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The Path to Godhood

Table Of Contents
Introduction The Path to Godhood
Part 1 Roleplaying Divinity Part 5 Divine Races
1.1 The Nature of Divinity 5.1 Beyond Supernatural
1.2 How Deities behave 5.2 Blasphemy
1.3 Meeting a Deity 5.3 Primordite
1.4 Taking the Reigns 5.4 Demigod
Part 2 The Task of Ascension Part 6 Divine Power
2.1 Becoming an Outsider 6.1 Powers of the Gods
2.2 What is an Outsider? 6.2 Epic Boons
2.3 Becoming a God 6.2.1 1st Level Boons
2.4 Divine Spark Focuses 6.2.2 2nd Level Boons
2.5 Divine Spark Absorption 6.2.3 3rd Level Boons
2.6 "Art thou truly Worthy?" 6.3 Epic Maneuvers
Part 3 The Forms of Divinity 6.2.1 1st Level Maneuvers
3.1 Entities of Cosmic Intent 6.2.2 2nd Level Maneuvers
3.2 Worship and Piety 6.2.3 3rd Level Maneuvers
3.3 Divine Rank 6.4 Divine Feats
3.4 Godhood 6.5 Divine Rampancy
3.5 Divine Congregations 6.5.1 The Forms of Rampancy
Part 4 The Reign of Divinity Part 7 Divine Objects
4.1 Portfolios & Domains Credits Artworks & Artists
4.1.1 Sample Portfolios More Info Other References
4.1.2 Sample Domains
4.2 Domain Listing
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

P
andimensional, multi-faceted beings of cosmic Your decisions affect players and their characters. Be very
intent with plans, schemes, and machinations clear with your players from the beginning about the impact
several thousand years in the making - with the of your decisions. Depending on your style as a DM, you may
powers to level whole cities, countries, and want to discuss these topics with your players as you develop
potentially worlds - where the lives of mere your pantheon. If your players would like their characters to
mortals are but an eyeblink in their greater have the opportunity to become gods, you need to plan for
lifetimes. So the question arises: How should that. If you place a barrier between the gods and mortals,
one go about embodying such a vast force of nature and will? doing so may affect spells that invoke other planes, and
Gods are complicated entities, to say the very least, as their anyone playing a spellcaster will want to know.
cumulative knowledge and power overshadows even the
greatest of mortal minds, with the abilities to pull the strings Infinite or Limited Divine Power?
of countless souls on several worlds and planes - and playing One of the first decisions in designing a deity or pantheon is
intricate mind-games with others of their kind throughout whether the number of gods is limited or not. If the universal
time and space, using mortal beings as merely pawns in total of divine power is limited, then a pantheon can have a
these cosmic shows. few powerful members or many weaker ones. If no limit
The way that Deities may be portrayed in your world may exists, then nothing prevents an infinite number of gods of
be much different than they are in other campaigns and any rank, even if they don’t all have different portfolios.
games. Maybe the deities of your world are simply super- Household or local gods are more common. But if there is
powered mortal saints who command the elements. Maybe only a finite amount of divine power, no god can advance
your deities are more like the gods of old greek, roman, and unless another surrenders power or dies. In such a system,
celtic pantheons: entities given human form to embody their you should establish a total number of divine ranks for the
most primal aspects. Suppose even, that your deities may pantheon and divide those ranks among your gods.
only be immortals, and the true gods are those that are the Limited divine power can mean cutthroat divine politics,
Overdeities. and you may not want your gods to act in such a manner. A
supreme god could institute some sort of “divine police” to
The Nature of Divinity keep order in the gods’ home if such a system interests you.
This section will help you make decisions when designing a It’s possible to build a limited system in which the existing
pantheon for your campaign. The material here is about gods do not assimilate all the divine ranks at first, leaving
flavor, feel, and the impact of such decisions on your game. some room for growth and the addition of new gods.
Numerous campaign and adventure ideas illustrate how your A single spark of divinity is not mandated in a monotheistic
decisions can focus a campaign or provide gripping system. If you build a religious system with a single god, you
adventures. may choose to give divine ranks to servants of that god,
Each part of this section contains notes for applying the calling them saints, archangels, or whatever you like. The
decisions to monotheistic, dualistic, animistic, and other same is true for a dualistic system. The two opposed deities
systems if the applications differ from polytheism. If a choice may have hosts or choirs of servants. Animism assumes that
affects clerics and paladins, the consequences of the choice spiritual power is within everything and is best when paired
are mentioned. Consult the "Gods of your World" section of with an infinite amount of divine power.
the DM's Handbook for a basic rundown on pantheon and
religious belief systems in tangent with these guidelines.

