Deity
Radiance beaming from his eyes, the indescribable form of what at one point was an elf shines upon a mass of extraplanar invaders. The being waves its hand, and all that is left of the intruders is a smoldering pile of ash.
At the top of Mount Celestia, an ascendant human holds out her palms, breathing in the revitalizing winds. Her skin shimmers with starlight reminiscent of the skyline in the astral plane. In front of her she sees a town of her most devoted worshipers, and with a clap of her hands, rain begins to fall, shielding this summers crop from a heavy heat.
The sounds of battle clang from every direction as a legion of orcs bear down on their enemies. From the front line, the commander sends a prayer to their god of war, who answers with a clap of thunder, and a strike of lightning that takes out a battalion of foes.
A deity is just that, a god in every right. Though they may not have started that way, or asked for this power, fate has chosen them to play a part in the grand course of the multiverse. Deities are often people of incredible poise and presence, they can seldom walk in a room without drawing eyes.
They who Shape Reality
The gods of the multiverse control every aspect of reality in the material plane. Whether explicitly dictated, or knowingly ignored, nothing happens under a deities domain that they did not allow or choose to allow. Those who do managed to circumvent a deities gaze, often in an attempt to challenge their authority, are beings of exceptional ability, liches, nefarious sphinxes, and other such beings of presence.
A deity's domain governs the extent of their influence. While all deities are powerful beyond any mortal capability, their influence on reality generally ends at what their domain covers.
Deities Yet to Reach Their Destiny
When a deity is first chosen by fate, before they have ascended to the outer planes and accepted their mantle as a being of multiversal power and responsibility, they must uncover their strength much like any other mortal, through time and practice.
A fledgling deity is a still a force to be reckoned with. They wield divine power just like any other deity, though to a lesser extend. They can shape the fate of mortal around them, and smite their foes with uncompromising ferocity. Until they unlock their true potential and ascend however, they are still technically mortal, and able to be killed, however unlikely that may be.
Creating a Deity
When creating a deity, try to choose ahead of time which domain your deity will control. Your domain will determine the strengths of your deity.
Once your domain is chosen, consider how your deity views the world. The alignment of a deity plays a greater role in the multiverse than a normal adventurer. Your alignment will decide how you eventually govern your domain, whether you reward devotion and kindness, or granted power to those who reveal in destruction.
Quick Build
You can make a deity quickly by following these suggestions. First, put your highest ability score in either Intelligence, Wisdom, or Charisma, followed by either Strength or Dexterity. Second, choose the noble background.
Class Features
Hit Points
- Hit Dice: 1d20 per deity level
- Hit Points at 1st Level: 20 + your Constitution modifier
- Hit Points at Higher Levels: 1d20 (or 11) + your Constitution modifier per deity level after 1st
Proficiencies
- Armor: All, shields
- Weapons: All
- Tools: Choose any three artisan’s tools or musical instruments
- Saving Throws: One of Strength, Intelligence, or Charisma, and one of Dexterity, Constitution, or Wisdom
- Skills: Choose any two skills
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A heavy crossbow and 20 bolts or (b) any weapon
- One equipment pack of your choice
- (a) A shield, or (b) any weapon
Divinity
You are destined to shape the fate of the planes. The maximum for your ability scores is 30, and while not wearing armor, your AC equals 15 + your proficiency bonus. You can use a shield and still gain this benefit.
However, your power overshadows mortal magic. You cannot benefit from magical bonuses to your ability scores, AC, attack and damage rolls, proficiency bonus, saving throws, or save DC of any kind. Other magical effects, such as increased speed or advantage on saving throws against spells, apply as normal.
Divine Implement
You manifest a weapon reflective of your divine status. On your turn you can summon your divine implement in your empty hand (no action required). It is a martial weapon with which you are proficient, and you choose when you gain this feature whether it has the Finesse, Heavy, Range (150/600), Reach, or Thrown (20/60) property. Alternatively, you can forgo choosing a property to instead use either Intelligence, Wisdom, or Charisma for its attack and damage rolls (choosing when you gain this feature). If you choose Range, it also has Two-Handed, otherwise it has the Versatile (1d12) property.
