I use a truncated version of the Grayhawk Pantheon as it's a familiar ground so I rarely see any reason to not take advantage of it, barring reasons not to, IE: running a game in something like Dark Sun or the Realms.

I also run in 2e, and with specialty priests, which basically means each god entry is also a miniature priest kit in and of itself and 10 of the 24 page document I currently maintain are descriptions of those deities I've taken or modified from various sources over the years.

Spoiler: Boccob - TN
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Dogma - Boccob teaches that magic is the most important force in the cosmos, and that balance between Law and Chaos, and between Good and Evil, should be preserved. Magic, according to Boccobite dogma, is an energy source of finite extant, and may eventually wane. Boccob promotes the research and creation of new spells and magical items, under the theory that this increases the amount of magic available to everyone.
Alignment - Any Neutral.
Attributes - Int 14 or Wis 16
Weapons allowed - dagger, flail, knife, mace, sling, staff, staff-sling
Armor allowed - nonmetal
Symbol: An eye in a pentagon
Raiments - purple robes with gold trim
Spheres - astral, charm, creation(min), divination, elemental all (min), guardian (min),summoning (min),
Special Spells - disc of concordant opposition
Special Powers -
1) cast all divination spells as if two levels higher,
7) commune
10) able to use magical items normally usable only by wizards;
Turn Undead - no

Disc of Concordant Opposition (Evocation)
Level: 6
Range: 10 yards
Duration: 1 attack
Components: V, S,M
Casting Time: 6 segs.
Saving Throw: Special
Area of Effect: 1 creature
This spell is granted to clerics of Boccob when they become eligible for 6th level spells. It is a less powerful version of Boccob’s own disc of Concordant opposition. When it is cast, the cleric brings into being a disc which will blast most creatures into nothingness unless they are resistant to magic.
Creatures with less than 6 hit dice or 35% magic resistance are destroyed, if they fail their save. Creatures with 6 hit dice or more take 75 points of damage, if they fail their save. Creatures with 6 or more hit dice take 40 points of damage, saving to half damage. Any creature with a magic-resistance greater than 35% is unaffected.
The cleric must have Boccob’s symbol-on his person in order to cast this spell. The material component is a small iron and electrum wheel with a rod rising from the center of one side. The disc is hurled at the target while the cleric completes a prayer to Boccob

Spoiler: Nerull - NE
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Dogma - Nerull is the patron deity of those who seek the greatest evil for their own enjoyment or gain. Most common folk do not worship or propitiate him, although they fear him greatly. It is believed that any form of appeasement will merely draw his attention, something that is at all costs to be avoided by the sensible. Nerull seems, in fact, to draw power from the very avoidance of his name. Some of the peasants of the former Great Kingdom do propitiate Nerull with minor rites, begging safe passage for the souls of the dead. Among the Flan and in the Old Faith, Nerull is sometimes considered to be the god of winter.
Alignment - any evil
Attributes - base cleric
Weapons allowed - dagger, knife, great sickle (treat as hookfauchard), staff, staff-sling
Armor allowed - any
Symbol: Skull and scythe
Raiments - rust-red or black garments
Spheres - Astral, Charm (min), Combat, Divination (min), Guardian, Healing (rev), Necromantic (rev), Sun (rev)
Special Spells - none
Special Powers -
1) surprised only on a 1
6) Evard’s black tentacles (Wiz4)
12) destruction (reversed resurrection) 1/week
Turn Undead - Command Undead

Spoiler: Pelor - LG
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Dogma - Pelorians believe that the life-giving sun is the best cure for all of Oerth's ills. Justice and freedom are brought about through charity, modesty, perseverance, and self-sacrifice. Pelor's priests teach that the truly strong don't need to prove their power. Pelorians strive to perform so many good acts that evil has no room in which to exist, though they will fight if necessary. Pelor is wrathful against the forces of evil, and is especially opposed to the undead. However, Pelor urges his followers to remember that excessive attention to things of evil can blind one to the truly important things: compassion and goodness. These are what must be emphasized above all.
Alignment - any good
Attributes - base cleric
Weapons allowed - flail, mace, morningstar, staff, staff-sling
Armor allowed - leather or chain
Symbol: a face in a sun
Raiments - yellow robes (gold-trimmed for priests of level 7+)
Spheres - Charm, Creation, Elemental (air), Guardian, Healing, Necromantic, Protection, Summoning (min), Sun,
Special Spells - none
Special Powers -
1) all healing spells do at least median healing (5 hp for cure light wounds, 9 hp for cure serious wounds, 16 hp for cure critical wounds, heal cures all but 1-2 hp),
5) automatic saves vs.spells that deprive priest of sight (darkness, blindness, etc.),
9) fly (Wiz 3)
Turn Undead - turn at + 1 level.

