Mars — Roman God of War, Military Discipline and Civic Defence

Mars in bronze armour and red-crested helmet, holding a spear and wolf shield before a Roman legion at sunrise
War begins with a spear raised for the city; Mars expects it to be lowered when the city is safe.

Mars at a Glance

Tradition

Roman and Latin

Divine standing

Greater Deity

Alignment

Lawful Neutral

Home plane

Arborea — Mount Olympus

Portfolio

War, courage, disciplined soldiery, defence of the community, military obligation, boundaries and the campaigning season

Titles

Mars Pater, Gradivus, Ultor, Mavors

Sacred animals

Wolf and woodpecker

Symbols

Spear, ancile shield, red crest and wolf

Favoured weapon

Spear

Holy days

Equirria, March rites, October Horse and Armilustrium

Mars divine symbol: bronze Roman helmet, upright spear, wolf and golden laurel on a dark background
The Wolf, Helm and Spear of Mars

Roman Pantheon · War · Duty · Courage · Civic Defence

Mars defends Rome, but he is not simply the joy of battle. The god tests whether those who bear arms protect the community whose trust they carry. He accepts courage, endurance and necessary severity; he rejects a commander who mistakes private appetite for public duty.

Mars and Ares

Mars is the Roman face of Ares: one divine power addressed through different mortal rites. The Greek aspect embraces the terror and upheaval of war; Roman offerings emphasise the armed duty of citizens, ancestral protection and the seasonal passage from peace to campaigning and home again. Their divine power is one, but their cults are not interchangeable.

Mars in Roman Religion

Roman tradition names Mars the father of Romulus and Remus. His month, March, opened the old ritual season of mustering and armed preparation; October witnessed its conclusion. The Flamen Martialis served him, and the Salii danced with archaic shields, singing sacred verses and carrying the ancilia.

At the Regia, generals invoked Mars through his sacred spears; the Campus Martius gave citizens a place to muster and train. The Equirria were concerned with horses and campaigning. The Tubilustrium purified war-trumpets, while Armilustrium marked the cleansing of arms. The October Horse ritual has long prompted debate about the relation of war to harvest and fertility.

Mars also receives prayers for cultivated land and herds. It is safer to understand him as an ancient guardian invoked where danger reaches the edge of the community than to treat a speculative “original farm god” as historical certainty.

What Is Mars Doing Right Now?

In the campaign present, rival captains, mercenary bands and fortified Italian cities invoke his name. Mars judges what happens after the banners are raised: whether soldiers hold a wall, protect a village and return home when the fighting ends, or become professional marauders with no cause beyond payment.

Across Rome, old shrines remember the difference between the spear held in lawful defence and the spear carried through a helpless street. An army making ready for an unjust sack may find its standards turning away from the gate.

Worship, Priests and Sacred Rites

Mars receives vows before a public muster and offerings when a campaign ends. His priests witness the taking and laying down of arms, bless spearheads and standards, and rebuke commanders who sacrifice civilians for convenience. Iron, red wool, sharpened tools, first fruits and the repair of old defensive walls serve as fitting gifts.

Lawful Neutral conduct. The god values an intelligible chain of command, mutual obligations and courageous defence, not obedience without judgement. His servants receive honour for keeping a line when retreat would betray the vulnerable; they lose his protection for desertion, false declarations of war, or violence against those they have sworn to guard. Yet Mars may demand hard decisions that compassionate deities refuse.

Domains, Spells and Divine Gifts

His four linked clerical domains are War, Strength, Protection and Law. Every domain spell from these linked lists is available to Mars in each edition’s conversion; those powers never reduce his ordinary spell options.

Hold the Line

Once per long rest, a devotee can steady themselves and allies within 10 feet until the start of the devotee’s next turn, preventing forced movement and being knocked Prone by non-divine effects.

Soldier’s Return

A veteran who kept a sworn defence knows the nearest safe road towards the community they left, if such a road exists, even when the landscape has changed.

Divine Mechanics

Four standalone campaign-ready rule presentations. The greatest deities need not follow ordinary monster ceilings.