Your divine implement deals 1d10 damage on a hit, and the damage type depends on your alignment: radiant (good), force (neutral), or necrotic (evil). Your divine implement counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your divine implement disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
The Deity
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Divinity, Divine Implement |
| 2nd | +2 | Shape Fate, Godly Nature |
| 3rd | +2 | Domain |
| 4th | +2 | Divine Ability Score Improvement |
| 5th | +3 | Mythic Reaction (1) |
| 6th | +3 | Sever Destiny |
| 7th | +3 | Domain Feature |
| 8th | +3 | Divine Ability Score Improvement |
| 9th | +4 | Otherworldly Mind |
| 10th | +4 | Legendary Resistance (1) |
| 11th | +4 | Improved Godly Implement, Mythic Reaction (2) |
| 12th | +4 | Divine Ability Score Improvement |
| 13th | +5 | Purposed Movement (10) |
| 14th | +5 | Domain Feature |
| 15th | +5 | Legendary Resistance (2) |
| 16th | +5 | Divine Ability Score Improvement |
| 17th | +6 | Change Shape, Mythic Reaction (3) |
| 18th | +6 | Domain feature |
| 19th | +6 | Divine Ability Score Improvement |
| 20th | +6 | Ascension, Legendary Resistance (3) |
| 21th | +7 | Additional Domain, Divine Ability Score Improvement |
| 22th | +7 | Divine Ability Score Improvement, Multiattack (two actions) |
| 23th | +7 | Additional Domain Feature, Divine Ability Score Improvement |
| 24th | +7 | Divine Ability Score Improvement, Epic Boon |
| 25th | +8 | Divine Ability Score Improvement, Legendary Resistance (4) |
| 26th | +8 | Divine Ability Score Improvement, Purposed Movement (20) |
| 27th | +8 | Additional Domain Feature, Divine Ability Score Improvement |
| 28th | +8 | Divine Ability Score Improvement, Multiattack (three actions) |
| 29th | +9 | Additional Domain Feature, Divine Ability Score Improvement |
| 30th | +9 | Divine Retribution, Legendary Resistance (5) |
Shape Fate
Your very presence shapes the course of history. At 2nd level, when you make an attack roll, ability check, or saving throw, you can use your reaction to roll at advantage. You can also use your reaction to impose advantage or disadvantage on an attack roll, ability check, or saving throw of a creature you can see within 120 feet of you. If imposing disadvantage, the creature must make a Charisma saving throw with a DC calculated as follows:
Shape Fate DC
whichever is highest
On a success, disadvantage is not imposed on the roll. You can use this feature after the initial roll, but before any of the rolls effects occur.
You have a number of uses of this feature equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Godly Nature
At 2nd level, your divine nature has permanently altered your body, granting you the following benefits:
- You are immune to disease and the effects of aging.
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Additionally, you learn the thaumaturgy cantrip, and can cast it as a bonus action without any components. You can activate and maintain any number of its effects at once, and you may have them last indefinitely, instead of one minute, so long as you maintain concentration.
Domain
At 3rd level, the nature of your divinity has been revealed to you. Choose a domain detailed at the end of the class description, which describes the aspect of reality you are destined to control.
Your choice grants you features when you choose it at 3rd level and again at 7th, 14th, and 18th level.
Divine Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, 19th, and 21st through 29th level, you can increase your ability scores by a total of 6, up to a maximum of 30 for each score. You can increase one score by up to 3, and other scores by up to 2 each time you gain this feature.
You can also choose to increase your ability scores by a total of 4 instead of 6 to gain a feat of your choice. You cannot choose the Lucky, Resilient or Tough feat.
Mythic Reaction
You strike with supernatural speed. At 5th level, you gain a special reaction you can use in combat. You can use this reaction as you would your normal reaction, or you can use it at the end of another creature's turn to make a single weapon attack or move up to half your speed. Regardless of whether you use your normal reaction or mythic reaction, you can only take one reaction per turn.
Once you use your mythic reaction, it is unavailable until the next time you roll initiative, or until you start your turn without having used any mythic reactions since the end of your last turn. You gain an additional mythic reaction at 11th and 17th level.
Sever Destiny
The strings of fate are easily severed. At 7th level, when you hit a creature with an attack, or when you force one or more creatures to make a saving throw to prevent damage, you can expend a use of Shape Fate to maximize the damage of the attack, or cause one creature to fail the saving throw, choosing to do so before the roll occurs. Legendary Resistance still allows a creature to succeed.
Once you use this feature, you must finish a short or long rest before you can do so again.
Otherworldly Mind
Nothing can shake your divine resolve. Starting at 9th level, you cannot be charmed or frightened.
Legendary Resistance
A god is not easily bowed. At 10th level, if you fail a saving throw, you can choose to succeed instead. Once you use this feature, you must finish a long rest before you can use it again. You gain additional uses of this feature between rests at 15th, 20th, 25th, and 30th level.