6
Hidden Knowledge The choice of polytheism, monotheism, or dualism is
independent of this choice. In animistic systems, assuming
As you design your deity or pantheon, keep notes about what the spirits are “born” with their divine spark is best. There
is public knowledge among mortals, and what secrets the are a lot of spirits, and new ones come into existence all the
gods keep for themselves. You could design a pantheon time. Still, it’s possible to design an animist system in which
where the total of divine power has a limit and the gods the spirits were all mortals who somehow acquired divinity.
constantly scheme to assassinate each other, or to protect Adventure Idea: Descended from a previous generation of
themselves and their followers from such activities deities, the gods defeated their ancestors and re-created the
(depending on alignment). Mortal worshipers know nothing universe according to their own ideas. They imprisoned their
of this, and the gods strive to keep their limitations hidden as ancestors in various places on various planes. Player
to not upset the balance of faith or belief. characters, in the course of their adventures, discover clues
Hidden knowledge might genuinely be the domain of the to the existence of the primordial gods and eventually face
gods, or it might be hidden in ancient texts, perhaps in a the decision of whether to free them or not.
numerical or symbolic code. Ancient beings such as dragons
and titans might hold bits and pieces of hidden knowledge as Earned Divinity
well. Such knowledge has value both to mortals and to gods. In this case, divinity can be achieved independent of any act
One example of valuable hidden knowledge could be the by the existing gods. A mortal who fulfills requirements that
exact method by which one earns divine status. you define automatically becomes a god - such as the Task of
Your choice of pantheism, monotheism, dualism, or Ascension in Part 2 of this pdf.
animism affects the source of hidden knowledge. In the first Such requirements should vary, so that no one class
three cases, that knowledge can come from mortals, divine dominates the pantheon. Perhaps anyone who travels to a far
servants, or one of the gods (or the one god, in the case of corner of an Outer Plane can drink three times from a mystic
monotheism). How the gods interact with the world affects well, making increasingly difficult Will saves before each
the likelihood of their hiding or sharing knowledge of drink, and earn divinity. New deities appear throughout
themselves. If you build an animistic system, most hidden recorded history. The requirements for becoming a god are
knowledge comes from mortals who learned something most likely known to the highest clerics of each religion, and
about the spirits, or about a specific spirit. If your system they may be known throughout your world, or the existing
contains mystery cults, many of them possess at least one gods may keep them secret.
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.