Mars

Medium Celestial (Greater Deity), Lawful Neutral

AC 32 · Initiative +24 (34)

HP 1,470 (60d12 + 1,080) · Speed 60 ft., Fly 100 ft. (Hover)

STRDEXCONINTWISCHA
48 (+19)34 (+12)46 (+18)36 (+13)40 (+15)40 (+15)

Saving Throws Str +31, Dex +24, Con +30, Wis +27, Cha +27

Skills Athletics +31, History +25, Insight +27, Intimidation +27, Perception +27

Resistances Acid, Cold, Fire, Lightning, Psychic and Radiant; bludgeoning, piercing and slashing from nonartifact weapons

Immunities Poison; Charmed, Frightened, Poisoned, Stunned

Senses Truesight 240 ft., Passive Perception 37 · Languages All; telepathy 1 mile

CR 42 (original epic challenge) · PB +12

Traits

Legendary Resistance (6/Day). If Mars fails a saving throw, he can succeed instead.

Magic Resistance. Mars has Advantage on saving throws against spells and magical effects.

Father of the War-Band. Allies within 60 feet cannot have the Frightened condition, gain +2 AC while within 5 feet of another ally, and deal an extra 9 (2d8) Force damage on a weapon hit once per turn.

Disciplined Violence. Mars cannot be surprised. When a creature he can see abandons a creature it has vowed to protect, Mars can move up to half his Speed toward it without provoking Opportunity Attacks (once per round).

Divine Weapon Mastery. His spear ignores Resistance to its damage types. Nonartifact Immunity to those types counts as Resistance instead.

Actions

Multiattack. Mars makes four Spear of Gradivus attacks.

Spear of Gradivus. Melee or Ranged Attack Roll: +31 to hit, reach 15 ft. or range 180/540 ft. Hit: 52 (5d12 + 19) Piercing damage plus 27 (6d8) Force damage.

March of Mars (Recharge 5–6). Strength Saving Throw: DC 35, each enemy in a 120-foot-long, 20-foot-wide line along which Mars moves. Failure: 110 (20d10) Force damage and the Prone condition. Success: Half damage only. Allies in the line can use their Reactions to move up to half their Speed.

Open the Campaign (1/Day). For 1 minute, chosen allies within 120 feet of Mars have Advantage on attack rolls, are immune to being Frightened, and regain 20 Hit Points at the start of each of their turns. This effect ends for an ally if it leaves the aura.

Spellcasting

Innate Spellcasting. Wisdom is Mars’s spellcasting ability (spell save DC 35, +27 to hit with spell attacks). He needs no Material components. At will: command, detect evil and good, dispel magic, freedom of movement, heroism, magic weapon, sending, shield of faith. 3/day each: blade barrier, earthquake, greater restoration, heal, mass cure wounds. 1/day each: gate, mass heal, wish.

Domain Spell Mastery. Every spell on the War, Strength, Protection and Law lists is always prepared and can be cast at will at its usual level without expending slots; this includes spells omitted from the abbreviated list above. Where a domain is not part of a published 2024 class, use its linked campaign domain spell list.

Bonus Actions

Call the Line. Up to four willing allies within 90 feet each move up to 20 feet without provoking Opportunity Attacks.

Reactions

Hold the Boundary. When a hostile creature enters within 20 feet of Mars, he makes one Spear of Gradivus attack against it. On a hit, the creature’s Speed becomes 0 until the end of the turn.

Legendary Actions

Mars can take 3 Legendary Actions, choosing one option at a time immediately after another creature’s turn; he regains spent actions at the start of his turn.

  • Spear. Make one Spear of Gradivus attack.
  • Advance. Move up to half his Speed.
  • Counter-March (Costs 2). Three allies within 60 feet can each move up to half their Speed and make a weapon attack as a Reaction.
  • War-God’s Challenge (Costs 3). One creature within 120 feet must make a DC 35 Wisdom save. On a failure, it cannot willingly attack a creature other than Mars until the end of its next turn.

Consecrated-Site Actions

On initiative count 20, in an active sanctuary or martial proving-ground, Mars can cause one of these effects (losing initiative ties): the sacred spears force a DC 35 Strength save or a target drops one held weapon; an allied line shifts 20 feet without provoking; or one magical Frightened or Rage effect ends on creatures of his choice within 120 feet.