Improved Divine Implement
Your weapon sharpens as your power grows. At 11th level, the damage dealt by your divine implement increases to 1d12 (2d8 if using the versatile property).
Purposed Movement
Your stride brims with divine purpose. At 13th level, your walking speed increases by 10 feet, you gain a flying speed equal to your walking speed, and you can hover.
Your walking speed increases by an additional 10 feet at 26th level.
Change Shape
A deity takes many forms. By 17th level, you learn to use your bonus action to magically transform into any creature that is Medium or Small, while retaining your game statistics (other than size). You can alter the appearance, but not the function, of any gear you have, or you can choose for it to absorb into your new form, becoming unusable while you remain transformed. This transformation ends if you are reduced to 0 hit points or use a bonus action to end it.
Ascension
The material plane no longer binds your destiny. At 20th level, you have become a true deity. Your physical presence is now an aspect of your greater self, which gains the following benefits:
- You have resistance to nonmagical bludgeoning, piercing, and slashing damage.
- You regain the use of your mythic reactions at the start of each of your turns.
- You have truesight out to 120 feet.
- You cannot be paralyzed.
When you die, you may have your aspect reform on the material plane 3d4 days later in a location of your choosing.
Additional Domain
Your true destiny has been revealed. At 21st level, you choose an additional domain, gaining its 3rd level features. You gain that domain's 7th, 14th, and 18th level features at 23rd, 27th, and 29th level, respectively. If that domain would grant you resistance to a damage type already granted by your first domain, you instead gain immunity to that damage type.
If both of your domains have the Innate Spellcasting feature, they share the same number of uses but are otherwise separate, allowing you to cast two spells of 6th through 9th level each long rest, one from each feature.
Multiattack
With divinity comes power overwhelming. At 22nd level, you gain access to a Multiattack action. You can use this action to do two things that both take an action, excluding the dash, disengage, dodge, and hide actions. However, you cannot choose two actions that involve casting a spell.
The number of actions you can take with Multiattack increases to three at 28th level.
Epic Boon
At 24th level, you gain an Epic Boon of your choice, as described in the Dungeon Master's Guide
Divine Retribution
You are the apex, and the planes tremble with your wrath. At 30th level, if you would be reduced to 0 hit points, you instead regain 500 hit points, and you regain all expended uses of your abilities as if you had taken a long rest. Additionally, the cost of all your mythic reactions is reduced by one (minimum one mythic reaction) for 1 hour. Once this feature has activated, you must finish a long rest before it can activate again.
Additionally, you are immune to nonmagical bludgeoning, piercing, and slashing damage.
Optional Rule: Multiclassing
If you use the optional multiclassing rule in the Player's Handbook, then you can't multiclass into or out of the deity.
Domains
In almost every realm, there exists a pantheon of gods who shape that realm's reality. Everything from life and death to nature and civilization are shaped to the will greater beings, who set the course of mortal history.
Arcana
The Arcana domain covers the existence and use of magic. Deities of the Arcana domain have command over magic like no other mortal can comprehend. Whether for creation or destruction, knowledge, or power, Arcana deities govern the nature and use of magic all across the multiverse.
Arcane Bolt
3rd level Arcana feature
While wielding your divine implement, you can use your action to make a ranged spell attack against a creature within 120 feet of you. On a hit, the target takes your choice of acid, cold, fire, lightning, poison, or thunder damage equal to your Intelligence modifier plus a number of d8's equal to your proficiency bonus.
Divine Knowledge
3rd level Arcana feature
You gain proficiency in the Arcana skill, or another skill if already proficient, and your proficiency bonus is doubled for any ability check you make using Arcana. You also learn two cantrips of your choice from the wizard's spell list. You learn an additional wizard cantrip at 7th, 14th, and 18th through 30th level.
Innate Spellcasting
3rd level Arcana feature
You can cast any spell of 1st level or higher from the wizard's spell list, using Intelligence for your spell attack modifier and saving throw DC. The spell's level must be no higher than half your deity level, rounded up. The spell is cast at its lowest level, and you ignore any material components not consumed by it. You can use this feature a number of times equal to half your deity level, rounded up, and you regain all expended uses when you finish a long rest.
You can use this feature by expending a use of Shape Fate. Once you do, you must finish a short or long rest before you can do so again. You can also expend a use of Shape Fate to cast any wizard cantrip you do not know.
When you cast a spell of 6th level or higher with this feature, you cannot use this feature to cast a spell of that level again until you finish a long rest.
Inscrutable
7th level Arcana feature
You gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain proficiency in Wisdom or Charisma saving throws (your choice). You also gain resistance to your choice of cold, fire, or lightning damage. You gain resistance to another of these damage types at 14th and 18th level.
