The Path to Godhood

by Spartan127

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The Path to Godhood

Intro

The Path to Godhood

Introduction

Deities: spiritual and metaphysical beings embodying the loftiest (and basest) principles of morality, ethics, and every aspect of mortal existence . . . or just some incredibly powerful creatures?

The answer to that basic question, like so many other questions in D&D, is ultimately up to you, and the answer you decide on will have a lot to do with how you use this guide. There is no right answer beyond what’s right for your individual world, your campaign, your players, or your style of gameplay. On the other hand, if you want help creating a vibrant, realistic pantheon for your campaign, a set of deities that helps shape the course of events in adventures of epic scope, deities who inspire the clerics, druids, paladins, and other characters in your game to the greatest heights of heroism and the lowest depths of villainy . . . well, there's tools for that as well.

The Path to Godhood

This guide can help you decide what role that your deities can play in your campaign, from their philosophies and oaths, to their Attacks and Armor Class.

Part 1: Roleplaying Divinity is a set of guidelines and recommendations for how a DM or Player could go about playing as or embodying a creature of divine power.

Part 2: The Task of Ascension describes the process of divine ascension — the means by which a mortal player character can become a deity (if you choose to allow this option in your campaign). Firstly through becoming an outsider, and then undergoing the divine transformation.

Part 3: The Forms of Divinity delves into the rules that help quantify deities. It introduces the concept of divine rank as a measure of godly power, and spells out what a deity of a certain rank can do — in the same terms as any other character class's abilities are defined - as well as congregations that separate deities into specific categories.

Part 4: The Reign of Divinity defines portfolios, domains, and details all the domains mentioned in this guide, including new domains that do not appear in the Player’s Handbook - as well as listing domains already available.

Part 5: Divine Races extrapolates upon forms of divine races, such as a few new outsider races, and the Demigod Race Template.

Part 6: Divine Power describes additional epic boons, as well as epic maneuvers available to mortals and divine alike. It also lists divine feats available only to deities, each of which can have specific requirements, or prerequisites to attain or use. This section also addresses godly forms of madness - known as Divine Rampancy.

Part 7: Divine Objects items and equipment used to ascend to godhood, were once touched by ascended or powerful beings, and items used by the hands of Gods themselves.

PART 1

Roleplaying Divinity

Roleplaying Divinity

Pandimensional, multi-faceted beings of cosmic intent with plans, schemes, and machinations several thousand years in the making - with the powers to level whole cities, countries, and potentially worlds - where the lives of mere mortals are but an eyeblink in their greater lifetimes. So the question arises: How should one go about embodying such a vast force of nature and will?

Gods are complicated entities, to say the very least, as their cumulative knowledge and power overshadows even the greatest of mortal minds, with the abilities to pull the strings of countless souls on several worlds and planes - and playing intricate mind-games with others of their kind throughout time and space, using mortal beings as merely pawns in these cosmic shows.

The way that Deities may be portrayed in your world may be much different than they are in other campaigns and games. Maybe the deities of your world are simply super-powered mortal saints who command the elements. Maybe your deities are more like the gods of old greek, roman, and celtic pantheons: entities given human form to embody their most primal aspects. Suppose even, that your deities may only be immortals, and the true gods are those that are the Overdeities.

The Nature of Divinity

This section will help you make decisions when designing a pantheon for your campaign. The material here is about flavor, feel, and the impact of such decisions on your game. Numerous campaign and adventure ideas illustrate how your decisions can focus a campaign or provide gripping adventures.

Each part of this section contains notes for applying the decisions to monotheistic, dualistic, animistic, and other systems if the applications differ from polytheism. If a choice affects clerics and paladins, the consequences of the choice are mentioned. Consult the "Gods of your World" section of the DM's Handbook for a basic rundown on pantheon and religious belief systems in tangent with these guidelines.

Your decisions affect players and their characters. Be very clear with your players from the beginning about the impact of your decisions. Depending on your style as a DM, you may want to discuss these topics with your players as you develop your pantheon. If your players would like their characters to have the opportunity to become gods, you need to plan for that. If you place a barrier between the gods and mortals, doing so may affect spells that invoke other planes, and anyone playing a spellcaster will want to know.

Infinite or Limited Divine Power?

One of the first decisions in designing a deity or pantheon is whether the number of gods is limited or not. If the universal total of divine power is limited, then a pantheon can have a few powerful members or many weaker ones. If no limit exists, then nothing prevents an infinite number of gods of any rank, even if they don’t all have different portfolios. Household or local gods are more common. But if there is only a finite amount of divine power, no god can advance unless another surrenders power or dies. In such a system, you should establish a total number of divine ranks for the pantheon and divide those ranks among your gods.

Limited divine power can mean cutthroat divine politics, and you may not want your gods to act in such a manner. A supreme god could institute some sort of “divine police” to keep order in the gods’ home if such a system interests you. It’s possible to build a limited system in which the existing gods do not assimilate all the divine ranks at first, leaving some room for growth and the addition of new gods.

A single spark of divinity is not mandated in a monotheistic system. If you build a religious system with a single god, you may choose to give divine ranks to servants of that god, calling them saints, archangels, or whatever you like. The same is true for a dualistic system. The two opposed deities may have hosts or choirs of servants. Animism assumes that spiritual power is within everything and is best when paired with an infinite amount of divine power.

Hidden Knowledge

As you design your deity or pantheon, keep notes about what is public knowledge among mortals, and what secrets the gods keep for themselves. You could design a pantheon where the total of divine power has a limit and the gods constantly scheme to assassinate each other, or to protect themselves and their followers from such activities (depending on alignment). Mortal worshipers know nothing of this, and the gods strive to keep their limitations hidden as to not upset the balance of faith or belief.

Hidden knowledge might genuinely be the domain of the gods, or it might be hidden in ancient texts, perhaps in a numerical or symbolic code. Ancient beings such as dragons and titans might hold bits and pieces of hidden knowledge as well. Such knowledge has value both to mortals and to gods. One example of valuable hidden knowledge could be the exact method by which one earns divine status.

Your choice of pantheism, monotheism, dualism, or animism affects the source of hidden knowledge. In the first three cases, that knowledge can come from mortals, divine servants, or one of the gods (or the one god, in the case of monotheism). How the gods interact with the world affects the likelihood of their hiding or sharing knowledge of themselves. If you build an animistic system, most hidden knowledge comes from mortals who learned something about the spirits, or about a specific spirit. If your system contains mystery cults, many of them possess at least one fragment of hidden knowledge shared only with initiates.

“Hidden” can be a relative term. The knowledge can be in a common text but hidden in numerical code. It can be in a dead language, awaiting only translation. It could be scattered throughout a multitude of volumes - hidden in a series of intricate puzzles and fragments of a whole. Or perhaps any literate person could read it easily, if only the librarian could remember where the text was kept.

The True Nature of Divinity

Gods are immortal beings with power beyond mortal capabilities. You as a DM decide where they came from. Consider the divine spark, the indefinable quality that separates god and mortal, separately from the source of divine power (see Dependent and Independent Deities, below). While they may be the same thing, they don’t have to be.

Innate Divinity

Divinity, the divine spark that makes gods able to perform their roles, may be innate to the gods. The Olympian gods, descended from the Titans, were born with their divine status. In this case, mortals such as your player characters cannot earn divinity (though you may decide that deities can impart divine status to mortals). Rarely are such gods born during recorded history. They generally predate the intelligent races, and may have created those races. With this option, you set the number and identity of the gods at the beginning of the game, and these quantities generally remain static. If your campaign will never focus on player characters ascending to godhood or on divine events, this decision on the nature of divinity may be your best choice.

The choice of polytheism, monotheism, or dualism is independent of this choice. In animistic systems, assuming the spirits are “born” with their divine spark is best. There are a lot of spirits, and new ones come into existence all the time. Still, it’s possible to design an animist system in which the spirits were all mortals who somehow acquired divinity.

Adventure Idea: Descended from a previous generation of deities, the gods defeated their ancestors and re-created the universe according to their own ideas. They imprisoned their ancestors in various places on various planes. Player characters, in the course of their adventures, discover clues to the existence of the primordial gods and eventually face the decision of whether to free them or not.

Earned Divinity

In this case, divinity can be achieved independent of any act by the existing gods. A mortal who fulfills requirements that you define automatically becomes a god - such as the Task of Ascension in Part 2 of this pdf.

Such requirements should vary, so that no one class dominates the pantheon. Perhaps anyone who travels to a far corner of an Outer Plane can drink three times from a mystic well, making increasingly difficult Will saves before each drink, and earn divinity. New deities appear throughout recorded history. The requirements for becoming a god are most likely known to the highest clerics of each religion, and they may be known throughout your world, or the existing gods may keep them secret.

The number of existing gods makes this decision a significant challenge. Assigning one deity for each domain, player character class, player character race, and alignment allows over 2-3 dozen gods. So many more could earn divine status that even with monster races and prestige classes, there could be gods with extremely specific portfolios. Some would become the patron deities of geographic regions or features, such as a god of the Sulhaut Mountains, or of individual countries or cities, making household and local gods more common. Mystery cults help individuals develop personal relationships with the divine amid the ever-growing number of gods. If the sum of divine power is limited, you could have a large number of low-ranked gods (including an infinite number with divine rank 0) or a small number of higher-ranked gods. With earned divinity, player characters have a way to ascend to the ranks of your pantheon. They may have to discover that way in play, but it exists.

If you choose this route, you need to decide how the current gods (current when your campaign starts) earned their divinity and how long ago. Some gods may have been born with divine rank, while others earned their divinity, some may even be remnants of a timeline that ended and they passed into this current cycle - its all up to you. If this is the case, you need to decide how the older gods feel about the “nouveau divine” gods who have earned their status. There may be rivalry or outright war between the two types of god.

Earned divinity works well with polytheism, but less so with monotheism. As discussed elsewhere, monotheistic systems normally assume the single deity is the creator of the universe. Earning divinity before there was a universe is a difficult concept to rationalize, and may be more trouble than it is worth. Conversely, if all the gods earned their divine rank after the universe was created, you’ll need to spend some time deciding how the universe came into being.

Dualism can work with the concept of earning divinity. The methods used by the two gods to earn their respective divine status might be the very things that polarized them into opposition. In fact, dividing the two deities by their method of attaining divinity can be much more interesting than dividing them by which is good and which is evil.

If you use ancestral spirits with an animistic system, then earning divinity in animism means you become an ancestral spirit - or even the sum of multiple ancestral spirits. This isn’t a very attractive option for player characters, since they have to die (become spirits) to enjoy their divine status. There’s nothing wrong with the deity or deities at the start of your campaign having been born with their power and creating a system in which others can earn divinity as time passes.

The chief impact of earned divinity for clerics and paladins is that new deities appear over time, each demanding his or her own temple and, depending on alignment, holy order. In addition, clerics and paladins who serve gods know that their divine patron wasn’t always divine. Their faiths do not include concepts such as the infallibility, omniscience, or omnipotence of their patron deities.

The main hidden knowledge about a deity who earned his or her divinity is who the deity was before the achievement. While the new god may have been well known locally, that doesn’t mean someone thousands of miles away ever heard of him or her. Of course, if the new deity has some personality flaw or weakness, he or she will act quickly to obscure or hide any record of such weakness. Only the oldest among the gods have been around long enough for mortals to lose track of knowledge about their mortal origins.

Adventure Idea: Every few centuries, the gods hold a great tournament. All the gods surrender their divine powers (treat them as divine rank 0) for one day and face all challengers, whether divine, infernal, or mortal. The top champions become fully ranked gods. Any deity who fails to place in the top echelon remains divine rank 0 - or worse: reduced to mortality - and no longer has a portfolio, and is the subject of much mockery by other deities. Player characters learn of a conspiracy to cheat a demon lord into the winning ranks and must put a stop to it - possibly gaining divinity in the process.

Stolen Divinity

Divine rank may have a more physical existence, either on the Material Plane or only on the Outer Planes. If so, an enterprising mortal can steal it and simultaneously become a god while dethroning another. Of course, all the gods jealously guard their “divine tokens,” protecting them with fearsome traps and mighty beings— some enhanced with the gods’ own power, such as titans or angels.

Some points to consider if you choose this option are how the gods feel about new gods with stolen divinity and about the fallen gods, and what happens to those fallen gods. Perhaps they drop to the ranks of household or local gods. As with earned divinity, there may be rivalry or outright war between new gods and old. You need to decide whether gods steal from each other, and if so, what power they gain. If they do not steal from each other, you should have a good reason why not - perhaps it disrupts the natural balance. Decide how widely known the process of becoming a god is. If everyone knows, make sure to tell your players. Or, the gods may be the only ones who know. Alternatively, you may decide that only gods can perceive and physically handle divine sparks, so gods can steal them but mortals cannot. Mortals could still become gods through earning such status, or through the gods imparting or surrendering it.

When combining monotheism and the concept of stolen divinity, you have to establish from whom the one god stole divinity. Initially the idea may seem self-contradictory, but the right mythology can make it work. For instance, the one god might be the only one left after all the other gods had their divinity stolen (in which case you must decide where the stolen divinity went). Alternatively, the one god might have stolen divinity from all the previous gods.

In a dualistic system, the gods may have cooperated to steal from a previous god or gods, or one may have stolen from the other. The latter situation creates a dynamic opposition that makes a compelling dualistic system. Avoid the predictable idea of the evil god stealing from the good one; the reverse could prove more interesting. Of course, it’s yet more remarkable and fantastic if the two gods are differentiated by something other than good and evil.

An animistic system could have mortals steal divinity from the gods only to be transformed and split into tiny pieces by the divine power, thus becoming the spirits revered in the campaign. Alternatively, you could have a mythology in which representatives from the animal and plant kingdoms aided the mortals, and they all became spirits. Such talking animals and mobile talking plants are common in world mythologies. In all cases, you must detail the source of the “original theft.” There has to be something to steal from, all the way back to the beginning of the universe.

A crime such as theft implies secret or hidden knowledge. Any time you have a change in the pantheon, you have the potential for secret or hidden knowledge. For instance, the thieves might want to destroy any record of previous gods, or of their own previous identities. This “active hiding” means that anyone who discovers “heretical” information is at risk of retribution through divine or mortal actions.

Clerics and paladins of deities who stole their way to divine status face some of the same challenges as they do with deities who earned their divine status. Their gods were once nondivine characters. Their faiths do not include concepts such as the infallibility, omniscience, or omnipotence of their patron deities.

Adventure Idea: The patron deity of one or more of the player characters becomes mortal after someone steals her very divine nature from her. Adventurers are among her significant worshipers, so she contacts the player characters and begs them to return her divine spark. The usurper now lives in her divine realm, of course, so player characters know where to find him, and presumably also the divine spark. Player characters must successfully steal back the purloined divinity (in whatever form it’s in) and then decide whether to become gods or to return it to their patron deity.

Imparted Divinity

With this option, some source — generally the existing gods — imparts divine rank to those who deserve it. “Deserving” divine rank could mean overcoming all the challenges to reach the source, or it could involve performing a service particularly exemplary of a patron deity. Most likely it means a life of devotion, obedience, loyalty, and faith in the pantheon or patron deity. Contrasted with earning divine rank, in this system a particular being decides whether to impart divine status to a candidate. For instance, Zeus generally decided who could join the Olympian pantheon.

This choice for the nature of divinity gives the members of your current pantheon control over who joins their ranks. The resulting number of gods is much more manageable and consistent than with earning divinity. At the same time, those player characters who wish to become gods have a method for doing so. Decide the cost for becoming a god. A deity might impart divine status as a reward for a heroic quest, or a character might have to slay a demon lord. If total divine power is limited, your gods should tightly ration who receives divine power.

The conscious choice involved with imparting divine status combines monotheism with the right mythology. The worship of a single, all-powerful deity does not deny the existence of previous or future deities. A myth cycle in which a god lasts for eons and chooses her replacement is workable, provided you detail what made the current deity such a good candidate while he or she was yet mortal.

Dualism can work in a similar fashion, with the two gods choosing their replacements after a long period of divine dominion. Alternatively, one deity (perhaps born with her power or even having stolen it) could impart power to a mortal out of loneliness, or out of a desire for help in running the universe. Opposition could happen after the second being becomes a deity and reveals a hidden facet, or the first deity could wisely see the need for opposition to keep universal balance and purposely impart power to an opposing being.

The right mythology could even make animism work with imparted power. A deity looks down on creation and decides that his work is done; he can move on to other things. However, he can’t leave the world unattended, so he takes part of his power and shares it equally with all of creation. You decide that the divine spark only resides in unliving objects or only in things with animal or lower intelligence, or that it resides in all things and beings equally.

All these approaches assume a cycle that stretches infinitely backward in time. If there was ever a time when a deity relied on some other source for its divine spark, and then started the chain of imparting the spark to one or more successors, determine when that time was. That “original deity” may be the creator figure for your universe, but in any event that fact is hidden knowledge. Gods who want to appear omniscient and omnipotent don’t want contradictory information to get out in the form of common knowledge. Nor do they want to compare unfavorably to a previous deity.

 

When a mortal receives divine power, their friends and followers may very well become the founders of holy orders dedicated to her as a new god. Unlike with stolen divinity, imparted divinity implies worthiness. Clerics and paladins of such gods know that the existing pantheon considered their new deity worthy of joining their ranks. This imparts an air of legitimacy to a new faith.

Adventure Idea: A god’s servant approaches the player characters with a message. The servant’s patron deity will grant the player characters divine status, provided they recover a specific artifact from a demon prince’s lair in the Abyss and return it to the deity’s temple in the capital. Player characters must travel to the Abyss, locate the demon prince’s lair, infiltrate it, recover the artifact, and then safely transport it to the temple. As an added complication, the artifact is hideously dangerous to mortals on the Material Plane if not handled very carefully. To make matters worse, evil gods discover this quest and actively seek to destroy the patron deity’s reputation by unleashing the artifact’s horror on the world. If the player characters succeed, they become gods.

Surrendered Divinity

You may choose to allow your gods to surrender their divine status, permanently or temporarily. A god overcome by ennui or grief might choose to wander the planes or live among mortals. They might decide to take the smaller responsibilities of a household or local god. The other gods must take over the surrendered domains, and squabbling may result. Further conflict may erupt if the departed deity returns. A deity may surrender power, in this system, to a chosen replacement — which could be a player character.

Adventure Idea: The god of the sea surrendered his power to the chief deity of the pantheon and went to sea among mortals. The player characters want to find him, either because they are his former worshipers and want him to return to his divine duties or because their patron deity asked them to. Obstacles in their path may include the ex deity being shipwrecked on a dangerous and mysterious island, or he may have become tainted by evil and turned to piracy.

Mixing It Up

You may choose to mix these ideas. For example, the current or “main” gods of the pantheon were born with divine status. Some lesser deities earned their divine status through miraculous acts and heroic quests. Others received their divine status from the main gods as rewards for devoted service over several decades or longer. Stealing the divine essence of lesser deities is considered an evil or chaotic act, but it is possible. However, intermediate and greater deities are inseparable from their divine essences, so their status is never in danger - or it may be a constant struggle for deities to remain in power, as the slightest show of weakness is grounds for usurping their spark.

Creators or Usurpers

The current god or gods of the campaign did not necessarily create the universe. If someone or something else created the universe, you need to know the details. You also need to decide if the facts of the matter are hidden information, common knowledge, or somewhere in between. A pantheon of gods might claim to have created the universe and be lying or concealing the truth. The current crop of gods may have killed the creators, as the Olympian deities slew the Titans. They may have defeated the creators and taken their place. Depending on your mythology, the defeated gods might be more desirable than the current crop, or they might be dark and alien, in which case everyone fears their return.

Alternatively, the universe might have been born because of a natural process, such as that described in the Big Bang Theory. If you make that choice, deities might be superpowerful beings who came into existence before any other life in the universe. All other life might, in fact, result from their experimenting with their new existence.

How Deities Behave

The basic attitude of deities toward their mortal followers defines how they influence a campaign. A deity’s attitude generally falls into one of three categories: benevolent, indifferent, or hostile.

Benevolent Deities

Benevolent gods care about their worshipers and act to protect them. They focus on constructive methods of building their faith and strive to be awesome figures that people want to worship. As characters advance in levels, benevolent gods become more interested in their activities and more willing to answer calls for assistance or information. Benevolent gods are likely to communicate information to their worshipers and unlikely to hide it.

If the gods are benevolent, mortals must be important to them for some reason. Typically, mortal worship provides gods with power, making gods and mortals interdependent. If it’s possible to kill gods in your campaign or to replace them, gods may be benevolent to keep mortals satisfied and unthreatening. In campaigns with benevolent gods, most clerics serve a specific deity and many paladins belong to divine orders.

It may be difficult to justify why evil gods are benevolent. You may choose to eliminate evil deities and instead allow the most powerful demons and devils to represent evil. This arrangement can set the stage for a war between infernal armies and divine deities. If you use demons and devils to represent ultimate evil, decide whether evil clerics get their spells from the archfiends or from their devotion to an evil philosophy. You may choose to have evil gods but make them weaker or less significant than good deities. Perhaps they recently suffered a major defeat in the eternal struggle between good and evil.

Benevolent behavior combined with monotheism may be reminiscent of several modern real-world religions. It’s important to decide why such a deity is benevolent. Emphasizing an interdependent relationship, in which the deity needs worshipers for power and the worshipers need the deity for the necessities of life, is a step in the right direction. Going further and saying that the deity behaves benevolently to keep mortals from some other form of worship, or none at all, requires you to detail the effects of the alternatives. A monotheistic deity could behave benevolently out of a secret fear that someday a dissatisfied mortal could slay the god, for example. The gods in a dualistic system seldom both behave the same way to the same people. You can have a dualistic system in which the two gods behave benevolently to their own followers but not to followers of their opposition. Animistic deities can be benevolent, but animism is better as a mixed system, with the spirits behaving benevolently to those who show respect and acting indifferent or hostile toward those who do not.

Adventure Idea: When the player characters were children, evil gods dominated the world. Their minions oppressed the good and neutral faiths. Those who rose to temporal power did so with the aid, or at least acceptance, of the evil deities. Recently a great battle occurred in the divine planes, and good triumphed. Now powerful people seek to take the place of the evil monarchs and evil monsters roam the land free to follow their will instead of their unholy masters’ commands. Player characters may rise to rule nations or champion the defense of the weak.

Indifferent Deities

Indifferent gods actively pursue goals about which their worshipers may know nothing. They are a source for divine spells, and they are beings of immense power. Their activities may have major effects on the game world and may shift the balance between good and evil, law and chaos, or both. As such, they’re worthy of worship despite their indifference (though perhaps not out of love). As characters advance in levels, indifferent gods remain indifferent unless the characters stumble on lost knowledge describing the gods’ true goals. If the characters assist or interfere, even indifferent gods take notice. Indifferent gods work better if they’re independent of their worshipers; it’s difficult for a deity to remain indifferent when mortals can threaten its source of power. Mortals most likely “worship” such gods out of fear.

Alternatively, indifferent gods may be ancient beings that have become bored with mortals and simply ignore the world. As characters go up in levels, they may well pique the gods’ interest, for good or ill.

Indifferent gods do not actively communicate with their worshipers. Neither do they actively hide information. Campaign secrets about indifferent gods are likely to be simply lost knowledge. Ancient scholars, sages, and clerics may have learned some secret, recorded it, and lost the record in a huge library, a war, or a natural catastrophe. Indifferent gods don’t intentionally provide divine spells to clerics. In a campaign world with indifferent gods, many clerics will not serve a specific deity.

Indifferent gods buy you some time when designing your campaign. You know they have at least one agenda and maybe several, but you don’t have to describe these agendas until your player characters reach high enough level to discover them.

Some players may feel that an indifferent monotheism accurately represents modern religions, so the system has many of the same concerns as benevolent monotheism. An indifferent dualism requires extra effort to convey the dynamic, fluctuating opposition between the two gods. More important, it requires extra effort to convey the relevance of their eternal struggle to the player characters. Remember that although the deities feel indifferent toward mortals, this doesn’t imply that they’re inactive or have no effect on the world. Similarly, an indifferent animism could seem like an inert world. If the spirits don’t act in ways that affect player characters, or in ways the player characters perceive, then they might as well not be there. Ancestor worship, in this case, becomes an alternative to ignored requests for divine aid. Mystery cults may seek to overcome indifference through secret rites.

Adventure Idea: In ancient days, dark and alien gods ruled the universe. Their offspring banished them and became the current pantheon of gods. Mortals know the current gods exist, but only the most ancient races have any recollection or memory of the previous deities. Hidden in musty vaults are forgotten tomes written in lost languages that contain divine prophecies of the elder gods’ return. The current pantheon’s efforts focus on predicting the return time, preparing for it, and searching for a way to finally destroy the threat their ancestors pose. Player characters begin what appears to be a standard adventure, only to discover images of strange gods carved in ancient subterranean caverns. Over time, they gain enough knowledge to interpret the images and other bits of lore they discover. They learn of the true nature of the universe, and of the threat posed by the elder gods. Perhaps the current gods then recruit the player characters to aid in preparation for the return. You could even build prestige classes around that recruitment.

Hostile Deities

Deities who take an actively hostile stance toward mortals can prove overwhelming, particularly at low levels of play. As with other divine attitudes, you need to decide why the gods are hostile. If mortals killed a god in ancient days, the existing immortals may still hold a grudge. Mortal races from the Player’s Handbook may have replaced the gods’ chosen race as preeminent in the world. If the gods are draconic, lizardfolk may have once ruled the world as humans, dwarves, elves, gnomes, and halflings do now. While you decide that, also decide why the hostile gods don’t simply destroy the world. Perhaps the gods need mortal worship as a source of power (unlike with benevolent gods, mortals worship hostile ones in hopes of placating them). Destroying the world may unleash some threat to the gods currently imprisoned deep beneath the surface of the earth.

If the gods are hostile, clerics generally serve divine forces rather than specific deities. Most paladins belong to secular orders rather than divine ones. Many mortals seek alternatives to worshiping hostile deities, creating new demands for clerics.

The challenge you face in using hostile deities is the opposite of what you face with benevolent ones. In this case, you must justify why good gods are hostile. You can reverse one of the approaches to benevolent gods by making good weaker or less significant than evil. In such a campaign, perhaps the good gods recently suffered a major defeat in the eternal struggle between good and evil. This theme or setting can be tough for good-aligned characters because the world is set against them, but it sets the stage for epic adventuring as the player characters seek to redress the balance in favor of good.

A hostile monotheism has few consequences or implications different from a hostile pantheism. If a previous deity or pantheon created the universe, the current deity might not feel any particular compassion toward it. As with a pantheon, you must decide why the god stops at hostility and doesn’t destroy the world and start over. As previously mentioned, dualism works best if the two gods behave differently to each other’s worshipers. One hostile god or two is little different from twenty. Because animistic spirits are omnipresent, a hostile animism makes life a living hell for everyone involved unless they know how to generate enough good will to survive. If you’re creating a hostile animism, include ways to temporarily appease the spirits that are common knowledge in civilized areas. Mystery cults may teach effective appeasement techniques to initiates.

There are many opportunities for secret or hidden knowledge in a system with hostile deities. Mortals must hide all experiments meant to protect them from the gods, for instance. Deities are more likely to destroy evidence of such experiments than to hide it, but single copies of the information may exist in far-off places. Mortals may live in fear of the gods destroying the world if pushed too far because the reason they don’t or can’t is lost or hidden. The existence of one or more previous deities may be hidden or destroyed by the current hostile god or gods.

Adventure Idea: In the city used as a home base by the player characters, construction has begun on a white marble tower carved with lotus flowers. The people organizing the construction pay well, and the workers have no complaints about treatment. The organizers are wealthy men, and they soon become advisors to the city rulers. As the player characters travel and adventure, they find more of these towers in other cities. They also begin to encounter divisive policies such as tariffs on goods traded between towns, entry fees charged at city gates, and laws requiring citizens to wear symbols of their faith sewn on their clothing. If questioned, the organizers of the tower construction explain that such policies strengthen the town and encourage the citizens to show their faith with pride. Player characters who sneak into a completed tower and observe the rituals there discover that the towers are temples to a hostile deity, and they must act to prevent the lotus cult from consuming their world.

Active and Distant Deities

In some campaigns, active deities act constantly to influence the world. In others, distant deities show little interest in mortal events. Both options are discussed below.

Active Deities

The D&D game uses the active gods model. We may meet the avatars of the gods in taverns or on the road. Putting active deities in your campaign possesses a single, tremendous advantage: Doing so adds an element of fantasy that sets the campaign clearly apart from historical simulations, even more than the existence of magic. Clerics and paladins of holy orders can point to the huge, glowing person working miracles down the street to justify their faith and devotion. (This sort of activity can easily get out of control; the dangers of overactive gods causes meddling in mortal affairs far more than is recommended.)

Historical mythologies often follow this approach. The Greek gods lived on the mortal world, what we call the Material Plane, on Mount Olympus. Poseidon lived in the sea, Hermes traveled across the land, and Zeus took many different forms to travel among mortals. The Norse gods often crossed Bifrost, the Rainbow Bridge, to travel among their mortal worshipers.

Knowing that the gods are present and watchful may help explain belief systems in your campaign. It may also serve to keep some player characters in line. Just remember that if the gods always appear to rescue the player characters, the characters risk nothing. Without risk, success loses its savor, and there’s no sense of achievement. Higher-level characters are more important to the gods because they possess greater capabilities as divine agents and forces for change. Such characters need fewer rescues, yet they’re more likely to have the gods’ attention.

Monotheistic systems usually don’t use the active option because it may be difficult for a single god to be all the places she needs to be all the time. Creating multitudinous servants for the god overcomes this challenge and helps inject the fantastic element that monotheism desperately needs in fantasy roleplaying games. If you want an active monotheism, create a “heavenly host” to assist the deity. Dualism faces roughly half that challenge, since it has twice as many gods. Divine agents for each deity can overcome the remaining challenges again, or you can make the two gods distinctly different by making one distant and one active. Active animism is normal. Mystery cults of active deities may regularly experience the physical presence of their patron or one of their patron’s representatives. Active household and local gods are more likely to get worship.

Active deities make hiding sins, heretical ideas, and sacrilegious experiments a necessity for all mortals. Simultaneously, the deities are vulnerable because they’re present and active among mortals, so they hide information about their weaknesses. If mortals discover this information, the deities destroy it. If they miss a copy or a fragment, that knowledge becomes lost rather than destroyed.

Adventure Idea: Returning from an adventure, player characters are caught in a rainstorm while still outside civilized areas. Taking shelter in an abandoned barn, they find a fellow traveler warming himself by a small brazier of coals. He complains of being hungry and thirsty, and asks the player characters to share their food and water. If they do, he thanks them and joins their meal. Some time in the night he vanishes, leaving in his place a map and a strange medallion. The map and the medallion are keys to some divine secret hidden in your world. If the PCs do not share food and water, the traveler still vanishes during the night. Have each person standing watch make a Wisdom save (DC 25 + the average character level of the party) once during his or her watch every night or fall asleep (or fall into a deeper trance, in the case of elves). If the entire party falls asleep, the mysterious stranger transports the PCs to a deserted island without their rations and waterskins. In the process of traveling from island to island, trying to get home, they stumble across the divine secret mentioned earlier.

Distant Deities

Distant gods take no active part in events on the Material Plane. They may be very active in their own realm, but mortals know little or none of that. Choosing distant deities removes an element of fantasy from your game, but you can overcome that by focusing the campaign around various attempts to reach the gods. Some of those attempts might be incredibly foolhardy and dangerous, while others might be noble and worth player character support. One character’s mentor or patron could be researching and planning such an attempt from the beginning of the campaign, taking the characters deeper into his trust as they advance in levels. Another aspect worth addressing is how long the gods have been distant. Gods may have been active in the times remembered by mortals, by elves, or, even farther back, by dragons. If anyone can remember a time when gods were active, or if lost books of ancient knowledge tell of such a time, decide before the campaign starts what force is strong enough to enforce a limitation on your gods.

In the D&D cosmology, there’s a limit to how distant gods can be. Anyone capable of planar travel can reach the divine realms and tug on a divine sleeve until she gets the god’s attention (which might not be a good thing). Your cosmology might place a barrier between the gods and mortals, making reaching them more difficult but still possible.

Distant gods are effectively similar to indifferent gods. Their teachings may indicate benevolence toward, interest in, and even love for mortals, but their actions never affect mortals. Many clerics and paladins serve divine forces rather than specific deities, though some argue that the very distance between the gods and their worshipers makes devotion to them more important. When there’s a huge glowing person down the street working miracles, you don’t need faith. Belief isn’t necessary for something that’s demonstrably present.

Positive and negative energy exist even when gods are distant, so the decision has no effect on spontaneous casting or on turning and rebuking undead.

It is possible to create a vibrant, compelling monotheism with a distant god, but doing so requires some other manifestation of the divine in the world. The forces of evil can easily fill this role. If you personify evil in a single figure, you approach dualism. It’s best to spread the evil out among the demons and devils of the Abyss and Baator. Half-fiends seriously outnumber half-celestials in such a system, and at least one of the themes of the campaign should be dealing with temptation. As mentioned earlier, one way to make gods distinctive in a dualism is to make one active and one distant. In an animistic system, distant spirits might as well not exist at all.

Because they never see direct evidence that the gods exist, most mortals develop a great deal of information about the divine that’s simply incorrect. Hidden knowledge is often in plain sight, buried among the reams of wrong ideas. While distant deities by definition never act to destroy information, they may have left some behind, hidden in lost cities and ancient temples, assuming they were ever active.

Adventure Idea: Player characters live in a world where the gods are believed benevolent, but no one has any direct experience with such benevolence on an individual level. Clerics dedicate themselves to concepts or causes, rather than to gods. Littered about the world are colossal artifacts hinting that the gods were once active (such as crashed flying castles proportioned for huge inhabitants, unbreakable enormous statues with only the head or hand protruding above the earth and made entirely of diamond, and so on). As player characters adventure among the mysterious ruins, they learn that the gods may also have been responsible for the vast miles-long dead patches that dot the world. They begin to suspect that the gods distanced themselves from the world in order to keep their struggles from destroying it. They may set out to reach the gods and beg them to return to their mortal creations.

Intercession

The possibility for intercession exists with active gods. Most divine divination spells involve minor intercession (although the interruption is so minor that answering a low-level divination spell may require no conscious effort from the deity). With distant gods, however, you must decide how much intercession is truly possible. You can run a high-level roleplaying game in which deities commonly appear for whatever reason, but remember that too much interference from the gods takes fun away from the players.

If a god can remove obstacles with a wave of his hand, no heroic effort is needed on the part of the characters. The player characters are heroic not because of the tremendous powers they might or might not accumulate, but because of the terrible risks they take in the face of imminent death. At some point, the player characters may become extraordinarily high-level and powerful. By that time, they are probably comfortable with planar travel, or as comfortable as anyone gets with such activity. Such games may lead the characters into direct contact with gods on those powers’ home planes. The characters may even conflict with or challenge those powers. Powerful characters are more likely to catch a god’s attention, but they’re less likely to need divine intervention.

Adventure Idea: A cleric turns a warehouse or an abandoned building into a place of worship. People begin flocking to the temple because the cleric appears to be able to guarantee divine intercession. He never asks for money or donations, but the growing congregation begins competing to provide him with better accommodations, vestments, sacred accoutrements, and even a new temple. When his worshipers begin to disappear, suspicious player characters discover that the cleric’s divine interventions are provided by devils cloaked in illusions that have been gradually assuming influence in and control over the city - using the souls of the congregation to fuel the eternal blood war of the lower planes.

Meeting a Deity

When player characters meet a deity, they’re meeting a being with senses that extend for miles. A deity merely has to think of or desire something to have it. Its awareness of its portfolio covers vast areas, and its control of the building blocks of matter, energy, and life makes it the master of most situations, particularly on the Material Plane. The awesome presence of a deity cows most mortals, and may drive them from the deity in fear.

Gods seek out mortals who do great deeds that favor the gods, as well as those who threaten their power, primacy, or existence. Even when a god graces a mortal or a group of mortals with its physical presence, that god’s attention is effortlessly in several places at once. Mortals who reach the home of a deity irritate that power with their interruption. They can expect a much cooler (or hotter, depending on the deity and the plane) reception.

As the Dungeon Master, you manipulate the experience of meeting a god to suit your campaign. You can frighten the player characters or welcome them, depending on how you want the characters to feel about their deities, and how much you want the characters to interact with them.

Depending on what kind of pantheon you have, you may be able to draw inspiration from elsewhere.

Historical Pantheons

Myths and legends portray pantheons from around the world. For instance, it’s very easy to find out how Zeus acts by reading Greek mythology - and how too much mortal interaction can be a bad thing.

Fictional Pantheons

If you’re basing a campaign on a setting described in books, consider carefully whether you want to use the deities as portrayed there. Novelists write what’s necessary to tell their story, and they’re right to do so, but the needs of a story and a game setting sometimes differ. If you like a particular quirk or personality trait from a novel, use it after considering how it will work around the game table.

If you’re using a pantheon that only exists in books, then the novels are all the information you have. Think of that situation as an opportunity. You can expand on the novels and add information the writer may have thought irrelevant, or for which there simply wasn’t space.

Your Pantheon

When developing your own pantheon, consider giving it a specific flavor. Your gods might resemble those of the Greeks, with exaggerated character traits, mortal foibles, and contradictory behavior. They might be humble, wise, and sympathetic. They might instead have alien mindsets because their powers and senses let them approach the universe in ways mortals cannot understand.

How Deities Behave

Here are some suggestions for acting the part when your player characters meet a deity.

  • Spoiled Brat: Gods get their own way. If they desire something, it appears with little or no effort. Instant gratification is normal for deities. They have little or no appreciation for the challenges and difficulties mortals face. They pass out quests and tasks with no regard for difficulty and then become wrathful when mortals object. Deities who deal directly with living things usually show understanding, but even for them there is a line between reasonable concerns and thwarting their will. When you portray such a deity, dismiss player character concerns as trivial. Get angry when they can’t do what you want immediately, if that’s appropriate. Otherwise, be patient but insistent, and don’t negotiate.

  • Immortal: To a deity, mortals (even elves, vampires, liches, etc.) have the life spans of gnats. What seems crucial to a mortal may be meaningless to a deity that can outwait any mortal problem. Gods may act rashly or with haste, but generally do so over their own concerns. Such deities take the long view with player characters and remind them that they are mortal, and therefore their problems will pass.

  • I Saw That: Not only can gods perceive events miles away, but they can perceive their priests, temples, and portfolio elements across the planes. Assume that a deity notices any trick the characters try to pull, including slipping away to steal under cover of a diversion. In addition, an immortal being has probably already seen every trick the characters can think of and prepared defenses against them. You don’t have to plan for every possibility; just assume the deity is ready.

  • Power Incarnate: Gods can do more, and do it faster and more accurately than any mortal. Any arcane spellcaster can make something appear from nothing. A deity can make impossible amounts of material appear instantly and without effort. They do it without obvious verbal, somatic, or material components. Walking up a rainbow or transforming an annoying character (annoying to the deity, anyway) into a turtle for the duration of the contact are minor manifestations of a deity. A deity might cure an incurable infliction, turn the shards of an evil artifact into flawless diamonds, or strike an obnoxious character dumb until that character makes an atonement. Whatever a wish can do, a god can do more.

  • The Masked Man: Odin often wandered the mortal realm disguised as an old man. Zeus came down from Olympus in many different guises to wreak havoc. Player characters may meet a deity and never realize it (though most deities can’t resist showing off as they leave; see Power Incarnate, above).