7
The number of existing gods makes this decision a significant If you use ancestral spirits with an animistic system, then
challenge. Assigning one deity for each domain, player earning divinity in animism means you become an ancestral
character class, player character race, and alignment allows spirit - or even the sum of multiple ancestral spirits. This isn’t
over 2-3 dozen gods. So many more could earn divine status a very attractive option for player characters, since they have
that even with monster races and prestige classes, there to die (become spirits) to enjoy their divine status. There’s
could be gods with extremely specific portfolios. Some would nothing wrong with the deity or deities at the start of your
become the patron deities of geographic regions or features, campaign having been born with their power and creating a
such as a god of the Sulhaut Mountains, or of individual system in which others can earn divinity as time passes.
countries or cities, making household and local gods more The chief impact of earned divinity for clerics and paladins
common. Mystery cults help individuals develop personal is that new deities appear over time, each demanding his or
relationships with the divine amid the ever-growing number her own temple and, depending on alignment, holy order. In
of gods. If the sum of divine power is limited, you could have a addition, clerics and paladins who serve gods know that their
large number of low-ranked gods (including an infinite divine patron wasn’t always divine. Their faiths do not include
number with divine rank 0) or a small number of higher- concepts such as the infallibility, omniscience, or
ranked gods. With earned divinity, player characters have a omnipotence of their patron deities.
way to ascend to the ranks of your pantheon. They may have The main hidden knowledge about a deity who earned his
to discover that way in play, but it exists. or her divinity is who the deity was before the achievement.
If you choose this route, you need to decide how the While the new god may have been well known locally, that
current gods (current when your campaign starts) earned doesn’t mean someone thousands of miles away ever heard of
their divinity and how long ago. Some gods may have been him or her. Of course, if the new deity has some personality
born with divine rank, while others earned their divinity, flaw or weakness, he or she will act quickly to obscure or
some may even be remnants of a timeline that ended and hide any record of such weakness. Only the oldest among the
they passed into this current cycle - its all up to you. If this is gods have been around long enough for mortals to lose track
the case, you need to decide how the older gods feel about of knowledge about their mortal origins.
the “nouveau divine” gods who have earned their status. Adventure Idea: Every few centuries, the gods hold a great
There may be rivalry or outright war between the two types of tournament. All the gods surrender their divine powers (treat
god. them as divine rank 0) for one day and face all challengers,
Earned divinity works well with polytheism, but less so whether divine, infernal, or mortal. The top champions
with monotheism. As discussed elsewhere, monotheistic become fully ranked gods. Any deity who fails to place in the
systems normally assume the single deity is the creator of the top echelon remains divine rank 0 - or worse: reduced to
universe. Earning divinity before there was a universe is a mortality - and no longer has a portfolio, and is the subject of
difficult concept to rationalize, and may be more trouble than much mockery by other deities. Player characters learn of a
it is worth. Conversely, if all the gods earned their divine rank conspiracy to cheat a demon lord into the winning ranks and
after the universe was created, you’ll need to spend some must put a stop to it - possibly gaining divinity in the process.
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.

8
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
Stolen Divinity patron deities.
Divine rank may have a more physical existence, either on Adventure Idea: The patron deity of one or more of the
the Material Plane or only on the Outer Planes. If so, an player characters becomes mortal after someone steals her
enterprising mortal can steal it and simultaneously become a very divine nature from her. Adventurers are among her
god while dethroning another. Of course, all the gods significant worshipers, so she contacts the player characters
jealously guard their “divine tokens,” protecting them with and begs them to return her divine spark. The usurper now
fearsome traps and mighty beings— some enhanced with the lives in her divine realm, of course, so player characters know
gods’ own power, such as titans or angels. where to find him, and presumably also the divine spark.
Some points to consider if you choose this option are how Player characters must successfully steal back the purloined
the gods feel about new gods with stolen divinity and about divinity (in whatever form it’s in) and then decide whether to
the fallen gods, and what happens to those fallen gods. become gods or to return it to their patron deity.
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.