Additionally, you can use a mythic reaction at the end of another creature's turn to cast a magic missle as if with your Innate Spellcasting feature. When cast this way, you create two darts instead of three.
Legendary Mage
14th level Arcana feature
You have advantage on saving throws against spells and other magical effects. When you use Shape Fate to impose disadvantage on a creature's saving throw against a spell, each creature of your choice within 15 feet of it must also succeed on the Charisma saving throw of your Shape Fate feature or suffer disadvantage on their saving throw against the spell.
Additionally, you can use a mythic reaction at the end of another creature's turn to cast a cantrip.
God of Arcana
18th level Arcana feature
Choose a 1st and 2nd level wizard spell. You can cast those spells at will as if you had cast them with your Innate Spellcasting feature. When you finish a long rest, you can exchange one or both of the spells you chose for different spells of the same levels.
Additionally, you can use three mythic reactions at the end of another creature's turn to make an attack with your Arcane Bolt.
Death
Patrons of the undead and masters of the negative energy that suffuses the underbelly of the Material plane, Death domain deities oversee the dark tidings of the multiverse. They are arbiters of hatred and despair, of darkness and shame, and work to spread malice or grief wherever they land their gaze.
Divine Knowledge
3rd level Death feature
You gain proficiency in the Deception skill, or another skill if already proficient, and your proficiency bonus is doubled for any ability check you make using Deception. You also learn the chill touch and toll the dead cantrips.
Innate Spellcasting
3rd level Death feature
You can cast any necromancy spell of 1st level or higher, using Charisma for your spell attack modifier and saving throw DC. The spell's level must be no higher than half your deity level, rounded up. The spell is cast at its lowest level, and you ignore any material components not consumed by it. You can use this feature a number of times equal to half your deity level, rounded up, and you regain all expended uses when you finish a long rest.
When you cast a spell of 6th level or higher with this feature, you cannot use this feature to cast a spell of that level again until you finish a long rest.
Reaping
3rd level Death feature
When you hit a creature with your divine implement, you can deal necrotic damage instead of any other type, and you can force the target of your attack to make a Charisma saving throw against your Shape Fate DC. On a failed save, the target takes a additional number of d8s equal to your proficiency bonus as necrotic damage and is frightened of you for one minute. On a success, the target takes half as much damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can also use this feature by expending a use of Shape Fate. Once you do, you must finish a short or long rest before you can do so again.
Inescapable
7th level Death feature
You gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Constitution or Wisdom saving throws (your choice). You also gain resistance to your choice of cold, necrotic, or poison damage. You gain resistance to another of these damage types at 14th and 18th level.
Additionally, you can use a mythic reaction at the end of another creature's turn to force a creature you can see within 120 feet of you to succeed on a Constitution saving throw or take 3d4 necrotic damage and have disadvantage on its next attack roll.
Grim Harvest
14th level Death feature
Necrotic damage dealt by you ignores resistance to necrotic damage, and when you roll a 1 on a damage die for necrotic damage, you can reroll the die and must use the new roll, even if the new roll is a 1. Also, once on each of your turns when you hit a target with your divine implement, you can deal an additional 1d12 necrotic damage.
Additionally, you can use a mythic reaction at the end of another creature's turn to cast a cantrip.
Toll the Bell
18th level Death feature
When a creature fails their saving throw against your Reaping ability, you can cast power word kill on that creature immediately after they take damage from the attack. Once you use this feature, you must finish a long rest before you can do so again, unless you expend 4 uses of Shape Fate to use it.
Additionally, you can use three mythic reactions at the end of another creature's turn to make an attack with your divine implement. You can use Reaping on this attack without expending a use of Shape Fate.
Forge
Patrons of those who shape metal, no matter the purpose. Forge domain deities grant blessings for good works, and wisdom in failure. They are craftsman of civilizations, bringing infrastructure and arms to the mortals who give them their due.
Divine Knowledge
3rd level Forge feature
You gain proficiency with smith's tools, or another artisan's tools if already proficient, and your proficiency bonus is doubled for any ability check you make using smith's tools. You also learn the control flames and produce flames cantrips.
Steel Canvas
3rd level Forge feature
Each time you summon your divine implement, you can switch the property you chose for it with another as described in the Divine Implement feature. When you hit a creature with your divine implement, you can choose to deal bludgeoning, piercing, slashing, or fire damage, instead of any other type. Additionally, you can summon a shield in your other hand at the same time you summon your divine implement. The shield disappears in the same manner as your divine implement.