  • Condescending: The powers of a deity are far beyond those of mortals. Deities may express their sympathy and compassion as pity. Less sympathetic deities may dismiss mortals as worthless or unimportant. It takes a great deal for mortals to get a deity to take them seriously. Combined with immortality, this attitude means deities tend to ignore immediate mortal concerns unless something threatens their power, portfolio, or very existence. Reward players who have their characters phrase requests in terms that catch their deities’ interests.

  • Going Too Far: Playing a deity means you can overact, chew the scenery, and misbehave without consequence. Movie villains are often great examples of this kind of behavior, though not all deities are villains. If a deity is proud and irritable, roleplay this attitude by refusing to look at your players and taking offense at everything they say. If a deity is warm and sympathetic, put your hand on the shoulder of the player whose character the deity addresses and look that player directly in the eye.

  • Divine Aura: Gods use their aura to induce the proper state of mind in those they approach. Characters may be able to resist the urge to fall down on their knees and worship, but even if they can, it’s a tremendous struggle. Remind their players that the characters’ knees tremble with the effort to resist, and every time the god’s gaze turns to a particular character, he or she feels the urge double (though no further rolls are required). Whether a divine aura is frightening or inspiring, it is an experience few will ever forget.

  • Divine Wrath: Deities wear their emotions on their sleeves. Whatever they’re feeling, they show. If a few mortals get stepped on, burned to cinders, crushed under falling buildings or mountains, or thrown a hundred miles by a gust of wind, a deity may not notice in the excitement — particularly if it can resurrect such mortals later. Questioning a deity’s knowledge or power or disagreeing with a deity are sure to trigger its wrath. If your player characters spend a lot of effort contacting deities, a few doses of divine wrath could change their behavior.

  • Self-Centered: Deities focus on maintenance and expansion. They act to preserve their power (both personal and portfolio) and to eliminate threats to those concerns. At the same time, deities usually have an agenda for gaining further power and influence within their pantheons. Mortals are seldom powerful enough to be a distraction from these two priorities (when they are powerful enough, see Divine Wrath, above). Perhaps the biggest challenge after contacting a deity is shifting that deity’s attention from personal concerns to those of mortals. Mortals who assist a deity in a way that’s meaningful to an immortal, incredibly powerful creature are more likely to gain divine assistance.

Divine Politics

Deities have their own agendas and concerns. After all, the biggest challenges they face are from their own kind. Ares and Athena constantly compete for Zeus’s attention, and squabble over the best way to fight a war. These politics require a lot of any deity’s attention. Fortunately, these politics are almost always not perceived by your player characters, at first. Until the characters reach very high levels, they lack the power to concern or threaten deities and they rarely, if ever, interact directly with the gods. If the characters in your campaign spend more and more time communicating with their deities as they increase in levels, spend some time developing the rivalries and politics of your pantheon

Divine Meddling

The most important principle for the use of deities in a fantasy roleplaying campaign is to employ them judiciously and sparingly. Too much interference from the gods takes fun away from the players. If a god can stop things on a whim, there's no fun left for the players.

The D&D game is designed for a mortal level of play. The player characters are heroic not because of the tremendous powers they might eventually accumulate, but because of the terrible risks they take in the face of imminent death. To use a deity to save characters from those risks repeatedly is to sully the heart of the game.

At some point, high-level characters may become extraordinarily powerful. By that time, they are probably comfortable with planar travel (or as comfortable as anyone gets with such activity). Such games may lead the characters into direct contact with gods on the deities’ home planes. The characters may even conflict with or challenge those powers. Most of the time, however, the activities of mortals carry on without too much divine interference or even attention.

Taking the Reigns

Roleplaying a deity is only half the battle when dealing with embodying one. The next step is to know how to be a god in interaction and combat.

The points brought up in the "Meeting a Deity" should be kept in mind when running a deity through their actions in and out of combat.

Acting like a God

A Deity's interactions with mortals could hardly be considered "Normal" by any means, as their mere presence should be enough to shake both mental and physical foundations. When appearing before mortals, keep in mind that the deity should always be considering their own agendas above all - as any mortals they may know of are only passing glimpses in their visions, even for benevolent deities.

A Deity only ever considers physical presence a possibility for exceptional mortals with extraordinary powers - and normally to fulfill a part of their own plans. Even plain members of it's own congregations or orders are incredibly lucky if the Deity appears before them ... more so if the god even LOOKS in their general direction.

Fighting like a God

A Deity's command over martial and magical prowess is normally only matched by others of it's kind, and incredible woe be upon the unfortunate lowly soul that irks the mire of a deity while in it's presence.

In combat, a deity will use it's domain powers first and foremost above all else, as it not only embodies what they are, but they have nearly no limit to how often these powers may be used - unlike mortals.

If a deity expects a challenge, it will begin to use it's Divine Feats and class features just as any adventurer would, combining it's attacks and abilities in a way to neutralize all foes in it's path.

Only if the God truly feels it has been backed into a corner and is feeling as if it's existence is at stake will it truly go all out: Combing multiple domain powers, casting high magic, utilizing the most of it's extreme abilities to get free - it will act very much like a rabid caged animal, thrashing and exploding with violence and power until the surroundings are utterly devastated and all threats are neutralized. And even then, it still may not stop with it's rampage, as it may take such great offense to the possibility it's life would be snuffed that it would go above and beyond to destroy everything even slightly related to the offending characters or creatures.

When getting into combat as a god, don't bother rolling attacks or damage for creatures or characters with a Challenge Rating or Level equal to 10 or lower - as you should treat them as you would snuff out a candle.

It's Tough to be a God

Ultimately, playing as a deity is not an easy job, although it may seem like having such extreme powers would make it easy, it is quite the opposite.

Trying to "Play Fair" as a deity is a nigh impossible task - how could one truly embody an unstoppable force of nature with ease? The guidelines, abilities, and everything in this pdf are meant to be used as mere advice when incorporating deities into your world.

If you, as a DM, deem some rules unnecessary or want to tweak them, that is your choice - but one should always keep in mind the sheer amount of raw power and responsibility that a multifaceted, pan dimensional being contains within itself.

But above all else, have fun, and make it memorable for you: The DM, and the Players.

PART 2

The Task of Ascension

The Task of Ascension

The path to godhood is not a single road, but one of many paths and many ways. Each way is different for each person, but a few common trends are possible. The path to godhood is known as the Task of Ascension and it is often a very dangerous and tedious route. A creature must first establish a connection to the divine by tethering themselves to the planes, and then they must somehow obtain a divine spark and hope their form can withstand the transition.

The possess is two-step (for those that are not outsiders).

Becoming an Outsider

To become a god, the very first step – and by far, the easiest – is to first become an “Outsider.”

Being connected to the energy of the planes – body and soul – is to be an “Outsider” These creatures range from Aasimar & Tieflings, to Angels, Devils, Elementals, Genies, Genasi, and Fey. They are a few examples of naturally occuring extraplanar beings - whose souls are tethered to the essence of the plane they’re from. There are several ways to become an outsider, from class features, swapping bodies, dying and being ferried to the afterlife and then resurrected, or contracting bizarre, inter-planar diseases.

But for those who have not been born or made into an outsider, there exists a ritual which grants the outsider type to those who undergo it.

The Ritiual of Transfiguration

The Ritual of Transifguration is an ancient and occult ritual used to transform a willing (or unwilling in some cases) creature to become a particularly powerful outsider through primoridal essence and concentrated magic.

This magic can only be cast as a ritual, and the chance of coming across the spell itself is rare indeed, as only those versed in ancient magic and dark rituals will know what to make of it. (This spell can also be used on pre-existing outsiders to mutate them further with planar energies.)

Ritual of Transfiguration

9th-level transmutation (ritual)


  • Casting Time: 12 Hours
  • Range: 30 Feet
  • Components: V, S, M (The Blood of an Outsider in quantity equal to half your size, 10,000 Gold in materials appropriate to the plane the subject will be tethered, An Androsphinx's body fat turned into oil, A Black Lotus Flower)
  • Duration: Indefinite

At the Start of the ritual, the subject is annointed with the Androsphinx Oil, and the appropriate ground fine dust of planar materials are applied to the individual. The Subject consumes the Black Lotus, and lays in a basin of the outsider's blood, and remains there for the duration of the ritual.

At the end of the Ritual, the individual is struck by a massive surge of planar energy. The blood and all materials vaporize in a massive burst of smoke and steam. The Individual's body is now bonded to their soul forever, and are considered an Outsider of the associated blood type. They gain the following effects

  • Outsider You are now considered one of the following as well as your original type: (aberration, celestial, elemental, fey, fiend, or undead)

  • Truesight Out to 30 feet

  • Superior Darkvision Out to 60 feet

  • Detect Evil & Good Can cast at Will

  • Proficiencies:

    • 2 Weapons of your Choice (simple/martial).

    • 2 Cantrips of your Choice (any school - Charisma based)

    • Light and Medium Armor.

    • One skill of your choice.

    • One Language (mainly the one associated with your outsider type)

  • Unnatural Body You no longer need to eat or sleep - but may if you wish to do so. You gain minor physical features of your choice. The features should reflect the outsider whose blood was used. (Ex. Horns, faint halo, third eye, scaly skin, illuminated tattoos, glowing eyes, sparkling blood, perfect/cracked skin, etc.)

What is an Outsider?

An Outsider is at least partially composed of the essence (But not necessarily the material) of some plane of existence other than the material plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.


  • Outsiders A creature of the Outsider type are from either the upper or lower Outer Planes (And sometimes the Inner Planes). A Few examples of these are Angels, Inevitibles, Demons, Devils, Fey, Genies, and similar planar beings. Petitioners are beings who have died and worshiped/believed in particular deities and visited their divine plane - these also count as Outsiders.
  • Native Outsiders A Native Outsider is from the material plane and has connections to the Outer Planes (or the Inner Planes). Examples of these include Tieflings, Aasimar, Genasi, Gith, and others like them that are planar touched, but with a strong connection to the prime material.

Both Aasimar and Tieflilngs are Highly common examples of Native Outsiders, as the intermingling of celestial and infernal affairs with mortals has borne several generations of these races.

A Forenote on Aetherion Energy

Later in this document will make several mentions of a damage type known as "Aetherion", this is a type that is not typical in most senses as it works differently than most forms of damage:

  • Aetherion Thought to be the spiritual twin of Force damage, Aetherion is, in simplisitc terms, soul energy. Where Force damage shreds and tears down matter at the molecular level, Aetherion damage only targets souls and spirits and destroys them, rendering most bodies completely innert and "empty" No form of resistance, immunity, or vulnurability exists for such damage.....that is known.

All constructs of an artificial nature - not including those powered by a soul or similar spiritual power source - are immune to the effects of Aetherion, as they do not possess the "material" that is affected by this damage type.

Becoming a God

There are uncountable ways for one to rise to godhood - Such as hidden cabals of devoted zealots determined to ascend the head of their congregation, Discovering a hidden artifact that was once held by a deity and still remembers it's touch, Slaying tens of thousands of creatures and harvesting their souls, To even challenging and defeating a deity in mortal combat.

  • Kill A God (Any Alignment) (Requires Spark Focus): The most direct way is to find and kill another god, stealing their divine spark as they perish. Killing a god is never easy, but if you manage to successfully kill the god, then within 1 minute of the god's passing, you may attempt to absorb its divine spark. This is an ultra-violent process that blasts you and the surrounding area with a massive amount of super-charged energy. This is a very risky and dangerous method, but by far the most direct.
  • Genocide (Evil Alignment) (Requires Spark Focus): They say everyone has a little bit of divine spark in them, so if you kill everyone and everything, you can gather the individual sparks and forge yourself a new spark. This vile method requires the mass death of many creatures all at the same time within the space of one week, with a spark focus to house the wandering souls of the dead before they depart for the afterlife.
  • Worship (Good Alignment) (Requires Spark Focus): The far kinder and more gentle means of godhood is earning your worship yourself. You must have the complete, fanatical devotion of a great mass of people before the task can begin. They must be willing and not under any mind controlling effect. The worshipers must be gathered in a week of mutual fervent prayer following whatever dogma you see fit, with a spark focus to gather the prayers. The synchronized efforts of hundreds to millions of worshipers is enough to charge the device.
Worship/Genocide
Divine Rank Divine Title Followers
0 Quasideity 500 - 5,000
1 Lesser Deity 5,001 - 100,000
2 100,001 - 250,000
3 250,001 - 500,000
4 500,001 - 750,000
5 750,001 - 1,000,000
6 Greater Deity 1,000,001 - 3,000,000
7 3,000,001 - 5,000,000
8 5,000,001 - 7,000,000
9 7,000,001 - 9,000,000
10 9,000,001 - 10,000,000
11+ Over-Deity Restricted to bestowment by pre-existing Over-Deity
  • Receive the Gift (Any Alignment): Rarely, you may parry a favor to the gods and they will grant you godhood as a gift. This method, while both rare and unpredictable, is the safest, as there is never a threat of explosion. Deities are reluctant to gift divine rank, as they lose it from their own amount. (Divine rank 0 counts as 0.5 a rank for determining how many ranks a deity loses when gifting a mortal with godhood.)

There are also very rare items or materials that have been known to bestow godhood upon mortals. Some of the known substances and items are as follows:

  • Ambrosia - The food of the gods, rare even amongst the divine. The consumption of ambrosia was typically reserved for divine beings, as it is attributed to have vast healing and regenerative abilities, and was known to bestow base divinity to those who partook of it. this delicacy appears as a type of solid gold apple, that when split open - seeps out a thick, glowing, golden syrupy honey, which is often distilled by deities into a divine drink known as "Soma"

  • Artifacts - Some artifacts of immense power that were used by gods - and in some cases against them - may yet hold remnants of their divinity through mere contact. These items may even be spark focuses themselves, or when adorned or used by a creature, could even bestow a Divine Rank upon them so long as it is in their possession. such items could be an Ancient Crown of a beloved King, a Magnificent chalice that once touched the lips of a god, or an Extravagant Sword that once drew a divine's ichor from their holy body.

Once you receive the divine spark, you undergo an “Apotheotic Ascension”, a metamorphic state, in which a being is considered both mortal and divine at once.

Upon a successful Ascension, you acquire a Godspark, and you gain Divine Ranks – which allows you to take levels in Godhood.

Divine Spark Focuses

A Divine spark focus is an object that is required in order to house the essence of divinity that allows one to become a god. While not all ascensions have a spark focus used, it definitely makes the process of absorbing a Divine spark easier - as attempting to inherit raw divine power by oneself with no medium would be akin to swallowing a star and hoping their body does not get consumed by the unbridled force.

A Divine Spark focus does not always need to be used either, as some societies and empires have utilized the spark focuses to maintain massive structures or spells for Eons, some have even been passed down as sacred artifacts for generations.

An example of such would be the Elven Race of old who utilized "Mythallars" - which are magical constructs used to create massive and overlapping magical effects - which protected whole empires and allowed the flow of High Magic by manipulating the Weave itself. Very rarely, versions of these Mythallars would contain the essences of the collection of hundreds or thousands of souls - which eventually coallesced into a divine spark.

These Spark Focuses - whether they be Mythallars, Legendary Weapons, Sacred Objects, or Extravagant Regalia - are always massively expensive, and the more power they're meant to hold, the more costly.

Divine Spark Focus

Wondrous Item, Legendary

If one wishes to collect enough sparks to forge their own spark, or store an already existing one. -Then you must create a Spark Focus.

A Spark Focus varies in it's form, but costs the Following to Create:

  • Associated Objects - Crystals, metals, bones, trinkets, magical ingredients, etc. costing 50,000 gp per Divine Rank intended. Which must be representative of, or akin to, the god-to-be in some fashion. (Rank 0 – 25,000 gp / Rank 1 – 50,000 gp / Rank 10 – 500,000 gp)

  • Divine Materials - Amongst the associated objects needed, the following materials are necessary for every Spark Focus to be successful

    • A chunk of godstone from the Astral Plane.

    • A piece of Adamantium

    • A Diamond (Worth at least 1,000 gp)

    • An incantation of the spell "Soul Cage"

    • The blood of the god-to-be. (One drop will do)

  • Creation Time - It takes the combined efforts of a Master Smith and Head Enchanter 200 days per intended divine rank to properly forge and integrate every piece of the spark focus for it to properly hold a spark within it. (Rank 0 – 100 days / Rank 1 – 200 days / Rank 10 – 2,000 days)

The Necromancy Spell "Soul cage" is found in "Xanathar's Guide to Everything".

Apotheotic Ascension

Immediately after absorbing a divine spark, you are subjected to the fluctuating raw power of the spark. – regardless of how you came across the spark.

As your body attempts to cope with the amount of pure energy inside it, you begin your transformation into godhood. You are still able to move, take actions, use abilities, and cast spells until Round 5. This process that lasts 30 seconds – 5 rounds – with each round exhibiting a different effect:

Round 1 The energy fluctuations inside you start to manifest physically, striking out at the surroundings from your soul, and making it difficult to get near you.

  • The surrounding area within a 20-foot radius becomes difficult terrain. This difficult terrain follows you. You also Deal Max damage per attack.
  • You gain resistance to all damage.

Round 2 Your spirit begins to glow intensely, and you feel your insides burning, as if your soul had been lit on fire

  • You begin to emit an aura of multichromatic energy which deals (5d10) Aetherion Damage (Untyped) and (5d10) Force Damage to all creatures who end their turn within 20 ft of you.

Round 3 Your mind begins to evolve in the way it perceives reality, and your vision briefly expands to see the horizon stretch out into the Ethereal and Astral planes, bearing witness to the spirits and beyond into all other planes.

  • Your vision falls under the following effects temporarily for 200 ft, as your mind feels the life energy in all things.

Divine Spark Absorption

A Divine Spark is the essence of what makes a deity a divine entity. It represents the consolidated energy of belief and spiritual resonance in a physical manifestation. To behold a divine spark in the flesh is akin to staring into a star that bears with it a heartbeat that threatens to deafen and blind you.

If souls could be considered the "flame" of a creature's being, a divine spark would be more similar to a star. So great is the innate energy of a spark that if those who are unworthy come into physical contact with it, they may find themselves bodily and spiritually torn asunder by it's grandiose power.

Regardless of whether one can physically maintain a divine spark within their being, all those that attempt to absorb one undergo the state of "Apotheotic Ascension" as their bodies attempt to cope with the fluctuating raw power inside of them - at the ending of which, their form will try it's best to maintain that power without perishing.

  • Blindsight
  • Superior Darkvision
  • Tremorsense
  • Truesight

Round 4 Your body begins to feel the rippling energy of the spark leech into your core and you begin to feel your mortal form burn away into something more. Screaming is probable at this point.

  • Your skin begins to crack like glass, and raw energy bursts forth from the breaks. – As an Action - you force all creatures within a 20-foot radius to make DC 20 Dexterity checks as bolts of energy arc from you. Dealing (5d20) Aetherion Damage (Untyped) and (5d20) Force Damage on a fail, or half as much on a success. If this damage reduces a creature to 0 Hit Points, it’s Silver Cord is severed, it's body Disintegrated, and can only be restored to life by a Wish or similar.

Round 5 Your whole being freezes, as the energy inside you comes to an overwhelming final build-up. – You immediately lose the ability to move, take actions, use abilities, or cast spells.

  • You ascend into the air 150 feet. Phasing through any material in your way until you reach an open level.
  • You begin emitting an intensely bright light, which casts Bright light in a 100-foot radius, and dim light for an additional 100 feet. – This light dispels all darkness, regardless of type.
  • You begin emitting an extremely thunderous high-pitched ringing, as your energy hits a critical point. This is audible for 500 feet.

Critical Point – All effects of Apotheotic Ascension now stop, and then explode outwards from the individual – they now roll for Divine Spark Absorption.....and pray they succeed.


Divine Spark Absorption

After having a taste of divinity, your body, mind, and spirit now attempt to hold the energy permanently inside itself - Many Fail, but those that don't will walk away as something more than themselves.

There are a few different rolls that can be made based off of the spark that was absorbed.

Killing a God - When absorbing the Divine Spark of a fallen deity or divine creature, you must make this special level check:

  • (D20) + (Your Character Level + highest ability score modifier + Divine Rank of the spark being absorbed)*
Limiting Absorption

(If the character chooses to, they can absorb a lesser amount of Divine Spark rather than forcibly risk absorbing the whole spark. This results in an easier level check and a better chance at success.)

Against a special, after-death, save made by the dead god’s Divine Spark:

  • (D20) + (5 + Deity’s Character Level + Divine Rank of the spark being absorbed)*

Worship/Genocide - When absorbing a Divine Spark created from mass worship or genocide, you must make this special level check:

  • (D20) + (Your Character Level)

Against the pull of fate itself:

  • (D20) + (Divine Rank of the Spark)

For these rolls, any special effect or ability that allows you to reroll dice can only be used once by either party, and when both parties use such abilities at the same time, they cancel out (such as the Lucky, and Human determination feats, as well as using Inspiration, or Legendary Resistances, and any other similar effects that allows you to reroll the (D20).

On a failed save, You Explode and Die, in a massive energy-based explosion which levels all structures – natural and otherwise – and kills everything within a 1000ft radius of you:

  • (20d20) Aetherion + (20d20) Force Damage. Max Damage. 3x Damage to all structures and objects. The area is now subject to an Anti-Magic Field for an amount of years equal to a d20 per spark attempted to be absorbed (minimum of 1d20). An Area of 1000 feet before the Anti-Magic Field is under the effects of Wild Magic.

    The spark and all souls associated with it – become lost to the hungry dark of the void. You can only be resurrected by a Wish spell.

On a successful save you take (2d20) Aetherion Damage (Untyped) and (2d20) Force Damage per divine rank absorbed and gain Divine Rank, which can still kill you if you are weak enough (rank 0 counts as 1d20).

Random Sparks

If a spark is found randomly inside a spark focus, then it is up to the DM to decide how that spark came to be, whether from a pre-existing dead god, or through worship/genocide. The roll to be made reflects how that spark came into being.

"Art thou truly Worthy?"

Once the spark has been absorbed, the entity sheds their initial mortality and walks away as something more.

If the spark isn't absorbed, then the creature is destroyed, completely and utterly.

All this effort for nothing?

Many would consider the efforts of consolidating that much energy into an object, only to have it ultimately destroy their character to be an absolute waste of time.

The Fact of the matter is this: Not every being is meant to become a god. As every Ascension takes place, the Overgod Ao (The Godking of Divinity) weighs a mortal's actions with their potential worthiness as a divine being.

Most of the time, a creature is not meant - by fate - to become a god, Ao forbids it, and therefore they will not ascend.

Many times a would-be god must have a sort of vouching divine being to stand by the ascendee's side as they rise to godhood (typically entities the character has presumably aided throughout their lifetime in some fashion), this ensures a greater chance of success, as Ao will take notice of the already existing god's vote. And it goes without saying, the more divine beings that vouch for your ascendence - the more likely it'll take place.

In some rare instances, the mortal attempting ascension will just downright fail. Regardless of the amount of vouching entities. Sometimes this is just due to a lack of strength, or Ao's overwhelming denial of their divine crowning.

Ultimately, it is up to the DM to decide whether or not the character ascends. And can choose to have them succeed - even if they fail the roll. (This can be achieved by a god "reaching out" to stabilize the character right as they fail.)

Besides, if the character fails their ascension, they've still come closer than countless others who have attempted the same goal and never came close to even witnessing a spark with their mortal eyes.

PART 3

The Forms of Divinity

The Forms of Divinity

Gods; transdimensional and mighty avatars of the aspects of life - given flesh through spirit, & given breath through belief. These great beings exist above mortalkind, running the worlds from their thrones in distant planes, maintaining the safety, security, and balance of the afterlife, and running aeon-long plots in an eternal political conquest against others of their kind.

Yet not all of these gods were born at the beginning of time. Some began their roots as humble lower souls - spirits which grew beyond the constraints of their body and mind and like a caterpillar, changed into something greater than they once were. They are the deities, from mere quasideity whose mortal connections remain strong, to greater deities who control the elemental forces of the multiverse themselves.

Entities of Cosmic Intent

Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark sacrifices in subterranean lairs, and shining paladins stand like beacons against the darkness, it’s hard to be ambivalent about the deities and deny their existence.

Many people in the worlds of D&D worship different gods at different times and circumstances. People in the Forgotten Realms, for example, might pray to Sune for luck in love, make an offering to Waukeen before heading to the market, and pray to appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves entirely to a single god, usually serving as a priest or champion of that god’s ideals.

Your DM determines which gods, if any, are worshiped in their campaign. From among the gods available, you can choose a single deity for your character to serve, worship, or pay lip service to. Or you can pick a few that your character prays to most often. Or just make a mental note of the gods who are revered in your DM’s campaign so you can invoke their names when appropriate. If you’re playing a cleric or a character with the Acolyte background, decide which god your character serves or served, and consider the deity’s suggested domains when selecting your character’s domain.

Religion & Dogma

As a deity, it is important to consider the followers you'll attract, the forms of service and rites of adoration they'll perform, the sacrifices and offerings they might be inclined to bring, and the oaths and initiations your most loyal followers will be undergoing. Will you be a benevolent or malevolent entity? Would you be known as a pragmatic force of nature that changes with the wind, or a solidified force of unwavering doctrine?

Your choices will affect the worshipers you attract - and in turn - their actions will affect the lands they inhabit.

Primeval Law

Even as a highly powerful and influential being, gods still must abide by the natural laws set in place for aeons, or risk being dethroned - or hunted. There is one law that cannot be violated by deities if one wishes to remain in power:

  • The Primal Ban - The primal ban is one name for an ancient, extreme magic upheld by the collective primal spirits of the mortal world, which makes the prime material world resist intrusion by mightier elemental and astral beings. The ban is embodied in the existential barriers that surround the natural world and wall out all other planes of existence. Manifested during the last days of the Dawn War, the primal ban was the primal spirits way of deciding that gods and primordials both were to be denied direct influence in the natural world; they could influence it indirectly, but not rule it.

Some scholars assert that the primal spirits crafted the ban to guard their newborn worlds from the ravages of the Dawn War. Others believe that the laws of the natural world governing seasons, weather, and life that are ingrained in the primal spirits came to develop an inherent strength of their own that resists the caprices of both god and primordial influence.

The primal ban is not absolute, nor is it impervious. The most powerful primordials and gods can resist or defy its effects with great effort or magic. Many lesser elemental powers can do so in places where elemental influence is naturally strong in the world, or when the proper conditions lend them the strength to act. However, the surest way to circumvent the ban is to work through mortal creatures. The warding does not constrain the acts of creatures native to the natural world, so mortals who call upon divine aid or elemental energy can bring these forces into the world much more easily than gods or primordials can make their way in from outside.

The Use of "Sanctification" by worshipers allows the communion - and physical presence - of a deity within the sanctified region. Areas such as Places of worship, Holy Grounds, or Sacred shrines are the places most prone to allow deities to manifest - if only for a limited time. Gods may descend into their mortal forms to walk amongst the masses without violating the Primal Ban (excluding quasideities).

Worship and Piety

Being worshiped as a Deity allows you to exercise your powers as a godly entity. This worship can come in many ways, either through meditative prayer, acts of devotion according to your dogma or belief system, or even ritualistic sacrifice.

Regardless of the way you receive worship from your followers, many times a deity will often reward those who maintain continuous faith in them - granting them powers, boons, spells, and similar abilities as a reward for their service.

A good mechanic to use for cases of rewarding worship is utilizing the "Piety" function of the book "The Mythic Odysseys of Theros", which is listed below - the results of piety being determined by you as a Deity.

Piety usually grants spell-like abilities at lower levels (3 and 10), while the mid range abilities grant the effects of blessings or feats (25), and the highest level of piety (50) grants boon-like abilities or ability score improvements.

Optional Faith Mechanic: Piety

Being a god's champion carries no benefits in and of itself. Each god's description in this chapter paints a picture of the god's typical champion, including ideas for how a player character might end up in that position and provides ideals that represent the god's interests. The gods do reward the devotion of their champions, though. The strength of your devotion to your god is measured by your piety score. As you increase that score, you gain blessings from your god.

Piety has nothing to do with faith or belief, except insofar as a person's thoughts and ideals drive them to action in a god's service. Your piety score reflects the actions you have taken in your god's service - actions that the god richly rewards.

When you choose a god to worship as a beginning character, your piety score related to that god is 1. Your piety score increases by 1 when you do something to advance the god's interests or behave in accordance with the god's ideals. The gods expect great deeds from their champions, so your piety score typically increases only when you accomplish a significant goal (such as the completion of an adventure), make a significant sacrifice of your own self-interest, or otherwise when the DM sees fit.

Each god's dogma typically includes a discussion of the god's goals and ideals, which your DM uses to judge whether you earn an increase in your piety score. As a general rule, you can expect to increase your piety by 1 during most sessions of play, assuming that you are following your god's tenets. The DM decides the amount of any increase or decrease, but a single deed typically changes your piety score by only 1 point in either direction unless your action is very significant.

Benefits of Piety

The gods bestow favors on those who prove their devotion. When your piety score crosses certain thresholds - 3, 10, 25, and 50 - you gain a benefit detailed in the sections describing the gods' champions.

There are generally 4 levels of piety: Devotee (at 3), Votary (at 10), Disciple (at 25), and Champion (at 50). If your piety score exceeds and then falls below one of those thresholds, you lose the benefit you gained at the higher tier.

If you choose the Oracle supernatural gift, you gain different rewards for your piety score, instead of the ones normally granted by your god. This gift and its benefits are described in chapter 1.

Inspiration and Piety

To some extent, piety is its own reward. Behaving in accordance with your god's dictates and ideals inspires you and might enable you to succeed where you might otherwise fail. At your DM's discretion, whenever you increase your piety score, you might also gain inspiration, reflecting the improvement in the harmony between you and your god.

Impiety

Not every hero chooses the life of a divine champion. Some races or peoples are known for rejecting the worship of gods. If you don't devote yourself to a god, you don't have a piety score and you gain no rewards for piety, but you don't suffer any negative consequences.

The Iconoclast supernatural gift (described in chapter 1 of The Mythic Odysseys of Theros) offers a way for characters to gain benefits similar to rewards for piety without being devoted to a god.

Changing Gods

If events in your character's adventuring career warrant doing so, you can abandon the service of one god and turn to a different one. Once you abandon a god's service, you can rarely go back without performing some act of contrition.

Your DM decides whether your new god will accept you as a champion and what you might have to do to prove your commitment.

When you change gods, you lose all the benefits granted by your old one, including rewards for piety and any other divine blessings. You no longer have a piety score to your old god, and your piety score to your new god starts at 1.

Divine Rank

Gods are broken up into 4 tiers: Over-Deities, Greater deities, Lesser deities, and Quasi-deities. Over-Deities defy any and all explanation, as their power is multitudes above all others. Greater deities are far more difficult to quantify with rules, given their vast and awesome powers, but are still not as powerful as Over-deities, and still prone to dethroning. Lesser deities are rarely considered "lesser" by any means, except by greater deities themselves. Lesser deities, then, are generally referred to as deities.

Divine Rank. This is a numerical ranking system that reflects two things: power and amount of worshipers. In most cases, Divine Rank reflects the amount of mortals that worship a deity, which imbues the deity with more and more power and influence in the cosmos. Throughout this text, any creature referred to as a "deity" is a creature that has Divine Rank of at least 0.

Over-Deities

Divine Rank (11+)

This is a category not worth mentioning or attempt to create rules for. These are the gods that are beyond mortal understanding or even divine understanding. These gods do not exist on a plane, for they exist everywhere. The best example in Forgotten Realms of a supreme deity is Ao. Usually supreme deities stay out of mortal affairs and only once a millennia even consider their existence. They may be worshiped, but usually not directly.

Greater Deities

Divine Rank (6-10)

These are the more powerful gods than lesser deities, but are still involved in the interests of mortals. They are concerned with their worshipers, usually. In the very least they care about their worshipers for their own existence - for without them they would lose their power. At most, however, they are sympathetic and may directly involve themselves in the happenstances of the mortal world. Usually, though, this involvement is indirect.

Lesser Deities

Divine Rank (1-5)

Lesser deities are the newly ascended, even by a few hundred millennia, the aspiring god who may have little worshipers but desires greatness. These gods are the most likely to be granting spells to mortals, interfering in their affairs, or even just observing the mortal realms. Often, lesser deities are so new in their divinity that they cannot shake their interests in mortality. It may take several centuries of divinity to feel beyond it. Lesser deities are sometimes created from greater deities, as avatars or extensions of their will.

Quasi-deities

Divine Rank (0)

Quasi-deities possess enough divinity to be spectacularly powerful, but lack worshipers, cannot answer prayers, grant spells to clerics, or control aspects of mortal life. There are different types of quasi-deities, yet all of them have a Divine Rank of 0.

Avatars

Deities who create another being, or extension of themselves, create avatars. See the Feats of the Gods section for details on these beings. Some avatars have greater Divine Rank than Divine Rank 0.

Ascended Beings

Mortal Creatures that ascend to godhood by some awe-inspiring ritual or power begin at Divine Rank 0. Often when a mortal slays a deity, the latent divine energies are absorbed by the mortal, infusing them with divinity. These deities are still allowed to walk amongst the material world unhindered - as they are still bound by their mortal shackles.

Demigods

Born from the union of a deity and a mortal being, demigods have some divine attributes, but their mortal parentage makes them perhaps the weakest of deities. Hercules is a good example of a demigod.

Titans

Some deities are so powerful that they may create other beings of immense strength that are filled with divine energy. These are the titans, beings that are feared by mortals. The Tarrasque is an example of a titan that has lived past the ending of the god of destruction that created it.

Vestiges

When a deity dies in a permanent way, they usually end up in the astral plane, stripped of most of their divine energy to the point that they are only a vestige of their previous existence, normally in the form of a petrified husk of their former grandeur. It is possible with old and ancient rituals to contact these beings and draw on their latent power.

Godhood
Divine Rank Proficiency Bonus Speed Divine Feats Known Godly Actions Domains Features
0 +1 +30ft 1 1 1 Title of Quasideity, Immortality, Godly Form 1, Divine Spellcasting
1 +1 +60ft 2 2 2 Title of Lesser Deity, Divine Aura (1 mile x DR), Divine Senses, Divine Congregation Feature 1, Deific Communication, Portfolio Sensing 1, Divine Travel 1, Godly Realm 1
2 +2 +90ft 4 2 2 Automatic Actions
3 +2 +120ft 6 3 3 Divine Congregation Feature 2
4 +3 +150ft 8 3 3 Divine Travel 2, Godly Form 2, Portfolio Sensing 2, Godly Realm 2
5 +3 +180ft 10 4 4 Divine Congregation Feature 3, Effortless Chances 1
6 +4 +210ft 12 4 4 Title of Greater Deity, Divine Aura (10 miles x DR), Godly Form 3, Portfolio Sensing 3, Godly Realm 3
7 +4 +240ft 14 5 5 Divine Congregation Feature 4
8 +5 +270ft 16 5 5 Godly Form 4
9 +5 +300ft 18 6 6 Divine Aura (100 miles x DR), Divine Congregation Feature 5, Portfolio Sensing 4, Godly Realm 4
10 +6 +330ft 20 6 6 Effortless Chances 2
11+ ? ? ? ? ? Title of Over-Deity

Divine Characteristics

Most deities are level twenty with several epic boons under their belt. Only rarely does a creature ever ascend to divinity and be weaker. That being considered, a level 1 human fighter is just as qualified to gain Divine Rank 0 as a level 20 human fighter. Granted, it would be much more difficult for the lower level character to ascend, and the two fighters would be vastly different in their knowledge of fighting, warfare, worldly knowledge, etc.

Each deity with a Divine Rank, even Divine Rank 0, has the following characteristics. Some of these characteristics require certain Divine Ranks. Pay particular attention to features that only become available to certain ranks.

Base Class Features

As a God, you gain the following class features

Hit Points

Damage is different for gods; it takes a lot to make you consider anything as hurtful or wounding. You receive maximum hit points for each Hit Dice you have. Also, your divine form is infused with energy that makes you far more durable. You gain additional hit points equal to the above multiplied by your Constitution modifier to your Divine Rank (see "Hit Dice" for details).

After all this, you then add any additional HP increases such as from the "Tough" Feat or similar abilities.

  • Hit Dice: Maxed HP per every Hit Die you previously had + 2d20 per divine rank (maxed) x (Con. Modifier x Divine Rank)

Example: Level 20 Fighter, Constitution 20, Divine Rank 2.

= 20d10 (200) + 2d20 maxed (80) x (5x2) (10)

= 200 + (80 x 10)

= 1000 HP + "Tough" feat at level 20 = 40 HP

= Divine Health: 1040 HP total

  • Regeneration: At Divine rank 0, deities regain 50 HP at the start of their turn. This increases to 75 HP at Divine Rank 1, and 100 HP at Divine rank 6.

    If your head is severed from your body, you maintain consciousness for a number of rounds equal to your Divine Rank (minimum 1).

    You may also reattach your severed limbs - or head - which immediately reattach after 1 round. When you expend hit dice in this way, it counts as though you used it for a short rest.

Saving Throws

  • Saving Throws: Deities are supremely resistant. You may add half your Divine Rank (rounded down) as a bonus to any saving throw. Deities of Divine Rank 6 or higher are proficient in all saving throws - count all saving throws previously proficient in as having expertise in those skills

Divine Armor

  • Divine Armor class: Gods are shrouded in divine energy and permeate a supremely powerful aura. Thus, you are very difficult to strike. As you grow in Divine Rank, so does the strength of this aura.

    You have a divine armor class of (12 + your Divine Rank (min. 1) + half your proficiency bonus (rounded down) + your Dexterity modifier). You may use a shield and non-armor AC items (Ex: Bracers/Cloak of Protection) when you use this armor class. If you have a different armor class, use the higher of the two.

Divine Body

Deities have cosmic energy flowing through them that makes it extraordinarily difficult to harm them.

  • Cosmic Protection: Even if a damaging attack connects with you, simple strikes seem to melt off of you - requiring mass amounts of power to even damage you. At Divine Rank 0, all forms of damage dealt to you are reduced by 5 points. This increases to 10 at Rank 2, 20 at Rank 4, 30 at Rank 6, 40 at Rank 8, and 50 at Rank 10.

  • Condition Immunities: Conditions that might normally affect mortals are shrugged off by deities. If you have Divine Rank 0, you are immune to the Charmed, Frightened, and Poisoned conditions. If you have Divine Rank 1 or higher, you are immune to exhaustion, shape-changing effects (unless you choose to be affected), and instant-death effects.

  • Damage Resistances: If you have have Divine Rank 0, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical items. If you have Divine Rank 1 or higher, you are resistant to all forms of damage, even those done by magic or magical items

Resistance into Immunity?

If after ascending into divinity, the deity in question held any form of resistances to damage types before gaining the resistance to all damage mentioned above - their damage resistances evolve into immunity from divine energies flowing through them.

For example, a fighter who had fire resistance prior to becoming a deity - either through a feat, boon, or similar non-spell/item based resistance - now has fire immunity after reaching divine rank 1.

  • Damage Immunities: Normal weapons do not even phase gods. If you have at least Divine Rank 1, you are immune to bludgeoning, piercing, and slashing damage from nonmagical items.

  • Discorporation: When a Divine Rank 1 deity drops to 0 hit points, its body is destroyed but its essence and awareness travels back to its godly realm, and is unable to take physical form for a time - but is fully aware and able to utilize it's divine senses and deific communication abilities. Upon discorporating, the deity loses 1 Divine Rank.

