per week, you can open a small temporal rift, granting yourself and nearby allies advantage on initiative rolls and Dexterity saving throws for one minute.

Temporal Backlash: Manipulating time recklessly may result in unforeseen consequences, such as temporal anomalies or attracting the attention of temporal guardians.

The Book of Creation: Made of pure golden pages inscribed with divine symbols, this book is the embodiment of Thoth’s creative power. It contains the fundamental principles of creation, from the formation of galaxies to the birth of life itself. The Book of Creation grants the ability to shape and mold reality, allowing the user to conjure and manipulate matter, alter the environment, and even breathe life into inanimate objects. The book serves as a source of inspiration and guidance for artists, inventors, and those seeking to leave their mark on the world.

  • Weight: 20 pounds
  • Requires attunement by a creature with high Intelligence or divine spellcasting abilities.

Abilities:

  • While attuned to the book, you gain a +4 bonus to Intelligence and Charisma scores.
  • You can use an action to cast the “Creation’s Embrace” spell (a homebrew spell that allows you to shape and mold reality, create objects, or even breathe life into inanimate matter).
  • You have proficiency with all Artisan’s tools and can craft items at an accelerated rate.

Inspiration of Creation (1/Day): As an action, you can grant yourself or an ally inspiration die (1d10) that can be used within the next hour.

Divine Will: Thoth’s influence protects the book from being used for malicious purposes, and any attempts to create destructive or malevolent creations will fail.

Lair Actions

On initiative count 20 (losing initiative ties), Thoth can take a lair action to cause one of the following magical effects:

  • He conjures a swirling vortex of arcane energy, dealing 33 (6d10) force damage to all creatures within 30 feet of him. Each affected creature must make a DC 30 Dexterity saving throw, taking half damage on a success.
  • He creates an impenetrable magical barrier, granting him resistance to all damage until the start of his next turn.
  • He channels a surge of time energy, causing time to freeze momentarily. All creatures within 60 feet of him must succeed on a DC 30 Wisdom saving throw or be paralyzed for 1 minute. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Legendary Actions

Thoth can take 3 legendary actions, choosing from the options below. He can take only one legendary action at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.

  • He makes an Arcane Blast attack.
  • He casts a spell from his innate spellcasting ability.
  • He uses his Staff of Thoth.

Regional Effects

The region containing Thoth’s presence is altered by powerful magical forces. The following effects emerge while Thoth is present:

  • Time flows differently in the area, causing time-based spells to last twice as long and the duration of harmful effects to be halved.
  • Knowledge and learning are enhanced, granting advantage on all Intelligence-based ability checks and skill checks made by creatures within the region.
  • Divine magic is amplified, allowing clerics and paladins to regain an additional spell slot of 4th level or higher each time they finish a short rest.

Dogma

As a part of the Pharaonic pantheon, Thoth is simply the god of knowledge ‘patron of scribes and other educated people. In his mystery cult (see below), he takes on a more important role, but his ordinary followers view life as a quest for knowledge and for mastery of an ever-increasing body of information about the world. Followers of Thoth collect knowledge for knowledge’s sake, striving to better themselves through learning. Some hope to better the world as well, while others hope to gain the means to impose their will on the world through their knowledge. For Thoth himself, knowledge is all that matters.

Clergy and Temples

Clerics of Thoth are scribes, historians, sages, mathematicians, and messengers. They collect and protect knowledge, building libraries and universities to preserve and pass on their knowledge. They follow the traditional fashion of Pharaonic clerics, including white robes and shaved heads for male clerics. Most of Thoth’s clerics are male.

Thoth’s temples often contain or adjoin libraries or other places of learning. In contrast to Anubis’s cemetery temples, the knowledge held in Thoth’s temples is available to all.

D&D 5E Epic Monsters: Thoth

Thoth DnD 5e BANNER.jpg

D&D 5E – Epic Monsters: Thoth | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

More bookish than he is monstrous: the ancient Egyptian god Thoth.