9
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 When a mortal receives divine power, their friends and
becomes a deity and reveals a hidden facet, or the first deity followers may very well become the founders of holy orders
could wisely see the need for opposition to keep universal dedicated to her as a new god. Unlike with stolen divinity,
balance and purposely impart power to an opposing being. imparted divinity implies worthiness. Clerics and paladins of
The right mythology could even make animism work with such gods know that the existing pantheon considered their
imparted power. A deity looks down on creation and decides new deity worthy of joining their ranks. This imparts an air of
that his work is done; he can move on to other things. legitimacy to a new faith.
However, he can’t leave the world unattended, so he takes Adventure Idea: A god’s servant approaches the player
part of his power and shares it equally with all of creation. characters with a message. The servant’s patron deity will
You decide that the divine spark only resides in unliving grant the player characters divine status, provided they
objects or only in things with animal or lower intelligence, or recover a specific artifact from a demon prince’s lair in the
that it resides in all things and beings equally. Abyss and return it to the deity’s temple in the capital. Player
All these approaches assume a cycle that stretches characters must travel to the Abyss, locate the demon prince’s
infinitely backward in time. If there was ever a time when a lair, infiltrate it, recover the artifact, and then safely transport
deity relied on some other source for its divine spark, and it to the temple. As an added complication, the artifact is
then started the chain of imparting the spark to one or more hideously dangerous to mortals on the Material Plane if not
successors, determine when that time was. That “original handled very carefully. To make matters worse, evil gods
deity” may be the creator figure for your universe, but in any discover this quest and actively seek to destroy the patron
event that fact is hidden knowledge. Gods who want to deity’s reputation by unleashing the artifact’s horror on the
appear omniscient and omnipotent don’t want contradictory world. If the player characters succeed, they become gods.
information to get out in the form of common knowledge. Nor
do they want to compare unfavorably to a previous deity.

10
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.

11
How Deities Behave Benevolent behavior combined with monotheism may be
reminiscent of several modern real-world religions. It’s
The basic attitude of deities toward their mortal followers important to decide why such a deity is benevolent.
defines how they influence a campaign. A deity’s attitude Emphasizing an interdependent relationship, in which the
generally falls into one of three categories: benevolent, deity needs worshipers for power and the worshipers need
indifferent, or hostile. the deity for the necessities of life, is a step in the right
direction. Going further and saying that the deity behaves
Benevolent Deities benevolently to keep mortals from some other form of
Benevolent gods care about their worshipers and act to worship, or none at all, requires you to detail the effects of the
protect them. They focus on constructive methods of building alternatives. A monotheistic deity could behave benevolently
their faith and strive to be awesome figures that people want out of a secret fear that someday a dissatisfied mortal could
to worship. As characters advance in levels, benevolent gods slay the god, for example. The gods in a dualistic system
become more interested in their activities and more willing to seldom both behave the same way to the same people. You
answer calls for assistance or information. Benevolent gods can have a dualistic system in which the two gods behave
are likely to communicate information to their worshipers benevolently to their own followers but not to followers of
and unlikely to hide it. their opposition. Animistic deities can be benevolent, but
If the gods are benevolent, mortals must be important to animism is better as a mixed system, with the spirits
them for some reason. Typically, mortal worship provides behaving benevolently to those who show respect and acting
gods with power, making gods and mortals interdependent. If indifferent or hostile toward those who do not.
it’s possible to kill gods in your campaign or to replace them, Adventure Idea: When the player characters were
gods may be benevolent to keep mortals satisfied and children, evil gods dominated the world. Their minions
unthreatening. In campaigns with benevolent gods, most oppressed the good and neutral faiths. Those who rose to
clerics serve a specific deity and many paladins belong to temporal power did so with the aid, or at least acceptance, of
divine orders. the evil deities. Recently a great battle occurred in the divine
It may be difficult to justify why evil gods are benevolent. planes, and good triumphed. Now powerful people seek to
You may choose to eliminate evil deities and instead allow the take the place of the evil monarchs and evil monsters roam
most powerful demons and devils to represent evil. This the land free to follow their will instead of their unholy
arrangement can set the stage for a war between infernal masters’ commands. Player characters may rise to rule
armies and divine deities. If you use demons and devils to nations or champion the defense of the weak.
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.