Bound to the Weave

Being a living embodiment of perfect energy, deities are - needless to say - supernaturally magical in everything they do, and as a result, magic works for them differently in a myriad of ways.

  • Magical Superiority: Divinity serves as a natural ward to magic. You have advantage on saving throws against spells and other magical effects, and spell attacks against you have disadvantage.

    Additionally - and unless a god wishes to be affected - divine beings are immune to the effects of certain levels of spells (and below them):

Divine Rank Spell Level Immunity
0 1st level
1 - 3 3rd level
4 - 6 5th level
7 - 9 7th level
10 9th level
11+ ???
  • Supernatural Attunement: Divinity ties ones Silver Cord (now referred to as a Golden Thread as a Deity) directly to the weave. This allows the attunement of additional items on top of the original 3 base attunement slots. You gain an additional attunement slot equal to half your divine rank rounded down (minimum 1).

  • Divine Strikes: Divine energy ripples through deities, bestowing magical energy to any weapon they wield.

    All melee, ranged, and unarmed attacks from you are considered magical - and all attacks deal max damage per hit.

    A Deity's attacks count as a certain level of enchanted weaponry, representing their deepened ties to the cosmic fabric of reality. Refer to the following table to determine what level a deity's base strikes and nonmagical weaponry become when used by them.

(Note, this bonus does not stack with previously enchanted weaponry - use the higher level of the 2.)

Divine Rank Enchantment Level
0 +1
1 - 3 +2
4 - 6 +3
7 - 9 +4
10 +5
11+ ???

Godly Attributes

  • Divine Ability Score Improvement: Deities are more capable than mortals. Raise all ability scores to a minimum of 17 that were 16 or below (after character creation). When you gain Divine Rank and as you increase in Divine Rank, you gain a number of points that you may add to any ability score of your choice, not to exceed the maximum score listed. Consult the chart below to see, based on your Divine Rank, the amount of points you can apply to your ability scores.

If you have reached the max of points to spend on each ability - you may instead:

  • acquire a feat for 1 point.
  • acquire an Epic Boon (or Epic Maneuver) for 2 points.
  • acquire an additional Divine Feat for 4 points.
  • save them for later.
Divine Rank Total Ability Score Points Max Score
0 6 22
1 10 24
2 14 26
3 18 28
4 22 30
5 26 32
6 30 34
7 34 36
8 38 38
9 42 40
10 46 42
11+ ? ?

Divine Titles

As a deity's divine rank increases, they gain an associated title that bestows upon them not only the privilege of acknowledgment, but also benefits of that title's distinction, most namely: the benefit of certain variations of resurrection in the case of said deity's demise.

These variations of resurrection increase in potency as a god's rank increases.

  • Title of Quasideity (0): As a quasideity, you do not gain a form of innate resurrection as the other title's do; however, at this level, you choose a Divine Anathema - which is an object, or happenstance that depowers you when you are within it's presence. Every god has at least 3 Divine Anathema, and is typically associated with the opposing forces of that deity. Consult with your DM to determine what could be considered the Divine Anathema of your God.

    When a God is presented with its Divine Anathema, it's effective Divine Rank for determining it's godly features is reduced by 1 (Min 1) for every Anathema in it's presence.

  • Title of Lesser Deity (1-5): If a Lesser Deity is slain, the deity can be brought back to life by normal revival methods or by special means. The slain deity can return to life upon the completion of a particular event or quest, such as returning a holy object to it's place of creation, or performing a ceremony with one of the deity's personal objects.

    Regardless of the means, it is a quest a CR 15 party can do reasonably. If left alone a group of heroes will emerge from the god's followers and complete the quest in 1d10 weeks. If this party of adventurers is stopped or killed before that happens, then the lesser deity can only revive by normal traditional means.

  • Title of Greater Deity (6-10): The revival method of the Greater Deity improves. No longer reliant on the aid of others to return, the god will automatically revive themselves within 1d10 days.

    For this reason, the best way to kill a Greater Deity is via imprisoning effects or stealing away their divine ranks to a point where they can be killed permanently by traditional means.

  • Title of Over-Deity (11+): When a god has the incredible opportunity to reach Divine Rank 10, they are a greater deity, the only beings above this are Over-Deities, or the Demiurges of reality. An Over-Deity is an immense cosmic presence, pulling the fate strings of not only mortals, but gods as well. They make up the fabric of reality and un-reality itself. It is nigh impossible to become an Over-Deity - but still slightly possible.

    The Greater Deities that seek to be Over-Deities must go through great cosmic happenings or a metaphysical awakening, a multiversal showdown between hundreds of deities, a realigning of reality itself, or wait to have an Over-Deity grant lordship to them - allowing them to ascend past even a godly state.

    Becoming an Over-Deity is nigh impossible, requiring vast amounts of effort to taste the fruits of reality itself.

Anathemas & Godslaying

Gods are most powerful in their divine realm, and still powerful outside of it. However, there are ways to lower a god's power given the right circumstances or materials.

Everybody has a weakness, and the same still holds true for deities. Throughout time, many cabals and sects have sought to dethrone and kill gods - either to enact change or raise one of their own into godhood. This is almost always done with an Anathema.

Anathemas are powerful objects, symbols, or circumstances that when presented to a god, disrupts their divine form and flow of power, for this reason, the use of Anathemas is imperative in the easy slaying of a deity.

Typical Anathemas throughout history have been weapons that have either drawn the ichor from the veins of a deity, or have been used by the deity themselves. Some Anathemas also take the form of a unique or rare happening, such as an eclipse, an aligning of stars, a location deemed unholy, a specific demiplane of opposing energy, or similar circumstances.

Regardless of the form of the Anathema, the more of them present, the weaker the deity becomes, sometimes to the point where they may even be mortal.

If a deity is slain with an Anathema present, the deity loses a Divine Rank equal to the number of Anathemas used against them - and sometimes these sparks are held by the offending materials...becoming spark focuses themselves.

Divine Feats

Every deity has additional powers, known as divine feats. Divine feats are shows of magnificent will and grandiose ability. You gain divine feats based on twice your Divine Rank (a minimum of 1). Thus, a Divine Rank 0 deity would have 1 divine feat and a Divine Rank 1 deity would have 2 divine feats. In order to acquire a divine feat you must meet the prerequisites.

Godly Actions

Deities are exceptional, supremely powerful beings. Because of this, they can take far more actions per round than normal creatures can. At the end of a creature's turn, you may take one action. You regain all uses of your godly actions at the beginning of your turn. Some divine feats require an expended use of a godly action during your turn as part of an ability or action.

You may do this a number of times per round depending upon your Divine Rank as shown in the class table.

When you are in your godly realm, you may take a number of godly actions equal to your Divine Rank per round. (whichever amount is higher)

These actions can be used in conjunction with Legendary Actions, if you possess any.

For example, if Tiamat - a Divine Rank 7 deity - were to take actions after a creature's turn, she could utilize a Legendary action as well as a Godly action within the same time span - so long as she had enough actions to do so, and only if she utilized legendary action points for legendary actions themselves - in this regard, a legendary god creature is much more terrifying and deadly.

Domain Powers and Spells

Gods grant powers to mortals, and from this its clear that they themselves have these powers. You gain all the Archetype Features (not base class features unrelated to the Archetype Features, such as Destroy Undead or Divine Intervention) from the Divine Domain(s) that you can grant. (Up to level 20)

Additionally, you know all spells that your Divine Domain grants and can cast them at will.

  • Spellcasting Ability. Your Divine Rank is your spellcasting ability for your domain spells. The power of your spells stems directly from your divinity. You use your Divine Rank whenever a domain spell refers to your spellcasting ability. In addition, you use your Divine Rank when setting the saving throw DC for a domain spell you cast and when making an attack roll with one. Because you are a deity, your domain spellcasting is more powerful than normal, and much harder for others to escape.

(These spell saves and attack modifiers only apply to the domain spells you gain....Unless you are a Cleric Deity, then this applies to all your spellcasting)

  • Spell save DC = 12 + your proficiency bonus + your Divine Rank

  • Spell attack modifier = your proficiency bonus + your Divine Rank

Consult your DM on possible other Domains that may be available to you that may correspond with your Deity.

Immortality

All deities are immortal. You cannot die from natural causes. You stop aging and rejuvenate back to your prime. You do not eat, sleep, or breathe - But may if you wish. You are immune to the effects of Extreme Heat and Cold, and environmental conditions such as vacuum and high/low gravity. You still must take short and long rests, however - typically through meditation, studying, or sparring. The only way for you to die is through magical or physical combat.

Godly Form

Because deities are infused with divine energies, they cannot be considered humanoid. Additionally, they are beyond that of aberrations celestials, elementals, fey, fiends, or undead - But still may be recognized as such from spells such as "Detect Evil & Good." Instead, they are referred to as "Divine."

Your type changes to Divine. You retain all physical appearances that you had before your Divine Ranks, although your appearance can change, based upon your Divine Rank and approval of your DM. The changes made reflect your true form and are permanent, unless you ascend to a higher Divine Rank in the chart below:

Divine Rank Form Change
0-3 Minor
4-5 Intermediate
6-7 Major
8+ Any Form Imaginable

Minor. Minor changes could be glowing or flaming eyes, a more muscular form, skin tone, elongated ears, a halo, or simply extremely tall. It also may be any combination of this or other minor changes that is purely cosmetic. This change is permanent.

Intermediate. Intermediate changes could involve more cosmetic changes that have a slight function to them, such as horns, claws, fangs, spines, spikes, a set of wings, etc. It could also be multiple of these and ones similar. This change is permanent.

Major. Major changes include cosmetic changes as well as functional new forms. Examples of major changes are multiple limbs, several wings, tail, exposed skeleton, fiery body, ethereal form, etc. Your DM should consult with you as to the mechanics of your new appearance and features, but these changes must reflect your portfolio & domains and be a meaningful change.

For example, if your portfolio is wronged women, yet you were a male and had to consistently polymorph or illusion into female form until you grew enough followers, it would make sense for your new form to be a female. Since you focused on wronged women, it would be justifiable that your face softened and became even more beautiful and beneath the long hair on the back of your skull resided another face, one with fangs and an elongated tongue. Additionally, you could gain the ability to switch faces, with your DMs approval.

Divine Spellcasting

Deities are not as limited as mortals when they manipulate reality and magic. For every Divine Rank that you possess, you gain 1000 gp in the form of Divine Energy that you may use to cast your spells as spell components. You regain this amount when you take a long rest.

Additionally, if you have Divine Rank 1 or higher, spells you cast do not require somatic, verbal, or material components (unless the material component has a gp value, in which you may be able to use your divine energy to cast). For example, a 20th level Cleric with a Divine Rank of 2 has 2,000gp that they may use to cast any spell that has a gp spell component. When they take a long rest, they regain their 2,000gp that they may use to cast spells.

Deities who have a certain number of worshipers may grant spells to them. You must have Divine Rank 1 or higher to grant spells to mortals. You may, at any time, refuse to grant spells to mortals. Mortals who have prepared spells do not lose them; instead, they cannot prepare any additional spells until you permit them to do so again.

Warlock Pacts

Deities with Divine Rank higher than 1 are usually disinterested from warlock pacts, considering it is usually the in between bestowment of powers that creatures lesser than gods do, such as archfey, celestial paragons, or fiend lords. Still, they may decide to do so on rare occasions.

Deities with Divine Rank 1 are more often known to create such pacts. The warlock's power comes directly from the deity and thus, they're limited to a certain number of pacts they can make.

(Divine Rank 0 - 5 ) = Charisma Modifier x Divine Rank.

(Divine Rank 6+ ) = Limitless pacts.

Divine Aura

The mere presence of a deity of Divine Rank 1 or higher can deeply affect mortals and beings of lower Divine Rank, who might find the experience either uplifting, or unsettling, depending on the deity's mood and their relationship with the that deity.

Mortals and other deities of lower rank can resist your divine aura's effects with a successful Wisdom saving throw DC is 12 + your Divine Rank + your Charisma modifier. Deities are immune to the auras of deities of equal or lower Divine Rank. Any being who makes a successful saving throw against your divine aura power becomes immune to your aura for 24 hours.

Divine aura is an emanation that extends around you in a radius that is reflected by your divine rank. You may choose the size of the radius and can change it at will. If you choose a radius of 0 feet, your divine aura is effectively non-functional. When two or more deities' auras cover the same area, only the aura that belongs to the deity with the highest Divine Rank functions. If Divine Ranks are equal, the auras coexist. The higher the Divine Rank, the greater the radius of the divine aura:

Divine Rank Radius of Divine Aura
1-5 1 mile per Divine Rank
6-8 10 miles per Divine Rank
9-10+ 100 miles per Divine Rank

You can make your own worshipers and beings of your alignment immune to the effect of your divine aura. Once affected by an aura power, creatures remain affected as long as they remain within the aura's radius.

Choose from the following effects of your divine aura each round to apply to those who failed their saving throw:

  • Blinded
  • Charmed
  • Frightened
  • Stunned.

Divine Senses

Deities of Divine Rank 1 or higher have incredibly sensitive perceptions. Your senses (including darkvision or normal vision), extend out to a radius of 1 mile per Divine Rank. In effect, then, a deity of Divine Rank 10 can see, hear, touch, and smell at a distance of 10 miles. Perception is, however, limited to the senses you would normally possess. If you have blindsight, for example, this extends. You can not see through solid objects without using a remote sense ability (see below) or some sort of x-ray vision or power. Any senses granted by divine feats are not affected by this increase in distance of senses.

Remote Sensing

Omniscience is a defining feature of divinity and you are no exception. As an action, so long as you have Divine Rank 1 or higher, you can perceive everything within 1 mile per Divine Rank around any of your worshipers, holy sites, or other objects or locales sacred to you. This supernatural ability can

also be centered on any place where someone speaks your name or title for up to 1 hour after it is spoken and at any location when an event related to your portfolio occurs (see the Portfolio Sensing section below).

The remote sensing power can cross planes and penetrate any barrier except a divine shield or an area otherwise blocked by a deity of Divine Rank equal or higher than your own. Remote sensing is not fooled by any spell or magical effect that normally prevents divination spells or effects from working. Also, it does not create a magical sensor that can be detected by other beings or magical spells or effects (as the scrying spell does).

You can extend your locations to 3 places or more simultaneously, depending on your Divine Rank.

Divine Rank Number of Remote Senses
1-5 3
6-8 1 per Divine Rank
9-10+ 2 per Divine Rank

Once you choose a location to sense, you automatically receive sensory information from that location until you choose a new location, dismiss it, or until you cannot sense it any longer (when the 1 hour elapses, for example).

Block Sensing

Deities are capable of blocking the senses of other deities. As an action, if you possess Divine Rank 1 or higher, you can block the remote sensing abilities of other deities of your Divine Rank or lower. The power to do so extends for a radius of 1 mile per your Divine Rank, or within the same distance around a temple or other locale sacred to the deity, or the same distance around a portfolio-related event. You can block two remote locations at once, plus the area within one mile of itself. The blockage lasts 1 hour per your Divine Rank.

Deific Communication

If you have Divine Rank 1 or higher, you can understand, speak, and read any language, including nonverbal languages. Additionally, you gain telepathy and can speak to any being within one mile per Divine Rank of yourself. Finally, you gain the ability to extend your communications through remote communication.

Remote Communication

As an action, if you have Divine Rank 1 or higher, you can send a communication to a remote location. You can speak to any of your own worshipers and to anyone within one mile per Divine Rank away from a site dedicated to you (such as a temple, shrine, or sacred grove), or within one mile per Divine Rank away from a statue or other likeness of you.

The creature being contacted can receive a telepathic message that only it can hear. Alternatively, your voice can seem to issue from the air, the ground, or from some object of your choosing (but not an object or locale dedicated to another deity of equal or higher Divine Rank than you). In the latter case, anyone within earshot of the sound can hear it.

You can also send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication can vary, of course, but it usually involves some visible phenomenon such as a beam of light, a change in the weather, a gathering of animals, or almost anything else that is indirect and symbolic.

Your communication power can cross planes and penetrate any barrier. Once communication is initiated, you can continue communicating at will until you decide to end the communication.

You can carry on the same number of remote communications simultaneously as you can remote sensories (see above).

Portfolio Sensing

Every deity with Divine Rank 1 or higher has at least limited knowledge and control over some aspect of mortal existence. This is reflected in portfolios. A deity's connection to its portfolio gives it a number of powers, one of which is to sense the area around events related to it. Additionally, they may choose, when they sense the event, to apply a remote sensor to it to ascertain the details or intervene in some way. Divine Rank increases this portfolio sensing ability. There is no real limit to the number of portfolios a deity is associated with, but typically they have a number of portfolios equal to their Divine Rank.

Depending upon your Divine Rank, you may sense events related to your portfolio and apply a remote sensor, but you may only apply the sensor if there are a certain number of mortals, worshipers, or creatures involved. Thus Poseidon knows when a storm is over the ocean and may view it if he wishes. He may not, though, know when an avalanche is falling along a mountain. Mountains are beyond his portfolio sensing abilities. When a deity senses an event, it merely knows that the event is occurring and where it is. The deity receives no sensory information about the event. Thus Poseidon may know that a storm is over an ocean and where at over the ocean, but may not know how bad the storm is or what direction it is headed from or to, that is, until he uses his remote sensing power to perceive the event.

  • Divine Rank 1-3. Most lesser deities can only sense the most significant of events. You automatically sense any event that involves one hundred or more people. Thus, if no creatures are involved in the event, it cannot be sensed. This ability is limited to the present.
  • Divine Rank 4-5. As deities grow in strength and worshipers, their omniscient powers grow. You automatically sense any event that involves your portfolio that affects twenty or more people that is taking place in the present.
  • Divine Rank 6-8. Greater deities can sense many things, even when not tethered to creatures. You automatically sense any event that involves your portfolio, regardless of the number of people involved. In addition, your senses extend one week into the past for every Divine Rank you have. Thus, you may look into the past and perceive what occurred regarding your portfolio.
  • Divine Rank 9-10+. Some deities become the epitome of omniscience. You automatically sense any event that involves your portfolio, regardless of the number of people involved. In addition, your senses extend one week into the past and one week into the future for every Divine Rank you have.

Divine Travel

If you have Divine Rank 1 or higher, you can use the spell "teleport" as an action, except that you can only transport yourself and up to 500 pounds of objects per your Divine Rank (excluding personally worn or wielded items).

If you have Divine Rank 4 or higher, you can cast "plane shift" (no gp cost) as an action, except that you can only transport yourself and up to 500 pounds of objects per your Divine Rank (excluding personally worn or wielded items).

Godly Realm

If you have a Divine Rank 1 or higher, you have a number of locations equal to your Divine Rank that serves as a workplace, personal residence, audience chamber, or perhaps as a retreat or fortress. You may abandon a godly realm, leaving behind any conditions or alterations you have made. To do so requires an action. You may not go within the godly realms of other deities that are your Divine Rank or higher without that deity's permission.

You have some control over the environment within your realm, controlling the temperature and minor elements of the environments such as smells and background sounds. The radius of this control is a function of your Divine Rank and whether the realm is located on the Material Plane or some other plane of existence.

Divine Rank Radius of Control upon other Planes
1-3 1000ft per Divine Rank
4-5 10 Miles per Divine Rank
6-8 100 Miles per Divine Rank
9-10+ 1000 Miles per Divine Rank

You may only have a radius of control of godly realms that reside on the Material Plane equal to 100 ft. per Divine Rank of the realm.

Within this radius of control, you can set any temperature that is normal for the plane where the realm is located and fill the area with scents and sounds as you see fit. Sounds can be no louder than one hundred humans could make; you could create the sounds of an invisible choir, a battle, a jungle full of raucous birds, or similar sounds, but not intelligible speech or harmful sound. Your ability to create scents is similar to the ability to create sounds. If you have Divine Rank 6 or higher, you can create the sounds of intelligible speech. Additionally, as your Divine Rank grows in number, as does the abilities you possess to manipulate and control your godly realm(s). You gain the following divine abilities and the subsequent ones, as your Divine Rank increases:

  • Divine Rank 1-3. You can erect buildings and alter the landscape, but must do so through your own labor, through magic, or through your divine feats.
  • Divine Rank 4-5. Not only do you have control over the environment, but you also control links to the Astral Plane (assuming the cosmology where the godly realm lies has an Astral Plane). Manipulating a realms astral links can render teleportation and similar effects useless within the godly realm, if you so wish. You can designate certain locales within the realm where astral links remain intact. Likewise, you can block off the realm from planar portals or designate locations where portals are possible.
  • Divine Rank 6-8. At this stage, you can erect buildings as desired and alter terrain within ten miles to become any terrain type found on the Material Plane, by the sheer will of your divine authority. These buildings and alterations are manifestations of your control over the realm.
  • Divine Rank 9-10+. You can also perform any one of the following acts:
    • Change or alter the gravity within the realm in general or specific ways.
    • Change or alter the elements, energy, or damage types within the realm in general or specific ways.
    • Change or alter time within the realm in general or specific ways.
    • Alter the way magic is performed in the realm, such as certain spells, spells from a particular school of magic, or prevent certain spells from functioning. Your own spells and abilities must not be limited by these restrictions.

Once you set the conditions in your godly realm, they are permanent, though you can change them. As an action, you can specify a new environmental condition. The change gradually takes effect over the next 10 minutes.

Changing astral links, planar travel, or terrain requires more effort, and you must labor for a year and a day to change them. During this time, you must spend 8 hours a day on the project. During the remaining 16 hours of each day, you can perform any action you desire, so long as you remain within the godly realm. While terrain features may slowly shift and alter as you work, planar travel and astral links remain unchanged until the labor is done.

Automatic Actions

A Deity can perform skills with great speed, as long as they are related to his portfolio.

At Divine Rank 2, Once per round the god may make a skill check or ability check as a free action. For example, a god of lies might make a deception or stealth check as a free action, a god of the forge crafts a tool as a free action, a god of athletics makes a strength check to push a boulder as a free action, or a god of knowledge uses an history or arcana check as a free action as if he had gone searching around manually.

Effortless Chances

Higher level deities are immensely powerful and are not under the same sway of chaos that mortals are, let alone weaker gods. If you have a high enough Divine Rank, Fate will smile upon all your efforts.

  • Divine Rank 5-9. Whenever you roll below a 10, count that roll as if you had rolled a 10 on any check, saving throw, or attack roll.

  • Divine Rank 10+. Whenever you roll below a 20, count that roll as if you had rolled a 20 on any check, saving throw, or attack roll. (this does not immediately count as a critical hit.)

Calculate successes, failure, or other effects accordingly. You should roll a d20 anyway and use that roll to check for automatic success, failures, or critical hits.

Death of a God

Gods can potentially die. How, though? How do you slay a being that exists in a transdimesnional state of being? The short answer is: not easily.

Many suspect a god defeated within their godly realm is the act of their true death, destroying them utterly or reducing them to a vestige.

Others suspect a god is dead when they are slain on the plane of existence that their godly realm lies upon. To settle this dispute, it may be best to consider a god truly, utterly, and completely destroyed when the following requirements are met:

  • The Deity is slain within their godly realm
  • An Anathematic Object is used in their destruction.
  • They are defamed/unworshiped to the point of being forgotten.

If they are slain within the plane of existence of their godly realm with the bane of their existence, after their main forms of worship and belief are destroyed, they are reduced to a vestige and stripped of their Divine Rank as their remaining worshipers reel from this horrid experience of feeling the sudden abandonment of their deity. Any creature that absorbs the slain god's portfolio may answer them, however.

Regardless, the death of a god is an extremely rare occurrence. Such instances cause dramatic and seismic reactions to the plane that the death occurred on, if not the residing planes, depending upon the Divine Rank of the deity slain.

Even if the god is slain, an idea cannot truly die - one day they may rise again.

Divine Congregations

The title "God" is a highly colloquial term referring to any number of highly powerful, and influential beings that exert dominion over the worlds and their inhabitants. Within the multitudes of deities, there exists 3 individual congregations of godly beings - each with their own duties to uphold, feats they can perform, and laws that they must conform to.

These 3 Congregations of deities include: Warlords, Tricksters, and Conduits - all of whom embody the fundamental chords of life.

  • Warlords - The blood-seekers and battle-bringers, harbingers of strife, proving, and pain. Warlords are gods of battle, slaughter, strength, and confrontation. These deities are the pinnacle of physical prowess.

  • Tricksters - The shadows in the mind and muses of skill, aspects of cunning, speed, and guile. Tricksters are devious, deceitful, and inscrutable forces of nature, and none are safe from their schemes and machinations.

  • Conduits - The weave walkers and conceptual pursuers, beings of thought, energy, and power. Conduits have become entities tied to the intrinsic forces of magic itself, and as a result, are embodiments of mystical power.

No matter the Congregation that the deity belongs to, they are still revered, highly powerful, and greatly feared. In most cases, a typical mortal will not know the difference between a Deity's congregations, unless told directly - and even then there is no guarantee they'll understand.

The Divine Congregations are reflections of the Deity's affect upon the world around them.

WARNING: Divine Overkill?

The contents found in this document before this point are the general and most commonly accepted information to apply to deities in the worlds of D&D, the content that follows is highly inspired by other mediums and works of fiction, and should be discussed with your DM to determine if deities of your world follow the information being offered henceforth.

Divine Congregations are heavily influenced by many forms of media and fantasy from other sources, and if considered, will greatly affect the "Agency" of Deities in your world. Consult your DM on the idea that domains are not the only forces of nature that Gods have influence over.

However, with this added information, deities will become much more "personalized". It is ultimately up to your DM to determine if these abilities fall into play in your particular world, or may be present elsewhere.

Alternative Godhood

If in your D&D world, the Godhood Class seems much too overpowered for the deities of your world - or if your world has a surprising lack of magic - consider the possibility of Divine Congregations being the only form of godhood available.

This would allow players to reach new heights of power, without being as overpowered as a typical Deity. As a DM, consider the use of Divine Congregations and Epic Boons to be the only access to divinity available.

The Warlord

Divine Might

At Divine Rank 1, the power inherent in your ascension is too great for your body to contain, and you grow to a prodigious size to compensate. You gain the following benefits:

  • Your Strength and Constitution scores both increase by 2, and these ability scores no longer have their typical maximum limit - their maximums are now 50.
  • Your size category increases by one step - doubling your size and multiplying your weight by 8. You deal an additional 2 damage dice with all attacks that utilize your Strength modifier. You also gain an additional 5 feet of reach.

Warborn

At Divine Rank 3, drawing and stowing weapons and shields no longer requires an action. The first time you attack with a weapon per round, you have advantage on the attack and a +5 bonus to the attack and damage roll.

Impenetrable Defenses

At Divine Rank 5, you gain the ability to cast the Shield spell a number of times per day equal to your Constitution modifier. This spell also can be used to shield any creatures of your choice within 10 feet of you. You regain all uses of this feature at dawn.

Perfect Warrior

At Divine Rank 7, your combat prowess has reached it's zenith of perfection. You gain a +10 bonus to all attack and damage rolls your make with unarmed and weapon attacks.

Might of the Mythical

At Divine Rank 9, Your body is now a pure embodiment of utter might and prowess. You are known as a living citadel of strength and fortitude, and legends tell of your nigh unstoppable conquests - You are the ultimate weapon.

  • Your Strength and Constitution scores both increase by 4 (regardless of their max).
  • You deal an additional 4d8 damage with all attacks that utilize your Strength Modifier.
  • You are intrinsically bonded with every weapon you wield, forming a soul bond to these weapons. These weapons become your "Soul Weapons" and have additional effects added to them:
    • These items can never be disarmed from you unless you will it, and can be teleported back to your grasp as an action, regardless of where they are (ie, extraplanar, out of reach, locked up, etc.)
    • These items can now be thrown as a thrown weapon attack, with a range of 1 mile per divine rank - there is no disadvantage range.
    • You can strike the ground while wielding one of these weapons, and unleash a Destructive Wave spell out to 60 feet. You can do this a number of times equal to your Constitution modifier.

The Trickster

Divine Skill

At Divine Rank 1, your body and mind are infused with divine energy, morphing you into something uniquely greater than you once were. You gain the following benefits:

  • You Dexterity and Charisma scores both increase by 2, and these ability scores no longer have their typical maximum limit - their maximums are now 50.
  • You are now incredibly lucky, nimble, or your form is somehow intangible. When you are targeted by a melee, ranged, or spell attack, roll a d8. On an 7, the attack misses; on an 8, the attack misses and you may redirect it to another target within the attack's range.

Blinker

At Divine Rank 3, when you damage a target with an attack, or you are damaged by an attack, you can instantly teleport up to 60 feet as a reaction. You are also constantly under the effects of Pass Without a Trace,

Magnetic Personality

At Divine Rank 5, you gain the ability to cast the Suggestion and Command spells a number of times each per day equal to your Charisma modifier - these spells also work on undead and constructs. You regain all uses of this feature at midnight.

Miraculous Luck

At Divine Rank 7, your luck can pull you from the jaws of doom. When you are hit by an attack - but before the damage is rolled - roll a d6. On a 5 or 6, you miraculously avoid the blow at the very last moment and take no damage from the attack.

Skill of the Sacred

At Divine Rank 9, your movements are indistinguishable from the lightest of breezes, your body moves with the grace of a trickling stream, and you are recognized as a pure force of nature itself - You are guile incarnate.

  • Your Dexterity and Charisma scores both increase by 4 (regardless of their max).
  • You are constantly under the effects of the Haste spell. You gain a flight (hover) speed equal to your walking speed. You additionally learn the "Earthwalk" ability - allowing you to pass through solid matter as if it were thin air.
  • When you are targeted by an attack, roll a d8. On an 5-6, the attack misses; on an 7-8, the attack misses and you may redirect it to another target within the attack's range.
    • When you are hit by an attack - roll a d6, on a 4-6, you miraculously avoid the blow and take no damage.

The Conduit

Divine Will

At Divine Rank 1, the forces of the weave become natural to you as the energies that form your magic become woven into your very being. You gain the following benefits:

  • Your Intelligence and Wisdom scores both increase by 2, and these ability scores no longer have their typical maximum limit - their maximums are now 50.
  • Choose one 1st, 2nd, 3rd, 4th and 5th level spells that you know and can cast. You can cast each of the chosen spells at their lowest level once per day without expending a spell slot or components.

Mystical

At Divine Rank 3, the power of your cantrips has grown beyond anything it could've reached naturally. All of your cantrips deal an additional die of their chosen type. At Divine Rank 5, this becomes 2 extra dice, and at Divine Rank 7, this becomes 3 extra dice. Finally, at Divine Rank 9, this becomes 4 extra dice.

Greater Weaving

At Divine Rank 5, choose one 6th, 7th, 8th, and 9th level spell that you know and can cast. You can cast each of the chosen spells at their lowest level once per day without expending a spell slot or components.

Undeniable Magic

At Divine Rank 7, your spells are able to pierce the defenses of even the most willful targets. You Gain a +10 bonus to spell attack rolls you make, and the DC to resist your spells increases by 5.

Will of the Weave

At Divine Rank 9, Your body and mind are one in the same, every thought you have is nothing but pure action. The weave is nothing more than a canvas for you to exact your most powerful arts, and the higher mysteries have revealed themselves to you - You are magic made flesh

  • Your Intelligence and Wisdom scores both increase by 4 (regardless of their max).
  • You can create a Circle of Power spell out to a range of 120 feet. You may nullify or activate this at will.
  • Your connection to the weave has revealed higher powers:
    • You gain a 10th, 11th, and 12th level spell if you did not already have them - if you had 10th - 12th level spells already - you gain another spell slot for each.
    • Any spell you know and can cast may be cast once more at their lowest level. (spells of 1st-9th level can now be cast twice at their lowest before using a spell slot)
High & Epic Magic

For more information about 10th - 12th level spells, consult my personal creation: Pryxis's Pages of Pure Magic

PART 4

The Reign of Divinity

The Reign of Divinity

All Deities have sway over the fundamental aspects of reality that ultimately affect mortals - But each god is chosen (or chooses) to have reign over specific areas of reality.

Each God extends their influence - and gains powers - over these dominions of universal power. The areas in which deity's maintain influence can be broken down into 2 broad categories:

  • Portfolios
  • Domains

Each of these areas come with it a wide range of control and influence in which the Deity's role is to watch, regulate, and maintain.

Portfolios & Domains

The 2 main aspects of a deity's influence that dictate their actions and reactions both in their own realms and the material world - domains and portfolios are tightly interwoven with how the god is viewed.

A portfolio element may encompass more than one domain. For instance, a deity of the sea might have the Protection domain as well as the Nature domain. Your choices indicate a great deal about the character of the deity. A deity of the sea with the Tempest and War domains indicates that the people might fear the power of the sea. Just because deities share portfolio elements, they don’t have to share domains. Both sea deities described above could appear in the same pantheon - with the same portfolio, but separate domains.

Portfolios

The representations of nature in which the gods may have their presence known, or dedicated to. Portfolios are the essential parts of the world that mortals may contribute to the god they worship. A god may be representative of, guard over, or be naturally drawn to these fundamental objects, locales, ideas, or manifestations.

Portfolios are parts of your title and renown - As deities are intimately concerned about and involved in their portfolios, and they are often strongest in power when acting within the bounds of their portfolios.

The portfolios of deities within a pantheon rarely change, but this can happen. If a deity dies, returns from the dead, gains or loses divine power, or radically changes personality, portfolios can change to reflect the dramatic change in that deity.

Creating your own Portfolio

Portfolios represent important topics and concepts in the lives of worshipers. The more important an idea is to a group of worshipers, the more important it is for a greater deity to control that portfolio. For instance, if you’re building a pantheon for a culture that depends on the sea for food or trade, then the portfolio element sea should belong to a greater deity. Similarly, people often threatened by earthquakes or volcanoes likely associate the portfolio element earth with a greater deity.

Domains

The base forms of reality and magic that allow deities to interact with mortals. Domains represent dominion over the way magic itself can interact with the mortals that worship their god - and how the god can control the magic that extends over that dominion as well as how the mortals can use those powers granted to them.

Domains are granted to Clerics, and can heavily influence the spells you can grant to other casters that worship you.

More Domains

In a later section, there is a list of already existing domains, as well as new domains that could be used for your campaigns - with your DM's approval.

Portfolio Elements

Any action, idea, race, or profession can be worthy of inclusion as a portfolio element. Moradin has the dwarves portfolio element, for example, and Pan is the Olympian deity with the shepherds portfolio element. Some deities are known as the fathers or mothers of certain pantheons - such as Zeus and Hera - gaining those portfolio elements.

Abundance
Adventure
Agility
Agriculture
Air
Animals
Arcane
Archers
Art
Artisans
Arts & Crafts
Athletics
Balance
Bards
Beasts
Beauty
Birth
Brawling
Cats
Chaos
Childbirth
Chivalry
Cities
Civilization
Cold
Commerce
Common Sense
Communication
Conflict
Conquest
Courage
Crafts
Creation
Crocodiles
Dance
Darkness
Death
Desert
Destruction
Discipline
Discord
Disease
Distance
Drama
Drought
Drow
Dueling
Dwarves
Earth
Earthquakes
Elves
Endurance
Engineering
Envy
Evil
Evil Dragons
Exploration
Family
Fate
Fatherhood
Fertility
Fighters
Fire
Fitness
Flora & Fauna
Foresight
Forests
Freedom
Gambling
Giants
Gnomes
Good
Good Dragons
Grief
Halflings
Harvest
Hate
Healing
Hearing
Hearth
Home
Honesty
Honor
Horizons
Humor
Hunting
Husbands
Illusion
Insects
Intrigue
Jewelrymaking
Journeys
Judgement
Justice
Killing
Knowledge
Kobolds
Law
Learning
Lies
Life
Light
Love
Loyalty
Luck

Sample Portfolios

This list contains many aspects of existence that could be elements of a deity’s portfolio. A pantheon may ignore some aspects of existence, and it may emphasize others by giving the same ones to multiple deities.

This is not a complete list - and therefore - the possibility of some portfolios being created to fill specific criteria is expected (and encouraged).

Maddness
Magic
Malice
Marriage
Massacres
Medicine
Men
Merchants
Mercy
Metal
Mining
Mirth
Moon
Motherhood
Mountains
Murder
Music
Nature
Night
Nobility
Orcs
Pain
Panic
Passion
Poetry
Pranksters
Prophecy
Protection
Rage
Rain
Rebirth
Retribution
Revelry
Rivalry
Rivers
Roads
Rogues
Running
Sea
Seasons
Secrets
Serpents
Shepherds
Sight
Sky
Slaughter
Sleep
Smithing
Spiders
Spies
Sports
Spring
Stone
Storms
Strategy
Strength
Strife
Suffering
Sun
Supreme
Swiftness
Tactics
Territory
Theater
Thieves
Thunder
Time
Travel
Trees
Trickery
Trust
Truth
Tundras
Tyranny
Ugliness
Undead
Underworld
Urban
Valor
Vanity
Vengeance
Vice
Victory
Volcanoes
War
Wastelands
Watchfulness
Water
Wealth
Weather
Wetlands
Wildlife
Wilderness
Wind
Winter
Wisdom
Wit
Wives
Women
Woodlands
Writing
Yearning
Youth
Zeal
Zodiac

Domains of Divinity

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. Divine domains are specific areas of interest for deities, particularly to do with the magic and spells granted to their faithful followers.

Domains are intertwined with the underlying powers of the weave - and it allows the Deity to tap into raw magics that are available to those domains.

Sample Domains

These tables present the standard domains available in the Player's Handbook, as well as the domains available in other sources such as Xanathar's Guide to Everything, Sword Coast Adventurer's Guide, Plane Shift Amonket, and others - including some domains available in sources such as Heroes of the Orient, Unearthed Arcana, and others that have been collected from outside sources.

This is not a complete list of domains - consult your DM to see if any other domains exist for your deity to have dominion over. All Domains are extrapolated upon and have their contents listed later.

Base Domains
Domain General Info
Arcana Sword Coast Adventurer's Guide
Death Dungeon Master's Guide
Forge Xanathar's Guide to Everything
Grave Xanathar's Guide to Everything
Knowledge Player's Handbook
Life Player's Handbook
Light Player's Handbook
Nature Player's Handbook
Tempest Player's Handbook
Trickery Player's Handbook
War Player's Handbook
Secondary Source Domains
Domain General Info
Blood Tal'Dorei Campaign Guide
Mind Unearthed Arcana
Order Tasha's Cauldron of Everything
Peace Tasha's Cauldron of Everything
Protection Unearthed Arcana
Shamanism Heroes of the Orient
Shugenja Heroes of the Orient
Twilight Tasha's Cauldron of Everything

The following homebrew domains have been pulled from several sources and are listed as additional options for creating a deity - consult your DM as to whether or not they want to include them in your world.

Bonus Domains
Domain General Info
Ancestral Homebrew
Beastial Homebrew
Chaos Homebrew
Dragon Homebrew
Far Homebrew
Feast Homebrew
Hearth Homebrew
Hunt Homebrew
Luck Homebrew
Rage Homebrew
Soul Homebrew
Space Homebrew
Technology Homebrew
Time Homebrew
Travel Homebrew
Wealth Homebrew

Domain Listing

The following sections extrapolate upon the domains listed for gods to embody and grant to their most devout followers.

Many of the domains listed are previously unseen and brand new - but others are from sources that already exist in D&D.