Spoiler: Saint Cuthbert - LG
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Dogma - The words of St. Cuthbert are wise, practical, and sensible. Among his followers, the Word of the Cudgel is law, and his followers take pains to spread the word so that may all may benefit from St. Cuthbert’s wisdom. Weakness in faith and acting against the Saint’s teachings are intolerable, especially in believers. St. Cuthbert exhorts his followers to make increasing efforts to bring unbelievers into the fold. Honesty, truthfulness, practicality, and reasonability are the highest virtues, says St. Cuthbert.
Alignment - LG, LN;
Attributes - Std
Weapons allowed - club (Ist), flail, mace, morningstar, staff, staffsling, sling, warhammer
Armor allowed - any (plate mail if affordable)
Symbol: a crumpled hat (Chapeaux), a starburst (Stars), a wooden club (Billets)
Raiments - crumpled hat (Chapeaux), dark green robes with starburst (Stars), or brown and russet garments (Billets)
Spheres - Charm, Combat, Divination, Healing, Necromantic, Protection,
Special Spells - none
Special Powers -
2) friends ;
3) shillelagh ;
4) ESP;
9) true seeing
Turn Undead - turn at -4 levels

Spoiler: Ehlonna - NG
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Dogma - Ehlonna teaches that the animals and plants of the forests are gifts, and not to be stolen. She is often the goddess of rangers and druids and opposes hunters and those who would rape the land for fun or profit.
Alignment - any good
Attributes - Wis 13 or Dex 13 or Cha13
Weapons allowed - dagger, knife, longbow (and arrows), long sword, spear, staff, staff-sling, sling;
Armor allowed - leather, padded leather, or elven chain
Symbol: a rampant unicorn or a unicorn's horn
Raiments - pale green robes
Spheres - Animal, Charm, Combat(min), Creation(min), Elemental. (air, earth, water), Guardian(min),Healing, Necromantic(min), Plant, Protection(min), Sun,Weather
Special Spells - stalk
Special Powers -
1) Tracking proficiency;
5) move silently as ranger of same level;
7) hide in woodland (as per hiding in shadows) as ranger of same level
Turn Undead - turn at - 3 levels

Stalk (Alteration/Abjuration)
Level: 2
Components: V, M
Range: Touch
Casting Time: 2 segs.
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: Creature touched
This spell makes the target nearly invisible in natural surroundings and almost totally silent, as if he or she were wearing cloak and boots of elvenkind. Furthermore, the recipient’s scent is almost completely masked. The dweomer makes a stationary recipient undetectable by non-magical means a t any range over 30 feet. Movement doesn’t negate the spell; it only makes non-magical detection possible. The spell ends when its duration expires or whenever the recipient attacks. The material components are Ehlonna’s unicorn horn symbol and a piece of dried chameleon skin.

Spoiler: Erythnul - CE
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Dogma - The chaos of battle is the sacred charge of the worshippers of Erythnul. In all the myriad forms of terror and suffering that war creates, there is a strange kind of unity. This is part of the reason that Erythnul is called the Many. Battle is a test of merit and strength, and living and dying by the sword is the definition of the good life.
Many of Erythnul's worshippers believe that blood spilled in battle feeds their god, increasing his madness and bloodlust. Chaotic neutral worshippers believe that non-combatants and weak opponents are meaningless, and that killing them does nothing to satiate their god or prove their ability; killing those unworthy of a warrior's death even angers Erythnul, they believe. Chaotic evil worshippers, who are far more common, disagree, believing that all slaughter is a sacrament, and that the dying screams of innocents are music to Erythnul's ears, hymns in the church of the battlefield.
Alignment - CE, NE
Attributes - Str 14 or Con 14
Weapons allowed - any (mace 1st);
Armor allowed - any
Symbol: a red blood drop, or a bestial mask representing Erythnul's changing visage
Raiments - rust colored garments, blood-stained robes for ceremonies
Spheres - Combat, Creation., Healing (rev), Necromantic (rev), Protection(min), Summoning, Sun(min)(rev),
Special Spells - none
Special Powers -
4) fear (Wiz4);
7) strength (increased by ld8 points as for a warrior) (Wiz2);
9) once per day, the priest may enchant an edged weapon for 1 round/level to act as a sword of wounding
Turn Undead -command at -4 levels.