Mars

Medium celestial (greater deity), lawful neutral

Armor Class 32 (divine panoply)

Hit Points 1,470 (60d12 + 1,080)

Speed 60 ft., fly 100 ft. (hover)

STRDEXCONINTWISCHA
48 (+19)34 (+12)46 (+18)36 (+13)40 (+15)40 (+15)

Saving Throws Str +31, Dex +24, Con +30, Wis +27, Cha +27

Skills Athletics +31, History +25, Insight +27, Intimidation +27, Perception +27

Damage Resistances acid, cold, fire, lightning, psychic, radiant; bludgeoning, piercing and slashing from nonartifact weapons

Damage Immunities poison · Condition Immunities charmed, frightened, poisoned, stunned

Senses truesight 240 ft., passive Perception 37

Languages all, telepathy 1 mile

Challenge 42 (original epic challenge) · Proficiency Bonus +12

Special Traits

Legendary Resistance (6/Day). If Mars fails a saving throw, he can choose to succeed instead.

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

Father of the War-Band. Allies within 60 feet of Mars are immune to the frightened condition, have +2 AC while within 5 feet of another ally, and deal an extra 9 (2d8) force damage on a weapon hit once each turn.

Disciplined Violence. Mars cannot be surprised. Once per round, when a creature he sees deserts someone it is sworn to protect, he can move half his speed toward it without provoking opportunity attacks.

Divine Weapon Mastery. Mars’s weapon attacks ignore resistance to their damage types, and treat immunity not granted by an artifact or another deity as resistance.

Innate Spellcasting

Spellcasting. Wisdom is Mars’s spellcasting ability (spell save DC 35, +27 to hit). He requires no material components. At will: command, detect evil and good, dispel magic, freedom of movement, heroism, magic weapon, sending, shield of faith. 3/day each: blade barrier, earthquake, greater restoration, heal, mass cure wounds. 1/day each: gate, mass heal.

Domain Spellcasting. All spells on the War, Strength, Protection and Law domain lists are also available as innate spells at will, at their listed spell levels and without slots, whether or not repeated above. Unpublished 2014 domains use their linked campaign adaptation.

Actions

Multiattack. Mars makes four Spear of Gradivus attacks.

Spear of Gradivus. Melee or Ranged Weapon Attack: +31 to hit, reach 15 ft. or range 180/540 ft., one target. Hit: 52 (5d12 + 19) piercing damage plus 27 (6d8) force damage.

March of Mars (Recharge 5–6). Mars moves up to 120 feet in a straight line without provoking opportunity attacks. Enemies in a 20-foot-wide corridor along that path make a DC 35 Strength saving throw, taking 110 (20d10) force damage and falling prone on a failed save, or half damage on a success. Allies along the path can use their reactions to move half their speed.

Open the Campaign (1/Day). For 1 minute, allies Mars chooses within 120 feet of him have advantage on attack rolls, cannot be frightened, and regain 20 hit points at the start of each turn while within the aura.

Bonus Actions

Call the Line. Four allies within 90 feet can each move up to 20 feet without provoking opportunity attacks.

Reactions

Hold the Boundary. When an enemy enters a space within 20 feet, Mars makes one spear attack; a hit reduces its speed to 0 until the end of the turn.

Legendary Actions

Mars can take 3 legendary actions, choosing one at a time at the end of another creature’s turn, and regains spent uses at the start of his turn.

  • Spear. Make one spear attack.
  • Advance. Move half his speed.
  • Counter-March (Costs 2 Actions). Three allies within 60 feet each move half their speed and make one weapon attack as a reaction.
  • War-God’s Challenge (Costs 3 Actions). A creature within 120 feet must succeed on a DC 35 Wisdom save or be unable to willingly attack anyone but Mars until the end of its next turn.

Sacred-Site Actions

At initiative count 20, while on a consecrated mustering ground or shrine, Mars causes one of the following: a hostile target within 120 feet must make a DC 35 Strength save or drop its weapon; chosen allies shift 20 feet without provoking; or Mars ends a magical fear or rage effect on chosen creatures within 120 feet.