Ultimately, it is up to the DM to determine whether or not a player character may be able to embody certain domains based on multiple factors, such as:

  • The character's race
  • The character's history and beliefs
  • Their class details
  • Their chosen portfolios
  • The way they ascended into godhood
  • And many more...

The abilities and spells granted by a domain's archetype features may not be immediately useful to a deity, and some may even overlap in their mechanics - as they are more intended for the mortals that follow, worship, and embody your ideals.

Epic domains?

For those playing with epic characters that go beyond 20 levels, deities normally embody only the base forms of the domains they choose.

However, if your DM allows it, when a deity chooses the "Domain Mastery" Divine Feat listed later in this guide, you may inherit the 20th-30th level archetype features of the domain you choose to master.

Using Domains

The domains listed are a combination of both original content from official sources, as well as homebrew sources - and not all may fit into your campaign.

This being said, if your DM has other domains that are more prevalent in your world, consult them on which domains to use - keeping in mind that a Deity or Power embodies the archtype features and powers of each domain they take.

Godly Domains

For any Archtype domain feature that refers to "Cleric Level" and "Channel Divinity" refer to the following:

  • For any feature relying upon Cleric Level, count your cleric level as 20 (unless you have Domain Mastery of one Domain - in which case, count your cleric level for that domain as 30)
  • The Amount of times you may utilize Channel Divinity is equal to 3 + your Divine Rank

Ancestral Domain

Not all races praise the gods - especially those whom the gods seem to have abandoned, or were never involved with in the first place. For many such people it is their own ancestry that has taken the place or such beings. the Oaths sworn and tenets passed down to them from uncounted generations past. The clerics of these societies commune with their ancestors, making sure the laws and oaths of the family are upheld. They often serve as arbiters in matters of family dispute. but beyond this they have a much greater duty: shouldering the Vows made that yet remain unfulfilled, and with the aid of the restless souls of those who swore them, attempt to achieve in their life what those spirits could not, and sweep the injustices from the lineage forever.

Ancestral Domain Spells
Cleric Level Spells
1st feather fall, identify
3rd augury, warding bond
5th spirit guardians, speak with dead
7th guardian of faith. aura of purity
9th legend lore, commune

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in History.

The Vigilant Dead

The spirits of the ancestors watch over the cleric at all times, but particularly as they rest. Over a Long rest, the cleric counts as having the mental version of the Alarm spell cast upon them and the space they rest on. This effect does not trigger if the intruder into the space does not bear hostile intent toward the cleric.

Channel Divinity: Shroud of Grudges

Starting at 2nd level. you can use your Channel Divinity to call upon those ancestors whose Fell Oaths remain unfulfilled, their anger mantling over you as a thick, sinister cloak of vengeful curses.

As an action. you present your Holy symbol and gain temporary hitpoints equal to your level multiplied by three. If you are hit by an attack while the Shroud Is active, you may use a reaction inflict a Grudge upon the attacker.

A creature inflicted with a Grudge cannot critically hit (includIng the strike with which they received their Grudge) and suffers one point of exhaustion. A creature can suffer from multiple Grudges, increasing Its exhaustion each time.

In addition. you may add your Wisdom modifier to any Intimidation checks made while the Shroud is active.

The Shroud disperses, after one minute, or when all the temporary hitpoints are used up, whichever happens first.

Channel Divinity: Invoke Vow

Starling at 6th level. you can use your Channel Divinity to invoke one of the Vows of your house, beseeching your ancestors to aid you in upholding this tenet.

You gain two vows of your choice, which are detailed under "Vows" below. Unless stated otherwise, invoking an Vow counts as a bonus action.

Spiritual Shield

At 8th level, you gain the ability to infuse your body with divine energy. Once on each of your turns when you are hit with an attack that causes damage, you can lower the amount of damage taken by 1d8. When you reach 14th level, the amount reduced increases to to 2d8.

Aspect of the Ancestors

Al 17th level, You gain the ability to transform into a terrifying embodiment of your lineage.

When you use Shroud of Grudges, in addition to the normal effects, your form becomes ethereal, becoming resistant to nonmagical bludgeoning, piercing and slashing damage, you gain a flying (hover) speed equal to half your walking speed, and are able to injure creatures residing on the ethereal plane.

VOWS

The Vows are presented in Alphabetical order.

Vow of the Circle. "Your people are noted scholars. arcanists, engineers, and alchemists, and value clean, efficient, skilled work, and assist to make such as effortless as possible."

This Vow is Invoked at the start of short rest. Over the short rest, you may cast ritual spells or use sets of tools. After use, this Vow cannot be invoked again until after a long rest.

Vow of the Everyman. "It's important in your lineage to at least be a slightly skilled in everything: and those spirits of your blood help fill in the gaps where you lack."

On invoking this Vow, for the next minute you are considered proficient In one skill or set of tools of your choice that you are not already proficient in. Once used this Vow not be invoked again until after a long rest.

Vow of the Faithless. "Your family scorns that which demands the praise of others, and your ancestors like nothing better than to aid those of their blood in tearing them down from their pedestals."

On invoking this Vow, for the next minute you Ignore any damage resistances a celestial or fiendish creature may possess when attacking it.

Vow of the Harvest. "For generations your line has a proud tradition of farming, storing and distributing foodstuffs. They are duty bound to only serve the finest, and smile upon all efforts of those in their name that strive to do the same."

Instead of a bonus action, this Vow is Invoked as part of casting any spell that involves food or drink, whether creating it or purifying it. On consumption of the food or drinks involved in this spell, those creatures which do so increase their max HP equal to the spell's level +5. They may only gain the benefit from this Vow once per long rest, even if they eat or drink the substances purified/created from this spell again.

Vow of the Hearth. "Your house has long been famous for its hospitality, and you petition the aid of the cooks, storytellers and musicians in your lineage to bring the comfort of home and safety to you wherever you are."

When you and up to eight other people take a short rest together, you may invoke this Vow to allow them to gain two times the amount of hit points per hit die as usual.

Vow of the Journeyman. "You contact the ancient smiths, jewellers and crafters your house is famed for producing in the years long past, who offer guidance and support to those who create."

When using tools you are proficient with, or aiding someone who is, invoking this Oath adds your Wisdom modifier to the roll.

Vow Of Scourging. "Your family has had to contend with blights upon their land for untold generations, and the spirits of your ancestors will do their utmost to help you vanquish that which has plagued them throughout the centuries."

Choose a type of enemy: beasts, constructs, dragons, elementals, fey, monstrosities, oozes. plants, or undead. Alternatively. you can select a race of humanoid (such as gnolls and orcs) as an enemy. On Invoking this vow, for the next minute you may add your Wisdom modifier to the to-hit and damage modifiers on your attacks.

Vow of Coffers. "Coin is king in your house, and your predecessors were well-versed in trade and goods; enough to assist you in the art of bartering, whispering secret handshakes and best-practices to you even as you haggle to gain insight Into your mark."

When you invoke this oath. for the next hour you may use the insight skill Instead of Persuasion when bartering and making deals.

Vow of the Wanderer. "There are many wayfarers and outlanders in your house, those who travelled gladly by foot and kept a keen eye out for those who they'd meet along the way."

On Invoking this vow, your walking speed increases by 20 feet, and you gain advantage on perception and survival checks. This counts as a concentration spell, and is automatically broken if riding on any kind of vehicle, mount or otherwise not travel!ing on foot. Once invoked, this vow cannot be used again until after a long rest.

Vow of Word and Deed. "For your house, your word is your bond, vow or not. And woe upon those who break their word, whether to you or by you."

Invoke this vow when you and at least one other creature enter into some kind of agreement or pact, as determined between you and said creature(s). Should this agreement be broken. the party who is at fault immediately suffers 6d6 psychic damage, and (if not dead) can no longer take long rests until either a Greater Restoration or Wish spell is cast upon them - or until they carry out the original task of the agreement.

Arcana Domain

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit. The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. Deities that delve into the higher mysteries of the weave are drawn to this domain, as the understanding of magic is key to their pursuits.

Arcana Domain Spells
Cleric Level Spells
1st detect magic, magic missile
3rd magic weapon, Nystul's magic aura
5th dispel magic, magic circle
7th arcane eye, Leomund's secret chest
9th planar binding, teleportation circle

Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use 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.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

Arcane Banishment
Cleric Level Banishes creatures of CR ...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Arcane Mastery

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Beastial Domain

The call of the wilderness is inherently present in every living creature: a primal instinct to return to the howling dark, to join in the thrashing and gnashing creatures of the wild. There are those who embrace this feral side of nature, and revel in it. They believe in the Law of the survival of the fittest, and aim to be the apex predator above all others. In return and with enough devotion, and wild focus, their nature gods grant them the power of beasts.

Beastial Domain Spells
Cleric Level Spells
1st speak with animals, feather fall
3rd find steed, web
5th conjure animals, haste
7th conjure woodland beings, find greater steed
9th hold monster, dominate beast

Primal Initiation

When you choose this domain at 1st level, you gain proficiency in the survival and perception skills, and you gain the primal savagery cantrip, for you, this cantrip counts as a cleric cantrip.

Feral Acolyte

At 1st level, pick a beast - Wolf. Bear. Eagle or Shark. You gain the powers of the animal you have chosen:

  • Wolf - You gain the pack mentality of a wolf. You can add 1 extra point of damage to your damage roll for each friendly creature within 5 feet of you.
  • Bear - You gain the strength of a bear. You increase your AC by 1. You also gain the powerful build feature if you don't have it already.
Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

  • Eagle - You gain the eyes of an eagle. Dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
  • Shark . You gain the swimming abilities of a shark. You gain a swimming speed equal to your walking speed You also can breathe underwater.

Channel Divinity: Call of the Wilds

Starting at 2nd level you can use your Channel Divinity to summon the aid of beasts.

As an action. you present your holy symbol and invoke the name of your deity. You summon the beast you have picked (he sharks float in the air and are treated as if underwater) but they are counted as celestial instead of their normal type. When their hit points reach 0, they vanish. The beasts you summon are different in numbers, the amount you summon are listed below. If the beast has the multiattack action, it loses it.

  • Wolf - 1 Wolf
  • Bear - 1 Black Bear
  • Eagle - 2 Eagles
  • Shark - 1 Reef Shark

You communicate telepathically with the beast summoned and give it commands. They dispel after 1 minute, when you fall unconscious, killed or when you dispel them (no action required) At 8th level, summoned animals can have multiattack. At 17th level, summoned creature appear with double their listed hitpoints.

The number of beasts you summon change as you level up.

Beasts Summoned
Level Wolf Bear Eagle Shark
6th 2 2 3 2
8th 3 3 4 3
17th 4 wolves/1 winter wolf 4 black bear/1 owlbear 5 eagles/2 giant eagles 4 reef sharks/1 hunter shark

Beastial Transformation

At 6th level your god has granted you the power to transform into a werebeast for 10 minutes. As an action you may transform into a werebeast of the animal you have chosen until you choose to revert back to your normal form as a bonus action or time runs out.

All items you carry are absorbed into you until you revert. You can transform up to half your wisdom modifier (rounded down, minimum of 1) per long rest and can't cast spells in this state.

While you are transformed you gain the following benefits that replace the stats in the Monster manual:

  • Feral Craze - At the start of your turn while you are in this state, make a wisdom saving throw of DC 12 or half the total damage you have taken since your last turn, if you fail, the DM decides which creature you attack. Afterwards you gain control for the rest of your tum.

  • Beastial Strength - You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down) You also have advantage on Strength checks and Strength saving throws.

  • Tough Skin . You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. You also gain a +1 bonus to your AC.

  • Predators Hunt - When you use the attack action with an unarmed strike. you can make another unarmed strike as a bonus action.

    Your unarmed strikes deal 1d8 slashing damage + your Strength modifier. This die increases to 1d10 at 8th level and 2d6 at 17th level

  • Predator’s Weakness - You have vulnerability to damage from silvered weapons.

  • Ferocious Hunger - When you use the attack action and hit with a bite attack you can regain hit points equal to half the damage dealt. You can do this only once per transformation, however if you score a critical hit with this attack, you can do it again

    Your bite attacks deal 1d8 piercing damage. This die increases to 1d10 at 8th level and 2d6 at 17th level.

Divine Strike

At 8th bevel you can use you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 magical slashing damage. When you reach 14th level the extra damage increases to 2d8.

Beast Mastery

At 17th level you can use your Bestial Transformation by using a bonus action instead and you can use it up to your wisdom modifier (minimum of 1) per short rest and you can now cast spells in werebeast form.

Moon Effects

If the DM wants to add a bit more flavor to the class, they can add Moon Effects.

  • Blood moon: Ferocious hunger deals extra damage equal to twice your wisdom modifier but the DC for Feral craze increases by 3.

  • Super Moon: Your transformation lasts for an extra 5 minutes, But the DC for Feral craze increases by 1 every minute after 10.

  • Blue Moon: All your ability scores temporarily increase by 1, to. a maximum of 20. for the duration of your transformation but the DC for Feral craze increases by 2.

  • Micromoon: Your transformation lasts for 5 minutes less but you aren't vulnerable to silvered weapons.

Blood Domain

The flow of life and the material that keeps it alive - and the center of ancient, primal magic. The Blood domain centers around the understanding of the natural life force within one’s own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell. Clerics of blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson.

Blood Domain Spells
Cleric Level Spells
1st sleep, ray of sickness
3rd ray of enfeeblement, crown of madness
5th haste, slow
7th blight, stoneskin
9th dominate person, hold monster

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons.

Bloodletting Focus

From 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.

Channel Divinity: Blood Puppet

Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will.

As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.

Channel Divinity: Crimson Bond

Starting at 6th level, you can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago.

As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.

During your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses.

Once this connection ends, the Crimson Bond is lost.

Sanguine Recall

At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 necrotic damage per spell slot level recovered. You can’t use this feature again until you finish a long rest.

For example, if you are an 8th-level cleric, you can recover up to four levels of spell slots. You can recover a single 4th-level spell slot, two 2nd-level spell slots, a 3rd-level spell slot and a 1st level spell slot, or four 1st-level spell slots. You then suffer 4d6 damage.

Vascular Corruption Aura

At 17th level, as an action, you can emit a powerful aura that extends 30 feet out from you. This aura pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed.

For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).

Once you use this feature, you can’t use it again until you finish a long rest.

Chaos Domain

Confusion, discord and unending change - chaos is the power of entropy. Clerics of chaos gods are charged with upsetting the standard order of the world. Sowing the seeds of maddness and uprooting unnecessary repetition, as well as partaking in events and games of chance to show their faith. Because of this, many clerics of this domain are adept daredevils and many enjoy taking unnecessary risks. Any deity that is chaotically aligned and governs issues such as fate and change can claim influence over this domain, particularly ones that revel in interfering with mortal affairs.

Chaos Domain Spells
Cleric Level Spells
1st chaos bolt, dissonant whispers
3rd crown of madness, phantasmal force
5th enemies abound, conjure animals
7th confusion, phantasmal killer
9th animate objects, mislead

Bonus Proficiency

When you choose this domain at 1st level, you become proficient in Deception and another skill of your choice.

Channel Divinity: Sow Chaos

At 2nd level, you can use your channel divinity to empower chaos in your surroundings.

As an action, you present your holy symbol and cause random effects to manifest around your presence. Choose up to 5 creatures within 30 feet of you. Roll on the Chaos table a number of times equal to the number of creatures chosen, with each roll designating a different chosen creature as it's source.

All or Nothing

Starting at 6th level, you can bet your luck against the wheel of fate and profit from it. When a creature you can see within 30 feet of you makes a saving throw, attack roll or ability check, you can use your reaction to hedge a bet against chance. Choose to bet whether the creature will pass or succeed.

If the outcome is as you predicted, you regain an expended spell slot of a level equal to or below your Wisdom modifier (a minimum of 1st level).

If the outcome is not as you predicted, you lose a spell slot of a level equal to or below your Wisdom modifier (a minimum of 1st level).

You can use this ability a number of times equal to your Wisdom modifier (a minimum of once), regaining all uses upon finishing a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to any damage you deal with any cleric cantrip.

Chaos Control

At 17th level, you can alter fate and chance in a monumental way. As an action, you can exude an aura for 10 minutes that twists destiny to your will.

Roll a d20. This number becomes your Fate Number. When a creature within 120 feet of you makes an attack roll, ability check or saving throw, you can use your reaction to replace the number on the d20 with your Fate Number instead.

You gain an additional reaction for the duration of this ability that can only be used to replace a roll with your Fate Number.

Once you use this ability, you can't do so again until you finish a long rest or until you successfully use your Divine Intervention features

Death Domain

Finality, decay and the end of mortality. Death is the power to hold sway over the ending of lives and the crushing of vitality. The death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities that are patrons of necromancers, death knights, liches, mummy lords, and vampires hold this domain to their hearts. Gods of the Death domain also embody murder, disease, decay, poison, and the underworld.

Death Domain Spells
Cleric Level Spells
1st false life, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, death ward
9th antilife shell, cloudkill

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Reaper

At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Channel Divinity: Touch of Death

Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

Inescapable Destruction

Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Reaper

Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.

Dragon Domain

Dragons are one of the most powerful creatures of the material plane. Such power comes hand in hand with a destructive graciousness. No matter if the dragon is metallic, chromatic or neutral, they always are Majestic in nature. And even they, as powerful as they are, believe in greater powers. The Draconic Pantheon is huge and even dragons’ minions, servants or acolytes abide to their powers. The ones who favor those deities can be granted extreme power.

Dragon Domain Spells
Cleric Level Spells
1st absorb elements, charm person
3rd fear, suggestion
5th fly, protection from energy
7th polymorph, Leomund’s secret chest
9th circle of power, dominate person

Draconic Resolve

At 1st level. you must choose if you favor metallic, chromatic, or neutral dragons.

If you favor metallic dragons, you gain proficiency in Diplomacy. If you favor chromatic dragons, you gain proficiency in Intimidation. If you favor neutral dragons, you gain proficiency in Persuasion.

Your Proficiency Bonus is doubled with any ability check you make with either of these skills.

In addition. you have advantage on saving throws against being frightened.

Bonus Proficiency

At 1st level. you gain proficiency with heavy armor and in the Arcana skill. You also become proficient with the Draconic language, if you are not proficient already.

Channel Divinity: Dragon Breath

Starting at 2nd level, you can use your Channel Divinity to call upon draconic entities to aid you in times of need. As an action, you choose the exact type of breath weapon associated with any dragon you favor since the 1st level.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by the following table, The DC for this saving throw equals 8 + your Wisdom modifier + your Proficiency Bonus. Any creature that fails the saving throw takes damage equal to 2d10 + your cleric level.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. Save)
Blue Lightning 5 by 30 ft. line (Dex. Save)
Brass Fire 5 by 30 ft. line (Dex. Save)
Bronze Lightning 5 by 30 ft. line (Dex. Save)
Copper Acid 5 by 30 ft. line (Dex. Save)
Gold Fire 15 ft. cone (Dex. Save)
Green Poison 15 ft. cone (Con. Save)
Red Fire 15 ft. cone (Dex. Save)
Silver Cold 15 ft. cone (Con. Save)
White Cold 15 ft. cone (Dex. Save)

(If your DM has other dragons present in your world, consult them for their damage types.)

Dampen Elements

Starting at 6th level. when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or poison damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once. on each of your turns when you hit a creature with a weapon attack. you can cause the attack ¢o deal an extra 1d8 acid, cold, fire, lightning or poison (roll a d6 to randomly decide which type of damage - on a 6, you choose) to the target. When you reach 14th level, the extra damage increases to 2d8.

Draconic Apotheosis

At 17th level. your draconic devotion supernaturally turns you into a half-dragon. Choose one dragon among the ones from the kind you favor. You gain immunity to the damage type associated with its breath weapon. This effect makes your skin become full of small transparent scales that resemble the chosen dragon.

In addition, you sprout powerful scaly leathery wings that match the color of your favored dragon. You gain a flying speed the same as your walking speed. These draconic wings are so strong that you can fly even while wearing heavy armor.

Far Domain

The utterly alien and incomprehensible, the maddening and hysterical. To follow the Far Domain is to embrace the understanding that everything known and accepted to be fact by the inhabitants of this reality — including even the greatest of the deities worshiped by mortals — is not the all-encompassing truth for all beings that have ever existed. Followers of this domain pursue the deities and god-like beings of these foreign realms, known and unknown, with awe and reverence, entreating such entities to share their divine power and ability to comprehend such a maddening world.

Far Domain Spells
Cleric Level Spells
1st arms of Hadar, cause fear
3rd crown of madness, phantasmal force
5th enemies abound, hunger of Hadar
7th confusion, Evard’s black tentacles
9th enervation, legend lore

Aberrant Understanding

At 1st level, you learn to speak and understand Deep Speech, and you learn either the eldritch blast cantrip or the minor illusion cantrip (your choice). For you, this cantrip counts as a cleric cantrip.

Phase Step

At 1st level, you gain the ability to move through other creatures as if they were difficult terrain, as you partially shift between realms.

In addition, when you move through a hostile creature’s space in this way, you can use your bonus action to pierce the creature’s mind with imagery of terrifyingly vast and alien thoughts from beyond the realms. The creature must make a Wisdom saving throw, taking 2d8 psychic damage on a failed save, or half as much on a successful one. Whether your target succeeds or fails on this saving throw, that creature can’t make opportunity attacks against you for the rest of your turn.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) You regain all expended uses when you finish a long rest.

Channel Divinity: Far Rift

Starting at 2nd level, you can use your Channel Divinity to open up a rift in space-time, momentarily connecting your world to the Far Realm.

As an action, you present your holy symbol and choose a point centered on an unoccupied 10-foot cube within 60 feet of you. The rift appears as a 5-foot radius sphere of voidy blackness and long, slithery tendrils immediately lash out from it.

Choose a number of creatures up to your Wisdom modifier within 30 feet of the sphere. Each target must succeed on a Dexterity saving throw or be pulled 20 feet toward the sphere. A creature that is pulled into the sphere’s space takes psychic damage equal to 2d10 + your cleric level as it catches a glimpse of the inexplicable horrors of the Far Realm.

Channel Divinity: Bend Space

When you reach 6th level, you learn to instantaneously manipulate the fabric of space itself to subvert your enemies’ attacks.

Whenever you or a friendly creature within 30 feet of you would be hit by an attack, you can use your reaction to warp the space between the target of the attack and another friendly creature you can see within 30 feet of you. When you do so, you teleport the two chosen creatures, exchanging their positions.

The new target of the attack gains a +2 bonus to AC against the attack, as the sudden swap confounds the attacker.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Impart Madness

Starting at 17th level, whenever a creature fails its saving throw against your Phase Step or takes damage from your Far Rift, you can bestow an effect of madness on it, which lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The effect also ends if the target takes any damage.

Roll on the madness table to determine the effect the madness has on the creature.

Madness Effects
d10 Effect
1 The creature retreats into its mind and becomes paralyzed.
2 The creature becomes incapacitated, begins uncontrollably screaming, laughing, or weeping, and may use its movement on each of its turns to move in a random direction.
3 The creature becomes frightened of you and, as long as it has line of sight to you, must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.
4 The creature begins babbling, can’t understand what other creatures say, and is incapable of coherent speech or casting spells with a verbal component.
5 The creature must use its action each round to attack the nearest creature, using its movement as necessary in order to do so. If it is incapable of attacking the nearest creature, it wastes its action that turn doing nothing.
6 The creature experiences vivid auditory, visual, and tactile hallucinations and has disadvantage on all ability checks.
7 The creature is charmed by you and, if it can hear and understand you, does whatever you tell it to do that isn’t obviously harmful to it.
8 The creature becomes incapacitated and experiences an overwhelming urge to eat something strange such as dirt, slime, or offal.
9 The creature falls prone and is stunned.
10 The creature falls unconscious.

Feast Domain

Celebration, revelry, holidays, banquets and thanksgivings. Feasting is for those in need of either a fulfilling meal after a long and exhausting adventure, or for Over-filling for the coming cold winter - or maybe even in memory of the passing of a lost loved one or friend. Alchemists, Brewers, Chefs, Cooks, Hunters, and Soldiers alike adore and praise gods of drink and food. Whether the reason for the feastin be somber, joyous, or preparation - a full belly and a rested mind are the key aspects of this domain.

Feast Domain Spells
Cleric Level Spells
1st purify food and drink, heroism
3rd blur, suggestion
5th aura of vitality, hypnotic pattern
7th compulsion, resilient sphere
9th dream, greater restoration

Disciple of the Draught

At 1st level, you gain proficiency in Constitution Saves, either the Insight or Medicine skills (your choice), and you gain proficiency with Brewer's Supplies or Cook's Utensils.

Also, you no longer can become intoxicated from consuming alcoholic substances, unless you choose to, and you suffer no drawbacks from intoxication. You cannot become addicted to alcohol or any other substance.

Channel Divinity: Blessed Brew

Starting at 2nd level, you can take an action to grasp your holy symbol and use your Channel Divinity to transform a container of nonmagical liquid into blessed brew; the number of doses equals 3 + your Wisdom modifier. Any special attributes the liquid previously had are negated.

Anyone who imbibes one dose of this brew adds your Proficiency Bonus to one of the following:

  • Their AC
  • A saving throw of their choice (such as Constitution or Charisma)
  • Their melee attack rolls.

This bonus lasts for 1 hour, leaving a warm buzz behind when it fades. A creature can benefit from only one dose of blessed brew between rests. An hour after creating blessed brew, the liquid turns into tasty, but mundane, alcohol of your choice.

Channel Divinity: Boot & Rally

Starting at 6th level, you can take an action to grasp your holy symbol and use your Channel Divinity to aid and rally your allies. All friendly creatures within 30 feet of you, including yourself, who are frightened, paralyzed, poisoned, or stunned gain an immediate saving throw with advantage to remove the effect. All friendly creatures that succeed on the saving throw, or where not under any of those effects in the first place, also heal 2d6 hit points.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you teach 14th level, the extra damage increases to 2d8.

Feast Hall of Heroes

Starting at 17th level, as an action, you may call forth a divine feast hall of your god, as if you had cast the Temple of the Gods spell, without any material components. Inside the hall is a glorious, magnificently overflowing feast, mechanically identical to the Heroes’ Feast spell. Once you use this feature, you cannot do so again until you finish a long rest. No matter how many times you use this feature, the feast hall cannot become permanent, unlike the Temple of the Gods spell.

Forge Domain

The gods of the forge are patrons of artisans who work with metal and craft, from a humble blacksmith who keeps a village in horseshoes and plow blades, to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience, dedication and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them.

Forge Domain Spells
Cleric Level Spells
1st identify, searing smite
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, wall of fire
9th animate objects, creation

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.

Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities: • You gain resistance to fire damage. • While wearing heavy armor, you gain a +1 bonus to AC.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Grave Domain

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.

Grave Domain Spells
Cleric Level Spells
1st bane, false life
3rd gentle repose, ray of enfeeblement
5th revivify, vampiric touch
7th blight, death ward
9th antilife shell, raise dead

Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Sentinel at Death's Door

At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Keeper of Souls

At 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.

Hearth Domain

Inns, Taverns, Camps, Refuges, and even the small bonfire of weary adventurers. Gods of the Hearth are the patrons of all those who offer shelter to others. Followers of these gods are selfless individuals that put the comfort of their companions before all else. They seek to provide shelter to the weary, aid the weak, and bolster their allies, Clerics of the hearth see themselves as the first line of defense against those that seek to destroy the warm, safe places of the world - and have vowed to be it's protecting force.

Hearth Domain Spells
Cleric Level Spells
1st goodberry, sanctuary
3rd healing spirit, warding bond
5th beacon of hope, plant growth
7th faithful hound, guardian of faith
9th greater restoration, hallow

Bonus Proficiencies

At 1st level, you gain proficiency with the herbalism kit, cook's utensils, and Heavy Armor.

Blessing of the Hearth

When you choose this Divine Domain at 1st bevel your warm presence during respites allows your companions to rest as if they were in their own beds back home. During a short rest you may touch one friendly creature and end one condition, disease, poison, oF remove one level of exhaustion from them.

In addition, you learn the create bonfire cantrip, which counts as a cleric cantrip for you. but doesn't count against the number of cantrips you know.

Channel Divinity: Restful Sojourn

Starting at 2nd level, As an action, you may cast Leomund’s tiny hut, without expending a spell slot or material components. Creatures that expend hit dice while inside gain a bonus to their rolls equal to your Wisdom modifier (minimum of 1).

Selfless Healer

Beginning at 6th level, when you use an action or bonus action to stabilize an ally or cause an ally to regain hit points, you are under the effects of the Dodge action until the beginning of your next turn.

Divine Strike

Starting at 8th level, you learn to channel the warmth of the hearth into your weapon's strikes. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to do an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Hospitality

Starting at 17th level a number of friendly creatures, equal to your cleric level that complete a short or long rest with you gain the following benefits:

  • They are cured of any poisons or disease.

  • Their level of exhaustion is reduced by two.

  • They regain maximum hit points from their hit die rolls.

  • They gain temporary hit points equal to your cleric level

Hunt Domain

The gods of the hunt value skill above all else — whether it be skill as a tracker of cunning prey, a slayer of mighty beasts, or a marksman of unparalleled accuracy — it does not matter. While rangers are often the most common servants of these deities, most of gods of the hunt employ clerics as well. The clerics of a hunting god often take a more active role in advancing their god’s interests, compared to rangers. Followers of this domain might defend sacred groves and shrines to their god from the assault of evil monstrosities or hunt down the enemies of whatever deity they follow.

Hunt Domain Spells
Cleric Level Spells
1st hunter’s mark, snare
3rd cordon of arrows, locate animals or plants
5th conjure barrage, lightning arrow
7th freedom of movement, locate creature
9th conjure volley, swift quiver

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons and either the Survival skill or the Stealth skill (your choice).

Hunter's Guidance

Also at 1st level, you can channel the divine power of the hunt into your weapon attacks. Once per turn when you hit a creature with a weapon attack, you can use this feature to apply a secondary effect to your attack. The secondary effect depends on whether the triggering attack was a melee or ranged attack.

Ranged Weapon Attack. The target of your attack has their speed halved until the start of your next turn.

Melee Weapon Attack. Your speed is increased by 15 feet until the end of your turn, and the next 5 feet of movement you make this turn doesn’t provoke opportunity attacks.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Prized Quarry

Beginning at 2nd level, you can magically reward a creature for their successful kill. When a creature within 120 feet of you is reduced to 0 hit points, you can use your reaction and expend a use of your Channel Divinity to reward the creature that reduced it to 0 hit points. That creature regains a number of hit points equal to your Wisdom modifier + your Cleric level, and can immediately use its reaction to move up to its speed without provoking opportunity attacks. An undead or construct cannot be healed by this feature.

Precise Attacker

Starting at 6th level, your weapon attacks begin to hit unerringly, aided by the divine magic flowing through you. If you miss with a weapon attack roll on your turn, you can use your bonus action to reroll the attack and take the new roll. Alternatively, if you hit with a weapon attack on your turn, you can use your bonus action to deal additional damage to the target. This damage equals your Wisdom modifier (minimum 1), and it shares its damage type with the attack that triggered it.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of the hunt. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of the Hunt

At 17th level, your divine skill with weaponry has reached its peak. You have advantage on weapon attack rolls you make. Additionally, whenever you make a weapon attack with advantage and hit, the attack deals an additional 1d8 damage if the lower of the two rolls would also hit.

Knowledge Domain

The gods of knowledge value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities.

Knowledge Domain Spells
Cleric Level Spells
1st command, identify
3rd augury, suggestion
5th nondetection, speak with dead
7th arcane eye, confusion
9th legend lore, scrying

Blessings of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it ie actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Visions of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Life Domain

The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life. The gods of life promote vitality, wellness, and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of healing or endurance, and gods of home and community.

Life Domain Spells
Cleric Level Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor.

Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Light Domain

Gods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.

Light Domain Spells
Cleric Level Spells
1st burning hands, faerie fire
3rd flaming sphere, scorching ray
5th daylight, fireball
7th guardian of faith, wall of fire
9th flame strike, scrying

Bonus Cantrip

At 1st level, you gain the Light cantrip if you don't already know it.

Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Luck Domain

The gods of luck are patrons of those who embrace chance. All those who leave their lives in the hands of fate all garner favor from such gods. Clerics that belong to this domain barely resemble clerics at all, and their holy symbols are often pieces of gaming sets or lucky charms. When you embrace the ways of the luck domain, gambling with your life brings you great joy, and as a representative of the forces of chance you encourage rash decisions and actions everywhere you go.

Luck Domain Spells
Cleric Level Spells
1st bane, bless
3rd enhance ability, rope trick
5th bestow curse, remove curse
7th banishment, dimension door
9th reincarnate, skill empowerment

Bonus Proficiencies

At 1st level you learn that life is a game of chance: sometimes. you win, and sometimes you need to improvise. When you select this domain you gain proficiency with one gaming set of your choice and with improvised weapons.

Additionally, if you spend at least one minute observing a game you are not familiar with you can add your proficiency bonus to rolls related to that game. You can only be proficient

Tip the Scales

When you choose this Domain at 1st level, your luck begins to tub off on those you touch. When you cast a spell of 1st-level or higher that targets a friendly creature, they have advantage on their next ability check, attack roll or saving throw.

Channel Divinity: Stroke of Luck

Starting at 2nd level you gain this Channel Divinity option. As 8 reaction, when a friendly creature within 30 feet of you is forced to make a saving throw, you can use this Channel Divinity to grant them advantage on their roll.

Lucky Streak

Beginning at 6th level, your god blesses your attacks with a strange luck. Your weapon attacks and spell attack rolls score a critical hit on a roll of 7 or 20, but rolls of 13 and 1 are both considered critical failures. Good luck!

Potent Improvisation

Starting at 8th level you may use your Wisdom modifier, in place of Strength or Dexterity, for attack and damage rolls with improvised weapons, and your improvised weapon attacks count as magical for the sake of overcoming resistances.

In addition, once on each of your turns when you hit a creature with an improvised weapon attack, you can cause the Attack to deal an extra 1d8 damage of the weapons type to the target. When you reach 14th level the extra damage increases to 2d8.

Arcane Roulette

Upon reaching 17th level you can push your luck to its absolute limits. Once per long rest you can use your action to roll on the Arcane Roulette table. Roll twice on the table below, and choose which of the two results takes effect. The 9th-level spell immediately takes effect as if cast as a cleric spell by you. You may choose the target of the spell after you decide which of the results you will use.

d10 Spell
1 no effect
2 imprisonment
3 invulnerability
4 mass heal
5 power word heal
d10 Spell
6 power word kill
7 time stop
8 true polymorph
9 weird
10 wish

Mind Domain

The power of the mind and the gods, coalescing into a formidable force. This path blends divine devotion and psychic power. The forces tied to the Mind domain teach followers that the mind is the greatest tool and the mightiest weapon in creation. A cleric of the Mind domain learns to harness their own mental prowess, then uses this gift to protect the faithful and smite enemies in the name of their gods.

Mind Domain Spells
Cleric Level Spells
1st command, dissonant whispers
3rd detect thoughts, phantasmal force
5th enemies abound, fear
7th confusion, phantasmal killer
9th dominate person, telekinesis

Flash of Insight

Starting at 1st level, you can summon power from a well of mental energy at your core. When you make an ability check, you can choose to reroll it after you see the result, but before you know if it succeeds or fails. You get a bonus to this reroll equal to half of your cleric level (minimum of 1).

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Psychic Force

Also at 1st level, you learn to buffet your foes with mental power. When you cast a cleric spell or cantrip that inflicts radiant damage, you can choose to have it inflict psychic damage instead.

Channel Divinity: Psychic Feedback

Beginning at 2nd level, you can use your Channel Divinity to disrupt a foe’s mind. When a creature within 30 feet of you has to make a Wisdom saving throw, you can use your reaction to impose disadvantage on it using your Channel Divinity. You must use this feature before you know the outcome of the roll.

If the spell or effect that caused the Wisdom saving throw is not created by a spell you cast, you can also choose to deal psychic damage to the target, equal to half your cleric level, immediately before the target makes its saving throw.

Gestalt Anchor

Beginning at 6th level, your mental power increases, settling the minds of those around you with your mere presence. Whenever you or a friendly creature within 10 feet of you must make an Intelligence, Wisdom, or Charisma saving throw, the creature gains a +2 bonus to the saving throw. You must be conscious to grant this bonus.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Bend Reality

Starting at 17th level, when you see an ally within 30 feet of you fail a saving throw, you can replace the roll with a 20, potentially changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

Nature Domain

Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Nature Domain Spells
Cleric Level Spells
1st animal friendship, speak with animals
3rd barkskin, spike growth
5th plant growth, wind wall
7th dominate beast, grasping vine
9th insect plague, tree stride

Acolyte of Nature

At 1st level, you learn one cantrip of your choice from the druid spell list. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor.

Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Nature

At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Order Domain

The Order domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. The domain is favored by clerics who use it to benevolently maintain and enforce the law, or exploit law and order for their own personal gain. The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities.

Order Domain Spells
Cleric Level Spells
1st command, heroism
3rd hold person, zone of truth
5th mass healing word, slow
7th compulsion, locate creature
9th commune, dominate person

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority

Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order's Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Embodiment of the Law

At 6th level, you become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Order's Wrath

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Protection Domain (Updated)

The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind.

Protection Domain Spells
Cleric Level Spells
1st sanctuary, shield of faith
3rd aid, warding bond
5th Leomund's tiny hut, protection from energy
7th guardian of faith, Otiluke's resilient sphere
9th antilife shell, wall of force

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Shielding Prayer

Also at 1st level, you can create a field of divine energies to ward off attacks. When a creature you can see within 30 feet of you is hit by an attack, you can use your reaction to chant a swift prayer and expend a spell slot to grant the creature the effect of the shield spell.

Channel Divinity: Radiant Armor

Starting at 2nd level, you can use your Channel Divinity to surround a creature in a powerful protective field.

As an action, you channel radiant energies around a creature that you can see within 30 feet of you. That creature gains temporary hit points equal to 10 + twice your cleric level for 1 hour. While the creature has those hit points, it is surrounded by an aura, shedding bright light in a 5-foot radius and dim light for an additional 5 feet.

Improved Shielding Prayer

At 6th level, when you use your Shielding Prayer, the target can gain an extra layer of defense. When you expend a spell slot of 2nd level or higher for your Shielding Prayer, the target gains 1d8 temporary hit points for each slot level above 1st for 1 minute.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Divine Protection

At 17th level, when you are reduced to 0 hit points, you can drop to 1 hit point instead and may roll to restore hit dice as if you had taken a short rest - additionally, your Radiant Armor activates with twice the amount of temporary hit points. You can't use this feature again until you finish a long rest.

Peace Domain

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.

Clerics of Peace preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.

Peace Domain Spells
Cleric Level Spells
1st heroism, sanctuary
3rd aid, warding bond
5th beacon of hope, sending
7th aura of purity, Otiluke's resilient sphere
9th greater restoration, Rary's telepathic bond

Implement of Peace

When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Emboldening Bond

Starting at 1st level, You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Balm of Peace

Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

Protective Bond

Beginning at 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Expansive Bond

At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.

Rage Domain

Anger, Vengeance, Wrath and Pain are mighty tools in the hands of those who know how to manipulate and wield it to their whims, and a weakness in those who don't. Clerics of gods that control this emotion become aspects of utter rage, also known as berserker priests, which unleash both their own fury, and the anger of others, and carry out the wrath of the gods. Gods of rage include gods of destruction, pillage, conquest and domination.