Metalwork
3rd level Forge feature
As a bonus action, you can expend a use of Shape Fate to choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within 120 feet of you. You affect the object in one of the following ways:
- Smelt - The object glows red-hot. Any creature in physical contact with the object takes a number of d10s equal to your proficiency bonus as fire damage. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw against your Shape Fate DC or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
- Warp - The object warps, becoming drastically less effective. Any weapon affected this way becomes an improvised weapon, while any armors give the wearer a -2 penalty to their AC. Any object not being worn or carried takes a number of d10s equal to your proficiency bonus as force damage. An armor can only be warped once. Magical items cannot be warped.
- Refine - The object is refined, regaining hit points equal to a number of d10s equal to your proficiency bonus. For 1 hour, any weapon affected this way deals an additional 2 damage of that weapon's type on a hit, while any armors reduce all bludgeoning, piercing, and slashing damage taken by the wearer by 2. Targeting the same object within that hour does not increase the damage dealt or reduced, but does reset the time left back to 1 hour.
Masterful
7th level Forge feature
You gain proficiency in Strength saving throws. If you already have this proficiency, you instead gain proficiency in Constitution or Wisdom saving throws (your choice). You also gain resistance to fire damage. You gain resistance to thunder damage at 14th level, and immunity to fire damage at 18th level.
Metal Opus
7th level Forge feature
You can cast summon construct (metal only) without using a spell slot or any components. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You can also cast it by expending a use of Shape Fate, after which you must finish a short or long rest before you can do so again. When you reach 14th level, the spell is cast at a level equal to your proficiency bonus, instead of 4th level.
Your summoned construct has resistance to fire damage, and can be the target of your Metalwork feature, being considered an object, armor, weapon, and a creature in physical contact with the object when you do. You can use a mythic reaction at the end of another creature's turn to have your construct move up to half its speed or make one attack.
Iron Prison
14th level Forge feature
You can cast forcecage without using a spell slot or any components. When cast this way, the cage is made of magical and unbreakable adamantine, instead of being invisible, allowing you to target it with your Metalwork feature. Once you cast forcecage this way, you must finish a long rest before you can do so again.
Tempered
14th level Forge feature
While you are concentrating on summon construct, your concentration can’t be broken as a result of taking damage.
Also, the additional damage dealt and reduced by objects refined with your Metalwork feature increases to 3, and you can use two mythic reactions at the end of another creature's turn to use your Metalwork feature.
Forgemaster
18th level Forge feature
When you cast summon contruct, your construct is immune to fire damage, and you can choose to use the stat block of an iron golem or steel predator, instead of the construct spirit listed in the spell description. The spell otherwise behaves the same. You must finish a long rest before you can alter the spell in this way again.
Additionally, you can use three mythic reactions at the end of another creatures turn to expend a use of Shape Fate and cause your summoned construct to glow white-hot. Each other creature within 20 feet of your construct must succeed on a Constitution saving throw against your Shape Fate DC or take 4d10 fire damage. A creature that failed the saving throw and took damage is also blinded until the end of its next turn.
Grave
Ferryman of the afterlife, sentinels of the ultimate destiny of all mortal things, deities of the Grave domain watch over the passage from life to death. They ensure the safe passage of souls and stamp out undead where they find them.
Divine Knowledge
3rd level Grave feature
You gain proficiency in the Medicine skill, or another skill if already proficient, and your proficiency bonus is doubled for any ability check you make using Medicine. You also learn the toll the dead cantrip, and are able to sense the presence of living creatures at 0 hit points within 120 feet of you that are not constructs or undead. You can use your bonus action to stabilize such a creature, and you do not have to see the creature to use this ability.
Additionally, you can detect any undead creatures within 120 feet of you as if you had blindsight.
Innate Spellcasting
3rd level Grave feature
You can cast any abjuration or necromancy spell of 1st level or higher from the cleric spell list, using Wisdom for your spell attack modifier and saving throw DC. The spell's level must be no higher than half your deity level, rounded up. The spell is cast at its lowest level, and you ignore any material components not consumed by it. You can use this feature a number of times equal to half your deity level, rounded up, and you regain all expended uses when you finish a long rest.
When you cast a spell of 6th level or higher with this feature, you cannot use this feature to cast a spell of that level again until you finish a long rest.