Also known as ḏḥwty, Jehuti, Jehuty, Tahuti, Techu, Tehuti, Tetu, and Zehuti, sometimes with honorary titles (A’an, Asten, Hab, Khenti, Mehi, Lord of Khemennu, Sheps, and Thrice Great), Thoth was one of the more important deities in the ancient Egyptian pantheon. He is frequently depicted as having a human body with the head of an ibis, wearing a crescent moon headdress if in his Ankher or Shu forms—and also sometimes as a baboon with a dog’s face or (when in his A’an or Aani form) a human with a baboon head representing equilibrium, and typically with an ankh in hand (symbolizing life). It’s no surprise then that ibis and baboon are sacred to Thoth!

Thoth handled a lot of stuff—his domains include art, astrology, astronomy, the dead, hieroglyphs, judgment, law, magic, mathematics, medicine, philosophy, science, wisdom, and writing. He had a female equivalent as well (Seshat) and was married to Ma’at (or depending on where you’re at, maybe Nehmetawy, or possibly Seshat the former goddess of wisdom that’s sometimes referred to as his daughter which is a weird crossing of histories that is totally not creepy at all). Thoth and Ma’at each stood on one side of Ra’s solar barque for the night time trips on Mesektet (not daytime voyages on Mandjet aka the Boat of Millions of Years), and he led the “Ogdoad”, an Egyptian pantheon of 8 gods, in between the business of maintaining the universe. As the scribe of the pantheon (beloved by mortal scribes), Thoth invented the 365 day calendar, hieroglyphs, writing, and calculated the creation of Earth, the heavens, stars, and everything that comes with those.

His beginnings were a touch humbler however. Thoth started as a god of the moon but its importance for society (signifying events, rituals, and so on) gradually saw him elevated to a deity with much more in his purvey. When the goddess Nut was found to be sterile for the 360 day long year, Thoth gambled with the moon and won 1/72nd of its light—5 days that allowed the wanting goddess to bear Isis, Nephthys, Osiris, and Set with Geb. He also helped Isis restore Osiris leading to the birth of Horus. Whenever Anubis weighs out the heart of a newly arrived dead in Duat (the underworld) using the scales of Ma’at, it was Thoth’s job to record the result. A heart that weighed as light as a feather sent the dead on to the afterlife, but otherwise they would be consumed by the crocodile-hippopotamus-lion chimera Ammit.

The main shrine to Thoth was in Hermopolis until it was destroyed in 1826 but in January 2020 archaeologist Mostafa Waziri and his team unearthed a score of sarcophagi in Tuna el-Gebel in Minya containing officials and high clergy of Thoth. The greeks largely merged Thoth with Hermes and later scholars theorized that he may have been just a man (specifically Moses because of their authorship and creation of laws)

Thoth

Medium celestial, lawful neutral
Armor Class 21 (natural armor)
Hit Points 315 (30d8+180)
Speed 30 ft.

STRDEXCONINTWISCHA
21 (+5)​21 (+5)​22 (+6)​30 (+10)​30 (+10)​25 (+7)​

Saving Throws Str +15, Con +16, Int +20, Wis +20
Skills Medicine +30, Perception +20
Damage Resistances bludgeoning, piercing, and slashing from magical weapons
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, stunned
Senses darkvision 300 ft., passive Perception 30
Languages all
Challenge 33 (215,000 XP)

Ankh of Life. While Thoth is holding his ankh, he regains 20 hit points at the start of his turn if he has at least 1 hit point, and when he would normally roll one or more dice to restore hit points with a spell Thoth instead uses the highest number possible for each die.
In addition, he is able to concentrate on up to 2 spells at the same time by storing one in the ankh. If Thoth fails a concentration check while concentrating on more than one spell, he loses both spells. In addition, while he is using one or more concentration spells Thoth gains one extra bonus action each turn that can only be used to manipulate those spells.

Divine Intellect. Thoth always knows how long it will be before the next sunset or sunrise, the northerly direction, and can perfectly remember anything he’s experienced within the last 10 years. In addition, Thoth gains double his proficiency bonus (+10, +20 total) to and has advantage on Intelligence checks.

Legendary Resistance (3/Day). If Thoth fails a saving throw, he can choose to succeed instead.

Magic Resistance. Thoth has advantage on saving throws against spells and other magical effects.

Magic Weapons. Thoth’s weapon attacks are magical.

Mastery of Tools. Thoth gains double his proficiency bonus (+10, total +20) when he makes an ability check that uses a tool kit.