Rage Domain Spells
Cleric Level Spells
1st hellish rebuke, wrathful smite
3rd crown of madness, magic weapon
5th enemies abound, fear
7th confusion, staggering smite
9th holy weapon, steel wind strike

Bonus Proficiencies

At 1st level you gain proficiency with martial weapons and heavy armor.

Furious Swing

Also at 1st level you are able to tap into the innate fury of your deity, When you miss an attack roll that would deal damage. you can use your reaction to deal half of that damage instead

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) You regain expended uses when you finish a long rest.

Channel Divinity: Wrathful Upsurge

Starting at 2nd level, as a bonus action, you present your holy symbol and one creature of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the target can see or hear you. If the target knows. you're using this feature. it can fail the saving throw voluntarily.

If the creature fails its saving throw, the target uses its reaction to make a melee attack against the nearest creature within its reach other than itself. If there are multiple. you choose which one.

Tempered Anger

Starting at 6th level you gain advantage against being charmed or frightened, and magic can't put you to sleep.

Divine Strike

At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8

Scion of Wrath

When you reach 17th bevel your body manifests the only emotion your god has taught you; rage. When you are attacked or are forced to make a saving throw from a creature within 60 feet of you, you can use your reaction to move to within 5 feet of the creature and make a weapon attack against them.

Additionally, the next time you take the Attack action before the end of your next turn, you gain the following benefits if you attack only that target:

  • You can make four attacks against them, instead of one.

  • You add 1d10 + your cleric level in damage to each attack that hits.

  • Your attacks are always made with advantage, even if you have disadvantage normally.

  • At the end of this action, a crater appears beneath your target's feet, with a radius of 5 feet times the amount of attacks that hit. The crater is difficult terrain for all hostile creatures,

Once you use this feature, you can’t use it again until you finish a long rest.

Shamanism Domain

Shamans are intermediaries between the mortal world and the realm of spirits - the vast multitude of living beings that infuse the entire world with divine essence. They commune with souls, outerplanar beings, nature spirits, and the most powerful of entities - who might be considered deities. The shaman offers prayers, and services to the spirits, and in return gains the favor of patron spirits who bestow spells and other magical abilities upon them.

Shamanism Domain Spells
Cleric Level Spells
1st faerie fire, goodberry
3rd earthbind, moonbeam
5th gaseous form, haste
7th blight, locate creature
9th antilife shell, reincarnate

Spirit Patron

At 1st level, you form a bond with a patron spirit who empowers your spellcasting. The type of spirit should correspond to your character’s values - for example if your spirit is an animal, you could value nature and life, while if it is an ancestral spirit, you might value tradition, family and loyalty.

Ancestral Spirit. The number of cleric spells you can prepare increases by 1.

Animal Spirit. You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, the type of animal must always be the same, and it is a celestial instead of a beast. Its appearance is that of the chosen animal, but translucent.

Outer Spirit. You can cast disguise self at will, without expending a spell slot. Additionally, you learn a warlock cantrip of your choice, which does not count towards your number of cantrips known.

Primordial Spirit. When you are hit by a melee attack, you can use your reaction to vanish from your current plane of existence and appear in the Ethereal Plane until the start of your next turn, and move up to half your speed as part of the same reaction. You disappear right before the triggering attack connects. The spell fails and the casting is wasted if you are already on the Ethereal Plane.

While on the Ethereal Plane, you can see and hear the plane your originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

Once you use this feature, you must finish a short or long rest before you can do so again.

Channel Divinity: Spirit Sight

Starting at 2nd level, you can use your Channel Divinity to see into the spirit world. As an action, you present your holy symbol, and gain truesight out to a range of 60 feet for 1 minute.

Gift of Patronage

Starting at 6th level, your patron spirit bestows upon you another feature depending on the type of patron you chose at 1st level.

Ancestral Spirit. You can always cast the cure wounds and healing word spells, whether you have them prepared or not.

Animal Spirit. You have advantage with Wisdom (perception) checks, as long as you have your familiar within 5 feet of you.

Outer Spirit. You can cast polymorph once without using a spell slot. You can’t do so again until you finish a long rest.

Primordial Spirit. You gain an additional use of Channel Divinity.

Efflorescence

Starting at 8th level, as an action you can restore hit points to any number of friendly creatures within 30 feet of you. The number of total hit points you can restore equals twice your cleric level, and you can divide the healing among your allies as you see fit.

Once you use this feature, you must finish a long rest before you can do so again.

Spirit’s Favor

Starting at 17th level, you gain resistance to necrotic and radiant damage.

Shugenja Domain

Clerics of the shugenja domain - also known as elementalists - have a divine bond with the four elements, granting them access to otherworldly powers. In fact, shugenja are widely regarded as divine conduits of the forces of nature. Clerics of the shugenja domain might be considered priests out in the wilds, but in civilized society the shugenja are considered to be the divine voice of the material world.

Shugenja Domain Spells
Cleric Level Spells
1st detect magic, magic missile
3rd Aganazzar’s scorcher, gust of wind
5th lightning bolt, tidal wave
7th stone shape, storm sphere
9th maelstrom, wall of stone

Sense Elements

Beginning at 1st level, as an action, you can sense the location, size and direction of a particular element within 300 feet of you, choosing either earth, fire, water, or wind. You could, for example, sense an underground river, or locate a hidden cave by sensing the torches burning inside of it. The effect lasts for 1 minute or until you dismiss it as an action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended charges when you finish a short or long rest.

Channel Divinity: Nature's Rebuke

Starting at 2nd level, as an action you can spread your arms and speak a prayer censuring celestials, elementals and fiends. Each celestial, elemental and fiend that can see or hear you within 30 feet of you must succeed a Wisdom saving throw, or become turned for 1 minute or until it takes any damage.

Elemental Affinity

Also at 2th level, you specialize in one of the following four elements. Your chosen element grants you a new Channel Divinity feature. Choose one from among air, earth, fire, and water.

Air - Channel Divinity: Spirit Sight

As an action you can use your Channel Divinity to empower your sight, peaking behind the veil and seeing things as they truly are for 1 minute. For the duration, you gain truesight out to a range of 60 feet.

Additionally, you can see into and through solid matter for the duration. To you, solid objects within sight appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of Common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

Earth - Channel Divinity: Grounding

As an action you conjure forth a translucent, radiant shimmer rising up from the ground beneath you. Up to five creatures of your choosing within 30 feet of you, gain resistance to bludgeoning, piercing, and slashing from nonmagical weapons. The effect lasts for 1 minute, or until you dismiss it (no action required). The effect also ends early if you are unconscious, or if you lose concentration (as if concentrating on a spell).

Fire - Channel Divinity: Searing Radiance

As an action, flame bursts through your very skin, filling a 20 feet area around you. Each creature in the affected area must make a Constitution saving throw. On a failed save, a creature takes 2d8 fire and 2d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half as much damage and isn’t blinded by this effect. Celestials, elementals and fiends have disadvantage on this saving throw.

Elemental Points

At 6th level, you tap into a deep wellspring of magic within the elements. This wellspring is represented by elemental points, which allow you to create a variety of magical effects. The number of elemental points available to you equals your cleric level divided by 2 (rounded down). You regain all spent elemental points when you finish a long rest

Metamagics

Also at 6th level, you gain the ability to twist your spells to suit your needs. You gain one Metamagic option of your choice from among those available to the sorcerer in the Player’s Handbook. You gain another one at 8th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

You fuel your metamagic options with a number of elemental points equal to the sorcery point cost described for each metamagic.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Elemental Avatar

At 17th level, you gain another feature depending on the Elemental Affinity you chose at 2nd level.

Air - Misleading Presence

You can cast mislead without expending a spell slot, by using a bonus action. Once you use this feature, you must finish a short or long rest before you can do so again.

Earth - Shaking the Foundations

You continuously and effortlessly shape the ground around you in your favor. The ground around you in a 30 foot radius is considered difficult terrain when hostile creatures try to move through it. Creatures that can fly or levitate are not affected.

Fire - Molten Eruption

Any hostile creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 + half your cleric level in fire damage.

Water - Elemental Metabolism

As an action, you can restore an amount of hit points to yourself equal to twice your cleric level. Once you use this feature, you must finish a short or long rest before you can do so again.

Soul Domain

Clerics of the Soul Domain practice Spirit Magic along with the teachings of their god - and help the transfer of souls into the hands of their deities. They use the souls they Harvest to improve and enhance what their gods already grant them. Gods of protection, life, and nature generally accept the Soul Domain. Though other deities may see its merits as well. Many soul clerics are seen as direct agents of their deities, as the tasks they undertake allow the deity to exude more influence over the material world

Soul Domain Spells
Cleric Level Spells
1st detect evil and good, protection from evil and good
3rd aid, spiritual weapon
5th beacon of hope, spiritual guardian
7th guardian of faith, otiluke's resilient sphere
9th circle of power, dispel evil and good

Harvest

Soul Domain Clerics get the souls to power their abilities from the world around them. As part of a long rest you must spend an hour in meditation to seek out souls in the area. These souls fill your available Reliquaries, one soul in each, and allow you to use your class abilities. The save for any Soul Domain feature is:

Ability save DC = 8 + your Proficiency Bonus + your Wisdom modifier

Reliquary

Reliquaries are the containers used to hold the souls that enable Spirit Magic. You have a number of Reliquaries equal to your Proficiency Bonus based on the number of levels you have in the class that grants your access to Reliquaries.

 

Each Reliquary can only hold a single soul and you must be within 5ft of the Reliquary to access the soul within. A Reliquary made by one creature will not work for any others. Reliquaries could be made from any non living material but it is the part of your soul that makes them function.

If a Reliquary is ever broken the soul in it is released and you must spend an hour to forge a replacement. At will you can dismantle any Reliquary you made regardless of distance. Doing this releases the soul within and allows you to make a new Reliquary to replace it.

Distant Spell

Starting at 1st level you can increase the range of a spell you cast. Once per turn as part of casting a spell you can expend a soul to extend the range of the spell by 30ft. If the spell has a range of touch it instead increases the range by 10ft. If the spell has a range of self you can not extend its range.

Channel Divinity: Blurred Forms

Beginning at 2nd level you can use your Channel Divinity to help keep your allies safe. As an action you can grant yourself and all allies within 30ft of you the Blurred condition as per the Blur spell for 5 rounds or until they take damage from a targeted attack.

Targeted attacks made against Blurred creatures have disadvantage.

Soul Scout

Starting at 6th level you can watch the world around you. As an action you can expend a soul to cast the spell arcane eye without expending a spell slot, and without material components.

Broadened Spirit

Beginning at 8th level you can concentrate on more than one thing at once. When you are concentrating on a spell and cast another concentration spell you can expend a soul to maintain concentration on both spells for 3 rounds.

At the end of the 3 rounds you can expend another soul as a bonus action to extend the double concentration for 3 more rounds. You may continue extending the duration as long as you have souls to expend. This does not alter how long the spells themselves last.

If you must make concentration saves you must roll them separately. If this effect ends and both spells are still active you choose which ends and which you maintain.

Focused Spell

At 17th level you can narrow in on a single target. When you cast a spell that has an area of effect you can expend two souls to instead have it target a single creature. The range of the spell is unchanged and unless the target is willing you must make a spell attack roll to hit them.

For every 10ft the radius is reduced the spell deals an additional die of damage. For example a spell with a 20ft radius that gets Focused would deal an additional 2 dice of damage.

Space Domain

A space cleric reveres celestial bodies, the stars, and planets above, and thinks more holistically about the heavens rather than the little details of the immediate world. Fate foretold by the stars is a strong guide, but gravity is an undeniable force of nature. Followers of this domain normally worship gods of creation, light, darkness, and destruction alike - as they see the bigger picture of the cosmos.

Space Domain Spells
Cleric Level Spells
1st fairie fire, feather fall
3rd earthbind, levitate
5th fly, Melf's minute meteors
7th divination, sickening radiance
9th dawn, telekinesis

Bonus proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Blessings of the Celestial Bodies

Starting at 1st level, if you're conscious, you cannot be moved against your will.

Channel Divinity: Gravitational Flux

Starting at 2nd level, as an action you can present your holy symbol and grant the space domain over your immediate area. This ability can last up to 1 minute, effects a 30 foot radius centered on you, and doesn’t move with you after casting. You may choose creatures and objects to be unaffected. When you first use this ability, you must choose between one of its two forms:

Zero Gravity. All non-exempt creatures and objects within range rise vertically at a rate of 5 feet per round, up to 30 feet, and remain suspended there for the duration. The ability can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw may choose to be unaffected.

An affected creature can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling) which allows it to move as if it were climbing. You can move up or down as part of your move. Creatures entering the zone for the first time must make the Constitution saving throw, and if they fail they start rising and lose half their total movement speed that round to regain their balance. Creatures affected by the loss of gravity exiting the zone must make a Dexterity saving throw or fall to the ground prone. When the spell ends, the target floats gently to the ground if they are still aloft.

Unlimited Gravity. All non-exempt creatures within range must make a Strength saving throw, or fall prone under the weight of the gravity, and must succeed on a Strength saving throw to attempt to stand up within the zone. The area within the zone counts as difficult terrain for all affected creatures.

The DM may decide if any non-exempt objects within the zone's influence need to make a Constitution saving throw or be crushed.

Spacial Adjustment

Starting at 6th level, you gain the ability to create sudden gravity spikes. When you or an ally are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose a Strength saving throw, causing a spike of gravity to affect the attacker before it hits or misses. If the creature fails, its allack aulo-misses and it falls prone.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) You regain all expended uses when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to better control your gravity spikes and increase the gravity around your strikes. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 magical bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8

Champion of the Celestial Bodies

Starting at 17th level, the range on your Channel Divinity: Heavenly Influence is increased to a radius of 60 feet, and it moves with you. As an action, you may also switch between Zero Gravity and Unlimited Gravity, and Zero Gravity may now be applied in any direction (North, South, East, or West)

Gravitation Acceleration: Once per Channel Divinity, as an action, you may force all creatures you choose within your gravity zone to make a Strength saving throw or be thrown away from you out of the gravity zone and fall prone, taking 1d6 magical bludgeoning for every 5 feet they moved until they were out of the zone.

Gift of the Heavens

At 20th level, add Meteor Swarm to your list of domain spells. It is always prepared and counts as a cleric spell

Technology Domain

Science and progress are the driving force of many empires, peoples, and ideologies, and it is little wonder that many gods find the advancement of technology a suitable element for their portfolio. Gods of creation all champion crafts people and technology, encouraging mortals to utilize both magic and material science to improve their lives and prospects. Clerics of these gods are often craftspeople themselves, always tinkering and creating contraptions of gears and metal, glass and lightning, to perform various tasks, from improbable to impossible. A cleric of Technology can find themselves anywhere on the alignment spectrum, depending on whom they believe technology should benefit, and what they believe the roll of technology to truly be.

Technology Domain Spells
Cleric Level Spells
1st alarm, shield
3rd arcane lock, find traps
5th lightning arrow, lightning bolt
7th dimension door, fabricate
9th teleportation circle, wall of force

Minor Science

At 1st level, you gain proficiency in hand crossbows, light crossbows, and heavy crossbows, as well as one set of artisan's tools.

You learn the mending and shocking grasp cantrips if you don't already know them.

Additionally, you can speak telepathically with all constructs and can glean basic information from inanimate machinery regarding anything they may have witnessed.

Firearm Proficiency?

If your DM allows it, you may trade in proficiency with all crossbows for proficiency in firearms.

Clockwork Assistant

Also at 1st level, you may spend 1 hour and 10 gold pieces worth of parts building a Clockwork Assistant, a tiny mechanical creature loyal to you whose game statistics may be found on this page. This assistant acts independently of you, but it always obeys your commands. In combat, it acts on your turn, taking its actions and movement alongside your own. The assistant can't attack, but it can take other actions as normal. When your assistant drops to 0 hit points, it breaks into a pile of parts, from which you can construct another clockwork assistant with an hour of effort.

When you cast a spell with a range of touch, your assistant can deliver the spell as if it had cast the spell. Your assistant must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your spell attack modifier for the roll.

Your assistant counts as a familiar for the purposes of the spell find familiar, and you may never have more than one clockwork assistant active at any one time.


Clockwork Assistant

Tiny construct, neutral


  • Armor Class 12
  • Hit Points 6 (2d4+1)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
10(+0) 10(+0) 12(+1) 14(+2) 9(-1) 7(-2)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 30 ft. passive perception 11
  • Languages common
  • Challenge 0 (10 xp)

Heavy Lifting. The clockwork assistant can carry 150 pounds of equipment, and can push, pull, drag or lift 200 pounds of weight, even if these values would be greater than the usual amounts provided by the assistant’s size and Strength score.

If your clockwork assistant is damaged, you can attempt to fully heal its hit points by spending one minute repairing it. Make a Wisdom check, adding your proficiency bonus if using a pertinent set of artisan’s tools with which you are proficient, against a DC of 10. If successful, your companions hit points are fully healed. This check may be repeated, but each failure raises the DC by 5 for the following hour.

Alternatively, using the mending cantrip on your clockwork assistant will restore it to its full hit points, without requiring a check.

Channel Divinity: Divine Toolbox

Beginning at 2nd level, you can reach into your pocket, pack, or satchel and use your Channel Divinity and an object interaction to retrieve one of items presented on the Divine Toolbox table.

 

The item materializes by the will of your god, and lasts until you take a short or long rest. You may freely share this item with whomever you please, but any attempts to sell this item or exchange it for favors or currency with cause your god to immediately revoke the item, dissipating it from existence.

At 6th level, if you have access to and proficiency in the proper tools, you may make any of these items in an hour-long ritual that consumes the item's gold cost worth of materials. Used in this way, this ability does not consume a use of Channel Divinity, the item may be sold, and the item's duration is permanent.

Divine Toolbox
Artisan's tools (one complete set)
Abacus
Ball Bearings (bag of 1,000)
Bottle, small glass
Caltrops (bag of 20)
Chain, 10 feet
Chalk - or Charcoal (1 piece)
Crossbow bolts (bundle of 20) - Can be replaced with firearm ammunition of same amount
Crowbar
Hammer
Hourglass
Hunting Trap
Lantern (any variety)
Lock, with matching key
Magnifying glass
Manacles
Mirror, steel
Oil, small jar filled with 1 pint
Paper, five sheets
Portable ram
Rope, 50 feet of hempen
Scale, Merchant's
Signal Whistle
Spikes, iron (10)
Spyglass

Channel Divinity: Transform

Starting at 6th level, when a clockwork assistant you control is within 100 feet of you, you can use your Channel Divinity to imbue it with the divine power of technology as an action, transforming it into a more useful form. Your assistant grows to Small size, gains 14 maximum and current hit points, doubles it's heavy lifting capacity, and receives two of the following properties of your choice:

 

Armored. Heavy armored plating is bolted onto the outside of your assistant, increasing its AC to 16.

Combat-Ready. You transform your assistant to augment it for combat. Your assistant gains a melee weapon attack, which makes attack rolls with with your Wisdom modifier and proficiency bonus, rather than its own statistics. This attack deals 1d6 plus your Wisdom modifier slashing, piercing, or bludgeoning damage (choose when you pick this property). Your assistant still may not use their action to attack, but you may expend a bonus action on its behalf to have it attack on your turn.

Large. Your clockwork assistant grows even more massive than usual, and is considered Large size. The assistant gains a Constitution score of 14, and has 10 additional maximum and current hit points. If the assistant has an attack, it does an additional 1d6 damage. It also doubles it's Heavy lifting capacity.

Mount. Your assistant becomes more swift and streamlined, perhaps with a saddle or open cockpit, and may be ridden if it is at least one size category larger than its rider. The assistant's land movement speed becomes 60 feet, and it gains a Strength score of 14.

Rockets. Rockets deploy from your clockwork assistant, giving it a flying speed equal to double its land movement speed.

Shield. A reflective shield engulfs your assistant. It gains 20 temporary hit points, and has advantage on Dexterity saving throws for as long as it has temporary hit points from this feature. If your assistant also has the Mount property and you are riding it, you may cause any damage that you yourself would take to first be subtracted from this total, before taking damage yourself from any remainder.

This transformation lasts for one hour, after which your clockwork assistant assumes its usual form.

At 11th level, you may choose three properties off this list when transforming your assistant. At 17th level, you may choose four properties.

Scientific Accuracy

At 8th level, you gain the ability to augment your spells and ranged strikes with a little technological know-how. Once on each of your turns when you hit a creature with a ranged weapon attack, you can cause the attack to deal an extra 1d8 lightning damage. When you reach 14th level, the extra damage increases to 2d8.

In addition, when you succeed on a ranged spell attack with a cleric cantrip or successfully deliver a cleric cantrip with a range of touch from your clockwork assistant, add your Wisdom modifier to any damage it deals.

Simulacra

Starting at 17th level, you learn the spells simulacrum and clone, which are always prepared and count as domain spells for you. Creatures created by simulacrum are constructs made of metallic parts rather than illusions crafted of ice and snow.

Additionally, you may have up to two clockwork assistants active at once, though you still may only have one transformed at any one time.

Tempest Domain

Gods whose portfolios include the Tempest domain govern storms, sea, and, sky. They include gods of lightning and thunder, gods of earthquakes & natural disasters, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

Tempest Domain Spells
Cleric Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th control water, ice storm
9th destructive wave, insect plague

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderous Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Time Domain

The unending passage of time - one of the most powerful forces in the multiverse. These Gods see every passing hour, season, year, and lifetime. They control the cycles of life and death, and ultimately have the most sway over the fates of all people. When worshipping a diety of this kind, they grant you a small portion of their power. Wise gods protect the many timelines of the universe. Clerics which gain this power are sent to carry out their duties which are often preventing others from altering the timeline and ensuring it follows the set path, even if that means traveling to another dimension.

Time Domain Spells
Cleric Level Spells
1st longstrider, featherfall
3rd augury, hold person
5th haste, slow
7th dimension door, banishment
9th contact other plane, hold monster

Foreknowledge

When you choose this domain at 1st level, your initiative bonus is now your Wisdom Modifier. You also become proficient in the History and Perception skill

Channel Divinity: Time Aberrations

Starting at 2nd level, you can use your Channel Divinity, as as action, to import yourself from another timeline anywhere within 30 feet of you. This duplicate gets an initiative roll and has the exact same traits, abilities, equipment and spells as you, and is capable of performing any action a normal player character could perform. This duplicate can not summon anymore Time Aberrations, and can only cast spells up to a third level spell

You can control this visage on its turn. The visage lasts up to 1 minute but has half of your maximum hit points. When the duplicate drops below 0 hit points, the visage returns to its original timeline.

 

When you and your other self are within 5 feet of each other and attacking the same target, both of you have advantage on attack rolls.

Temporal Thrust

Starting at 6th level, as an action, you can attempt to send a creature you can see within 120 feet of you 1d6 rounds into the future. That creature must succeed on a Wisdom Saving Throw against your spell save DC or be sent into the future. On a success, that creature is not sent forwards in time.

For the 1d6 rounds, that creature vanishes from existence and re-appears in the spot it was vanished from once the rounds are up, as long as the area is unoccupied. If the area is obstructed then it will re-appear in the closest empty space near the area it was transported from.

You can use this trait once per long rest at 6th level Once you reach 14th level, you can use this trait 3 times per long rest.

Divine Strike

Starting at 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Keeper of Time

Starting at 17th level, you learn the spells Time Stop and Foresight. You always have these spells prepared, and they dont count against the number of spells you prepare each day - they count as cleric spells for you.

You also become proficient in the Insight skill - If you are already proficient in Insight, then you can double your Insight modifier.

Travel Domain

Gods whose portfolios include the Travel domain are patrons of travelers and explorers, whether by sea or land. Travel gods send their priests wandering throughout the world as itinerant preachers, or as guides to those who travel the roads, rivers, wilds, and seas of the world. Followers of Travel gods worship at small roadside temples or self-made shrines at locations important to the traveler.

Travel Domain Spells
Cleric Level Spells
1st expeditious retreat, longstrider
3rd misty step, spider climb
5th haste, phantom steed
7th dimension door, freedom of movement
9th teleportation circle, tree stride

Well Traveled

At 1st level, you gain proficiency in Land and Water Vehicles, as well as Navigator's Tools. You also learn one language of your choice.

Quickened Pace

At 1st level, you are blessed with quickened travel. Your base movement speed is increased by 5 feet. At 10th level this bonus increases to 10 feet. While you are mounted, your mount is also granted this bonus.

Channel Divinity: Traveling Companion

Starting at 2nd level, you can use your Channel Divinity to share beneficial magic with a traveling companion.

When you cast a spell targeting a single friendly creature, you can use your Channel Divinity to target a second friendly creature (including yourself) in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level.

Channel Divinity: Divine Transposition

Starting at 6th level, you can use your channel divinity to teleport or to swap positions with allies.

As an action, you can use your Channel Divinity to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit

a creature with a weapon attack, you can cause the attack to deal an extra 1d6 damage of the same type dealt by the weapor to the target. If you are at least 10 feet from where you began your turn, add your Wisdom modifier to this bonus. When you reach 14th level, the extra damage increases to 2d6.

Divine Teleportation

Starting at 17th level, You gain the ability to prepare the teleport spell, which counts as a cleric spell for you, and you may treat your familiarity with the target as Very Familiar, unless it is a False Destination. Any creatures you teleport (via any means, not just teleport) are granted the effects of freedom of movement: for one minute after arriving at their destination.

Trickery Domain

Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

Trickery Domain Spells
Cleric Level Spells
1st charm person, disguise self
3rd mirror image, pass without trace
5th blink, dispel magic
7th dimension door, polymorph
9th dominate person, modify memory

Blessing of the Trickster

At 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison – a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

Twilight Domain

The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite, bravery or protection, travel or transition, or the night and dreams might grant their clerics the Twilight Domain. Clerics who server these deities tend to be brave, delving into the dark to hold back the horrors - or these clerics may be mysterious and foreboding, welcoming the comforting embrace of the dark.

Twilight Domain Spells
Cleric Level Spells
1st faerie fire, sleep
3rd moonbeam, see invisibility
5th aura of vitality, leomund's tiny hut
7th aura of life, greater invisibility
9th circle of power, mislead

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Eyes of Night

Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Twilight Sanctuary

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.

Steps of Night

Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.

Twilight Shroud

At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

War Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

War Domain Spells
Cleric Level Spells
1st divine favor, shield of faith
3rd magic weapon, spiritual weapon
5th crusader's mantle, spirit guardians
7th freedom of movement, stoneskin
9th flame strike, hold monster

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons and heavy armor.

War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Channel Divinity: War God's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Wealth Domain

What motivates people more than anything? Gold. Clerics of Wealth recognize the great truth: that money makes the world go round. Merchants, bankers, aristocrats, and criminals all worship the gods of gold, and work to advance their god's agenda while also furthering their own interests.

What motivated you to serve such a master? For what Purposes to you manipulate, hoard, and expend your wealth?

Wealth Domain Spells
Cleric Level Spells
1st alarm, identify
3rd arcane lock, find steed
5th glyph of warding, tiny servant
7th fabricate, Leomunds secret chest
9th animate objects, legend lore

Bonus Proficiencies

At 1st level you gain proficiency in both Insight and Persuasion. Whenever you make a Wisdom (Insight) or Charisma (Persuasion) check related to the value of an item or to broker a transaction you can add double your proficiency bonus to the roll.

Treasure Sense

The presence of valuables registers on your senses like heavenly music in your ears. Starting at 1st level you can use an action to open your awareness to detect nearby treasure. For the next minute, you know the location of any valuable objects within 60 feet of you that are not protected from divination magic. You know the value of any treasure whose Presence you sense, but not any other information.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and you regain all expended uses when you finish a long rest.

Channel Divinity: Distilled Wealth

Starting at 2nd level, As an action you can evoke this Channel Divinity and touch one non-magical object of size Large or smaller, The object is turned into a precious gemstone, no larger than your fist. The gemstone has the same monetary worth as the object you transformed,

As an action you can crush the gemstone and the original object appears in an empty space of your choice within 5 feet.

Sharp Mind

Beginning at 6th level your dedication to the growth of your wealth has awarded you with divine benefits. You have advantage on any saving throw to resist the charmed or frightened conditions.

Potent Spellcasting

Starting at 8th level you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Divine Vault

Upon reaching 17th bevel your god has granted you access to their divine vault of treasure. When you cast a cleric spell of 9th-level or lower that consumes a material component with a gold cost, you can choose to ignore the material component as your god allows the cost to be filled from their own coffers.

You may use this ability to substitute the gold cost of material components worth up to 1000 gp. Once you reach that limit you must supply the components yourself, You regain all value of this ability when you finish a long rest.

PART 5

Divine Races

Divine Races

The meddling of the divine in the affairs of mortals can sometimes be evident by creatures and races that shouldn't exist under natural circumstances. A few examples of already existing creatures that were brought about by supernatural actions can include such races as the Aasimar and Tieflings - whose very natures are defined by the interactions of upper and lower planar beings with mortalkind.

Sometimes, though, these interactions can be far more direct - as the Gods themselves can cause the existence of beings considered wholly unnatural. Such as the fusing of upper and lower planar energies into one immortal entity that treads the lines between planes, or the existence of beings of pure energy not seen since the dawn war itself.

Even moreso, at times the Gods will take a more ... intimate approach with mortalkind: creating the offspring of a mortal and divine nature; A Demigod.

Beyond Supernatural

The presence of any of these races - or the demigod - immediately indicates the meddling of divine beings, extraplanar entities, or the influence of high magic. If any of these races are to appear in your world or campaign, it indicates that something beyond the capabilities or power of mortal hands is at work.

Use caution when allowing players to utilize these races as playable races, as it will dramatically skew gameplay in the direction of divine and supernatural creatures. Most civilized societies will realize that the creatures presented are not natural in the least - they will not know what they are, and could only guess their true origins.

Even the player characters themselves may not inherently know what they are. Perhaps a Blasphemy believes itself to be a Corrupted Aasimar, or a Benevolent Tiefling. Maybe the Primordite thinks itself as a chaos elemental merely trying to cope with it's existence in the material world.

In regards to Demigods, it is much harder to hide their true nature, but perhaps they just believe themselves to be an outstanding version of the race they belong to - not even knowing the powers they have hidden inside their bodies.

Regardless of how you incorporate these races into your world, be prepared for adventures geared towards supernatural creatures, ancient beings, and the gods themselves - it would be inevitable.

Blasphemy

A blasphemy - sometimes called a Nephalem in older and esoteric tongues - is an semi-immortal being brought about by the conjoining of celestial and infernal blood in a mortal entity. The blending of the opposing positive and negative energies produces a conflicted, yet powerful, being.

Blasphemies are often considered threats to cosmic stability - as their powers outweigh celestials and fiends, and both sides will seek to destroy them outright.

Blasphemies have highly conflicted natures, as their souls feel pulled in every direction, and are often found at the center of holy (or unholy) conflicts - whether from without or within.

Celestial & Fiend

Blasphemies are derived mainly from mankind bloodlines: such as elves, humans, and sometimes the occasional dwarf (although it is possible - yet unlikely - to have one come from another race). These folk appear as humanlike, but their mixed blood and souls have a clear effect on their appearances.

Blasphemies often have pale, grey or even pure jet black skin, various shades of hair, and piercing, often glowing, eyes. Some may even have small horns, or tails, the faintest halo, or iridescent skin. They are often eerily beautiful, but something unnatural about their presence makes others feel uncomfortable or distrusting towards them.

Dual Nature

Because of their dual nature, their souls are very naturally conflicted. Both the forces of good as well as the forces of evil seek to use them as powerful tools in their respective crusades, or destroy them for being a corruption of the natural order.

Blasphemies will undoubtedly have their own reasons for committing both acts of good and evil, and their personal reasons for such may change on a whim. A blasphemy could essentially start a town fire just for the sake of doing so, and then turn around and charge into a burning house to save the occupants inside - the reasons for such being just as confusing to them as it would be for any common man.

Blasphemy Names

Blasphemies are typically born from mankind parentage, and they use the same naming conventions as their native cultures. As many have both a tiefling and aasimar heritage - they may be inclined to take up the name patterns of the aasimar, or adopt a "virtue" name as tieflings.

Blasphemy Traits

Blasphemies acquire certain traits inherent to their celestial and fiendish heritages.

Ability Score Increase. Your Intelligence and Wisdom scores increase by 1, and your Charisma score increases by 2.

Age. Blasphemies mature at the same rate as humans, but they can live up to 700 years.

Ageless. Your inherent planar energies sustain you so that you suffer none of the frailty of old age, and you can't be aged magically.

Alignment. Due to the strong pulls by all forces of nature, blasphemies tend towards neutral alignments, but are not bound by it.

Size. Blasphemies tend to be the same size and build of their mankind parentage. Your size is medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your celestial and fiendish heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Abhorrent to All. As an action, you can cast Protection from Evil and Good on yourself, using Charisma as your spellcasting ability for it. When cast in this way, the spell only protects you from celestials and fiends and requires no material components. Once you use this feature, you can't cast it again with this trait until you finish a long rest.

Aiding & Ailing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. You may also use an action to touch a creature, and cause it to take force damage equal to your level. Once you use this trait either way, you can't use it again until you finish a long rest.

Cosmic Resilience. You have resistance to force, necrotic, and radiant damage.

Heaven & Hell Legacy. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Command spell once with this trait. At 5th level, you can cast the Lesser Restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common, Celestial, your choice of Infernal or Abyssal, and one other language.

Subrace. You have a subrace based on your ancestry: Heresy, Sacrilege, or Apostasy.

Heresy

Heresies have heritage stemming from the more good planes, such as Mount Celestia, Elysium or Ysgard, as such, they tend towards good alignments. To pure-souled celestials, they are considered a heretical blot upon the light they serve.

Ability Score Increase. Your Strength Score increases by 2.

Holy Will. Starting at 3rd level, you can use your action to unleash the energy within yourself, causing your eyes to burn with an intense luminosity and a set of wings of shadow fire burst from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying (hover) speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

As an action, you can emit a beam of light from your eyes. You target one creature within 30 feet, the target must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier) taking 2d6 radiant damage (plus extra radiant damage) on a fail.

Once you use this trait, you can't use it again until you finish a long rest.

Sacrilege

Sacrileges have heritage from the more evil planes, such as the Nine Hells, Hades or the Abyss, as such, they tend towards evil alignments. To full-blooded fiends, they are seen as sacrilegious holes in the fabric of darkness they represent.

Ability Score Increase. Your Constitution Score increases by 2.

Profane Destiny. Starting at 3rd level, you can use your action to unleash the energy within yourself, causing your eyes to smolder with burning fury, and your body to exude a dark, crackling aura.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, every creature within 10 feet of you must each succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Charisma modifier) at the beginning of each of their turns. On a failed save, the creature must roll a d6 and subtract the number rolled from any attack roll or saving throw it makes before the beginning of its next turn.

As an action - and so long as your hands are free, you summon 2 blades of crystallized blood. You are proficient with these blades, and when you make an attack with them, the target takes 2d6 necrotic damage (plus extra necrotic damage).

Once you use this feature, you cant use it again until after you finish a long rest.

Apostasy

Apostasies have heritage based in the more neutral planes, such as Mechanus, Limbo, or even the Astral Plane, as such, they tend towards neutral alignments. To most outsider entities, they are seen as imperfections in reality.

Ability Score Increase. Your Dexterity Score increases by 2.

Eldritch Power. Starting at 3rd level, you can use your action to unleash the energy within yourself, causing your eyes to become black pools of darkness, and glowing cracks to form throughout your body.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, at the start of each of your turns, you gain temporary hp equal to half your level rounded up (up to a max of 3x your level), and once on each of your turns, you can deal extra force damage to one target when you deal damage to it with an attack or a spell. The extra force damage equals your level.

As an action, you emit an energized pulse of arcane energy. All targets within 10 feet of you must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier), on a failure the targets take 2d6 force damage (plus extra force damage).

Once you use this feature, you cant use it again until after you finish a long rest.

Blasphemy Feats

As Blasphemies hail from both celestial and fiendish heritage, they may have access to feats normally only available to Aasimar and Tieflings, as well as the following feat available exclusively to Blasphemies.

Awakened Legacy

Prerequisite: Blasphemy, 8th level

Your ties to the outer forces that created you have strengthened - revealing insights into the powers inherent in your being.

  • Increase your subrace ability score by an additional 2 points, to a maximum of 20.

  • You may cast each spell provided by your "Abhorrent to All" and "Heaven & Hell Legacy" one additional time before finishing a long rest.

  • The DC for your subrace feature increases by 2 (From "8 + proficiency mod + charisma mod" to "10 + proficiency mod + charisma mod").

  • The extra damage dealt by your subrace feature increases by 2d6.

Additionally, you learn the Melf's Minute Meteors spell, with a few changes to it's composition: The Spell immediately becomes active when you use your Subrace transformation - and lasts for the duration.

Melf's Minute Meteors appear as motes of colored starlight specific to your subrace - Blue for Heresy, Red for Sacrilege, and White for Apostasy - and they circle your head like a halo.

Instead of fire damage, the meteors deal the same damage type as your subrace feature - and may have your extra damage added onto it. Charisma is your spellcasting ability for this spell.

Primordite

The Primordials are beings of ancient descent, and amongst the first entities to ever exist in the multiverse - even before the gods themselves - and were embodiments of the elemental forces of nature and chaos in the times before the elemental planes broke away from the Elemental Chaos during the age of the Dawn War.

The Primordites are the first descendants of the Primordials, a more minute form of the ancient titans of elemental energy. The Primordites were meant to be the more "personal" forms of the Primordials, allowing their energies to manifest in areas normally inaccessible to the elemental titans - thus, spreading their influence.

To Primordites, they see all other elementals - especially genasi - with disdain, as they believe themselves to be the purest form of the elemental chaos their creators intended.

Elemental Origins

Due to their ever-changing nature, Primordites generally tend towards exclusively chaotic alignments - but exceptions do exist.

Primordites tend to arise from magical nexuses in areas of intense elemental presences, created from overlaps of elemental planes with the material plane, magical residue from high magic, or directly created by the hands of a Primordial Titan or a Diety to do their biding.

Pure Energy

Unlike the Genasi - who embody only specific elemental planes - the Primordites embody the ever-churning energies of the elemental chaos. This fluidity renders their forms more malleable and prone to fluctuation, which makes their bodies distinctly different from their surroundings. Their bodies appear vaguely humanoid, with bipedal appendages, a pair of arms, and a head - but other than those generalized features, Primordites are each vastly unique in the way they form.

Some Primordites could sport tails, horns, or spines, could forgo having legs for a formless bottom half, or could completely do away with a set form - instead settling for an energized gaseous cloud with motes of starlight. All of these changes are, of course, merely cosmetic in nature.

Primordite Names

Due to their rare and elemental nature, Primordites tend to compare themselves to natural disasters and cataclysms - which feeds their primordial egos - and hints at their perceived goal given to them by their creators, or what they seek to bring about.

  • Primordite Names: Blade of Meteors, Breath of the Whirlwind, Bringer of Eclipse, Echo of the Landslide, Geyser Caller, That Which Hails the Storm, Tidal Tamer, Wrath of Earth

Primordite Traits

Primordites inherit traits that lend credence to their elemental natures.

Ability Score Increase. Any 2 ability scores of your choice are increased by 2.

Age. Primordites are spawned fully mature, cannot die of old age, nor do they suffer the effects of aging, and you can't be aged magically.

