Anhur – God and Clerics for D&D 5e

Anhur (Lesser God)

Few gods can match the fury of Anhur. However, unlike many war gods, he is a force for good. Like Horus, he fights only against the forces of evil and seldom, if ever, loses.

The wrath of Anhur is slow in coming, for his wisdom is as legendary as his ability to make war, but it is inescapable once earned.

In his true form , Anhur is a mighty figure with four arms. He is often seen with a powerful lance that requires both of his right arms to wield and which is tipped with a fragment of the sun. When he sends his avatars into the world of men, they carry this weapon with them.

Roleplaying Tips

As has been noted, Anhur is a fierce god, but one who is not quick to pass judgement on others. He expects his followers, especially his priests, to engage the forces of evil wherever they find them. There is no excuse for failure.

STATISTICS

  • Alignment. Chaotic Good.
  • Worshippers Alignment. Lawful Good, Neutral Good, Chaotic Good.
  • Spheres of Influence. War.
  • Holy Symbol. Bird of prey.

Clerics of Anhur

Like the worshipers of Horus, priests of Anhur are primarily warriors. They are often found advising generals or leading armies themselves.

Clerics of Anhur must have both a strength and wisdom score of 16 or more.

Alignment Restriction. Lawful Good, Neutral Good, Chaotic Good.

Weapons Allowed. Lance.

Armors Allowed. Any armor.

Divine Domains. Grave, Life, Light, Peace, War.

GRANTED POWERS

  • Level 1. +2 hit points per level.
  • Level 5. Extra Attack, as a fighter of the same level.
  • Level 11. Extra Attack (2), as a fighter of the samel level.
  • Level 20. Extra Attack (3), as a fighter of the samel level.