Reject the Dead (5/Day). Thoth can use a bonus action to deem any number of undead he can see to be unworthy. Each undead he chooses must make a DC 28 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. An undead that fails its saving throw is instantly destroyed if its challenge rating is 8 or below. A turned creature must spend its turns trying to move as far away from Thoth as it can, and it can’t willingly move to a space within 30 feet of him. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Sorcery Points (30/Long Rest). As a bonus action on his turn, Thoth can expend one spell slot and either gain a number of sorcery points equal to the slot’s level, or he can create a spell slot by expending sorcery points (1st-level—2 points, 2nd-level—3 points, 3rd-level—5 points, 4th-level—6 points, 5th-level—7 points, 6th-level—9 points, 7th-level—11 points, 8th-level—13 points, 9th-level—16 points).

  • Careful Spell (1 Point). When Thoth casts a spell that forces other creatures to make a saving throw, he can choose up to 9 creatures. A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell (1 Point). When Thoth casts a spell that has a range of 5 feet or greater, he can double the range of the spell. When he casts a spell that has a range of touch, he can make the range of the spell 30 feet.
  • Empowered Spell (1 Point). When Thoth rolls damage for a spell, he can reroll up to 9 damage dice. He must use the new rolls. Thoth can use Empowered Spell even if he has already used a different Metamagic option during the casting of the spell.
  • Extended Spell (1 Point). When Thoth casts a spell that has a duration of 1 minute or longer, he can double its duration, to a maximum duration of 24 hours.
  • Heightened Spell (3 Points). When Thoth casts a spell that forces a creature to make a saving throw to resist its effects, he can give one target of the spell disadvantage on its first saving throw made against the spell.
  • Quickened Spell (2 Points). When Thoth casts a spell that has a casting time of 1 action, he can change the casting time to 1 bonus action for this casting.
  • Subtle Spell (1 Point). When Thoth casts a spell, he can cast it without any somatic or verbal components.
  • Twinned Spell (Varies). When Thoth casts a spell that targets only one creature and doesn’t have a range of self, he can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell’s current level.

Spellcasting. Thoth is a 30th level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 28; +20 to hit with spell attacks). Thoth knows all spells:

  • Cantrips: all cantrips​
  • 1st-level (4 slots)​
  • 2nd-level (4 slots)​
  • 3rd-level (4 slots)​
  • 4th-level (4 slots)​
  • 5th-level (4 slots)​
  • 6th-level (3 slots)​
  • 7th-level (3 slots)​
  • 8th-level (3 slots)​
  • 9th-level (2 slots)​

War Magic. Thoth has advantage when he is concentrating on a spell and has to make a Constitution saving throw from taking damage, he can wield weapons or a shield in both hands and still make somatic components for spellcasting and can use his reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from him.

ACTIONS
Multiattack. Thoth casts a spell and attacks twice.

Divine Touch. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 44 (6d12+5) radiant damage plus 21 (6d6) psychic damage.

LEGENDARY ACTIONS
Thoth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Thoth regains spent legendary actions at the start of his turn.

Divine Power. Thoth casts a spell of 3rd-level or lower.

Extra Rejection. Thoth uses Reject the Dead. This does not count against his daily uses per day.

Impossible Power (Costs 2 Actions). Thoth casts a spell of 5th-level or lower.

Judgment (Costs 2 Actions). Thoth redistributes up to 100 hit points among creatures he can see. This cannot reduce a creature below 1 hit point or increase a creature’s hit point total beyond its maximum. A creature can make a DC 28 Charisma saving throw to resist this effect.