Alignment. Due to their mercurial and elemental natures, Primordites tend towards chaotic alignments, but if they are created by lawful entities, they can sometimes be lawful.

Size. Primordites are corporeally fluid, but retain a humanoid size. Your size is medium.

Speed. Your base walking speed is 30 feet, and you have an equal flying (hover) speed.

Elemental Nature. Your creature type is both elemental and humanoid. You can be affected by a spell or ability if it works on either of your creature types.

Elemental Armor. You cannot wear armor but can gain AC bonuses from your Dexterity modifier and Shields. Your base AC is 13.

Living Energy. Your elemental body is not subject to the same needs as corporeal beings. You are immune to disease and poison as well as the poisoned condition. You do not need to eat, drink, or breathe, but may ingest food and drink if you wish.

One with All. You can move from all nonmagical difficult terrain without expending extra movement.

Primordites can alter their own body shape to fit through a gap. You take no penalties while squeezing, in addition, you can spend 1 minute to move half your movement speed through spaces as small as 1-inch wide. Any items that cannot fit through a space you pass through are morphed into your elemental essence as you pass through.

Languages. You can speak, read, and write Common and Primordial - and know the 4 dialects of primordial: Auran, Aquan, Ignan, and Terran.

You also know one additional language.

Affinities. Instead of subraces, you cycle through elemental affinities.

Elemental Affinities

Primordites have a number of chromatic affinities: Red, Blue, Green, Yellow, Purple and White - and unlike most subraces, Primordites cycle through the affinities at random.

A Primordite's affinity can change, but due to their unstable nature, this is quite random. At the end of a Trance, roll 1d20. On a 1, your affinity morphs at random.

1d4 Elemental Affinity
1 Blue
2 Green
3 Red
4 White
5 Yellow
6 Purple

All spells granted by these affinities uses Constitution as your spellcasting ability, and requires no material components to cast.

Blue

Blue Primordites embody the elemental plane of water and have deep blue colorations throughout their bodies.

Ability Score Increase. Your Wisdom score increases by 2.

Waters of the Deep. You know the shape water cantrip.

When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait.

When you reach 5th level, you can cast the Snilloc's snowball swarm once with this trait, and you regain the ability to cast it this way when you finish a long rest.

Green

Green Primordites embody the elemental plane of earth and have dirty green colorations throughout their bodies.

Ability Score Increase. Your Strength score increases by 2.

Bones of the Earth. You know the mold earth cantrip.

When you reach 3rd level, you can cast the earth tremor spell as a 2nd-level spell once with this trait.

When you reach 5th level, you can cast the Maximilian's earthen grasp spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.

Red

Red Primordites embody the elemental plane of fire and have fiery red colorations throughout their bodies.

Ability Score Increase. Your Intelligence score increases by 2.

Flames of Creation. You know the produce flame cantrip.

When you reach 3rd level, you can cast the burning hands spell as a 1st-level spell once with this trait.

When you reach 5th level, you can cast the Aganazzar's scorcher once with this trait, and you regain the ability to cast it this way when you finish a long rest.

White

White Primordites embody the elemental plane of air and have foggy white colorations throughout their bodies.

Ability Score Increase. Your Dexterity score increases by 2.

Breath of the Beyond. You know the gust cantrip.

When you reach 3rd level, you can cast the catapult spell as a 2nd-level spell once with this trait.

When you reach 5th level, you can cast the dust devil spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.

Yellow

Yellow Primordites embody the positive energy plane and have glowing golden colorations throughout their bodies.

Ability Score Increase. Your Charisma score increases by 2.

Light from Above. You know the light cantrip.

When you reach 3rd level, you can cast the guiding bolt spell once with this trait.

When you reach 5th level, you can cast the moonbeam spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.

Purple

Purple Primordites embody the negative energy plane and have shadowy purple colorations throughout their bodies.

Ability Score Increase. Your Constitution score increases by 2.

Shadow from Below. You know the minor illusion cantrip.

When you reach 3rd level, you can cast the inflict wounds spell once with this trait.

When you reach 5th level, you can cast the darkness spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.

Primordite Feats

As Primordites come from the elemental forces of nature, they may have access to feats normally only available to Genasi, as well as the following feat available exclusively to Primordites.

Blended Essence

Prerequisite: Primordite, 8th level

The powers of the ancient elemental titans has suffused itself into your being, allowing you to manifest the elements in more mercurial ways.

  • The ability score increase granted by your affinity increases by an additional 1 point, to a maximum of 20.

  • Your base AC from your "Elemental Armor" feature increases to 15.

  • You learn the protection from energy spell, and can cast it once per long rest.

  • When you roll on the elemental affinity table, you roll the d6 twice, taking both affinity options at once, and gaining all abilities associated with them.

Demigod

Legends and Myths always speak of extraordinary, heroic beings that defy the nature of all that is known in the world, those who seek glory within glorious deeds and great battles - and beings who seem to walk with the favor of the gods from the moment of their birth.

Demigods look like members of their mortal lineage, although they tend to have more ideal and exemplary bodies due to their godly parentage, epitomizing the height of their mortal species and usually have traits carried from their divine parent. This can range from simple physical characteristics such as uncommon eye or hair color; lithe or defined facial shape, extraordinary bodily faculties, or a harmonious or booming voice. However, the biggest giveaway of their divine origin is the luminescent red, labradorescent blood that runs through their veins that resembles a godly ichor.

Never Ordinary

While most beings exist complacently somewhere between good and evil, content to putter along in their dull lives exhibiting neither great heroism nor dastardly villainy, a demigod is never ordinary to anything more than passing observation. They may indeed go many years at a time without doing anything noteworthy, but they infallibly either prove themselves the most selfless and noble of saints or the most depraved and demonic of persons. Being as they have a far greater capacity for good or ill than mortals, there is ultimately little in way of gray about their personalities.

Out of Place

There are few who can understand the strange dynamic a demigod has with their godly parent so for a demigod to seek out others of its kind is not uncommon despite the uniqueness of their kind. However, of all the races that exist within the world, the aasimar are a people whom demigods feel the greatest connection towards. Their celestial origins along with this shared sense of conflicted purpose cause them to be largely understanding of each other and as such demigods feel the greatest sense of community in these societies. A sense that often becomes lost to them in their early teens when they begin to manifest their divine powers.

Chronicles of Legend

For as long there have been gods, there have been the half-blood children of them. Though often the result of a direct union of a deity and a mortal, however, different circumstance may cause a demigod to be born in another way. Demigods often grow to become great heroes or terrible villains. The tales of individual demigods are told in legend, that is their history. Such legends are Achilles, the hero of the great Trojan war, the famed Heracles and his many exploits, Karna, the son of the Sun god Surya, Bragi, son of Odin and so on. Each forged a legend of themselves through their great and not so great deeds and it is by these legends they live on.

Deific Tell

Many beings, including typical mortals, have an innate connection to the outer realm in which your godly parent makes their home. Particular beings or creatures can tell of the connection you and they both possess, most of the time these are celestial, fey, fiends or other creatures like a medusa or minotaur and their relationships with the divine will normally affect their relationship with you.

For example, a celestial being that comes across you may react to you in a variety of ways given the deity that created them. They may see you like an angelic guide sees an aasimar and approach you with an interest, driven by a sense of responsibility or they may assist you in some minor way to allow you to continue to forge your own path while also gaining favor from your godly parent.

However, on the other side of the coin, they may react violently to your presence as not all demigods are the spawn of good-aligned deity's and seek to smite you or deal with you in some other way. Fiends may try to use or trick you as part of an attempt to gain more power. Fey may find you simply be too interesting to pass up and mischievously follow you from place to place - or even lure you into the feywild court to the vast interest of the fey lords and ladies present.

Demigod Names

Demigods use the same naming conventions as the native culture they were born into. A demigod born into and brought up in The Seven Havens of Mount Celestia would have a very different name to one brought up within a humble house in Waterdeep. The names of well-known demigods are as follows.

  • Male: Achilles, Arcas, Belleroph, Heracles, Perseus, Theseus, Romulus, Remus, Karna, Vali, Bragi

  • Female: Annabeth, Bianca, Draupadi, Diana, Elizabeth, Harmonia, Helen, Thalia

Demigod Awakening

As a demigod goes through it's life, they rarely are aware of their divine heritage - thus, a demigod only gains the entirety of their divine race traits upon the realization of their parentage.

This realization is called "The Awakening" amongst myth and legend, and is a transformative state similar to a divine apotheosis. The demigod now becomes fully aware of their godly powers - where before they may have been able to perform singular godly feats in times of extreme duress - now they may be able to call upon the full span of their divine capabilities on a moment's notice.

This awakening is - more often than not - brought about by their godly parent revealing their true nature. This results in the demigod gaining a variety of traits that reveal their supernatural nature.

This marks the demigod as divine and they gain a dormant spark - but they do not gain access to a divine rank 0 as a quasideity until they reach level 20 (or when the DM determines they have earned their true divinity). Upon earning your divinity, you undergo the "Apotheotic Ascension" - with advantage on the final save.

Demigod Traits

The offspring of a god and a mortal. The Demigod does not gain the following traits until "The Awakening" .

Ascended Mortality. Even though it is your godly parent that makes you special, you still have a mortal parent. You receive all of the racial traits that your mortal parent has - including their subrace - and you physically resemble that race in its most epitomized form.

Ability Score Increase. Your ability scores each increase by 1, and 2 of your choice increase again by 1.

Age. Demigods reach physical maturity in their late teens and live for their race's natural lifespan, showing no signs of age. When they reach their latest years of age (last quarter of their lifespan) they continue to live on - sustained directly by their parent or if their godly parent does not wish to they may sustain themselves through gaining their own worship and immortality.

Alignment. Demigods are as varied as their mortal and godly parents, although they always feel a strong inclination towards the alignment of their godly parent.

Speed. The base speed of your mortal race increases by 10 feet.

Fated. The threads of fate unravel and tie themselves anew for a demigod. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

Deific Tell. Your connection to the divine is strong and its strength gives you away to others. Creatures with the celestial, fey, fiend or undead creature type as well as creatures with a divine connection know you are a demigod. A successful Intelligence (Religion) check can be done against your Charisma (Deception) check to discern whether you are a demigod.

In addition, if you are of a divine class such as cleric, you must choose a domain of your godly parent.

Divine Domain. Your godly nature has bestowed upon you limited access to one of your parent's domains. You gain the level appropriate spells of one of the Domains your godly parent has access to. You always have these spells prepared, and they don’t count against the number of spells you can prepare each day. You can cast each of these spells once per day.

These spells are cast using the following:

(Choose your intelligence, wisdom, or charisma to fuel these powers - this choice cannot be altered later.)

  • Spell save DC = 10 + your proficiency bonus + your chosen Modifier.
  • Spell attack modifier = your proficiency bonus + your chosen Modifier.

Upon your ascension to quasideity, you use the "Domain Powers and Spells" feature of deities.

Divine Feats. Your feats of divine ability have manifested physically. You gain 1 Godly Action.

Choose an option from the Divine Feats that pertains to your parent's divine domain and portfolio. You count as Divine Rank 0 for the purpose of the Divine Feats.

Upon using the Divine Feat, you gain 1 level of exhaustion, and an additional level for each time you use it per day.

Divine Portfolio. You have dominion over a specific portfolio. You gain access to one portfolio that belongs to your godly parent.

Godly Parentage. Unswerving of will and unassailable of mind, you have advantage on saving throws against being charmed and frightened. In addition, you cannot be aged magically.

Portfolio Sense. Demigods have a limited ability to sense events involving their portfolios. You automatically sense notable events and minor events within 5 miles that involves your portfolio. When a demigod senses an event, it merely knows that the event is occurring and where it is. The demigod receives no sensory information about the event.

For example, if a demigod of the nature portfolio was within 5 miles of a forest fire it would become aware of it and where it is happening. If it was 10 miles away it wouldn't have any idea but if that forest fire broke the seal on an ancient evil that their godly parent or some other nature god locked away you would become aware of it as well as the location of the site.

Language of the Gods. All demigods have telepathy out to 120 feet - this telepathy can convey audial, visual, and tactile messages.

Anathemas & Depowerment

Having a Dormant Divine Spark and features that rely upon that spark - you are subject to depowerment as much as any deity while in the presence of anathemas.

In this case, you have no personal anathema, but those of your godly parent still affect the ties to your Divine Spark.

When in the presence of an Anathema, all traits and abilities from your Demigod race are nullified, leaving you as your base mortal form - with the exception of your Age (you still cannot be aged magically or die from being over your mortal race's age).

You must remove the Anathema from your presence to regain your Demigod traits.

PART 6

Divine Powers

Powers of the Gods

It is no secret that the acts carried out by Gods are, more often than not, the centerpiece of many a legend, myth, and story - with many of their deeds being seen as impossible miracles, disheartening omens, and cataclysmic disasters.

While mortals may be able to exert their own martial or magical prowess over the world using their bodies and minds, a Deity is much more easily able to manipulate the world on the basest of whims. If a god wills it, then there is little that can be done to stop it.

Abilities beyond natural

Gods have a wide range of innate supernatural qualities to begin with, but the way they control and manipulate reality around them is the most awe-inspiring. This can be achieved through 3 main groups of abilities: epic boons, epic maneuvers, and divine feats.

Epic Boons

These abilities are already well known amongst the non-divine, yet significantly powerful beings throughout the worlds. As per the DM handbook:

  • "An epic boon is a special power available only to 20th level characters. Characters at that level gain such boons only if you want them to and only when you feel it's appropriate. Epic boons are best awarded after the characters complete a major quest, or accomplish something else particularly notable. A character might gain an epic boon after destroying an evil artifact, defeating an ancient dragon, or halting an incursion from the Outer Planes."

Epic boons can be seen as the inner awakening of divine potential within particularly powerful individuals. These boons can be gained through a multitude of powerful happenings and circumstances - but more often than not can be brought about through incredible feats of power and intense moments of duress. In even more rare occurrences, these boons can be granted or bestowed by powerful entities, including angels, demons, devils, genies, and gods.

Deities often sport a variety of Epic Boons to empower themselves - and at times may grant those same boons easily to others that they may deem worthy of such power.

Granting Boons

As stated above, Deities (and other powerful entities) can grant the Epic Boons they already possess as a powerful gift to other beings or creatures they find worthy.

Doing so is easy, so long as the Deity already has that Epic Boon themselves. However, a deity may grant other boons that it does not possess via the "Alter Reality" Divine Feat listed later in this chapter.

Epic Maneuvers

Epic Maneuvers are a new variety of abilities similar to Epic Boons - but with distinct differences. Whereas Epic Boons tend to be mostly passive in nature, Epic Maneuvers are the far more active counterpart. These abilities are more akin to superpowers and incredible herculean feats of strength that can bend physical reality to your whim without explicit divine power.

These maneuvers can be seen specifically as varieties of Special Attacks, already seen throughout the Monster Handbook - and are obtained similar to Epic Boons.

DM's Discretion

Epic Maneuvers are incredibly powerful martial and skillful abilities that may break the flow of battle in campaigns. And although Deities are indeed already powerful throughout this document, these abilities can be seen as more active or "cinematic" in nature.

Epic Abilities for Epic Mortals

Both Epic Boons and Epic Maneuvers are available for non-divine entities, as it indicates the mortal's ever closer transfiguration into a godly entity - and these abilities are maintained by deities whenever they may be depowered or returned to mortal status; and thus, these epic abilities are not subject to Anathematic forces (I.E: They cannot be taken away).

Divine Feats; however, are specifically only available to Gods and God-like entities alone. No mere mortal can access Divine Feats without first manifesting a Divine Spark - as it is the engine for which these feats can be manifested.

Divine Feats

Godly power - feats and acts of incredible and vast ability that can shake the foundations of worlds, and bend reality to their whim.

Divine power is rarely able to be quantified in a way that can be measured - but these abilities give the possibility of what a divine creature can muster and maintain. Most Divine feats are incredible in their size and scope, and may fundamentally change how characters, creatures, regions, and worlds may be affected - therefore these abilities are awe-inspiring and incredible, and should be approached with caution.

Some divine feats may even do more than their listed effects - as divine power can cause ripples in reality and create additional effects alongside the main ability.

For example: The divine feat "Alter Reality" may cause an area where it is used to exhibit the effects of Wild Magic due to the sudden ripple of energy in reality taking place.

Epic Boons

These boons are extraordinary powerful and represent the gradual transformation of a character into something resembling a god-like entity.

Categories and Prerequisites. Boons are divided into three major categories: 1st-level, 2nd-level, and 3rd-level. 1st-level boons are generally best described as superpowers. 2nd-level boons rival the power of powerful entities like Demon Lords and Archangels. 3rd-level boons are truly godlike. Some boons also come with one or more prerequisites. These prerequisites help to ensure progression, class identity, and some semblance of balance. Some boons have a prerequisite of 20th level in a certain class. This doesn’t mean the boon is available at 20th level, but rather that at least 20 of your 30 levels must be in the specified class.

Epic Boons as Epic Progression. Epic boons can also be used as a form of advancement, a way to provide greater power to characters.

When using this approach, a character needs to select three 1st-level boons before any 2nd-level boons can be selected. In a similar fashion, a character needs to select two 2nd-level boons before any 3rd-level boons.

Once a level of boons has been unlocked, a character can gain any future boons from the unlocked level. When a character gains a boon, they additionally may choose to replace one previous boon.

Final Arbiter. You determine which epic boon a character gains. Ideally, the boon you pick is something the character would put to use in future adventures. You can allow a player to select a boon for his or her character, subject to your approval.

Roleplaying Boons. Whatever boon a character ends up with, consider its place in your story and world. Many of the boons are extraordinary and represent the gradual transformation of a character into something resembling a demigod or even a deity. The acquisition of a boon might visibly transform a character. For example, the eyes of a character with the Boon of True Sight might glow when he or she feels strong emotion, and a character who has the Boon of High Magic might have faint motes of light glimmering around his or her head. Also, decide how the boon first appears. Does the boon appear spontaneously and mysteriously? Or does a being of cosmic power manifest to bestow it? The bestowal of a boon can itself be an exciting scene. The text of a boon addresses its user.

Unless a boon says otherwise, a character can’t gain it more than once

1st Level Boons

Boon of Combat Prowess

When you miss with a melee weapon attack, you can choose to hit instead. You can use this boon threes times afterwards you can't use it again until you finish a short rest.

Boon of Darkvision

You gain darkvision out to a range of 120 feet.

Boon of Devil’s Sight

Prerequisites: Darkvision

Magical darkness doesn’t impede your darkvision.

Boon of Truesight

Prerequisites: The ability to see in magical darkness

You have truesight out to a range of 60 feet.

Boon of Damage Resistance

You gain resistance to one type of damage, choosing between cold, fire, lightning, poison, and thunder.

Boon of Dimensional Travel

As an action, you can cast the misty step spell, without using a spell slot or any components. You can use this boon three times afterwards you can't use this boon again until you finish a short rest.

Boon of Eschewed Materials

Prerequisites: The ability to cast spells of 5th level or higher

When providing material components for a spell, you can ignore 2,000 gp worth of materials. You can select this boon multiple times.

Boon of Extended Blindsight

Prerequisites: Blindsight out to a range of at least 5 feet

The range of your blindsight increases by 30 feet.

Boon of Fate

When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw , you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can't use it again until you finish a short or long rest.

Boon of Fortitude

Your hit point maximum increases by 40.

Boon of Immortality

Title Gained: ______ The Immortal

You stop aging. You are immune to any effect that would age you, and you can't die from old age.

Boon of Invincibility

When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can't use it again until you finish a short rest.

Boon of Irresistible Offense

You can bypass the damage resistances of any creature.

Boon of Luck

You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can't use it again until you finish a short rest.

Boon of Legendary Actions

You gain 1 Legendary Action. A Legendary Action can be used at the end of another creature's turn. Spent Legendary Actions are regained at the start of each turn. You can forgo using them, and you can’t use them while Incapacitated or otherwise unable to take actions. If surprised, you can’t use them until after your first turn in combat.

  • Attack: You make one Attack.
  • Detect: You make a Wisdom (Perception) check.
  • Move: You move up to half your speed.
  • Cast: You cast a spell with a casting time of a bonus action or reaction, or a cantrip with a casting time of one action - these spells cannot have concentration.

You can take this boon more than once, up to 3 times. Each time you take it after the first, you gain an additional Legendary Action. Only one Legendary Action can be used at a time.

  • If you have more than 1 Legendary Action, you can spend 2 Legendary Actions to cast a spell of 1st level or higher with a casting time of one action.

Boon of Legendary Resistance

You gain 1 Legendary Resistance. If the you fail a saving throw, you can choose to succeed instead. Upon using all your resistances, you regain the ability to use them again after a long rest.

You can take this boon more than once, up to 3 times. Each time you take it after the first, you gain an additional Legendary Resistance.

Boon of Linguistics

You can speak, read, and write all standard languages.

Boon of Magic Detection

You are permanently affected by the detect magic spell without having to concentrate on it. By using a bonus action on your turn, you can cause a brilliant aurora of swirling energy to surround one creature or object you detect in this manner, making it visible to all until the end of your next turn

Boon of Peerless Aim

You can give yourself a +20 bonus to a ranged attack roll you make. You can use this boon three times afterwards you can't use it again until you finish a short rest.

Boon of Perfect Health

You are immune to all diseases and poisons, and you have advantage on Constitution saving throws.

Boon of Unerring Skill

Prerequisites: 10th level bard or 15th level rogue

When you make a skill check, you can replace the number you roll with a 20. You can do so a number of times equal to your bard or rogue level divided by 10. You regain all expended charges when you finish a short or long rest.

Boon of Planar Travel

When you gain this boon, choose a plane of existence other than the Material Plane. You can now use an action to cast the plane shift spell (no spell slot or components required), targeting yourself only, and travel to the chosen plane, or from that plane back to the Material Plane. Once you use this boon, you can't use it again until you finish a short rest.

Boon of Quick Casting

Prerequisites: At least one 3rd level spell slot

Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you. You can select this boon multiple times.

Boon of Recovery

You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can't use it again until you finish a long rest.

Boon of Resilience

Prerequisites: A Constitution score of 24 or higher.

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. (Some powerful creatures natural weapons - ie claws and teeth are still considered magical)

Boon of Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Once you do so, you can’t do so again until you finish a short or long rest.

Boon of Speed

Your walking speed increases by 30 feet. In addition, you can use a bonus action to take the Dash or Disengage action. Once you do so, you can't do so again until you finish a short rest.

Boon of Spell Mastery

Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.

Boon of Spell Recall

You can cast any spell you know or have prepared without expending a spell slot. Once you do so, you cant use this boon again until you finish a long rest.

Boon of the Fire/Frost Soul

When you pick this boon, choose to have immunity to either fire or cold damage.

  • Fire - You can cast burning hands (save DC 15) at will, without using a spell slot or any components.
  • Cold - You can cast cast ice knife (+7 to hit) at will, without using a spell slot or any components.

Boon of the Night Spirit

While completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take an action or a reaction.

Boon of the Stormborn

You have immunity to lightning and thunder damage. You can also cast thunderwave (save DC 15) at will, without using a spell slot or any components.

Boon of the Unfettered

You have advantage on ability checks made to resist being grappled. In addition, you can use an action to automatically escape a grapple or free yourself of restraints of any kind.

Boon of Undetectability

You gain a +10 bonus to Dexterity (Stealth) checks, and you can't be detected or targeted by divination magic, including scrying sensors.

Boon of Artifact Affinity

Pick 1 item or object that you are attuned to. That item becomes part of your god-like persona and merges with your physical form.

You now gain the benefits of this item without needing to hold it and no longer use an attunement slot for it. You can summon or conjure the item to your hand as an action, cause it to merge back into your form or become invisible. Even if it is not summoned or held at the time when you take an action you can act as if you are using the item rather than whatever you might be wielding, as if the item is an extension of your body. Some restrictions may apply based on the item, and your physical form would change based on the item. As your legend spreads you'll be heavily associated with this item (think Zeus and his lightning bolts)

This boon cannot be picked more than once.

Boon of Energy Investment

You attune to the elemental energies of the universe. When casting a spell or making any attack that deals cold, fire, lightning, poison or thunder damage you can change its damage type to another of those types.

In addition when taking this boon your body takes on properties that correspond thematically to that element, altering your appearance. Additionally any energy around you seems more volatile, fires crackles louder and brighter, wind blows more fiercely, etc.

Boon of Sure Resurrection

Prerequisite: You must have died at some point and been brought back

You gain advantage on any spell casting ability checks to return a soul to life. Additionally, any spell casting ability checks to return you to life are made with advantage.

Scion of Arkhosia

Prerequisite: Must be a Dragonborn or Dragon Sorcerer

You can pick another Draconic Ancestry

Boon of Titan's Grip

Prerequisite: You must at least have a Strength of 15

You can wield a heavy or 2-handed weapon in 1 hand and use two-weapon fighting with such weapons. Any creature under CR 10 automatically fail any checks to avoid your grapples.

Boon of Epic Size

You physical size grows to match your emerging power. You grow in size becoming 1 size larger - Your height doubles, and your weight is multiplied by 8. Your physical attacks do one more die of damage, and your reach increases by 5 feet.

Boon of High Magic

Prerequisites: 20th level bard, cleric, druid, sorcerer, or wizard. Have a 9th level spell slot.

You gain one 10th-level spell slot. You can select this boon multiple times.

Boon of Epic Magic

Prerequisite: Have a 10th-level spell slot

You can pick one 10th level spell which you learn to cast. You can select this boon multiple times.

Wyrm Knight

Prerequisite: Must be a martial class, and have a horde worthy of a dragon at least 100,000g in gold, gems, jewels, art etc.

Title Gained: Wyrm Knight/Dragon Knight

You gain a +2 bonus to your AC and you gain the breath weapon of a young dragon of your choice. Once the breath weapon is used you cannot use it again until you take a long rest.

Dungeon Lord

Prerequisite: Must own a building and have a horde of over 100,000g there

Title Gained: Lord of ______.

Your building and horde are so amazing word starts to spread, creatures attuned to your alignment will come to serve and live in the new dungeon, you gain lair actions inside and regional effects (determined by your alignment, the building location etc), and teams of enemies not of your alignment will come to attack your dungeon, possibly bringing you even more treasure and fame. As your dungeon kills more and more enemies its fame grows.

Legendary General

Once a day you can give a invigorating shout to restore one ability for an ally within 60 ft that would normally be recharged by a short rest. You also gain advantage on ability checks involving leadership or gaining a title

Class Specific

All Class Specific Boons require at least level 20 in the mentioned class.

Artificer

Boon of the Battleficer

Title Gained: Battleficer

You gain 1 additional attunement slot. This boon cannot be picked more than once but does stack with the Boon of Artifact Affinity.

Boon of the Forgemaster

Title Gained: Forgemaster

Your talents with a forge and magic items are legendary. During a short rest you can work to temporarily improve 1 non-magical item, turning it into a +3 weapon, armor or shield until your next short rest. You can also make magic items 2x as fast as normal

Barbarian

Boon of the Ravager

Title Gained: Ravager

At the very start of your turn, even if you cannot act but as long as you have 1 hit point or more and are raging, you are cured of 1 condition of your choice currently afflicting you and gain 10 hit points

Bard

Boon of the Truespeaker

Title Gained: Truespeaker

Your Bardic Inspiration now affects all allies within a 15 ft radius circle within 60 ft. You also learn two additional spells from any class

Boon of Magical Secrets

Title Gained: Secret Seeker

Choose two spells from any class of a spell slot level you can cast. You learn the chosen spells and they count as bard spells for you. You can select this boon multiple times.

Bloodhunter

Boon of the Esotericist

Title Gained: Esotericist

Choose one Mutagen from the Order of the Mutant, you are now permanently under the continuous effects of that Mutagen.

Cleric

Boon of the Ascendant

Title Gained: Ascendant

Your spell casting becomes divinely endowed. Any 4th level domain spell you cast using a 4th level spell slot or below is treated as if it was cast as 4th level. As well when casting a spell requiring concentration you can expend another spell slot to cause the spell to persist without concentration

Druid

Boon of the Emergent Primordial

Title Gained: Emergent Primordial

You start to merge further into your connection to a specific elemental plane. You gain the following traits depending on which elemental plane you choose:

  • Air Elemental - Fly speed of 90 ft and Air Form trait (lightning)
  • Earth Elemental - Burrow speed of 30 ft and Earth Glide and Siege Monster traits (bludgeoning)
  • Fire Elemental - Fire form and Illumination traits (fire)
  • Water Elemental - Swim speed of 90 ft and Water Form trait (cold)

You also gain resistance to your choice of element and add 1d6 of that element to any physical attacks you make.

You gain these traits regardless of what form you are Wild Shaped into.

Boon of the Leviathan

Title Gained: The Leviathan

You gain the ability to turn into more powerful and larger creatures. The Max. CR of a creature you can turn into is increased by 5.

Fighter

Boon of the Dreadnought

Title Gained: Dreadnought

You gain a +3 bonus to your AC

Boon of the Scale Breaker

Title Gained: Scale Breaker

You gain advantage on saving throws against dragon fear and breath weapons, and you deal an extra dice of damage anytime you strike a dragon with a melee weapon attack

Boon of the Battle Cry

Title Gained: Battle Crier

You can give a shout that invigorates each ally within 40 ft. These allies gain damage resistance to all damage, they can dash as a bonus action and they cannot be stopped or slowed by any effects. This cry lasts until the end of your next turn.

Monk

Boon of the Enlightened Fist

Title Gained: Enlightened Fist

Whenever you spend a Ki point your fists and monk weapons deal an extra 1d10 damage until the start of your next turn (this can stack if you spend more than 1 Ki point).

Paladin

Boon of the Crusader

Title Gained: Crusader

You gain the ability to sanctify an action once per round

  • Sanctified Attack Action - When taking the attack action you attack 3 times
  • Sanctified Channel Divinity - When you use your Channel Divinity feature you also regain two 5th level spell slots
  • Sanctified Lay On Hands - You restore x2 as many hit points, the ability has a range of 120 ft and this effect cannot be reduced or prevented by any effect

Boon of the Divine Sword

Title Gained: Divine Sword

You gain a 6th level spell slot and can choose two spells of the same level from the cleric spell list. You learn the chosen spells and they count as paladin spells for you. You can select this boon up to 4 times. Each time you do so, you gain a spell slot of one level higher than the last time and can choose two new cleric spells of the same level.

Boon of the Doomslayer

Title Gained: Doomslayer

When striking a fiend with a smite you also damage all other fiends within 10 ft of the target for 1/2 of the total damage of the strike

Boon of the Undead Slayer

Title Gained: Undead Slayer

When striking an undead with a smite you also damage all other undead within 10 ft of the target for 1/2 of the total damage of the strike

Ranger

Boon of Multi-shot

Title Gained: Slayer

You can now maintain concentration on up to 3 instances of Hunters Mark (still have to be cast separately) When you make a ranged weapon attack against 1 of the creatures you have marked you also make an attack against all other creatures you have marked as long as they are in range and you are able to see them

Boon of the Arcane Archer

Title Gained: Arcane Archer

When making a ranged weapon attack you can select an element (fire, cold, acid, necrotic, lightning, force) and all damage you do to deals that specific elemental damage instead and deals an extra 1d6 damage

Boon of the Beast Tamer

Title Gained: Tamer of Beasts

Your beast companion turns into a more powerful and larger creatures. The Max. CR of a beast you can have as a companion is increased by 5.

Boon of Nature's Hunter

Title Gained: Nature's Hunter

You gain a 6th level spell slot and can choose two spells of the same level from the druid spell list. You learn the chosen spells and they count as ranger spells for you. You can select this boon up to 4 times. Each time you do so, you gain a spell slot of one level higher than the last time and can choose two new druid spells of the same level.

Boon of the Magical Beast

Title Gained: Magic Beast Tamer

Your beast companion can equip items that they could reasonably use and wield, it has 3 attunement slots

Rogue

Boon of the Blade

Title Gained: Blade

Your sneak attack now deals an additional 5d6 damage

Boon of the Phase Arrow

Title Gained: Phase Arrow

Once per minute you can shoot an arrow through any magic barrier or cover or even through solid structures. If you know a creature is there but cannot see it you still get to -5 to your attack roll. Hitting a creature that cannot see you shooting deals sneak attack damage.

Sorcerer

Boon of the Elemental Lord

You further infuse yourself to a specific elemental power

  • Title Gained: Stormlord When you cast a spell that deals lightning or thunder damage you cast it as if it was 4 levels higher
  • Title Gained: Earthenlord When you cast a spell that deals bludgeoning damage you cast it as if it was 4 levels higher
  • Title Gained: Firelord When you cast a spell that deals fire damage you cast it as if it was 4 levels higher
  • Title Gained: Oceanlord When you cast a spell that deals cold damage you cast it as if it was 4 levels higher

Boon of Supreme Sorcery

Title Gained: Sorcerer Supreme

You learn two spells of your choice from the sorcerer spell list and your sorcery point maximum increases by 2. You can select this boon multiple times.

Warlock

Boon of the Overlord

Title Gained: Overlord

You can now use your Eldritch Master class ability as bonus action rather than it taking 1 minute

Boon of the Eldritch Inquisitor

Title Gained: Eldritch Inquisitor

The number of eldritch invocations you can choose increases by 1. You can select this boon multiple times.

Wizard:

Boon of the Master Arcanist

Title Gained: Master Arcanist

When casting a 6th level spell or lower with a casting time of 1 action you may simultaneously cast a 1st level spell with a casting time of 1 action. You also gain another 9th level spell slot

Boon of the Bloodmagus

Title Gained: Bloodmagus

You can spend a number of hit dice when casting a spell, you roll them to take that amount of damage but then increase the damage dice done by a spell by that same number of dice

2nd Level Boons

Boon of the Arcane Savant

Your spell save DC now becomes 12 + proficiency bonus + spell casting modifier.

Boon of Awareness

You can’t be surprised and unseen attackers don’t attack you with advantage.

Boon of Divine Aspiration

When you use a feature that you can normally only use once between rests, you can choose to regain your use of that feature. Once you use this feature, you can’t use it again until you finish a long rest.

Boon of the Dragon Lord

Prerequisite: Be a Wrym Knight

Title Gained: Dragon Lord

You gain lair actions at a building you own (based on the type of dragon you are), your breath becomes the adult dragons version, and you gain permanent spectral dragon wings granting you a fly speed of 80 ft. And you gain a legendary resistance.

Boon of Eschewed Epic Materials

Prerequisites: The ability to cast a high magic spell of 10th level or higher

When providing material components for a high magic spell, you can ignore 5,000 gp worth of materials. You can select this boon multiple times.

Boon of Extraordinary Concentration

You maintain concentration through unconscious or incapacitated conditions, and even through death. You don't make concentration checks when taking under 50 damage.

Boon of Improved Extra Attack

Prerequisites: Extra Attack

You make one additional attack when you take the attack action.

Boon of Improved Two-Weapon Fighting

Prerequisites: 10th level fighter, kensai, ranger, or other innate two-weapon class

When you use a bonus action to attack with a weapon while wielding two weapons, you can make one additional attack with that weapon.

Boon of Irresistible Charm

Your spells and effects that would normally leave a creature unaffected if it is immune to the charmed condition work normally on such creatures - with the exception of deities.

Boon of Legendary Fortitude

Prerequisites: Boon of Epic Fortitude

Your hit point maximum increases by 80.

Boon of Legendary Spell Mastery

Choose one 2nd-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at will at its lowest level without expending a spell slot.

Boon of Legendary Resilience

Prerequisites: Boon of Epic Resilience

You have resistance to all bludgeoning, piercing, and slashing damage.

Boon of the Paragon

You increase your proficiency bonus by 1 and become a perfect specimen of your species, with perfect body features. If you have a child it is born with this Boon.

Boon of the Planeswalker

Prerequisites: Boon of Planar Travel

Title Gained: Planeswalker

You have gained the ability to survive the effects of the many different planes. You cant gain exhaustion due to extreme heat or cold, you can breathe underwater and in vacuum, and take no fall damage. These apply regardless of the plane you are currently on. In addition you cannot be harmed by any other specific planar effects, such as being moved through time, having your alignment or state of mind altered, being turned into raw chaotic energy or being prevented from leaving the plane.

Additionally, you now can now cast Plane Shift a number of times equal to your proficiency modifier per short rest. But may now shift to and from the chosen plane (The plane selected from the Boon of Planar Travel) at will. You can now use an action to cast the Demiplane spell (no spell slot or components required). Once you do so, you can't do so again until you finish a short rest.

Boon of Swift Casting

Prerequisites: At least one 5th level spell slot

Choose one of your spells of 4th through 5th level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you. You can select this boon multiple times.

Legendary Linguist

You can speak, read, and write all exotic languages that you are physically capable of speaking.

Boon of Godly Health

Your body is divine. Your maximum HP is as if you rolled the maximum on each hit dice roll when leveling up.

Boon of the Spell Slinger

You can cast cantrips as bonus actions and you can use your reaction twice in a turn to cast a spell with a casting time of a reaction.

Boon of Higher Magic

Prerequisites: Boon of High Magic. Have a 10th level spell slot.

You gain one 11th-level spell slot. You can select this boon multiple times.

Boon of Mythic Magic

Prerequisite: Have a 11th-level spell slot

You can pick one 11th level spell which you learn to cast. You can select this boon multiple times.

Boon of Mythic Artifact Affinity

Prerequisite: Have the Boon of Artifact Affinity

Pick 2 items or objects that you are attuned to. That item becomes part of your god-like persona and merges with your physical form.

You now gain the benefits of this item without needing to hold it and no longer use an attunement slot for it. You can summon or conjure the item to your hand as an action, cause it to merge back into your form or become invisible. Even if it is not summoned or held at the time when you take an action you can act as if you are using the item rather than whatever you might be wielding, as if the item is an extension of your body. Some restrictions may apply based on the item, and your physical form would change based on the item. As your legend spreads you'll be heavily associated with this item (think Zeus and his lightning bolts)

This boon cannot be picked more than once.

Boon of the Summoner

You double the number of creatures you summon from conjuration spells

Boon of Lesser Boons

You gain two 1st level Boons.

Talon of Tiamat/Bahamaut

Prerequisite: Be a Dragon Lord of a chromatic dragon (Tiamat), or metallic dragon (Bahamaut)

Title Gained: Talon of Tiamat/Bahamaut

Your breath now becomes the Ancient Dragon version.

When using your breath weapon roll a d4, you can also use that many other chromatic/metallic dragon breaths at the same time (your choice which kind).

Epic Leader

Prerequisite: Have the Legendary General boon

Once a day you can give a invigorating shout to restore one ability for an ally within 60 ft that would normally be recharged by a long rest.

You can also start recruiting a 1000 personal army from the surrounding areas via inspirational speeches.

Boon of Multi-Class

You gain 5 levels in a class of your choice. This cannot raise a class over 20.

Boon of Magic Resistance

You have advantage on saving throws against spells and other magical effects.

Boon of the Dead God

Prerequisite: You must find a petrified remnant of a dead god to absorb.

Title Gained: The Living Vestige

The divine essence grants you +5 to all stats. You gain advantage on death saving throws and must fail two additional death saving throws to be killed while at 0 hit points.

Class Specific

All Class Specific Boons require at least level 20 in the mentioned class.

Artificer

Boon of the Master Artificer

Title Gained: Master Artificer

Your Magic Item Master ability now allows you to be attuned to 12 magic items at once.