Mars — Pathfinder 1e

LN Medium outsider (extraplanar, lawful), greater deity; original epic conversion

CR 42 · XP campaign-defined · Init +14 · Senses darkvision 240 ft., true seeing; Perception +56

Defense

AC 57, touch 37, flat-footed 47 (+10 Dex, +20 natural, +17 deflection)

hp 860 (40d10+640)

Fort +38, Ref +32, Will +35

DR 30/epic; SR 55; Immune poison, fear and mind-affecting effects; Resist acid 30, cold 30, fire 30, electricity 30

Offense

Speed 60 ft., fly 100 ft. (perfect)

Melee +8 divine spear +67/+62/+57/+52 (4d8+26 plus 6d6 force, 19–20/×3)

Space 5 ft.; Reach 15 ft. with divine spear (epic reach)

Special Attacks March of Mars, hold the boundary, father of the war-band

Spell-Like Abilities CL 42nd; concentration +55. Constant—freedom of movement, true seeing. At will—greater dispel magic, greater heroism, magic weapon, sending, shield of faith. 3/day—blade barrier, earthquake, heal. 1/day—miracle.

Domain Spell Mastery. Every spell belonging to the War, Strength, Protection and Law domains is usable at will as a spell-like ability (CL 42nd); any non-Pathfinder domain spell is an explicitly adapted portfolio equivalent. Domain spells do not consume the daily uses above.

Statistics

Str 46, Dex 30, Con 42, Int 32, Wis 36, Cha 36

Base Atk +40; CMB +58; CMD 95

Feats Blind-Fight, Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Following Step, Great Fortitude, Greater Overrun, Greater Sunder, Improved Bull Rush, Improved Critical (spear), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (spear)

Skills Acrobatics +53, Craft (weapons) +54, Diplomacy +56, Intimidate +56, Knowledge (history) +54, Perception +56, Sense Motive +56, Spellcraft +54; Languages all, telepathy 1 mile

Special Abilities

Father of the War-Band (Su). Allies within 60 feet are immune to fear and gain a +4 morale bonus to AC and weapon damage while adjacent to another willing ally.

March of Mars (Su). As a standard action, once every 1d4 rounds, Mars moves 120 feet along a straight path without provoking attacks of opportunity. Enemies in a 20-foot-wide corridor take 24d10 force damage (Reflex DC 43 half); failed saves also knock the creature prone. The DC is Wisdom-based (10 + 20 + 13).

Hold the Boundary (Ex). Mars threatens out to 20 feet with the spear and can make any number of attacks of opportunity each round; a creature does not provoke twice for the same movement event. This overrides ordinary spear reach as a unique epic power.

Mars — D&D 3.5e

LN Medium outsider (extraplanar, lawful); Greater Deity, Divine Rank 18

CR 46 (custom epic) · Hit Dice 55d8+880 (1,320 hp; divine maximum hit dice)

Init +14; Speed 60 ft., fly 100 ft. (perfect)

AC 82 (+10 Dex, +31 natural, +18 divine, +13 deflection), touch 51, flat-footed 72

Base Attack/Grapple +55/+91 (grapple includes divine rank)

Attack +8 divine spear +100 melee (4d8+26 plus 6d6 force, 19–20/×3)

Full Attack +8 divine spear +100/+95/+90/+85 melee (4d8+26 plus 6d6 force, 19–20/×3)

Space/Reach 5 ft./5 ft. (15 ft. with divine spear, epic extension)

Special Attacks salient divine abilities, domain spell-like abilities, March of Mars, divine aura, portfolio sense

Special Qualities DR 30/epic, SR 50, fire resistance 23, divine immunities (including cold, acid, electricity, poison, mind-affecting, stunning, death and imprisonment), greater-deity traits, remote sensing (20 locations)

Saves Fort +63, Ref +57, Will +60

Abilities Str 46, Dex 30, Con 42, Int 32, Wis 36, Cha 36

Skills Concentration +87, Intimidate +87, Knowledge (history) +85, Listen +87, Spot +87, Sense Motive +87

Feats Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (spear), Improved Disarm, Improved Initiative, Improved Overrun, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (spear), Whirlwind Attack

Divine Powers

Greater-Deity Perfection. Mars always obtains the highest possible roll on attack rolls, saving throws, ability checks, skill checks and damage dice; roll a d20 only to determine whether an attack threatens a critical hit. These properties are not factored into the normal attack bonuses shown above. His unmodified spear hit therefore deals 94 damage when its damage dice are maximised.