Spoiler: Fharlanghn - TN
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Dogma - Fharlanghn insists that everyone travel in order to discover and learn new things. He urges people to look to the horizon for inspiration.
Alignment - NG, N
Attributes - Std
Weapons allowed - any nonedged weapon (staff 1st);
Armor allowed - nonmetal
Symbol: a disk with a curved line representing the horizon, and an upturned crescent above that
Raiments - Brown and green robes, very plain and ordinary
Spheres - Comba(min), Creation(min), Elemental (air, earth), Healing(min), Protection(min), Summoning, Travelers, Weather
Special Spells - none
Special Powers -
1) all MV rates increased by 25%;
3) all ability checks for jogging/running made with +3 bonus;
5) dimension door (Wiz4);
9) wind walk;
Turn Undead -nil

Spoiler: Heironeous - LG
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Dogma - Heironeous sees the world as a deadly place, filled with perpetual challenges and trials for those who battle for justice and defend the weak and innocent. His followers should always act with honor and chivalry, and to uphold justice. Danger is to be faced head-on, with calm and resolve. Those who defeat evil are rewarded with Glory, while those who uphold the tenets of the Arch-paladin are rewarded with Virtue. The Arch-paladin's teachings have been codified in a chivalric code known as the Heironean Code.
Alignment - LG
Attributes - Str 16 or Dex 16 or Con 16
Weapons allowed - any (battle axe 1st);
Armor allowed - chain or plate only
Symbol: a silver lightning bolt, often clutched in a fist.
Raiments - dark blue robes with silver trim
(senior priests have more ornate silvering);
Spheres - Combat, Guardian, Healing, Necromantic, Protection, Summoning (min), Sun (min),
Special Spells - bolt of glory
Special Powers -
1) + 2 to all saves versus fear;
4) cloak of bravery;
6) immune to strength reducing magic (ray of enfeeblement, etc.);
11)power word stun (Wiz7)
Turn Undead - turn at -2 levels

Bolt of Glory (invoc/evoc)
Priest 6
Sphere (combat, summon)
Components: V, S, M
Range: 20 yards
Casting Time: 9 segs.
Duration: instantaneous
Saving Throw: spell for half
Area of Effect: one creature

By casting this spell, the priest channels a bolt of divine energy from the positive material plane against one creature. No attack roll is needed. Creatures struck suffer varying damage, depending on their home plane of existence and nature.
A saving throw vs. spell is allowed for half damage. For denizens of the Lower Outer Planes (fiends), undead creatures, and Negative Material Plane creatures, such as saving throw is made with a -2 penalty.
Creature’s Home Plane: Damage
Prime Material Plane: 5d6
Elemental Planes, Outer Planes of Neutrality (Arcadia, Mechanus, Acheron, Ysgard, Limbo, Pandemonium) :5d4
Positive Material Plane, Outer Planes of Good(Mount Celestia, Bytopia, Elysium, the Beastlands, Arborea) :None
Outer Planes of Evil (Baator, Gehenna, the Gray Waste, Carceri, the Abyss), undead creatures : 10d6
Negative Material Plane: 15d6
Astral, Ethereal Plane: 4d6
The material component of this spell is a small amber rod banded with bronze

Spoiler: Hextor - LE
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Dogma - The church of Hextor teaches that the world is a harsh, unforgiving place. The strong rule the weak, and power is the only reward worth having. Cruelty and mercilessness are necessary tools. Order must be forged from Chaos and law from anarchy, but order is meaningless without the will to enforce it. Tyrants are to be obeyed, and dissenters are to be oppressed or killed. Slaves must obey their masters.
Alignment - LE, NE
Attributes - Str 15 or Dex 15
Weapons allowed - any bow (and arrows or bolts), flail, fork, morningstar, scimitar, staff-sling
Armor allowed - chain or scale
Symbol: Fist holding six red arrows facing downward in a fan
Raiments - black robes adorned with white skulls or gray visages
Spheres - Combat, Elemental (fire), Healing (rev), Law, Necromantic (rev), Summoning (min), Sun (min)(rev),
Special Spells - none
Special Powers -
1) +1 bonus to Str;
3) may fight with two-handed weapons with no attack roll penalties;
5) ray of enfeeblement (Wiz2);
9) once per day, double damage in melee for 1 round/level
Turn Undead - no