12
Indifferent Deities Adventure Idea: In ancient days, dark and alien gods ruled
Indifferent gods actively pursue goals about which their the universe. Their offspring banished them and became the
worshipers may know nothing. They are a source for divine current pantheon of gods. Mortals know the current gods
spells, and they are beings of immense power. Their activities exist, but only the most ancient races have any recollection or
may have major effects on the game world and may shift the memory of the previous deities. Hidden in musty vaults are
balance between good and evil, law and chaos, or both. As forgotten tomes written in lost languages that contain divine
such, they’re worthy of worship despite their indifference prophecies of the elder gods’ return. The current pantheon’s
(though perhaps not out of love). As characters advance in efforts focus on predicting the return time, preparing for it,
levels, indifferent gods remain indifferent unless the and searching for a way to finally destroy the threat their
characters stumble on lost knowledge describing the gods’ ancestors pose. Player characters begin what appears to be a
true goals. If the characters assist or interfere, even standard adventure, only to discover images of strange gods
indifferent gods take notice. Indifferent gods work better if carved in ancient subterranean caverns. Over time, they gain
they’re independent of their worshipers; it’s difficult for a enough knowledge to interpret the images and other bits of
deity to remain indifferent when mortals can threaten its lore they discover. They learn of the true nature of the
source of power. Mortals most likely “worship” such gods out universe, and of the threat posed by the elder gods. Perhaps
of fear. the current gods then recruit the player characters to aid in
Alternatively, indifferent gods may be ancient beings that preparation for the return. You could even build prestige
have become bored with mortals and simply ignore the world. classes around that recruitment.
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.

13
A hostile monotheism has few consequences or implications
Hostile Deities different from a hostile pantheism. If a previous deity or
Deities who take an actively hostile stance toward mortals pantheon created the universe, the current deity might not
can prove overwhelming, particularly at low levels of play. As feel any particular compassion toward it. As with a pantheon,
with other divine attitudes, you need to decide why the gods you must decide why the god stops at hostility and doesn’t
are hostile. If mortals killed a god in ancient days, the existing destroy the world and start over. As previously mentioned,
immortals may still hold a grudge. Mortal races from the dualism works best if the two gods behave differently to each
Player’s Handbook may have replaced the gods’ chosen race other’s worshipers. One hostile god or two is little different
as preeminent in the world. If the gods are draconic, from twenty. Because animistic spirits are omnipresent, a
lizardfolk may have once ruled the world as humans, hostile animism makes life a living hell for everyone involved
dwarves, elves, gnomes, and halflings do now. While you unless they know how to generate enough good will to
decide that, also decide why the hostile gods don’t simply survive. If you’re creating a hostile animism, include ways to
destroy the world. Perhaps the gods need mortal worship as a temporarily appease the spirits that are common knowledge
source of power (unlike with benevolent gods, mortals in civilized areas. Mystery cults may teach effective
worship hostile ones in hopes of placating them). Destroying appeasement techniques to initiates.
the world may unleash some threat to the gods currently There are many opportunities for secret or hidden
imprisoned deep beneath the surface of the earth. knowledge in a system with hostile deities. Mortals must hide
If the gods are hostile, clerics generally serve divine forces all experiments meant to protect them from the gods, for
rather than specific deities. Most paladins belong to secular instance. Deities are more likely to destroy evidence of such
orders rather than divine ones. Many mortals seek experiments than to hide it, but single copies of the
alternatives to worshiping hostile deities, creating new information may exist in far-off places. Mortals may live in
demands for clerics. 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
The challenge you face in using hostile deities is the existence of one or more previous deities may be hidden or
opposite of what you face with benevolent ones. In this case, destroyed by the current hostile god or gods.
you must justify why good gods are hostile. You can reverse Adventure Idea: In the city used as a home base by the
one of the approaches to benevolent gods by making good player characters, construction has begun on a white marble
weaker or less significant than evil. In such a campaign, tower carved with lotus flowers. The people organizing the
perhaps the good gods recently suffered a major defeat in the construction pay well, and the workers have no complaints
eternal struggle between good and evil. This theme or setting about treatment. The organizers are wealthy men, and they
can be tough for good-aligned characters because the world soon become advisors to the city rulers. As the player
is set against them, but it sets the stage for epic adventuring characters travel and adventure, they find more of these
as the player characters seek to redress the balance in favor towers in other cities. They also begin to encounter divisive
of good. 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.