Barbarian

Boon of the Rageborn

Title Gained: Rageborn

You become immune to the unconscious condition while raging. While at 0 hp, you make death saving throws at the start of your turns. Success does nothing, but a 20 grants 1 hp as normal. 3 failed attempts and you die. Once per round when making a Charisma, Intelligence or Wisdom saving throw you can instead make a Strength Saving Throw.

Bard

Boon of the All Seeker

Title Gained: All Seeker

You can take a class specific boon from any other class

Bloodhunter

Boon of the Bloodspring

Title Gained: Bloodspring

When you expend your hemocraft die to activate a rite, or whenever you would take damage from your Blood Hunter features, you instead treat yourself as having resistance to that damage - taking only half of the total damage.

This does not reduce the additional damage added to your rites or abilities, only the damage you take from it.

Cleric

Boon of the Godhand

Title Gained: Godhand

You begin to receive worship from those followers that revere you as the paragon saint of your deity. You become immortal, no longer aging, or need to sleep, eat or drink. If slain your body and items are reduced to divine essence and reform over a period of 7 days on a plane associated with your divine nature at a location of your choice.

Any 5th level domain spell you cast using a 5th level spell slot or below is treated as if it was cast as 5th level. In addition when you fail a saving throw you can use your reaction and a use of Channel Divinity to succeed instead.

Druid

Boon of the Primordial

Prerequisite: Requires the Boon of the Emergent Primordial

Title Gained: Primordial You gain immunity to your choice of element and now add an additional 3d6 of that element to any physical attacks you make.

These traits now apply to you even outside of your Wild Shape.

When you die you merge into that elemental plane.

Boon of the Dragonsoul

Title Gained: Dragonsoul

You are able to transform into any adult chromatic or metallic dragon

Boon of the Grand Dragonsoul

Prerequisite: Requires the Boon of the Dragonsoul

Title Gained: Grand Dragonsoul

You are able to transform into any ancient chromatic or metallic dragons, and unique dragons like Dragon Turtles, Sea Dragons, Mithril Dragons, Gem Dragons, etc.

Boon of the Sovereign Wild

Title Gained: Sovereign of the Wild

All beasts are friendly to you, you can speak with them and they will follow your commands

Fighter

Boon of Greater Battle Cry

Title Gained: Greater Battle Crier

When you take an Action Surge you also allow all allied to take any extra action on their turn before the start of your next turn

Monk

Boon of the Void

Title Gained: Voidwalker

You gain a flight (hover) speed of 100 ft and if you move 100 ft in a straight line at a target your first strike deals an extra 2d10 damage

Paladin

Boon of the Luminous One

Title Gained: Luminous One

All auras you create affect all allies engaged in combat with you if you wish them to

Ranger

Boon of Multi-Shot

Prerequisite: Requires the Boon of Multi-shot

Title Gained: Rapid Slayer

Hunters Mark no longer requires concentration for you, you can have as many marks up as you want and your multi attack will fire on them all as long you can see them and they are in range.

Boon of the Beastlord

Title Gained: Beastlord

Removes any restrictions of type of creature that can be a companion and the Max. CR of a creature you can have as a companion is 15

Rogue

Boon of the Deadly Blade

Title Gained: Deadly Blade

Once a day you can perform an attack that hits any creatures in your range that you would get sneak attack against, you roll to attack each target, you then roll sneak attack damage and it applies to all targets

Sorcerer

Boon of the Archon

Title Gained: Archon

When you deal damage from a spell roll a d20, on a roll of 11 or higher you deal an extra dice of damage and roll the d20 again. This continues until you roll 10 or under.

Warlock

Boon of Pactmaster

Title Gained: Pactmaster

Your otherworldly patron bestows yet another gift upon you. You can select an additional Pact Boon.

Wizard

Boon of the Grandmaster Arcanist

Title Gained: Grandmaster Arcanist

Choose a 7th level spell or less to master, you can then use any spell slot of 7th level or less to cast this spell as if it was cast at 7th level. You also gain a 10th level spell slot

3rd Level Boons

Boon of the Critical Weapon Master

You gain +1 to your critical hit range (if you should crit on 20 you now crit on a 19-20, if you would crit on an 18-20 you would crit on 17-20, and so on).

When you score a critical hit you deal an additional multiplier of damage (if you deal 2x damage die on crits you now deal 3x, if you deal 3x damage dice on crits you now deal 4x, and so on).

Boon of the Critical Spell Caster

When you cast a spell that deals damage that causes the targets to make a saving throw, roll a d20. On a 20 the spell's damage dice are doubled (on a 1 the spell does not fail).

Boon of Damage Immunity

You gain immunity to one type of damage that you are resistant to, choosing between cold, fire, lightning, poison, and thunder.

Boon of Deific Artifact Affinity

Prerequisite: Have the Boon of Mythic Artifact Affinity

Pick 3 items or objects that you are attuned to. Those items become part of your god-like persona and merges with your physical form.

You now gain the benefits of this item without needing to hold it and no longer use an attunement slot for it. You can summon or conjure the item to your hand as an action, cause it to merge back into your form or become invisible. Even if it is not summoned or held at the time when you take an action you can act as if you are using the item rather than whatever you might be wielding, as if the item is an extension of your body. Some restrictions may apply based on the item, and your physical form would change based on the item. As your legend spreads you'll be heavily associated with this item (think Zeus and his lightning bolts)

This boon cannot be picked more than once.

Boon of Epic Maneuvering

Prerequisites: One or more epic maneuvers

When you expend one or more Epic Dice to perform an epic maneuver, you can set all expended epic Dice to their maximum value. Once you use this boon, you can’t use it again until you finish a long rest.

Boon of Epic Spell Mastery

Choose one 3rd-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.

Boon of Godly Attributes

Increase a single attribute to 30

Boon of Godly Multi-Class

You gain 10 levels in a class of your choice. This can raise a class over 20.

Boon of Innate Recovery

Title Gained: The Relentless

When you use a feature that you can normally only use once between long rests, you can choose regain your use of that feature. Once you use this feature, you can’t use it again until you finish a long rest.

Boon of Highest Magic

Prerequisites: Boon of Higher Magic. Have an 11th level spell slot.

You gain one 12th-level spell slot. You can select this boon multiple times

Boon of Divine Magic

Prerequisite: Have a 12th-level spell slot

You can pick one 12th level spell which you learn to cast.

Boon of Irresistible Onslaught

Prerequisites: Boon of Irresistible Offense

You can bypass the damage immunities of any creature. You can select this boon multiple times.

Boon of Greater Boons

You gain two 2nd level Boons.

Boon of Master Tactics

When you have advantage roll 3d20s and take the highest result rather than 2d20s

Boon of Mythic Fortitude

Prerequisites: Boon of Legendary Fortitude

Your hit point maximum increases by 120.

Boon of the Planar Lord

Prerequisite: Have the Boon of the Planeswalker

Title Gained: Planar Lord

You gain access to your own Plane (as with the 12th level spell Genesis) which is immediately manifested, and when you are in your own plane, you may shape it as per the spell itself.

If you become a deity at any point, this Plane counts as one of your godly realms without counting against your total number or area of godly realms.

Additionally, you can now cast Plane Shift at will, and can cast Demiplane a number of times equal to your proficiency modifier per short rest. When you cast demiplane, you can target your own Plane to allow a portal to and from your Plane for the duration of the spell.

Boon of Rapid Casting

Prerequisites: At least one 7th level spell slot

Choose one of your spells of 6th through 7th level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you. You can select this boon multiple times.

Boon of Reactive Strikes

Prerequisites: Extra Attack

When you use your reaction to make an opportunity attack, roll a d20. On a roll of 10 or higher, you regain your reaction - which you can use to immediately take another opportunity attack.

Boon of Skill Proficiency

Title Gained: Master of Trades

You gain proficiency in all skills.

Genesis

12th-level conjuration


  • Casting Time: 7 days
  • Range: Sight
  • Components: V, S, M (A Crystal Sphere worth 10,000 gp, 12,500 gp worth of the four foundational elements (fire, air, water, earth), and the divine spark of a greater deity - all of which the spell consumes)
  • Duration: Instantaneous

Over the duration of 7 days you create your own world or plane with its own geography, atmosphere, gravity and other properties. You must spend 7 cumulative days creating your plane by maintaining concentration, and must not leave the plane - you may however, rest and eat as normal within it.

You can add specific flora and fauna to it according to your own knowledge. You cannot have your plane contain anything you have never seen or heard of before - such as a nuclear reactors, non euclidean geometry, etc (unless your DM states that you have previous knowledge of such things). The radius of this world or plane is 3000 miles.

As part of being the creator of this location you can use an action to change a 1-mileradius area of it anytime after you have created it - including changing basic structures, geography, atmosphere, gravity, and flora or fauna.

The mineral wealth of this location cannot exceed 1,000,000 gp. At the start you can only create up to 1000 creatures with CRs lower than 10. These creatures are not necessarily friendly towards you, but instead the creatures choose whether to be friendly to you, based on how you treat them. You can choose as much flora as the area can provide as long as the worth of everything does not exceed 1,000,000 gp and the CR of an individual is lower than 10.

Describe your world or plane clearly to the DM as precisely as possible. The DM has great latitude in ruling what is allowed for the world or plane.

Planar Effects

Consult the DM Handbook's section on the Planes to determine if your Plane or world has additional effects similar to the planes listed - such as Elysium's "Overwhelming Joy", The Feywild's "Time Warp", the Abyss's "Corruption", etc.

Discuss with your DM as to whether or not the effects of those planes could be feasible for your own.

Epic Maneuvers

Epic maneuvers work much like epic boons and are awarded in the same manner. However, where boons tend to be passive in nature, maneuvers are more active and their use comes with a cost.

Maneuver Levels. When you select a maneuver, you gain a number of Epic Dice equal to twice the maneuver’s level. For example, if you were to select a 2nd-level maneuver, you would also gain 4 Epic Dice. Epic dice are d20s. An Epic Die is expended when you use it. Each maneuver describes how many Epic Dice it costs to perform that maneuver, if any - and some maneuvers may allow more than their initial cost to be spent in order to empower them further.

You regain all of your expended Epic Dice when you finish a short or long rest.

Maneuver Save DC/Check Some maneuvers require one or more creatures to make a saving throw, or for you to make an ability check. Each such maneuver explains how the save DC is calculated.

1st Level Maneuvers

Arcing Strike

Prerequisites: A Strength score of 24 or higher

Saving Throw DC: 10 + your proficiency bonus + your Strength modifier

Cost: 1 Epic Die (or more)

As an action, you swing your weapon in a wide arc around yourself. Each creature within your reach must make a Dexterity saving throw. On a failed save, a target takes weapon damage equal to your Strength modifier plus the expended Epic Dice, and if the target is Large or smaller, it is also pushed 5 feet per Epic Die backwards in a straight line from you.

Deep Pockets

Prerequisites: 20th level rogue

As an action, you can open a 2-foot cubed extra dimensional space and place an object inside. The gateway to this space then closes as soon as you remove your hand. The space exists for up to 1 hour, after which time the stored object appears at your feet directly in front of you. At any point before the time is up, you can choose to summon the object into your empty hand. You can choose to expend an Epic Die when using this maneuver. If you do, you add the expended Epic Die to the number of hours the space exists.

Once you use this feature, you must finish a short or long rest before you can use it again.

Epic Fortification

Prerequisites: A Constitution score of 24 or higher

Cost: 1 Epic Die (or more)

You can use a bonus action to gain a number of temporary hit points equal to the 5x the Epic Die expended.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Flash Step

Prerequisites: A Dexterity score of 24 or higher

Cost: 1 Epic Die

As a reaction when an enemy makes a melee attack against you, but before you know if the attack hits you or not, you can teleport a number of feet equal to your walking speed to an unoccupied space that you can see. When you teleport away in this manner, the triggering attack misses you automatically and is wasted.

Ground Slam

Prerequisites: A Strength score of 24 or higher

Saving Throw DC: 10 + your proficiency bonus + your Strength modifier

Cost: 1 Epic Die (or more)

As an action, you smash your weapon into the ground. Each creature within 30 feet of you that can hear must make a Constitution saving throw, taking thunder damage equal twice your Strength score on a failed save, or half as much on a successful one. Large and smaller creatures that fail the saving throw are also knocked prone.

You add your expended Epic Dice to the radius and the damage done.

Heroic Leap

Prerequisites: Proficiency with the Athletics skill, a Strength score of 24 or higher

Cost: 1 Epic Die (or more)

Using a bonus action, you leap a number of feet up to 3x your Strength score plus the expended Epic Die in any direction. You don’t need a running start.

One Shot, Two Kills

Prerequisites: A Dexterity score of 24 or higher

Cost: 1 Epic Die

Using a bonus action, you cause your ranged weapon attacks to pierce through your target until the end of your turn. For the duration, when you hit a target with a ranged weapon attack and there is another target within range of your attack and directly behind the target, you can make an additional attack against that target. Your primary target takes damage as normal, and the secondary target takes damage equal to the expended Epic Die with each hit.

Peroneal Strike

Prerequisites: Dexterity score of 24 or higher

Saving Throw DC: 10 + your proficiency bonus + your Dexterity modifier

Cost: 1 Epic Die (or more)

When you hit a creature with a weapon attack, you can use your bonus action to land a peroneal strike. The target must succeed a Constitution saving throw or be stunned until the end of your next turn. If the target has less than 100 hit points, it fails the saving throw automatically. You add the expended Epic Dice to the damage done.

Constructs, oozes, and undead automatically succeed on the saving throw.

Slice and Dice

Prerequisites: Dexterity score of 24 or higher

Cost: 1 Epic Die (or more)

As an action, you make a melee weapon attack against each target within range. You must use a finesse weapon. You add the expended Epic Dice to the damage done.

Well of Eternal Spring

Prerequisites: 20th level kensai or monk

Cost: 1 Epic Die

As an action, you regain all expended ki. Once you use this maneuver, you can’t use it again until you finish a long rest

2nd Level Maneuvers

Distant Shot

Prerequisites: A Dexterity score of 24 or higher

Cost: 2 Epic Dice

Using a bonus action, the next ranged weapon attack you make during your turn, can be fired at any target you can see, regardless of its range, and you don’t suffer disadvantage on the shot. You add the expended Epic Dice to the damage you deal.

Dreadnought

Prerequisites: A Strength score of 26 or higher

Cost: 2 Epic Dice

Using an action, your movement can’t be stopped by normal means until the end of your turn. You can move through the space of other creatures and through structures that aren’t made from an indestructible material.

If you move through the space of a creature, the creature must make a Strength saving throw. On a failed save, the creature takes bludgeoning damage equal to your Strength score plus the expended Epic Dice and lands prone. On a successful save, the creature takes half the damage and is pushed to an unoccupied space adjacent to its current space. A creature can only take this damage once on a turn.

If you move through a structure, you deal 50 bludgeoning damage to it, break through it, and leave behind a hole in the structure equal to your size.

Far Dismissal

Prerequisites: A Strength score of 24 or higher

Saving Throw DC: 10 + your proficiency bonus + your Strength modifier

Cost: 2 Epic Dice

When you hit a creature with a melee attack, you can use your reaction to attempt to grapple the creature before hurling it away.

First, make a Strength (Athletics) check opposed by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If you successfully grapple the target, it must make a Strength saving throw. On a failed save, you hurl the creature in a direction of your choosing. The distance the creature is hurled equals 5 x the expended Epic Dice. The target takes fall damage for the distance thrown.

Flash Strike

Prerequisites: A Dexterity score of 26 or higher

Cost: 2 Epic Dice

When a hostile creature ends its turn within a number of feet of you equal to your walking speed, you can use your reaction to teleport a number of feet up to your walking speed to an unoccupied space adjacent to the creature. When teleporting in this manner, as part of the same reaction, you can choose to make a melee attack against the triggering creature after teleporting.

Mighty Rage

Prerequisites: 20th level barbarian

Cost: 2 Epic Dice

Using a bonus action while you rage, you gain a +4 bonus to your Strength and Constitution scores until the end of your turn. You also apply the +4 bonus to your rage damage.

In addition, the first melee weapon attack you make that uses Strength and hits a target on this turn, deals extra weapon damage equal to the expended Epic Dice.

Negative Energy Burst

Prerequisites: A Charisma score of 24 or higher

Saving Throw DC: 10 + your proficiency bonus + your Charisma modifier

Cost: 2 Epic Dice (or more)

As an action, you summon a darkening burst of pure negative energy that extends in a 60 foot radius from you.

Living Creatures in the area must succeed on a Constitution saving throw, taking necrotic damage equal to the Epic Dice expended on a failed save, or half damage on a success.

Since undead are powered by negative energy, this spell cures them of an amount equal to the damage, rather than harming them.

Spell Reflection

Prerequisites: A Charisma score of 24 or higher

Ability Check DC: (Charisma) 10 + half the spell's level (rounded down, minimum 1)

Cost: 2 Epic Dice

When you are targeted by a spell, you can use your reaction to attempt to force the spell back towards its caster through sheer force of unbridled will. Using your reaction when targeted by a spell - but before you know if it hits or before making a saving throw - you make a Charisma check.

On a successful check, the caster becomes the new target of the spell, dealing additional damage equal to the expended Epic Dice. On a failed check, you are affected by the spell regardless of your AC and without making a saving throw.

If the spell is a 10th level spell or higher, you must make the check using the spell's full level instead of half.

Spontaneous Regeneration

Prerequisites: A Constitution score of 24 or higher

Cost: 2 Epic Dice

Using a bonus action, your wounds begin to heal before your eyes. For 1 minute, you regain a number of hit points equal to the expended Epic Dice at the start of each of your turns. If you take fire or radiant damage, your regeneration doesn’t function until the end of your next turn. If you take no fire or radiant damage while regenerating, any limbs you might have lost grow back after 1 minute.

Positive Energy Burst

Prerequisites: A Charisma score of 24 or higher

Saving Throw DC: 10 + your proficiency bonus + your Charisma modifier

Cost: 2 Epic Dice (or more)

As an action, you summon a shimmering burst of pure positive energy that extends in a 60 foot radius from you.

Undead Creatures in the area must succeed on a Constitution saving throw, taking radiant damage equal to the Epic Dice expended on a failed save, or half damage on a success.

Living creatures affected by this spell cures them of a like amount of damage, rather than harming them.

Aligned Strikes

The following maneuvers are referred to as "Aligned Strikes" - abilities that target a creature's planar energy according to their moral alignments.

The extra damage done by these strikes is untyped, as it cannot be reduced in any way, and is not applicable to any form of damage reduction.

If your campaign does not adhere to any form of typical alignment system, these abilities are unavailable.

Chaotic Strike

Prerequisites: Any chaotic alignment

Saving Throw DC: 10 + your proficiency bonus + your Charisma modifier

Cost: 2 Epic Dice

As an action, you can detect all lawful creatures within a 30 foot radius. Upon detecting a Lawful aligned creature, they must make a Constitution saving throw when hit by your attacks, taking extra damage equal to the expended Epic Dice on a failed save, or half damage on a success.

Holy Strike

Prerequisites: Any good alignment

Saving Throw DC: 10 + your proficiency bonus + your Charisma modifier

Cost: 2 Epic Dice

As an action, you can detect all evil creatures within a 30 foot radius. Upon detecting an Evil aligned creature, they must make a Constitution saving throw when hit by your attacks, taking extra damage equal to the expended Epic Dice on a failed save, or half damage on a success.

Profane Strike

Prerequisites: Any evil alignment

Saving Throw DC: 10 + your proficiency bonus + your Charisma modifier

Cost: 2 Epic Dice

As an action, you can detect all good creatures within a 30 foot radius. Upon detecting a Good aligned creature, they must make a Constitution saving throw when hit by your attacks, taking extra damage equal to the expended Epic Dice on a failed save, or half damage on a success.

Righteous Strike

Prerequisites: Any lawful alignment

Saving Throw DC: 10 + your proficiency bonus + your Charisma modifier

Cost: 2 Epic Dice

As an action, you can detect all chaotic creatures within a 30 foot radius. Upon detecting a Chaotic aligned creature, they must make a Constitution saving throw when hit by your attacks, taking extra damage equal to the expended Epic Dice on a failed save, or half damage on a success.

3rd Level Maneuvers

Change Shape

Cost: 3 Epic Dice

You magically polymorph into a humanoid that has a challenge rating equal to or less than your own, or back into your true form. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice).

In a new form, you retain all of your statistics and gain the features of the new form that you don’t have already (except class features, legendary actions, and lair actions).

Change Size

Cost: 3 Epic Dice

You magically change your size, choosing between Tiny, Small, Medium, Large, Huge, and Gargantuan (up to 40 ft. tall). Your statistics remain the same. Any equipment you are wearing or carrying transforms with you.

  • While Tiny, your reach decreases by 5 feet, and you deal 1d4 less damage.
  • While Small or Medium, your reach and damage is normal.
  • While Large, you deal 1d4 more damage
  • While Huge, your reach increases by 5 feet, and you deal 2d4 more damage.
  • While Gargantuan, your reach increases by 10 feet, and you deal 3d4 more damage.

Deadly Wounds

Prerequisites: 20th level rogue, a Dexterity score of 24 or higher

Skill Check DC: 10 + your proficiency bonus + your Dexterity modifier

Cost: 3 Epic Dice

Using a bonus action when you deal sneak attack damage with a melee weapon attack, you twist the blade to inflict a lingering wound upon your target. At the start of each of the target’s turns, it takes weapon damage equal to the expended Epic Dice, until a creature uses an action to staunch the wound with a successful Wisdom (Medicine) check or until the target receives magical healing.

Fate Weaving

Prerequisites: 20th level bard or shogun, a Charisma score of 26 or higher

Cost: 3 Epic Dice

When you or a creature within 60 feet of you is forced to make a saving throw, you can add one or more of the expended Epic Dice to the roll. If the roll is successful, the creature that forced the saving throw takes psychic damage equal to your Charisma score plus the Epic Dice that weren’t added to the saving throw.

Gleam of Breaking

Prerequisites: 20th level cleric, a Wisdom score of 26 or higher

Cost: 3 Epic Dice

Using an action, you target a creature that you can see within 60 feet. The target must make a Constitution saving throw.

The save DC equals the total of the expended Epic Dice. On a failed save, the target loses concentration and can’t concentrate on spells or other effects until the end of its next turn. If the target succeeds on its saving throw, it loses one charge of its Legendary Resistance trait if it possesses that trait, or takes force damage equal to the expended Epic Dice if it doesn’t.

Legendary Smite

Prerequisites: 20th level paladin, a Strength or Charisma score of 26 or higher

Cost: 3 Epic Dice

Using a bonus action, your weapon begins to gleam with pure divine energy. The next time you hit a creature with a melee weapon attack during this turn, the target takes additional Aetherion damage equal to the expended Epic Dice, and the target must make a Charisma saving throw. On a failed save, the target loses one charge of its Legendary Resistance if it possesses that trait. If it doesn’t have the trait, or has no charges remaining, it takes twice the amount of damage.

Mighty Leap

Prerequisites: 20th level barbarian or fighter, a Strength score of 28 or higher

Saving Throw DC: 10 + your proficiency bonus + your Strength modifier

Cost: 3 Epic Dice

You learn to lift off the ground in an awesome display of power. Using an action, you leap a number of miles up to half the Epic Dice expended. Describe your leap by stating distance and direction, such as “11 miles to the north” or “5 miles straight up”.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring up to two creature of your size or smaller who is carrying gear up to its carrying capacity, or one creature up to one size larger than you. Any creatures you bring with you, must be grappled by you when you make the leap.

While leaping, you travel at a speed of 1,000 feet each round (or 1 mile every 5 rounds). You can’t change trajectory after taking off but you can drop objects and creatures you are holding. If you drop a creature, it can attempt to hang on to you by succeeding a Strength (Athletics) check against your opposed Strength (Athletics) or Dexterity (Acrobatics) check.

If you hit a structure while leaping, you burst through it and deal 50 bludgeoning damage to the structure for each wall you pass through. If you hit a structure of an indestructible material, your leap is halted and you (and any creatures you might be carrying) take fall damage for the distance traveled.

If you land in water, a 300-foot high and 50-foot thick circular wave extends from the point of impact and travels outwards in all directions. At the start of each of your turns after the wave appears, the wave, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wave or whose space the wave enters when it moves must succeed on a Strength saving throw or take 6d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wave’s height is reduced by 50 feet, and the damage creatures take from the wave on subsequent rounds is reduced by 1d10. When the wave reaches 0 feet in height, the wave disperses.

If you land on the ground, an intense tremor rips through the ground in a 100-foot-radius circle centered on you and shakes structures and creatures other than you and any creatures you carry in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

Each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This maneuver can have additional effects depending on the terrain in the area, as determined by the DM.

Fissures open throughout the affected area at the start of your next turn after you perform the maneuver. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the affected area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse.

The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the affected area and at the start of each of your turns until the effect ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

The fissures and surrounding difficult terrain last for 1d12 rounds. If any creatures that fall into the fissures are still within them by the time of their closing, the creature is burried alive and begins suffocating.

You and any creatures you might be carrying take no damage from falling when landing on the ground or in a body of water after you leap in this manner.

Jump Multiplier

If a creature using the "Mighty Leap" maneuver has any features that multiply it's jump distance (such as the jump spell) the distance travelled is similarly multiplied for as long as the effect is active.

Epic Wild Shape

Prerequisites: 20th level druid, a Wisdom score of 26 or higher

Cost: 3 Epic Dice

Using an action, you transform into a type of creature that your Wild Shape allows. The maximum CR equals 10 + half the Epic Dice expended. In addition, the creature you transform into can be of any size. All other rules of your Wild Shape feature apply.

Epic Assault

Prerequisites: 20th level kensai or monk, a Dexterity score of 26 or higher

Cost: 3 Epic Dice

Using a bonus action, your movement speed increases by a number of feet equal to the Epic Dice expended. Until the end of your turn, you don’t provoke opportunity attacks and you can move through the spaces of other creatures, but you can’t end your turn in an occupied space. In addition, if you take the Attack action on this turn, you can make a melee attack against each creature you come within range of during this turn.

Oath of Slaying

Prerequisites: 20th level ranger or rogue, a Strength or Dexterity score of 26 or higher

Cost: 3 Epic Dice

Using a bonus action, you swear to slay a creature that you can see. The oath lasts until the target dies or until seven days later. You can only have one such oath in place at a time. Roll the three Epic Dice individually.

The roll of the first Epic Die grants you a bonus to all attack rolls against the target creature.

The second Epic Die grants you a bonus to your weapon damage against the target creature.

The third Epic Die grants you a bonus to your AC against attacks from the target creature.

Your target also gains no benefit from cover against your attacks except from full cover and you can’t suffer disadvantage with your attacks against the target.

Projected Strike

Prerequisites: 20th level fighter, kensai, or ranger

Cost: 3 Epic Dice

Using your action, you swiftly swing a melee weapon in a wide arc and a projected strike erupts from your weapon. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes force damage equal to your weapon damage plus the expended Epic Dice on a failed save or half as much on a successful one.

Sunder Armor

Prerequisites: 20th level fighter, a Strength score of 26 or higher

Cost: 3 Epic Dice

Using an action, you make a single weapon attack against a creature within range. If you hit the target, it takes additional weapon damage equal to the expended Epic Dice, and has its AC reduced by an amount equal to the expended Epic Dice divided by 3. The AC reduction lasts until the start of your next turn.

Swift Flash Step

Prerequisites: A Dexterity score of 24 or higher

Cost: 3 Epic Dice

As a reaction when an enemy makes an attack against you, whether you are hit or not, you can teleport a number of feet equal to twice your walking speed to an unoccupied space that you can see. When you teleport away in this manner, the triggering attack misses you automatically and is wasted.

Whirling Devastation

Prerequisites: A Strength score of 26 or higher

Saving Throw DC: 10 + your proficiency bonus + your Strength modifier

Cost: 3 Epic Dice

As an action, you begin to rotate swiftly, continuously swinging your weapon in a wide arc around yourself. While whirling around in this manner, you are incapacitated, your movement speed is halved, ranged weapon attacks are made against you with disadvantage, and the first time on a turn you move within reach of a creature or when a creature ends its turn within your reach, the creature must make a Dexterity saving throw. On a failed save, a target takes weapon damage equal to your Strength score plus the expended Epic Dice. On a successful save, a target takes half the damage.

You continue to whirl around for 3 rounds, until you end the effect (no action required), or until you drop unconscious.

Titanic Slam

Prerequisites: 20th level barbarian, monk, or ranger

Saving Throw DC: 10 + your proficiency bonus + your Strength or Dexterity modifier

Cost: 3 Epic Dice

Using your action you make a single powerful melee weapon attack or unarmed attack with advantage. On a hit, you deal additional damage with the attack equal to the expended Epic Dice, and the target is hurled into the air at an angle between 0 and 45 degrees. The target is moved backwards a number of feet depending on its size, as shown in the table below:

Size Distance
Fine 1,400 feet
Diminutive 1250 feet
Tiny 1100 feet
Small 950 feet
Medium 800 feet
Large 650 feet
Huge 500 feet
Gargantuan 350 feet
Colossal 200 feet
Titanic 50 feet

The target takes falling damage for the distance it was hurled and must succeed a Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save

Divine Feats

True Divine power - How can one quantify such true power? The answer lies in divine feats, which are feats restricted to the gods. As stated before, you gain divine feats based on twice your Divine Rank (a minimum of 1). In order to acquire a divine feat you must meet the prerequisites.

The DM may decide that a divine feat is not attainable given it is vastly outside the portfolio of the deity. Generally, deities only pickup divine feats that represent their portfolio, history, and background, regardless of whether they meet the prerequisites or not. Whenever a deity ascends to a new Divine Rank, they may swap two Divine Feats, if they wish, that they now meet the new prerequisites for.

Divine Feats and Magic A divine feat functions normally within antimagic fields. Additionally a target creature that normally gains advantage to saving throws against spells and magical effects (through a magic resistance feature) does not receive this benefit to saves against divine feats, unless they are of equal or greater Divine Rank than the user of the divine feat or they are specifically resistant to a condition or damage type that the ability may apply or deal damage in.

Miracles and Last Resorts Divine Feats are only used by deities when no other option is left, or when a grand show of force is necessary to reach their goals. Ultimately, a divine feat is a direct show of otherworldly, and purely divine, power - and should be treated as a nuclear option - along the same lines as casting High Magic.

Alter Reality

Prerequisite: Divine Rank 1 or higher; Charisma, Intelligence, or Wisdom 24

Spell Save DC: 12 + your Divine Rank + your Charisma, Intelligence, or Wisdom modifier (your choice).

As a god, reality is at your whim. This ability is similar to the wish spell.

As an action and by expending 1 godly action, you can use this ability to duplicate any spell of 9th level or lower. The duplicated spell has no material component. Afterwards, you must rest and take no actions for 1 minute, unless you have Divine Rank 6 or higher.

You can also use this ability to render a magical or supernatural effect permanent, but you must rest 1 minute per spell level of the effect times the number of subjects affected, 1 minute per total Hit Dice of creatures affected, or 10 miutes per 10-foot cube affected. Use this highest applicable value to determine how long you must rest and take no actions after altering reality.

You can also reshape a landscape, creating any type of terrain you can imagine. Each 10-foot cube of material or terrain reshaped requires 1 round of effort but as only one use this ability, and you must rest for one day per 10-foot cube shaped after the work is completed. You may use this ability a number of times equal to your Divine Rank and regain all uses after you finish a short or long rest.

Suggested Portfolio Elements: Any

Annihilating Strike

Prerequisies: Divine Rank 1 or higher; Strength 28

Saving Throw DC: DC 12 + your Divine Rank + your Strength modifier.

Any physical attack you make can destroy a foe outright. At the cost of 1 godly action, when you strike with a melee weapon or unarmed attack, the opponent struck could be absolutely obliterated.

Creatures or some object targeted must make a Constitution saving throw. The target takes damage normally and, failing the saving throw reduces their hit points by 25% + 25% per additional godly action you decide to expend. If an additional 3 godly actions are spent, the creature or object is utterly destroyed.

Using this ability, you can also destroy up to 1,000 cubic feet (a 10-foot cube) of nonliving matter per Divine Rank, as the ability destroys only part of any very large object or structure targeted.

Deities with Divine Rank equal to or greater than you are not subject to this ability and ignore it outright. This ability has no effect on objects or effects that are not subject to physical attacks, such as a wall of force. You may use this ability a number of times equal to your Divine Rank before you must take a short or long rest to do so again.

Suggested Portfolio Elements: Death, justice, vengeance, war

Avatar

Prerequisites: Divine Rank 4 or higher

Avatars serve as deities' alter egos - fragment personalities that effectively allow a god to be in two or more places at the same time. You can use some of your very own divine energy and pour it into a duplicate of yourself, albeit with lesser divine energy. This avatar is an extension of yourself and you know everything it senses and knows and vice versa. Each avatar created counts as a remote sense location and you may not have more avatars than you can create remote sensories. If you were to use all of your remote sensories by creating avatars, you may still produce one remote sensory effect beyond your avatars.

It takes one year to create an avatar or replace a destroyed avatar. The process does not require any special effort or actions. Simply will it be done and the divine energies begin to mold into your avatar. An avatar must be created in your own godly realm and, after the year, it appears in your godly realm.

If you also possess the Divine Creation divine feat, then you may create a new avatar anywhere, other than godly realms of other deities of equal or greater to your Divine Rank. If you do so, the avatar must rest afterwards, as per the Divine Creation ability's description.

An avatar is a less powerful version of a deity and not a complete duplicate. Consider the following:

Divine Rank: Your avatar has a Divine Rank that is half of your own (rounded down). The avatar's Divine Rank characteristics are calculated with this new Divine Rank. Otherwise, your avatar has your same statistics.

Divine Abilities: Your avatar has a number of divine feats equal to its own Divine Rank. You may choose which divine feats from the ones you have. An avatar cannot have divine feats that its creator does not have. An avatar cannot have the Avatar or Possess Mortal divine feats. Additionally, it does not have any remote sensing or remote communication powers.

Suggested Portfolio Elements: Any

Banestrike

Prerequisites: Divine Rank 1 or higher; levels in a class that, through class or archetype features, has granted proficiency in all martial weapons

Some deities have particular enemies or foes that when they battle, they are exceptionally prepared to do so. Choose one type: aberrations, beasts, celestials, constructs, divine, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as your chosen type. As another alternative, you could choose, instead, a situation of a target in which your banestrike could apply, such as against any rapist (knowledge of which you must know) or anyone who has broken some specific code, law, or doctrine.

You may expend 1 of your godly action and gain advantage on your next weapon attack against a creature of your chosen type. If you hit your opponent when you do so, they take additional damage equal to 2d20 of the damage type of your weapon. You may use this ability any number of times that you can attack and that you have godly actions. Thus if you expend four godly actions in one strike and hit, you deal 8d20 damage.

You may choose this divine feat multiple times, choosing a new creature type, as above, each time.

Suggested Portfolio Elements: Death, justice, vengeance, war

Battlesense

You have focused your divine energy into understanding the battlefield, concentrating that energy into a sixth sense.

You gain a bonus to your initiative equal to your Divine Rank.

Additionally, you cannot be surprised and creatures do not gain advantage on attack rolls against you as a result of being hidden from you. Finally, creatures within 5 feet of you that use the Disengage action still provoke an opportunity attack from you.

Suggested Portfolio Elements: War

Call Creatures

Prerequisites: Divine Rank 1 or higher

Spell Save DC: 12 + your Divine Rank + your Charisma, Intelligence, or Wisdom modifier (your choice).

Deities are rarely alone. They have the service of many creatures. Choose one type: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as your chosen type. As an action, you can summon any creature of that type as though you had cast the gate spell, but it cannot have a higher challenge rating than twice your Divine Rank.

Creatures summoned in this way willingly serve you to the best of their ability, though they can initially resist the summoning by rolling a Charisma saving throw. Should they resist, you effectively fail at the summoning and cannot summon a creature of that type for 24 hours. You cannot have more creatures serving you in this way at any given time than you have Divine Ranks. You may select this divine feat multiple times, each time selecting a new type of creature. You may not use this ability to call for unwilling specific creatures by name -- only random ones of the chosen type.

Suggested Portfolio Elements: Any

Change Form

The ability to alter one's form is effortless to many deities. While they always have their true godly form (as well as their depowered base mortal form), those who possess the Change Form divine feat may change many aspects of their form, depending upon their Divine Rank.

Divine Rank 0-3. As an action, you can alter your size by 1 size category per Divine Rank (minimum of 1).

For every size category you enlarge - your size doubles in all dimensions, your weight is multiplied by 8, and you deal an additional damage die with your physical attacks.

For every size category you reduce - your size is halved, your weight is divided by 8, and you deal one damage die less than typical (this can't reduce your physical attacks below 1 damage).

You also gain reach and carrying capacity equal to the table below.

Additionally, your weapons, armor, and items on your person grow or shrink to match your size. When you shrink, however, your DM may decide to provide you with advantages depending upon what you're attempting to do, such as hiding.

Additionally, you can shift your form in a limited way, including clothing and equipment. This change can be adding or subtracting one or two limbs, for example, but not transform you into a dragon. Yet, you could grow wings, grow fins, or some other simple practical change or cosmetic change. You can remain in this changed form indefinitely, but you resume your normal form if you are slain.

Size Square Space Reach Carrying Multiplier (Biped) (Quadruped)
Fine 1/2 ft. 0 ft. x1/8 x1/4
Diminutive 1 ft. 0 ft. ×1/4 ×1/2
Tiny 2-1/2 ft. 0 ft. ×1/2 ×3/4
Small 5 ft. 5 ft. ×3/4 ×1
Medium 5 ft. 5 ft. ×1 ×3/2
Large 10 ft. 10 ft. ×2 ×3
Huge 15 ft. 15 ft. ×4 ×6
Gargantuan 20 ft. 20 ft. ×8 ×12
Colossal 30 ft. 30 ft. ×16 ×24
Titanic 60 ft. 60 ft. ×32 ×48

Divine Rank 4-5. You can now shift into the form of another creature of one chosen type between aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as your chosen type. This works exactly as the true polymorph spell, except your changed form is indefinite.

Divine Rank 6+. You are no longer limited to the creature's type that you can transform into, except that you cannot change into a specific creature who's Challenge Rating exceeds three times your Divine Rank.

Suggested Portfolio Elements: Any

Additional Sizes

The power of gods is vast, and their ability to shift forms should be equally vast.

Therefore, in your D&D world, if there are additional size categories above (or below) the ones listed, consider allowing a deity of higher divine rank the capability to morph into those sizes - keeping in mind, at some point, a deity may be too small or large to attack or damage head-on, being more akin to subatomic particles, microbes, living landmasses, or even planetoids.

Clearsight

Prerequisites: Divine Rank 4 or higher, Wisdom 24

The sight of deities not only extends beyond mortal range, but also in their perception of reality and magic. You gain truesight out to a distance equal to 50 feet per your Divine Rank. Additionally, your clearsight can percieve through deities with an altered form as per the Changed Form divine feat if they are equal to or lower than your Divine Rank.

This truesight also allows you to perceive the creature's true alignment.

Suggested Portfolio Elements: Any

Command Plants

Spell Save DC: 12 + your Divine Rank + your Charisma, Intelligence, or Wisdom modifier (your choice)

You have mastery of plants and plantlife. As an action, you can make plants grow in a radius of up to one mile per your Divine Rank (a minimum of 1) once before you must take a long rest to do so again. You can use this ability even in a place where no plants grow (such as the middle of a desert), though in this case the plants wither and die after one day. This ability works like the plant growth spell, except that it cannot be countered except by a deity of higher Divine Rank than you.