Soul Herder
3rd level Grave feature
When a creature within 120 feet of you dies, you can use your reaction to draw its soul to you. It appears as a dull mote of light that hovers and circles around you. If the creature's soul would be destroyed or trapped from its manner of death, you can expend a use of Shape Fate as part of the same reaction to prevent that effect, safely bringing the creatures soul to you instead. While you have at least one soul, you can use your action to do one of the following:
- Send the soul safely to the afterlife.
- Expend a use of Shape Fate to return the soul to its body if it is within 120 feet of you and the DM decides the body is capable of returning to life. The creature then stabilizes at 0 hit points.
- Consume the soul, destroying it and causing you or a creature within 120 feet of you that you can see or that is at 0 hit points to regain hit points equal to the number of Hit Dice that soul had.
- Send the soul flying to a point you can see within 120 feet of you, where it then detonates, destroying the soul and forcing each creature in a 10-foot-radius sphere centered on that point to succeed on a Charisma saving throw against your Shape Fate DC or take force damage equal to the number of Hit Dice that soul had.
Once you have a number of souls equal to your Wisdom modifier, you can't draw anymore souls to you until you release one.
Delayed Death
7th level Grave feature
When you use Shape Fate to impose disadvantage on an attack roll, or advantage on a saving throw, the target of the attack roll or effect that forced the saving throw gains resistance to any damage dealt by it.
Impassable
7th level Grave feature
You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). You also gain resistance to your choice of cold, necrotic, or psychic damage. You gain resistance to another of these damage types at 14th and 18th level.
Additionally, you can use a mythic reaction at the end of another creature's turn to curse a creature you can see within 120 feet of you. The target must succeed on a Charisma saving throw against your Shape Fate DC, or until the end of that creature's next turn, it cannot regain hit points and it subtracts 1d4 from each attack roll and saving throw it makes.
Hurry Along
14th level Grave feature
When you use Sever Destiny, the target of the attack roll or saving throw has vulnerability to any damage dealt by it.
Additionally, you can use two mythic reactions at the end of another creature's turn to use your Soul Herder feature.
Ferryman's Tax
18th level Grave feature
You can consume one soul you have captured as a bonus action to regain an expended use of one of your features. When you do, choose an option on the table below. The consumed soul must have had a number of Hit Dice equal to or greater than your chosen option.
| Hit Dice | Resource |
|---|---|
| 5 | Shape Fate |
| 10 | Innate Spellcasting |
| 15 | Sever Destiny |
Additionally, you can use three mythic reactions at the end of another creature's turn to summon a current of the River Styx. A line of black water 60 feet long and 5 feet wide pointing in a direction of your choice appears, originating from a point you can see within 120 feet of you. Each creature in the line must succeed on a Wisdom saving throw or take 4d8 necrotic damage and have disadvantage on Intelligence, Wisdom, and Charisma saving throws until the end of their next turn, as they temporarily forget who they are.
Life
Life domain deities are stewards of positive energy that bring vitality to the world. They deliver heath, happiness, and protection to those they watch over, and keep negative forces at bay.
Divine Knowledge
3rd level Life feature
You gain proficiency in the Medicine skill, or another skill if already proficient, and your proficiency bonus is doubled for any ability check you make using Medicine. You also learn the sacred flame and spare the dying cantrips.
Innate Spellcasting
3rd level Life feature
You can cast any abjuration or evocation spell of 1st level or higher from the cleric spell list, using Wisdom for your spell attack modifier and saving throw DC. The spell's level must be no higher than half your deity level, rounded up. The spell is cast at its lowest level, and you ignore any material components not consumed by it. You can use this feature a number of times equal to half your deity level, rounded up, and you regain all expended uses when you finish a long rest.
Additionally, you can cast revivify, raise dead, resurrection, and true resurrection with this feature when you reach the appropriate level.
When you cast a spell of 6th level or higher with this feature, you cannot use this feature to cast a spell of that level again until you finish a long rest.
Radiant Life
3rd level Life feature
As a bonus action, you can roll a number of d8's equal to your proficiency bonus. A creature you can see within 120 feet of you regains hit points equal to the total rolled. You can do so a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
You can use this feature by expending a use of Shape Fate. Once you do, you must finish a short or long rest before you can do so again.
Undeterrable
7th level Life feature
You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Constitution or Charisma saving throws (your choice). You also gain resistance to radiant damage. You gain resistance to necrotic damage at 14th level, and immunity to radiant damage at 18th level.
Additionally, you can use a mythic reaction at the end of another creature's turn to bless a creature you can see within 120 feet of you. Until the end of that creature's next turn, it regains the maximum possible amount of hit points from any healing it receives, and it adds 1d4 to each attack roll and saving throw it makes.