14
Active and Distant Deities Adventure Idea: Returning from an adventure, player
characters are caught in a rainstorm while still outside
In some campaigns, active deities act constantly to influence civilized areas. Taking shelter in an abandoned barn, they find
the world. In others, distant deities show little interest in a fellow traveler warming himself by a small brazier of coals.
mortal events. Both options are discussed below. He complains of being hungry and thirsty, and asks the player
characters to share their food and water. If they do, he thanks
Active Deities them and joins their meal. Some time in the night he
The D&D game uses the active gods model. We may meet the vanishes, leaving in his place a map and a strange medallion.
avatars of the gods in taverns or on the road. Putting active The map and the medallion are keys to some divine secret
deities in your campaign possesses a single, tremendous hidden in your world. If the PCs do not share food and water,
advantage: Doing so adds an element of fantasy that sets the the traveler still vanishes during the night. Have each person
campaign clearly apart from historical simulations, even standing watch make a Wisdom save (DC 25 + the average
more than the existence of magic. Clerics and paladins of character level of the party) once during his or her watch
holy orders can point to the huge, glowing person working every night or fall asleep (or fall into a deeper trance, in the
miracles down the street to justify their faith and devotion. case of elves). If the entire party falls asleep, the mysterious
(This sort of activity can easily get out of control; the dangers stranger transports the PCs to a deserted island without their
of overactive gods causes meddling in mortal affairs far more rations and waterskins. In the process of traveling from
than is recommended.) island to island, trying to get home, they stumble across the
Historical mythologies often follow this approach. The divine secret mentioned earlier.
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.

15
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,
Distant Deities they may have left some behind, hidden in lost cities and
Distant gods take no active part in events on the Material ancient temples, assuming they were ever active.
Plane. They may be very active in their own realm, but Adventure Idea: Player characters live in a world where
mortals know little or none of that. Choosing distant deities the gods are believed benevolent, but no one has any direct
removes an element of fantasy from your game, but you can experience with such benevolence on an individual level.
overcome that by focusing the campaign around various Clerics dedicate themselves to concepts or causes, rather
attempts to reach the gods. Some of those attempts might be than to gods. Littered about the world are colossal artifacts
incredibly foolhardy and dangerous, while others might be hinting that the gods were once active (such as crashed flying
noble and worth player character support. One character’s castles proportioned for huge inhabitants, unbreakable
mentor or patron could be researching and planning such an enormous statues with only the head or hand protruding
attempt from the beginning of the campaign, taking the above the earth and made entirely of diamond, and so on). As
characters deeper into his trust as they advance in levels. player characters adventure among the mysterious ruins, they
Another aspect worth addressing is how long the gods have learn that the gods may also have been responsible for the
been distant. Gods may have been active in the times vast miles-long dead patches that dot the world. They begin to
remembered by mortals, by elves, or, even farther back, by suspect that the gods distanced themselves from the world in
dragons. If anyone can remember a time when gods were order to keep their struggles from destroying it. They may set
active, or if lost books of ancient knowledge tell of such a out to reach the gods and beg them to return to their mortal
time, decide before the campaign starts what force is strong creations.
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.

16
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.