Spoiler: Kord - CG
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Dogma - Kord's followers are urged to scorn cowardice, and taught that the strong and fit should rule the weak. To Kord's faithful, a leader's best quality is bravery. Kord loves physical contests, and this inspires many barbarian tribes to use nonlethal sports as a method for resolving disputes. Because battle claims the weak and cowardly alike, there is nothing to lose by seeking battle; indeed, battle determines who is most worthy of life, and ensures a place at Kord's side after death. Those who flee from battle are often publicly excommunicated.
Alignment - CG,CN
Attributes - Str 16, Con 15
Weapons allowed - any
Armor allowed - any metal
Symbol: an eight-pointed star composed of spears and maces
Raiments - red with white trappings
Spheres - All, Combat, Creation(min), Healing(min), Summoning, Weather
Special Spells - none
Special Powers -
1)+ 2 to saves vs. fear;
4) strength (Wiz2);
7) + 2 to saving throws versus spells cast by lawful-aligned enemies;
9) may use Elemental (earth) spells
Turn Undead - no

Spoiler: Obad Hai - TN
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Dogma - Obad-Hai teaches that one should live in harmony with nature, and that those who would damage the natural balance deserve swift vengeance. Obad-Hai's faith is colder and less compassionate than Ehlonna's, preaching death in balance with life. When followers of the Shalm hunt, they target the weak and sickly first.
Alignment - N
Attributes - Wis 14
Weapons allowed - As druid
Armor allowed - As druid
Symbol: a mask of oak leaves and acorns.
Raiments - simple russet garments
Spheres - Animal, Charm(min), Divination., Elemental (all), Healing, Necromantic(min), Plant, Summoning(min), Sun, Weather
Special Spells - no
Special Powers - As druid
Turn Undead -no

Spoiler: Olidammara - CN
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Dogma - Olidammara teaches his followers to avoid predictability and routine, to delight in wine, to learn music, to seek out happiness, joy, entertainment, and the company of others. Olidammara advises his faithful to appreciate both the jokes they play and the jokes played on them. He also teaches that misery, temperance, and solemnity are the greatest poisons to the soul.
Alignment - CN
Attributes - Dex 13 or Cha 13
Weapons allowed - as thieves
Armor allowed - as thieves
Symbol: a grinning mask
Raiments - robes of green, brown green and brown, or green and black
Spheres - Chaos(min), Charm, Creation, Divination, Healing, Protection, Travelers(min)
Special Spells - no
Special Powers -
1) hide in shadows as thief, 5%/level;
5) alter self (Wiz 2);
7)Tasha’s hideous uncontrollable laughter (Wiz 2);
10) confusion
Turn Undead - no

Spoiler: WeeJas-LN
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Dogma - Wee Jas thinks of herself as a steward of the dead. Though she is a relatively benign death goddess, she has no problem with undead being created - as long as they are not reanimated against their will, and their remains are procured in a lawful manner. Wee Jas is unconcerned with questions of morality; if it can be done within the confines of the law, she will allow it. Jasidan priests teach that magic is the key to all things. Jasidan are expected to show respect towards their predecessors and the departed
Alignment - LN, LE
Attributes - Int 13
Weapons allowed - as wizards
Armor allowed - none
Symbol: a skull in front of a fireball, or just a red skull
Raiments - black (evil) or gray (neutral) robes
Spheres - Astral, Charm, Combat(min), Divination, Elemental (all), Guardian, Healing, Necromantic, Protection, Summoning, Sun(min),
Special Spells - ability alteration
Special Powers -
3) + 1 to saves versus magic:
6) may use 1st and 2nd level wizard spells from the Enchantment,Charm and Illusion schools as priest spells of same level;
9)may use wizard spells of 1st through 4th level from the schools of Alteration, Enchantment, Charm, Illusion, and Invocation-Evocation as priest spells of same level, and may use magical items normally only usable by wizards
Turn Undead - priests are only rarely allowed to command undead creatures, having to commune with Wee Jas to see if this is acceptable to her

Ability Alteration (Alteration)
Sphere: Creation
Level 3
Range: 0
Components: V
CastingTime: 6
Duration: 1turn + 5 rds/level
Area of Effect: The caster
Saving Throw: None
By means of this spell, the priest can enhance one or more of his physical abilities by temporarily suppressing another physical ability. The priest can expend ability points from one physical ability to gain ability points in another. The ratio is 2 points expended to 1 gained. No ability score can be reduced below 8 by this spell, nor can racial maximums or minimums be exceeded.
Exceptional strength is possible, but costs 2 points spent per 10% gain. Example: A priest with Strength 17 and Dexterity 16 could expend up to 8 points of Dexterity to increment Strength to 18/30 (17 to 18 to 18/10 to 18/20 to 18/30). When the spell expires,the original ability score is restored