Aura of Invigoration
14th level Life feature
You and friendly creatures within 30 feet of you have resistance to necrotic damage and advantage on death saving throws while you are conscious. Also, when a creature within 30 feet of you would regain hit points, they regain additional hit points equal to your Wisdom modifier.
Additionally, you can use two mythic reactions at the end of another creatures turn to use your Radiant Life feature.
Breath of Life
18th level Life feature
When you restore hit points to a creature, that creature gains resistance to all damage for one minute or until after they take damage.
Additionally, you can use three mythic reactions at the end of another creatures turn to cause each creature of your choice in a 30-foot cone emanating from you to regain 3d8 hit points.
Nature
Deities of the Nature domain watch over everything from the forests to deep underground biomes. They are the patrons of druids and guardians of nature, which they fiercely protect.
Beast Form
3rd level Nature feature
As a bonus action, you can gain the appearance of a beast that is tiny, small, medium or large, while retaining your game statistics. You gain temporary hit points equal to twice your deity level, and you gain a climbing or swimming speed (your choice) equal to your walking speed. At 7th level, you can choose to gain a flying speed equal to your walking speed instead. While your beast form is active, you gain access to a simple natural weapon that deals magical bludgeoning, piercing, slashing, or poison damage equal to your divine implement if it were held with two hands. This transformation lasts for 1 hour. It ends early if you are reduced to 0 hit points or use a bonus action to end it.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
Divine Knowledge
3rd level Nature feature
You gain proficiency in the Animal Handling and Nature skills, and your proficiency bonus is doubled for any ability check you make using those skills. You also learn two cantrips of your choice from the druid's spell list. You learn an additional druid cantrip at 7th, 14th, and 18th through 30th level.
Additionally, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Innate Spellcasting
3rd level Nature feature
You can cast any spell of 1st level or higher from the druid's spell list, using Wisdom for your spell attack modifier and saving throw DC. The spell's level must be no higher than half your deity level, rounded up. The spell is cast at its lowest level, and you ignore any material components not consumed by it. You can use this feature a number of times equal to half your deity level, rounded up, and you regain all expended uses when you finish a long rest.
You can use this feature by expending a use of Shape Fate. Once you do, you must finish a short or long rest before you can do so again. You can also expend a use of Shape Fate to cast any druid cantrip you do not know.
When you cast a spell of 6th level or higher with this feature, you cannot use this feature to cast a spell of that level again until you finish a long rest.
Untamable
7th level Nature feature
You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Constitution saving throws (your choice). You also gain resistance to your choice of cold, fire, or poison damage. You gain resistance to another of these damage types at 14th and 18th level.
Living Implement
7th level Nature feature
When you summon your diving implement, you can choose for it to take the form of a nature spirit. It still behaves as your divine implement (a magical object), except you can have it move on its own up to 30 feet on each of your turns (no action required), and you can attack with it from its location as if you were holding it with one hand. You can use your bonus action to make an attack wtih it, and you can use a mythic reaction at the end of another creature's turn to move the spirit up to 30 feet and make an attack with it.
Nature's Majesty
14th level Nature feature
Beast and plant creatures within 120 feet of you are automatically charmed by you until you or an ally deals damage to them, and the temporary hit points granted by your beast form are doubled. Also, you can use your Innate Spellcasting feature by expending a use of Shape Fate twice between rests.
Additionally, you can use two mythic reactions at the end of another creature's turn to cast a cantrip.
Crown of the Wild
18th level Nature feature
You can use your beast form at will, and it lasts indefinitely. You are also constantly under the effects of speak with animals and speak with plants, and you can cast entangle and gust of wind at will as if you had cast them with your Innate Spellcasting feature.
Additionally, you can use three mythic reactions at the end of another creature's turn to cast any druid spell of 1st through 3rd level that you could cast as an action as if you had cast it with your Innate Spellcasting feature. You do not need to maintain concentration on the spell, and it lasts until the end of your next turn instead of its normal duration.
Order
Deities in the Order domain shape the laws of civilization, rewarding and watching over those who abide by it, and smiting those who break it. Most seek balance in the universe, and stability among mortals.
Divine Knowledge
3rd level Order feature
You gain proficiency in the Intimidation and Persuasion skills, and your proficiency bonus is doubled for any ability check you make using those skills. Also, your Shape Fate feature gains an additional number of uses equal to half your Charisma modifier, rounded down.
Restore Order
3rd level Order feature
When a creature you can see within 120 feet of you would make an attack roll or saving throw with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage, so long as you have at least one use of Shape Fate remaining.