Divine Aura. Up to an 18-mile radius; Will DC 41 negates fear or awe effects. Mars may exempt his worshippers and creatures of his choice according to divine aura rules.

Divine Rank. 18; the rank grants +18 divine bonus to attacks, saves and checks, included in the statistics above. The greater deity controls an Olympus domain and perceives portfolio events across the planes.

Salient Divine Abilities (23)

Alter Reality, Alter Size, Area Divine Shield, Avatar, Battlesense, Call Creatures (wolves), Clearsight, Control Creatures (wolves), Divine Blast, Divine Blessing, Divine Celerity, Divine Dodge, Divine Fast Healing, Divine Shield, Divine Inspiration, Rejuvenation, Instant Move, Irresistible Blows (spear), Mass Divine Blast, Power of Truth, Energy Storm (sonic), Supreme Initiative, Wound Enemy

These abilities are part of this epic campaign build; each uses its named D&D 3.5e divine rules, prerequisites and limits. The selected powers follow the original divine rules and their prerequisites.

Domain Spell-Like Abilities

Caster Level. 28th (10 + Divine Rank). At will, Mars may use every spell granted by the War, Strength, Protection and Law domains as a spell-like ability, with saving throw DC 41 + spell level. All linked portfolio spells are available; their uses do not displace other actions or salient powers.

March of Mars (Su). Once every 1d4 rounds, as a standard action Mars moves in a straight 120-foot path without provoking attacks of opportunity; enemies in the 20-foot-wide corridor take 24d10 force damage, Reflex DC 41 half. A failed save also knocks them prone. The DC is Charisma-based (10 + 18 divine rank + 13 Cha; DC 41).

Artifacts and Relics

The Spear of Gradivus

Major Divine Artifact · Weapon (spear)

Attunement: By a creature that accepts responsibility for a defined community, boundary, standard or company.

The spear is raised at the point where deliberation becomes battle, and laid down when fighting no longer serves those it protects.

The Spear of Gradivus

Weapon (Spear), Artifact (Requires Attunement)

It is a +3 spear; on a hit it deals an additional 9 (2d8) Force damage.

Advance the Line. When you hit an enemy threatening a boundary, gate or creature you swore to defend, one ally within 30 feet can take a Reaction to move up to half their Speed without provoking Opportunity Attacks.

Gradivus (1/Day). As a Bonus Action, for 1 minute, you and allies within 30 feet cannot gain the Frightened condition and have +10 feet Speed when moving towards a formally declared objective.

Not for Terror. If the bearer knowingly uses the spear solely to terrorise noncombatants, it becomes immovable by that bearer until restored in a consecrated armoury overnight.

The Spear of Gradivus

Weapon (spear), artifact (requires attunement)

It is a +3 spear and deals an extra 9 (2d8) force damage on a hit.

Advance the Line. When you hit an enemy threatening a boundary, gate or person you have been sworn to defend, one ally within 30 feet may use its reaction to move half its speed without provoking opportunity attacks.

Gradivus (1/Day). As a bonus action, for 1 minute you and allies within 30 feet are immune to being frightened and gain 10 feet speed while moving towards a named defensive objective.

Not for Terror. Using the spear solely to terrorise noncombatants makes it immovable by that bearer until reconsecrated overnight.

The Spear of Gradivus

Major Artifact · CL 20th · overwhelming transmutation and abjuration · Weight 6 lb.

A +5 courageous defending spear. When defending a declared position, allies within 30 feet gain a +4 morale bonus on saving throws against fear and +10 feet enhancement bonus to their land speed.

Advance (1/Day). For 10 rounds, each ally within 30 feet may take a 5-foot step as an immediate action after the bearer hits an enemy threatening the objective.