Also, as an action, you can charm plant creatures, animate plants, or make them entagle its foes. This ability functions like the grasping vine spell. Creatures charmed in this way are charmed a number of days equal to your Divine Rank. They may try and resist by rolling a Wisdom saving throw. At any one time you can only have a number of plant creatures charmed in this way equal to your Divine Rank.

Suggested Portfolio Elements: Agriculture, earth, fertility, nature

Control Creatures

Spell Save DC: 12 + your Divine Rank + your Charisma, Intelligence, or Wisdom modifier (your choice)

Through asserting your divine authority, you can command a type of creature. This ability works similar to the dominate monster spell, but it doesn't control the mind as much as it controls the creature's body. Choose one type: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as your chosen type. All creatures to be afected must be within your line of sight when first targeted by this ability or through your remote senses ability.

Creatures may resist your attempt to control them by rolling a Wisdom saving throw. Once control is established, distance is not a factor and you can maintain control remotely, even across planes and through wards or barriers (except divine shields and ward spells cast by deities of higher Divine Rank than you). Each time you command the creature to do something that is against its nature, it may attempt to resist again. After each long rest of a creature controlled, they may attempt to resist again. Once a creature has succeeded against your control, you cannot attempt to control them again for 24 hours.

As an action, you can attempt to control a number of creatures simultaneously, or spread out its uses, equal to your Divine Rank (a minimum of 1) before you must take a long rest to regain all expended uses of this ability. At any given time, however, you cannot have more creatures under your control than 10 times your Divine Rank (a minimum of 1). If you already have the maximum number of creatures under your control, you can still attempt to take control of other creatures, but must first relase one or more creatures already under your control, which requires no action. For example, a deity with Divine Rank of 5 can attempt to control 5 creatures before needing to take a long rest. The deity can have up to 50 creatures under its control at any given time. If the deity already has 50 creatures under its control, it must release at least one to use this ability on a new creature. You may take this divine feat multiple times, choosing a different creature type each time.

Suggested Portfolio Elements: Any

Divine Artificer

Prerequisites: 20 levels in Artificer

You are the epitome of an artificer and have abilities that far surpass those of mortal artificers. You gain the following benefits:

  • Your total number of Infusions known increases by half your Divine Rank (rounded down - min 1).
  • You total number of max Infused objects increases by half your Divine Rank (rounded down - min 1).
  • When you die, your infusions do not vanish until a number of weeks equal to your Intelligence Modifier.
  • Your ability to store spells in objects becomes more potent - your "Spell-Storing Item" can have an additional number of spell-storing objects equal to half your Divine Rank (rounded down - min 1). Additionally, the spell can be used in the object an amount of times equal to twice your intelligence modifier + your divine rank. You can also store an additional amount of spells in a single object equal to half your Divine Rank (rounded down - min 1).

Suggested Portfolio Elements: Artificers, creation, civilization, technology

Divine Barbarian

Prerequisites: 20 levels in Barbarian

You are the epitome of a barbarian and have abilities that far surpass those of mortal barbarians. You gain the following benefits:

  • You rage damage bonus increases by an additional 10 damage.
  • As you rage, you gain temporary hit points equal to your rage damage bonus - which you regain at the end of each of your turns.
  • Choose one cantrip from the sorcerer spell list that takes an action to cast, you can now cast that cantrip while raging and add your rage damage bonus to it's damage. Charisma is your spellcasting ability for this cantrip.
  • When raging, your attacks deal double damage to objects and structures.

Suggested Portfolio Elements: Barbarians, destruction, rage, war, wrath

Divine Bard

Prerequisites: 20 levels in Bard

You are the epitome of a bard and have abilities that far surpass those of mortal bards. You gain the following benefits:

  • Your Bardic Inspiration range extends to a number of miles equal to your Divine Rank (a minimum of 1).
  • Any feature which requires you to use your Bardic Inspiration can consume a godly action instead of a bonus action on your turn. Thus, you may apply Bardic Inspiration a number of times, in addition to your bonus action, equal to how many gody actions you have, though not any more than how many you can use before taking a rest.
  • You gain additional Bardic Inspiration uses equal to half your Divine Rank (rounded down).
  • Your Bardic Inspiration is now 2d8, instead of 1d12.
  • You may use your Countercharm class feature as a godly action instead of an action on your turn, so long as there is an effect available for you to counter as per that ability within one mile per your Divine Rank (a minimum of 1).

Suggested Portfolio Elements: Art, bards, beauty, dance

Divine Bloodhunter

Prerequisites: 20 levels in Bloodhunter

You are the epitome of a bloodhunter and have abilities that far surpass those of mortal bloodhunters. You gain the following benefits:

  • Your Hemocraft Die increases to 2d10
  • The number of blood curses you know increases to 10
  • You can use your Blood Maledict feature an additional number of times equal to your Divine Rank.
  • You gain truesight out to 60 feet, if you already have truesight it increases by 60 feet.
  • You gain an additional Crimson Rite:
    • Rite of the Divine. Your rite damage is Aetherion damage

Suggested Portfolio Elements: Blood, bloodhunter, hunters, occult

Divine Blast

Ranged Spell Attack: proficiency bonus + your Divine Rank or (Intelligence, Wisdom, or Charisma modifier) (your choice) (Whichever is higher)

As a god, you can channel your divine energy and release part of it in a ray of pure energy. The ray created has a range of one mile per Divine Rank (a minimum of 1), but you may choose its length. You must make a ranged spell attack against one target creature.

On a successful hit, the ray deals 1d12 points of damage per your Divine Rank and 1d12 points of damage equal to the amount of your Proficiency bonus. There is no damage type for this attack, since it is pure energy of reality itself.

You can make the ray look, sound, smell, and feel like anything you desire. Additionally, you can make it have a particular damage type. The ray can also destroy a forcecage, wall of force or a prismatic wall. Or, you can decide that the ray itself is unaffected and strike a target behind a wall of force or prismatic effect. A divine blast cannot, however, penetrate a divine shield of any Divine Rank. You can use this ability a number of times equal to 3 + your Proficiency bonus.

You regain all expended uses after a long rest.

Suggested Portfolio Elements: Death, destruction, war

Divine Blessing

Prerequisites: Ability score of at least 24

You gain the exceptional ability to empower mortals. Choosing one ability that you have a score of 24 in, you may impart a blessing to a mortal, that has no Divine Rank, in that ability score.

The bonus increases based on your score. For every 2 beyond 22 of that score that you have, the bonus is +2 on your selected ability score. Thus, with a Strength of 28 you can grant a +6 to a creature's Strength score.

You must be able to see the mortal or perceive them through your remote sense and the bonus lasts for 24 hours. At any one time, you may have one mortal blessed in this way per your Divine Rank (a minimum of 1). You cannot raise an ability score beyond your own score using this ability.

Using Alter Reality upon granting an ability score increase can permanently increase the target mortal's ability score. Although only one ability score can be made permanent in this way, and you can no longer use your divine blessing feature upon them afterwards.

Suggested Portfolio Elements: Agility, beauty, endurance, knowledge, strength, wisdom

Divine Celerity

Prerequisites: Dexterity 24

You gain the ability to infuse yourself with divine speed. You may act as though you are under the effect of a haste spell for 1 minute per your Divine Rank (a minimum of 1). You may only use this ability 1 minute per your Divine Rank (a minimum of 1), but the rounds need not be consecutive.

You can only activate this ability at the beginning of your turn and deactivate it at the beginning of your turn. Activating this ability expends 1 godly action. The effects of Divine Celerity stack with similar haste effects.

Suggested Portfolio Elements: Agility, time, travel, wind

Divine Cleric

Prerequisites: 20 levels in Cleric

You are the epitome of a cleric and have abilities that far surpass those of mortal clerics. You gain the following benefits:

  • You can now utilize your Channel Divinity an additional number of times equal to your Divine Rank
  • Your Destroy Undead feature now targets undead of a CR equal to 10 + your Divine Rank.
  • Your Destroy Undead now affects celestials, fey, fiends, and undead.
  • When you use your Divine Intervention, you call upon the aid of a God that shares one of your domains - they utilize any spell (typically domain spells), or a divine feat they can muster towards your defense.

Suggested Portfolio Elements: Clerics, faith, religion

Divine Creation

Prerequisites: Divine Rank 4 or higher; Intelligence 24

Deities can pour their divine energy into reality itself, creating objects, items, structures, or any other thing imaginable. The powers of creation, though, are limited to Divine Rank. After each use of this ability, you must rest for 10 minutes. Subtract 1 minute for each Divine Rank you have, for a minimum of resting 1 round.

Divine Rank 4-5. As an action, you can create one or more simple, nonmagical objects with a total weight of up to 100 pounds per your Divine Rank or with a total volume of 20 cubic feet per your Divine Rank. If you use this ability in your godly realm, double the volume and weight you can create.

An object created in this way cannot have moving parts more complex than a clockwork machine (clocks, simple machines, fulcrum/pulley system, etc).

The material can be no more valuable than iron (meaning, any material lower than iron can be used as well - See page 246 of the DMG) You could create a series of ropes, leather sacks and backpacks, a wooden set of cutlery and pots, an iron cauldron and hearth, or a simple hut. You could also create a simple nonmagical dagger, sword, mace, or similar weapon or piece of armor - or several weapons and pieces of armor, so long as it does not go beyond the weight or volume limit.

Once created the objects are permanent and nonmagical. If you have other divine feats or capabilities, you may be able to imbue the item with magic spells or effects.

Divine Rank 6-8. As an action, you can create objects weighing up to 200 pounds per your Divine Rank or with a volume of 40 cubic feet per your Divine Rank. If you are within your godly realm, double the volume and weight you can create.

You are no longer limited to creating nonmagical items, and you can now create any kind of nonmagical object - no matter how complex it's components (so long as you understand how it works).

You can convert a considerable amount of your own energy into the object, which can leave you somewhat impaired. You can create a magical or nonmagical object with a value of up to 1000gp without impairment. For every additional 1000gp of value, you must rest for 10 minutes.

If you are creating an object on your godly realm, you can create up to 2000gp without impairment and for every 2000gp of value, you must rest for 10 minutes.

Finally, you are no longer limited to materials equal to or less than iron, you can now create objects out of any material.

Divine Rank 9+. As an action, you can create mortal creatures or objects whose total weight is up to 300 pounds per your Divine Rank or with a volume of 60 cubic feet per your Divine Rank. If you use this ability in your godly realm, double the volume and weight you can create.

You can use this ability to create any kind of creature that does not have a Divine Rank. You can create a creature with class levels, but never with more class levels than you have yourself or more than your Divine Rank, whichever is lower. Using this ability in this way leaves you impaired.

You must rest for 10 minutes multiplied by the creature's amount of hit dice and further multiplied by the creature's Challenge Rating for each creature you create. For example, if Hades were to use this ability to create five hell hounds, he would have to rest for 1,050 minutes (hell hounds have 7 Hit Die and a Challenge Rating 3 (7 x 3 x 10 = 210). He wants to create 5 hell hounds (5 x 210 = 1050).

Finally, you can create any magical items, as well as artifacts, which adhere to the previous requirements (see above in Divine Rank 6-8) of creating items with gp value.

Suggested Portfolio Elements: Crafts, creation, supreme

Divine Druid

Prerequisites: 20 levels in Druid

You are the epitome of a druid and have abilities that far surpass those of mortal druids. You gain the following benefits:

  • The Challenge Rating for creatures you can use your Wild Shape ability to transform into increases by 1 + your Divine Rank.
  • Choose one creature type: aberrations, dragons, elementals, fey, giants, monstrosities, oozes, or plants. You can now use your Wild Shape feature to transform into any creature of your chosen type that is within the Challenge Rating requirement. This creature type must meet some element of your portfolio or background, as approved by your DM.
  • You may now cast spells that require material components while you are in your Wild Shape.
  • You have all druid spells from the druid spell list prepared at all times

Suggested Portfolio Elements: Druids, earth, nature

Divine Expertise

You use your divinity to enhance your skillset. Choose 3 skills that you are proficient in. You gain expertise (double proficiency) in those skills.

Suggested Portfolio Elements: Any

Divine Fighter

Prerequisites: 20 levels in Fighter

You are the epitome of a fighter and have abilities that far surpass those of mortal fighters. You gain the following benefits:

  • You can now make an unlimited number of opportunity attacks in one round.
  • When you make an opportunity attack against a creature within 5 feet of you, you can take a full attack action.
  • When taking your move action and moving past a creature's space, as an action, you can make a single melee attack against each opponent within your reach - you do not incur opportunity attacks as a result of this action.

Suggested Portfolio Elements: Fighters, battle, tactics, war

Divine Inspiration

Prerequisites: Charisma 26

Spell Save DC: 12 + your Divine Rank + your Charisma, Intelligence, or Wisdom modifier (your choice).

Through a look, a gentle touch, or even a superficial arrow, a deity can inspire mortals in various ways through their sheer presence or will. You may, as an action, affect one creature per Divine Rank (a minimum of 1) at one time and up to the same number before you must take a long rest to affect additional creatures. All creatures to be affected must be within your line of sight or seen through a remote sensor. The effect lasts 24 hours and can only affect creatures without a Divine Rank. Choose one effect below to apply to each creature. If a creature chooses to resist these effects, they must roll a Wisdom saving throw.

Courage

The creature shrugs off any current frightened condition upon them and gains advantage to resist future attempts to frighten them. Additionally, each creature may select one creature that they know of or are familiar with and likely hostile to. The next combat encounter with them they gain advantage on the first melee or ranged attack roll against the creature.

Cowardice

A rippling sense of dread and inadequacy fills the target(s). Future creatures they target in combat are treated as though it has the sanctuary spell cast on it.

Frenzy

Frenzied creatures spend themselves in drinking, feasting, and dancing, reveling in some celebration, real or otherwise, unless provoked or incited to violence.

Frenzied creatures turn violent if they are attacked or perceive a threat to their safety. Frenzied creatures receive advantages to their Strength and Dexterity ability checks. Additionally, they gain a frenzied attack feature that they may use a number of times equal to either their Strength or Dexterity modifier (whichever is higher). They may use a frenzy attack feature to gain advantage on a creature in an attack roll, but the target must be a creature that can be perceived to have interrupted the frenzy. They may also use a frenzy attack feature to gain a bonus damage die (d12) to any melee attack that has hit its target. Frenzied creatures may use as many frenzied attack uses as they have available spread out or in one attack. Once frenzied attack uses are expended, they lose them. Creatures can resist this effect.

Hope

You instill in creatures a sense of hopefulness. They act as though they are under the effects of a beacon of hope spell. Additionally, they act as though they are under the effect of a heroism spell, except that the temporary hit points are equal to twice your Divine Rank (a minimum of 1) and they regain them after 1 minute, not at the beginning of their turn.

Love and Desire

A love effect causes the target to fall in love with the specified creature (specified in anyway you'd like), seeking every opportunity to be near that creature and making every effort to win the creature's affection. The target creature is effectively charmed by the specified creature.

If the desire effect is also applied, the target creature also wishes to become physically intimate with the specified creature, which could lead some creatures to act out of their character in their desirous pursuits. Creatures can attempt to resist this effect.

Suggested Portfolio Elements: Any

Divine Monk

Prerequisites: 20 levels in Monk

You are the epitome of a monk and have abilities that far surpass those of mortal monks. You gain the following benefits:

  • You may treat your unarmed strikes as dealing slashing damage and, when you do so, you treat your unarmed strikes as having the vorpal weapon magical quality. Additionally, at any one time, your unarmed strikes can have one of the following weapon magical qualities applied to them: flame tongue, frost brand, or vicious.
  • You may add your Divine Rank to your deflect missiles class feature when determining the amount of damage you may reduce. Additionally, you may use your deflect missiles class feature on ranged spell attacks instead of just melee ranged attacks.
  • You gain an additional amount of ki points equal to twice your Divine Rank (a minimum of 1).

Suggested Portfolio Elements: Monks, law, order

Divine Paladin

Prerequisites: 20 levels in Paladin

You are the epitome of a paladin and have abilities that far surpass those of mortal paladins. You gain the following benefits:

  • Your aura of protection extends to 100 feet.
  • You may expend godly actions to infuse your weapon strikes as per the divine smite class feature. When you do so, treat each godly action consumed as a spell slot level up to a maximum of 4 godly actions or 5d8 extra damage. You can only consume a number of godly actions in this way equal to your Divine Rank (a minimum of 1) before you must take a short rest or long rest to regain all expended uses.
  • The hit points pool of your lay on hands replenishes after a short or long rest.
  • You have all paladin spells prepared at all times.

Suggested Portfolio Elements: Paladins, knights, law

Divine Radiance

Prerequisites: Good or Lawful alignment, sun or light as part of portfolio or background

Through sheer will, you can emit a powerful holy light. As a bonus action, you shed light in an area of 10 feet multiplied by your Divine Rank, emanating from your body. This light counters and dispels all darkness effects, magical or otherwise (unless created by a deity of higher Divine Rank) and causes pain and damage to undead creatures, who take 2d20 points of radiant damage at the beginning of their turns each round they are within the light.

Additionally, as an action while your light is on, you may cast the scorching ray spell, except each ray deals an additional 2d6 damage per your Divine Rank and the damage deals half fire and half radiant damage instead of just fire damage.

Suggested Portfolio Elements: Light, holiness, sun

Divine Ranger

Prerequisites: 20 levels in Ranger

You are the epitome of a ranger and have abilities that far surpass those of mortal rangers. You gain the following benefits:

  • While within your favored terrain, as an action, you create difficult terrain that extends out from you in a 10 foot radius per your divine rank - you choose who is affected by this difficult terrain. This difficult terrain lasts for 1 minute per divine rank.
  • If any of your favored enemies are within your designated difficult terrain, their speed drops to 0 feet.
  • You gain the ability to walk on water and similar liquid surfaces (including molten lava, oil, mud, etc) treating them as normal terrain and you take no damage from walking upon them.
  • Magical plants do not hinder your movement, and you can traverse them as normal terrain.

Suggested Portfolio Elements: Rangers, nature, wilderness

Divine Rogue

Prerequisites: 20 levels in Rogue

You are the epitome of a rogue and have abilities that far surpass those of mortal rogues. You gain the following benefits:

  • You may expend a godly action on your turn to gain advantage on your next weapon attack roll.
  • When you use your reaction as per your uncanny dodge class feature, you may also expend one of your godly actions to instead take no damage as opposed to halving it normally.

Suggested Portfolio Elements: Rogues, trickery

Divine Shield

Prerequisites: Charisma 24

You may pour part of your divine energy into a barrier that protects you from almost any attack. On your turn that requires no action, you can create a shield that lasts for 10 minutes and protects your body and equipment from attacks. The shield stops 50 points of damage per your Divine Rank (a minimum of 50).

Once the shield has stopped that much damage, it shatters. The damage can be from all damage types, including a divine blast.

You can use this ability a number of times equal to 3 + your Proficiency Bonus. You regain all expended uses after finishing a long rest.

Suggested Portfolio Elements: Any

Divine Sorcerer

Prerequisites: 20 levels in Sorcerer

You are the epitome of a sorcerer and have abilities that far surpass those of mortal sorcerers. You gain the following benefits:

  • You gain an additional number of sorcery points equal to your Divine Rank
  • You gain 2 new metamagic options:
    • Amplified Spell - when you cast a spell that deals damage, you may spend 1 sorcery point for that spell to ignore resistances - or 2 points for it to ignore immunities to that chosen damage type.
    • Balmful Spell - when you cast a spell that targets a single creature, you can spend 2 sorcery points to end one disease, curse, or condition affecting it - the condition can be blinded, deafened, paralyzed, petrified, or poisoned. If the creature is unaffected by a disease, curse, or condition, it instead is healed for 2d20 hp.

Suggested Portfolio Elements: Sorcerer, occult, magic

Divine Spell Swapping

Prerequisites: Divine Rank 1 or higher; able to cast at least 5th-level spells; Intelligence, Wisdom, or Charisma 24

You have infused your normal spellcasting capabilities with that of your divine energies, letting you tap into greater magical knowledge. If you know a limited number of spells from a spell list (as though you are a Bard, Sorcerer, Warlock, etc.), you may forget a spell and learn a new one as an action. If you prepare spells from a spell list (as though you are a Cleric, Druid, Paladin, etc.), you may forget a prepared spell and prepare a new one by expending a godly action on your turn.

Suggested Portfolio Elements: Magic, spellcasters

Divine Splendor

Prerequisites: Divine Rank 6 or higher; Charisma 32

Your mere presence can be fatal to mortals. When you are in your true form, any mortal creature within 10 feet per your Divine Rank of you dies immediately, with no saving throw.

Creatures with a Divine Rank are immune to this ability. You may activate this ability as an action and suppress it at any time.

Suggested Portfolio Elements: Supreme, power, beauty

Divine Warlock

Prerequisites: 20 levels in Warlock

You are the epitome of a warlock and have abilities that far surpass those of mortal warlocks. You gain the following benefits:

  • You gain an additional number of eldritch invocations equal to your Divine Rank.
  • You gain an additional number of spell slots equal to half your Divine Rank (rounded down).
  • You learn the following Eldritch Innvocation:
    • Eldritch Assault (prerequisite: eldritch blast cantrip) - When you cast eldritch blast you can expend a godly action to increase the damage of every beam fired by 2d10. You can spend as many godly actions as you have to increase the damage exponentially.

Divine Wizard

Prerequisites: 20 levels in Wizard

You are the epitome of a wizard and have abilities that far surpass those of mortal wizards. You gain the following benefits:

  • You gain an additional spell slot of 1st through 9th level spells
  • You learn two cantrips from any class spell list, these count as wizard cantrips to you.
  • The number of your signature spells increases by half your Divine Rank (rounded down). These spells can be of any spell level your signature spell feature allows.

Domain Mastery

Prerequisites: Divine Rank 4 or higher

When choosing this divine feat, you pick between two options:

  • You choose one domain to add to your list of domains. You can grant spells and powers from that domain and use those spells and powers personally, just as you can the spells and powers of your other domains (features and abilities up to level 20 of that domain).
  • You choose one domain you already have - you gain all features of that domain from level 21-30.

You can have this ability multiple times, choosing a new domain each time.

Suggested Portfolio Elements: Any

Extra Sense Enhancement

Prerequisites: Wisdom 24

Choose one sense to enhance. The ability can extend your sense's range one mile per your Divine Rank, or it can allow the sense to ignore one type of physical or magical blockage. For example, you could see through solid objects or in magical darkness. The enhanced sense can penetrate 10 feet of a physical barrier per your Divine Rank or 100 feet of a less tangible barrier (such as fog or smoke) per your Divine Rank.

Suggested Portfolio Elements: Any

Frightful Presence

Prerequisites: Charisma 24

Saving Throw DC: DC 12 + your Divine Rank + your Charisma modifier.

Whenever you perform a specific action specified when you take this divine feat (usually attacking, but sometimes roaring or making another intimidating gesture), creatures within 30 feet who are hostile must make a Wisdom saving throw. Creatures who fail their save become frightened of you for 3d6 rounds. Choose one creature within range that was directly targeted by the specific action used to make this effect. That creature, if they failed their saving throw, is paralyzed instead for 3d6 rounds. Creatures who make a successful saving throw are unaffected by this ability for 24 hours.

Suggested Portfolio Elements: Destruction, war

Gift of Life

Prerequisites: Divine Rank 1 or higher

As an action, you can restore a dead creature to life, no matter how long the creature has been dead or what the condition of the body. This ability works like the true resurrection spell except there is no material component and the amount of time the subject has been dead is irrelevant.

This ability can restore a creature to life against its will, but only with the permission of whatever deity rules the underworld (Hades, Osiris, Hel, etc.) or the divine realm where the mortal's soul resides (DM decides). This ability can resurrect any type of creature (elemental, fiend, etc.) and can resurrect a creature whose soul is trapped provided the soul is not held by a deity of higher Divine Rank than you.

This ability cannot restore life to a creature that has been slain by the Hand of Death divine feat of a deity with a higher Divine Rank than you. You may only use this ability once per your Divine Rank. You regain all uses of this ability after a long rest.

Suggested Portfolio Elements: Healing, life

Hand of Death

Prerequisites: Divine Rank 1 or higher

Spell Save DC: 12 + your Divine Rank + your Charisma, Intelligence, or Wisdom modifier (your choice).

You can slay any living mortal creature. As an action, point to any mortal within your sensory range and snuff out its life.

There must be an unbroken line of effect between you and the target. The creature can save against this effect with a Constitution saving throw. If the save succeeds, the creature still takes 4d8 + 2d8 per your Divine Rank in radiant or necrotic (your choice) damage. If the save fails, the creature instantly dies.

If the attack kills the creature (either through a failed saving throw or through damage), the mortal cannot be raised or resurrected afterward, except by a deity of equal or higher rank than you using the Gift of Life divine feat.

You may only use this ability once per your Divine Rank. You regain all uses of this ability after a long rest.

Suggested Portfolio Elements: Death, destruction

Indominitable Strength

Prerequisites: Strength 26

If required to make a saving throw, ability, or skill check involving Strength, your roll can never be lower than your Strength score.

Suggested Portfolio Elements: Strength

Instant Counterspell

Prerequisites: Ability to cast counterspell

When any spell is cast within your line of sight or remote sensing, you can counterspell it by expending a godly action as if you had casted the counterspell spell normally. Instead of making an ability check, roll 1d20 + your Divine Rank against the DC of 10 + the spell's level. You may use this feat any number of times you have godly actions in a turn.

Suggested Portfolio Elements: Magic

Irresistible Performance

Prerequisites: Expertise in the Performance skill; Charisma 24

Saving Throw DC: DC 12 + your Divine Rank + your Charisma modifier.

When you sing, play a musical instrument, tell a joke, recite verse, or engage in any other type of performance as an action, you have the option to create one of the following effects. This ability affects up to one creature per your Divine Rank within 10 feet of you per your Divine Rank. Choose one effect below:

  • Affected creatures become unable to take actions; instead, they dance, observe the performance with rapt attention, laugh, or applaud at your option. The affected creatures are effectively charmed and incapacitated unless they resist this effect with a Wisdom saving throw. This effect lasts for as long as you perform and for up to 1 round per your Divine Rank after.

  • Affected creatures become blissfully calm. They are immune to fear, charmed, and any enchantment spells or conditions except for those created by deities of higher Divine Rank than you and any such conditions already operating on affected creatures are countered and dispelled. Immunity to fear, charmed, and enchantment spells last for as long as you perform and for 1 round per your Divine Rank after.

  • Affected creatures fall asleep. This works like the sleep spell, except that any living creature can be affected. Creatures can resist this effect with a Wisdom saving throw. Affected creatures sleep for 1 hour per your Divine Rank or until awakened. You can end this effect at will.

  • Affected creatures are so deeply moved that they simply wish to die. Only living creatures with a CR equal to or less than your Divine Rank are affected. Creatures can resist this effect with a Constitution saving throw.

Once a creature makes a successful saving throw against one of your performances, they cannot be affected again until 24 hours. You may only use this ability once per your Divine Rank. You regain all uses of this abiliy after a long rest.

Suggested Portfolio Elements: Art, bards, beauty, dance, love, music, poetry

Know Secrets

Saving Throw DC: DC 12 + your Divine Rank + your Intelligence or Wisdom modifier (your choice).

As an action, you can learn a creature or object's entire history (including any embarrassing or vital secrets it might know) just by looking at it. This ability is similar to the legend lore spell, except that it delivers instant results and the subject is allowed a Wisdom saving throw to avoid this effect. You may only use this ability once per your Divine Rank. You regain all uses of this ability after a long rest.

Suggested Portfolio Elements: Magic, secrets, knowledge

Lay Quest

This ability works like the geas spell, except that it works only on mortals and it can be removed only by a deity of equal or higher Divine Rank than you. Whenever you use this ability, it is as though you used a 9th level spell slot to cast geas.

You can affect up to one creature per Divine Rank at once, but no more than that number may be affected at any one time. All must be within your line of sight when first affected.

Suggested Portfolio Elements: Justice, law.

Life Drain

Prerequisites: Must be able to grant the Death domain

Saving Throw DC: DC 12 + your Divine Rank + your Charisma, Intelligence, or Wisdom modifier (your choice).

As a bonus action and by expending 1 godly action, you generate a cloud of inky black veins that rises from your body and spread with a radius of 10 feet per your Divine Rank and 10 feet high.

The cloud blocks sight as the darkness spell does, except that it cannot be countered by light effects (other than those cast by deities of higher rank).

Living creatures must make a Wisdom saving throw or die. Even with a successful save, living creatures without a Divine Rank lose half of their hit points and their maximum hit points are reduced by half (round down). They may regain their maximum hit points by finishing a long rest. A single creature can be drained by the cloud only once in a 24 hour period, but the cloud’s darkness remains effective as long as you will it.

Suggested Portfolio Elements: Death, undead.

Mind of the Beast

Saving Throw DC: DC 12 + your Divine Rank + your Charisma, Intelligence, or Wisdom modifier (your choice).

As an action, you can grant humanlike sentience to trees or animals. This sentience lasts 24 hours, and the sentient tree or animal obeys your commands to the best of its ability. You can affect up to one creature per your Divine Rank at once, but no more than that number multiplied by 2 at any one time. All must be within your line of sight when first affected.

Also, you can transmute any creature into a plant or animal of approximately the same size or up to two size categories smaller as an action that expends 1 godly action. The target creature is allowed a Constitution saving throw.

Creatures turned into plants become objects. Creatures turned into animals have the same abilities and statistics of the kind of animal you choose. Changing a creature into a plant or animal lasts for 24 hours.

The Alter Reality ability in conjunction with this ability can make either effect permanent.

Suggested Portfolio Elements: Nature, wilderness

Possess Mortal

Prerequisites: Divine Rank 1 or higher

You can possess any mortal in any location you can see. Unwilling mortals can attempt Wisdom saving throw to resist this effect DC is equal to 12 + your Divine Rank + your Charisma, Intelligence, or Wisdom modifier (your choice).

Notes: Spells that prevent possession block this ability if the mortal is unwilling. Likewise, spells that end possession drive you out if the mortal is unwilling to be possessed. If the mortal is willing, however, you cannot be blocked or driven out, except by a divine shield or the use of the Alter Reality ability by a deity of higher Divine Rank than you.

The possessed mortal effectively becomes your avatar. You can draw on all the possessed mortal’s memories, and you sense what the mortal senses. Each mortal possessed counts as a remote location for you and thus you are limited by the number of mortals you may possess based on the number of remote locations you may have at any one time.

While you are in possession, the mortal’s abilities are unchanged, except as noted below:

  • Type: Divine
  • Hit Points: Same as the mortal, +20 per your Divine Rank.
  • Armor Class: The mortal gains your divine armor class feature.
Divine Armor Class

12 + your Divine Rank (min. 1) + half your proficiency bonus (rounded down) + your Dexterity modifier

  • Ability Scores: Strength, Dexterity, and Constitution are unchanged. Intelligence, Wisdom, and Charisma become 5 points lower than your’s (or remain as the mortal’s scores if they are higher).
  • Saves: All saving throws you are proficient in the mortal becomes proficient in.
  • Attacks: All melee, ranged, and unarmed attacks the mortal makes is equal to your Divine Strikes.
Divine Strikes

All melee, ranged, and unarmed attacks from you are considered magical - and all attacks deal max damage per hit. A Deity's attacks count as a level of enchanted weaponry.

Divine Rank Enchantment Level
0 +1
1 - 3 +2
4 - 6 +3
7 - 9 +4
10 +5

Suggested Portfolio Elements: Any, supreme

Power of Luck

Prerequisites: Divine Rank 1 or higher

As an action or bonus action in which you also expend 1 godly action, you can give creatures good or bad fortune. You can affect up to one creature per your Divine Rank at once, but no more than that number before you must take a long rest to regain all uses of this divine feat. All creatures must be within your line of sight when first affected. Target creatures either gain advantage or disadvantage on their first roll to attempt or complete some task or scenario in which you define when you use this ability, such as attacking a dragon, dancing, lying, doing a backflip, etc.

Additionally, any creature that attacks you by melee or ranged attacks that is not of higher Divine Rank than you must roll a d100. Only results that are 20 + your Divine Rank or higher may proceed with attacking you. Creatures who succeed this check do not need to make another power of luck roll until the beginning of their next turn. This does not count against your uses of this ability.

Suggested Portfolio Elements: Fate, gambling, luck.

Power of Nature

Prerequisites: Divine Rank 1 or higher

Saving Throw DC: DC 12 + your Divine Rank + your Charisma, Intelligence, or Wisdom modifier (your choice).

You can perform any of the following in a radius of one mile per your Divine Rank of yourself, at will, as an action:

  • Shake the earth, as the earthquake spell.
  • Create rain, sleet, hail, snow, or thunderstorms of your decided intensity within the natural capacity of the atmosphere of the plane you use this ability on, as per the control weather spell except it only requires 1 action to cast the spell and its duration is defined below.

These effects last as long as you concentrate as if concentrating on a spell and for up to 1 minute per your Divine Rank afterward. You can end an effect at will. See the Dungeon Master’s Guide for weather effects.

As an action, and by expending 1 godly action, you may summon a Storm of Vengeance for 1 minute - without maintaining concentration.

Suggested Portfolio Elements: Nature, sea, weather

Power of Truth

Saving Throw DC: DC 12 + your Divine Rank + your Charisma, Intelligence, or Wisdom modifier (your choice).

You know when anyone (other than a deity of equal or higher Divine Rank than yourself) deliberately lies. This ability works continuously and applies to any creature you can perceive.

You also can enchant creatures so they become truthful. As an action, you can affect up to one creature per your Divine Rank at once, but no more than that number at any one time. All must be within your line of sight when first affected. The enchanted creatures become unable to utter any deliberate falsehoods or evasions of truth so long as you will it or if a deity with equal or higher Divine Rank than you uses the Alter Reality ability or a 9th level spell, such as dispel magic to disrupt your divine influence. Creatures are allowed a Wisdom saving throw to resist. Creatures who make successful saves become immune to this ability for 24 hours.

Suggested Portfolio Elements: Justice, law, truth.

See Magic

You can see magical auras at all times by simply blinking to activate this extra sensory ability. You may blink again to stop seeing these auras. You can see these auras for as far as you can perceive - and can penetrate any barrier regardless of material.

If a magical aura has a particular school of magic (such as enchantment) you may know that as well. You also know the magical strength of the aura as defined by the following:

  • Minimal: The aura was created by cantrips or similar low magic
  • Weak: The aura was created by spells of 1st to 5th level or created by a spellcaster of basic or simple magical prowess.
  • Intermediate: The aura was created by spells of 6th to 9th level or created by a spellcaster of some power.
  • Strong: The aura was created by spells of 10th to 12th level or created by a high level spellcaster or powerful non-divine creature.
  • Potent: The aura was created by a divine being, such as a god (by means of the Creation divine feat or Alter Reality divine feat), or an ancient or terrible power.

By spending 1 minute analyzing the aura you can determine its exact magical properties, functions, and who or what cast the spell at the exact time it was cast and where.

Suggested Portfolio Elements: Magic, weave

Undead Mastery

Prerequisites: Divine Rank 4 or higher

Undead creatures that have no Divine Rank generally percieve you well and are friendly towards you, unless you have or they know you will directly or indirectly harm them. As an action, you may exert your mastery of undead by siezing control of an undead creature that you can percieve. Undead creatures can make a Wisdom saving throw DC equal to12 + your Divine Rank + your Charisma, Intelligence, or Wisdom modifier (your choice). If the target creature has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher it can repeat the saving throw at the end of each hour until it succeeds and breaks free. Undead creatures that are equal or higher than your Divine Rank can not be affected by this ability.

You may use this ability as often as desired, but can command no more than one undead creature with an Intelligence score of 8 or higher per your Divine Rank at any one time. You may control a number of undead creatures with an Intelligence score of 7 or less equal to 10 times your Divine Rank.

Suggested Portfolio Elements: Death, life, undead

Divine Rampancy

Rampancy, or Divine Madness, is the largest fear for deities and creatures touched by divinity - the complete loss of their mental control and agency. Rampancy is a state of being akin to insanity that takes hold when deities go through intensely stressful, dramatic, or destructive acts that cause their state of being to fluctuate.

Rampancy can best be described as an overload in godly power from the weight of their own divinity - which collapses in on itself: resulting in their logic (or madness, in some cases) becoming corrupted and wreaking utter devastation upon themselves and whatsoever may be in their sights.

Deities abhor this state of being, as they no longer have control of whatever they do - and almost all entities pride themselves in their ability to calculate or plan ideas centuries in the making - instead giving into any actions they may think of at a moment's notice, which can spell utter chaos for beings with near limitless power.

Rampancy Example

A storm god - who would typically plan out rainfall, storms, and hurricanes to take place over the course of several centuries - going rampant would see themselves suddenly (and unknowingly) walking amongst the material plane in their godly form, but also summoning every maelstrom at once in one region, resulting in supernatural levels of destruction - or instead deciding to throw away their responsibilities, thus, bringing extreme drought to a region.

A situation like this would undoubtedly bring the intervention of other storm gods to subdue the rampant deity on the material plane - resulting in what could be total devastation of a region or even world.

Common Causes of Rampancy:
  • The death of/killing titans, avatars or deities
  • Discovering or unearthing cosmic secrets
  • 1 pt of rampancy per high magic spell slot
    • 10th = 1pt
    • 11th = 2pts
    • 12th = 3pts and Instant Rampancy)
  • Loss of divine rank via depowerment, death, or non-belief
  • Whispers from eldritch horrors and old gods from beyond the multiverse
  • Destruction of mythical artifacts tied to divinity
  • Use of divinely or cosmically cursed items
  • Residing upon the material plane (outside of sanctified areas) in divine form for too long
    • A Deity can reside upon the material plane for a number of hours equal to your Divine Rank. For every hour after, you take 1 Rampancy point

Running from Madness

Most deities strictly follow divine doctrine and rules in order to avoid becoming rampant, as there is no cure for rampancy - for no magic, treatment, or balm exists that can allow rampancy to be reduced in any way - save for indulging in the maddening throes of rampancy itself and allowing it to take it's course.

In instances where rampancy cannot be avoided, deities will often seclude themselves upon magically dead worlds, isolated planes, or voids in reality to avoid wreaking widespread havoc.

In the rare cases where deities lose control amongst the masses, it is the moral and divine obligation of several other deities of similar portfolios to intervene wherever the deity may be rampant to either subdue or lure them away from areas where harm can take place - this is a dangerous task, as rampant deities are several times stronger than their typical godly brethren for the duration of their madness, which can last anywhere from a week ... to several years.

In cases like these, where the rampancy lasts centuries, the gods who intervene should be considered "Beyond Ruling" - meaning they cannot attend to their divine responsibilities, and a temporary replacement must take their place; ideally, a creation of their own design (such as an Archangel or similar high authority creation), a demigod or recently ascended being will be sought out to ascend to their place for the duration. The intervening deities still receive worship and power as normal, as does the Rampant god.

Halting the Rampant

As stated before, many deities retreat to areas devoid of magic and creatures to avoid disrupting the natural order, but doing so is not always feasible for a god. In some cases, intervening deities will subdue and imprison the god until the end of their rampancy - this is difficult, and dangerous, as it has no guarantee that it'll hold them for long. Imprisoning a god is not completely unheard of, though, and many myths and legends tell of deities or forces of nature that have been locked away to protect the worlds they reside upon. These stories almost always have deities who have gone rampant.

Despit