Thoth

Thoth
Wizard 20/Cleric 10/Loremaster 10
Medium-Size outsider
Divine Rank13
Hit Dice20d8+160 (outsider) plus 20d4+160 (Wiz) plus 10d8+80 (Clr) plus 10d4+80 (Lor) (840 hp)
Initiative+13, always first (+9 Dexterity, +4 Improved Initiative, Supreme Initiative)
Speed60 ft.
AC67 (+9 Dexterity, +13 divine, +1 dodge [loremaster secret], +26 natural, +8 deflection)
AttacksScepter of Thoth +62/+57/+52/+47 melee touch; or spell +61 melee touch or +62 ranged touch
DamageScepter of Thoth as destruction spell or by spell
Face/Reach5 ft. by 5 ft./5 ft.
Special AttacksDomain powers, salient divine abilities, spell-like abilities, turn undead 11/day.
 Special QualitiesDivine immunities, DR 48/+4, fire resistance 33, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication, godly realm, teleport without error at will, plane shift at will, familiar (ibises), lore +28, greater lore, true lore, loremaster secrets (Dodge trick, Weapon Trick, one feat, bonus 1st-level spell, bonus 2nd-level spell), SR 65, divine aura (1,300 ft., DC 31).
SavesFort +53, Ref +54, Will +56.
AbilitiesStrength 27, Dexterity 29, Constitution 27, Intelligence 46, Wisdom 32, Charisma 27.
 Skills*Alchemy +86, Appraise +71, Concentration +81, Decipher Script +51, Diplomacy +73, Disable Device +66, Gather Information +61, Heal +74, Intuit Direction +44, Knowledge (arcana) +114, Knowledge (architecture
and engineering
) +91, Knowledge (geography) +91, Knowledge (history) +114, Knowledge (local) +91, Knowledge (nature) +91, Knowledge (nobility and royalty) +91, Knowledge (the planes) +114, Knowledge (religion) +114, Listen +64, Profession (scribe) +84, Read Lips +51, Scry +91, Search +61, Sense Motive +44, Spellcraft +91, Spot +54. *Always receives a 20 on checks.
 FeatsCraft Magic Arms and Armor, Craft RodCraft Staff, Craft Wand, Craft Wondrous Item,Empower Spell, Energy Substitution (sonic), Enlarge Spell, Eschew Materials,Extend Spell, Forge Ring, Greater Spell Penetration, Heighten SpellImproved Initiative, Maximize Spell, Persistent spellReach Spell, Repeat Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Mastery, Spell PenetrationStill Spell, Subdual Substitution, Widen spell.
 Divine ImmunitiesAbility 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
Arcane Mastery, Automatic Metamagic (quicken wizard spells), ClearsightCraft Artifact, Divine Skill Focus (Knowledge [arcana]), Divine Skill Focus (Knowledge [history]), Divine Skill Focus (Knowledge [the planes]), Divine Skill Focus (Knowledge [religion]), Divine Spellcasting, Extra Sense Enhancement (penetrating vision), Increased Spell Resistance, Know Secrets, Power of Truth, Spontaneous Wizard Spells, Supreme Initiative,True Knowledge.
Domain
Powers
Cast divination spells at +1 caster level; use spell completion or spell trigger devices as Wiz35.
By WolfgangRieger - Filippo Coarelli (ed.): Pompeji. Hirmer Verlag, München 2002, ISBN 3-7774-9530-1. p. 346, Public Domain, https://commons.wikimedia.org/w/index.php?curid=6006834
By WolfgangRieger – Filippo Coarelli (ed.): Pompeji. Hirmer Verlag, München 2002, ISBN 3-7774-9530-1. p. 346, Public Domain, https://commons.wikimedia.org/w/index.php?curid=6006834

Spell-Like Abilities:

Thoth uses these abilities as a 23rd-level caster, except for divination spells, which he uses as a 24th-level caster. The save DCs are 31 + spell level.

Antimagic Field, Clairaudience/Clairvoyance, Contingency, Detect Secret Doors, Detect Thoughts, Discern Location, Dispel Magic, Divination, Find the Path, Foresight, Freedom of Movement, Gentle Repose, Haste, Identify, Imbue with Spell Ability, Legend Lore, Magic Aura, Mage’s Disjunction, Moment of Prescience, Permanency, Protection from Spells, Spell Resistance, Spell Turning, Time Stop, True Seeing, True Strike

Cleric Spells/Day: 6/9/9/9/8/8/7/7/6/6; base DC = 23 + spell level.

Wizard Spells/Day (Levels 0–18): 4/10/10/8/8/8/8/7/7/7/4/3/3/3/3/2/2/2/2; base DC = 30 + spell level.

Possessions: Thoth wields a scepter in battle (treat as a rod) that delivers a destruction spell (heightened to 9th level) by touch. A Fortitude save (DC 23) negates the effect.
Caster Level: 20th; Weight: 5 lb.

Other Divine Powers

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

Senses: Thoth can see, hear, touch, and smell at a distance of thirteen miles. Thoth can see through up to 130 feet of solid objects. As a standard action, he can perceive anything within thirteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 13 hours.