Profaned Purpose. The bearer loses the ability to lift the weapon if using it solely to terrorise helpless civilians, until reconsecrated.

The Spear of Gradivus

Major Artifact · CL 20th · strong transmutation and abjuration · Weight 6 lb.

A +5 defending spear. When defending a declared position, allies within 30 feet gain a +4 morale bonus on saving throws against fear and a +10-foot enhancement bonus to land speed.

Advance (1/Day). For 10 rounds, each ally within 30 feet may make an immediate 5-foot step after the spear strikes an enemy threatening the declared position.

Profaned Purpose. Use solely to terrorise noncombatants makes the spear too heavy to lift until reconsecrated.

Destroying the Spear

The spear breaks only when the bearer willingly lowers it before a defeated enemy, secures the lives of those sworn to their care, and refuses a final chance to renew the war for glory.

The Wolf-Shield

Lesser Divine Relic · Shield. While visibly defending a sworn boundary, the bearer grants allies within 30 feet Advantage on saving throws against Frightened; in Pathfinder 1e and D&D 3.5e, the benefit is a +4 morale bonus on saves against fear.

Divine Estate and Regional Effects

Mars keeps the Field of the Ancilia on Mount Olympus in Arborea: a vast training ground of bronze-gated courtyards, old standards and walls that are rebuilt after every storm. It is no realm of endless bloodshed; every campaign ends with a muster of survivors and a reckoning of abandoned duties.

Within his estate, Mars can call all weapons to rest, bar entry to oathbreakers, raise bulwarks between warring hosts and set every banner to show whom its bearer is truly defending. His divine servants include disciplined guardians and the wolves that patrol sacred boundaries.

Ordered Muster

Within six miles of a major consecrated shrine, prepared defenders assemble in half the usual time.

Weapons Remember

A priest touching a weapon sees its last use: open battle, execution, murder or a vow made at a shrine.

Boundary Instinct

Defenders feel the point on their wall or camp perimeter most vulnerable to a present enemy approach.

Truce Witnessed

When a sworn truce is deliberately broken inside a sacred boundary, both sides witness the same unmistakable omen.

Without opposition from another deity, these effects fade within 1d10 days of desecration or abandonment.

Relations and Rivalries

Jupiter holds supreme authority over the Roman divine order. Mars serves the defence of the community under that authority, though he may refuse a command that leaves loyal soldiers to die for vanity. Minerva is the strategist whose plans preserve lives; their rivalry begins when caution or courage becomes an excuse for inaction. Bellona answers the ferocity of battle and the terror of open conflict. Venus moderates war through desire, kinship and peace. Janus governs the threshold crossed at the opening and closing of a campaign.

Quirinus is honoured in Rome's civic and ancestral sphere, but must not be reduced to a spare title for Mars. Through Romulus and Remus, Mars remains bound to the founding lineage of Rome.

Use Mars Tonight

The Spears Move Themselves

Every shrine spear turns towards the same city gate. The captain ordered to guard it has secretly sold the watch.

The Captain Cannot Cross Home

A victorious commander is barred by an invisible force from his own threshold. An unburied soldier still counts upon his rolls.

The Wolf at the Muster

A grey wolf walks unafraid among soldiers mustering for an unjust assault, then lies before the mercenary pay chest.

The Truce Bleeds

Blood wells from an altar though no treaty words have been broken. Someone has found a way to continue the war under another name.

Deep Dive

Follow the Roman Pantheon to Jupiter, Minerva, Bellona and Janus. The Ares entry describes the Hellenic aspect. Visit Rome, Italy, the Cleric and the Cleric Domains for worship and local play.

Historical Sources and Rules Compatibility

The ancient cult, its festivals and historical sources are distinguished from this adventure setting's fictional divine estate, relics, powers and epic statistics.

Rules licensing. D&D 2024 uses SRD 5.2.1 terminology under CC BY 4.0 where applicable; D&D 2014 uses SRD 5.1 under CC BY 4.0 where applicable. Pathfinder 1e and D&D 3.5e content is an original epic campaign conversion rather than an official published Mars stat block.

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