If the attack or saving throw would have been made at disadvantage and hits or succeeds, or if it would have been made at advantage and misses or fails, a use of Shape Fate is expended.
Godly Decree
3rd level Order feature
You can cast command as a bonus action without using a spell slot. You can do so a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
You can use this feature by expending a use of Shape Fate. Once you do, you must finish a short or long rest before you can do so again.
Undeniable
7th level Order feature
You gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Wisdom saving throws (your choice). You also gain resistance to your choice of psychic, force, or thunder damage. You gain resistance to another of these damage types at 14th and 18th level.
Additionally, you can use a mythic reaction at the end of another creature's turn to force a creature you can see within 120 feet of you to make a Wisdom saving throw against your Shape Fate DC. On a failure the creatures speed drops to 0 until the end of their next turn.
Mantle of Law
14th level Order feature
You exude an aura of order. When a hostile creatures within 10 feet of you would make an attack roll against you or one of your allies, it must succeed on a Charisma saving throw against your Shape Fate DC or its attack is wasted. On a successful save, the creature is immune to this effect for 24 hours. At 18th level, the range of this aura increases to 30 feet.
Additionally, you can use two mythic reactions at the end of another creatures turn to cast hold person without using a spell slot or material components by expending a use of Shape Fate.
Cosmic Balance
18th level Order feature
As an action, you can release a wave of rectifying divine energy. Within 300 feet of you, any open planar portals are closed, and any beings not native to the plane you are on must succeed on a Charisma saving throw against your Shape Fate DC or be banished to their native plane. Each creature of your choice within range also regains 50 hit points. Once you use this action, you can't do so again until you finish a long rest.
Additionally, you can use three mythic reactions at the end of another creatures turn to cast hold monster without using a spell slot or material components by expending two uses of Shape Fate.
War
Deities of war watch over those who dedicate their lives to battle, be it for glory, conquest, or destruction. Each has their own reasons, but all are patrons to those who thrive on the battlefield. A war god's purpose may be to shape the tides of battle, to encourage conflict as a means of settling differences, or to simply cause chaos.
Divine Knowledge
3rd level War feature
You gain proficiency in the Athletics and Intimidation skills, and your proficiency bonus is doubled for any ability check you make using those skills.
Battle Rage
3rd level War feature
Your divine implement gains another property among those listed in the Divine Implement feature description (if it has the Range property, it only has Two-Handed while making a ranged attack) and it deals an additional 1d6 thunder damage on a hit. This additional damage increases to 1d8 at 7th level and 1d10 at 18th level. When you take the Attack action on your turn, you can make one attack with your divine implement as a bonus action. You can do so a number of times equal to your Strength modifier, and you regain all expended uses when you finish a long rest.
You can use this feature by expending a use of Shape Fate. Once you do, you must finish a short or long rest before you can do so again.
Destined Victory
3rd level War feature
When you or a creature you can see within 120 feet of you makes an attack roll, you can expend a use of Shape Fate as a reaction to ignore the roll and cause the attack to hit automatically. You can do so after the roll is made.
Once you use this feature, you must finish a short or long rest before you can do so again.
Extra Attack
7th level War feature
You can attack twice, instead of once, when you take the Attack action on your turn.
Undefeatable
7th level War feature
You gain proficiency in Strength saving throws. If you already have this proficiency, you instead gain proficiency in Constitution or Wisdom saving throws (your choice). You also gain resistance to your choice of cold, fire, or thunder damage. You gain resistance to another of these damage types at 14th and 18th level.
Additionally, you can use a mythic reaction at the end of another creature's turn to gain temporary hit points equal to twice your Constitution modifier.
Mobilize
14th level War feature
You can use your Battle Rage feature an unlimited number of times, and you can use a mythic reaction at the end of a creatures turn to move up to your full speed, instead of half.
Additionally, you can use two mythic reactions at the end of another creature's turn to choose a number of creatures up to your proficiency bonus. Until the start of your next turn, those creatures make attack rolls with advantage and can’t be frightened.
War Eternal
18th level War feature
Once on each of your turns, you can choose to deal maximum damage when you hit with a weapon attack, instead of rolling.
Additionally, you can use three mythic reactions at the end of another creature's turn to allow a number of creatures up to your proficiency bonus to move up to half their speed without provoking opportunity attacks and make one weapon attack with advantage. A creature must use their reaction to do so.
The Deity
By u/23BLUENINJA
A martial class that wields divine power to shape the fate of the planes.
- MTG Art:
- Jason A. Engle - pg 1
- Steven Belledin - pg 2
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- Igor Kieryluk - pg 12
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