Portfolio Sense: Thoth senses the discovery, recording, or sharing of any knowledge the instant it happens and thirteen weeks into the past.

Automatic Actions: Thoth can use any Knowledge skill, even those he has no ranks in, as a free action if the DC for the task is 25 or lower. He can use Knowledge (arcana), Knowledge (history), Knowledge (the planes), or Knowledge (religion) as a free action if the DC for the task is 38 or lower. He can perform up to ten such free actions each round.

Create Magic Items: Thoth can create any magic item, as long as the item’s market price does not exceed 200,000 gp.

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THE MYSTERIES OF THRICE-GREATEST THOTH

In addition to his ‘orthodox’ role within the Pharaonic pantheon, Thoth is also the central figure in an esoteric mystery cult known as the Mysteries of Thrice-Greatest Thoth (or sometimes of Thrice-Greatest Hermes, in lands where the Olympian and Pharaonic pantheons have influenced each other). In the central myth of this mystery cult, Thoth experiences a revelation of the hidden truths of the universe. Unfortunately, these truths are not the sort that can be communicated. Each believer must experience that revelation individually.

Knowledge, say the followers of Thoth, is the key to the universe, unlocking all the blessings of divinity for those who pursue it. While the knowledge of facts and information is important, however, the teachings of the Mysteries speak about a different kind of knowledge, a deep understanding and an intimate familiarity with the darkest secrets of the universe. This esoteric knowledge actually leads to a transformation of the knower, making him or her more akin to that which is known in other words, more divine.

acolytes of the Mysteries of Thrice-Greatest Thoth employ a variety of methods to pursue this esoteric knowledge. Ritual and contemplative prayer are important components, as well as alchemy and magical experimentation. Many wizards are acolytes of the Mysteries, particularly those who focus on the schools of Transmutation and Evocation.

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Thoth

In the realm of divine beings, Thoth stands as a paragon of wisdom, knowledge, and magic. From the very moment of his creation, he has been intimately involved in shaping the world and guiding mortals towards enlightenment.

As the universe took form, Thoth witnessed the birth of creation itself, the emergence of gods and goddesses, and the rise of civilizations. He played a vital role in imparting knowledge and wisdom to humanity, teaching them the arts of writing, mathematics, and magic. With his keen intellect and insatiable curiosity, he delved into the mysteries of the cosmos, unraveling the secrets of the universe.

Throughout history, Thoth has been an advisor and counselor to both mortals and immortals alike. He lent his wisdom to pharaohs, aiding them in matters of governance and law. His vast knowledge of magic allowed him to influence world events discreetly, ensuring balance and harmony. He acted as a mediator in conflicts between gods, using his eloquence and diplomacy to forge peace.

In the present era, the 1450s, he continues his tireless pursuit of knowledge and the preservation of wisdom. He observes the world with an unwavering gaze, watching as mortals and empires rise and fall. The Age of Discovery has begun, and Thoth closely follows the explorations and scientific advancements made by human scholars.

In the 1450s, he focuses on fostering intellectual growth and enlightenment. He works behind the scenes, inspiring scholars, inventors, and artists to push the boundaries of human understanding. Through divine artifacts and magical tomes, he subtly influences the course of history, encouraging discoveries and advancements in various fields.

Thoth’s goals and desires revolve around the pursuit of knowledge and the betterment of society. He seeks to inspire humanity to reach new heights of intellectual achievement and to use their discoveries for the benefit of all. He encourages the dissemination of knowledge and the preservation of ancient wisdom.

Motivated by his boundless curiosity, Thoth is drawn to individuals who exhibit exceptional intellect and potential. He guides them, bestowing them with inspiration and insight. He values free-thinking and creativity, cherishing those who challenge established norms and push the boundaries of knowledge.

While Thoth possesses great wisdom and magical powers, he also recognizes his limitations. He is not omnipotent and must rely on mortal agents to carry out his will. This dependence on mortal intermediaries makes him vulnerable to manipulations and deceit by those who seek to exploit his knowledge for personal gain.

In the ever-unfolding tapestry of existence, Thoth remains a beacon of enlightenment and intellectual growth. His influence spans the ages, leaving an indelible mark on the world and those who seek knowledge and understanding. Mortals who cross his path find themselves embarking on a journey of self-discovery, guided by the wisdom and magic of the Divine Scribe, Thoth.

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