17
Meeting a Deity How Deities Behave
Here are some suggestions for acting the part when your
When player characters meet a deity, they’re meeting a being player characters meet a deity.
with senses that extend for miles. A deity merely has to think
of or desire something to have it. Its awareness of its portfolio Spoiled Brat: Gods get their own way. If they desire
covers vast areas, and its control of the building blocks of something, it appears with little or no effort. Instant
matter, energy, and life makes it the master of most gratification is normal for deities. They have little or no
situations, particularly on the Material Plane. The awesome appreciation for the challenges and difficulties mortals
presence of a deity cows most mortals, and may drive them face. They pass out quests and tasks with no regard for
from the deity in fear. difficulty and then become wrathful when mortals object.
Gods seek out mortals who do great deeds that favor the Deities who deal directly with living things usually show
gods, as well as those who threaten their power, primacy, or understanding, but even for them there is a line between
existence. Even when a god graces a mortal or a group of reasonable concerns and thwarting their will. When you
mortals with its physical presence, that god’s attention is portray such a deity, dismiss player character concerns as
effortlessly in several places at once. Mortals who reach the trivial. Get angry when they can’t do what you want
home of a deity irritate that power with their interruption. immediately, if that’s appropriate. Otherwise, be patient
They can expect a much cooler (or hotter, depending on the but insistent, and don’t negotiate.
deity and the plane) reception.
As the Dungeon Master, you manipulate the experience of Immortal: To a deity, mortals (even elves, vampires,
meeting a god to suit your campaign. You can frighten the liches, etc.) have the life spans of gnats. What seems
player characters or welcome them, depending on how you crucial to a mortal may be meaningless to a deity that can
want the characters to feel about their deities, and how much outwait any mortal problem. Gods may act rashly or with
you want the characters to interact with them. haste, but generally do so over their own concerns. Such
Depending on what kind of pantheon you have, you may be deities take the long view with player characters and
able to draw inspiration from elsewhere. remind them that they are mortal, and therefore their
problems will pass.
Historical Pantheons I Saw That: Not only can gods perceive events miles
Myths and legends portray pantheons from around the world. away, but they can perceive their priests, temples, and
For instance, it’s very easy to find out how Zeus acts by portfolio elements across the planes. Assume that a deity
reading Greek mythology - and how too much mortal notices any trick the characters try to pull, including
interaction can be a bad thing. slipping away to steal under cover of a diversion. In
Fictional Pantheons
addition, an immortal being has probably already seen
If you’re basing a campaign on a setting described in books, every trick the characters can think of and prepared
consider carefully whether you want to use the deities as defenses against them. You don’t have to plan for every
portrayed there. Novelists write what’s necessary to tell their possibility; just assume the deity is ready.
story, and they’re right to do so, but the needs of a story and a Power Incarnate: Gods can do more, and do it faster and
game setting sometimes differ. If you like a particular quirk or more accurately than any mortal. Any arcane spellcaster
personality trait from a novel, use it after considering how it can make something appear from nothing. A deity can
will work around the game table. make impossible amounts of material appear instantly
If you’re using a pantheon that only exists in books, then and without effort. They do it without obvious verbal,
the novels are all the information you have. Think of that somatic, or material components. Walking up a rainbow
situation as an opportunity. You can expand on the novels and or transforming an annoying character (annoying to the
add information the writer may have thought irrelevant, or for deity, anyway) into a turtle for the duration of the contact
which there simply wasn’t space. are minor manifestations of a deity. A deity might cure an
incurable infliction, turn the shards of an evil artifact into
Your Pantheon flawless diamonds, or strike an obnoxious character dumb
When developing your own pantheon, consider giving it a until that character makes an atonement. Whatever a wish
specific flavor. Your gods might resemble those of the Greeks, can do, a god can do more.
with exaggerated character traits, mortal foibles, and
contradictory behavior. They might be humble, wise, and The Masked Man: Odin often wandered the mortal realm
sympathetic. They might instead have alien mindsets because disguised as an old man. Zeus came down from Olympus
their powers and senses let them approach the universe in in many different guises to wreak havoc. Player characters
ways mortals cannot understand. may meet a deity and never realize it (though most deities
can’t resist showing off as they leave; see Power
Incarnate, above).

18
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 Divine Wrath: Deities wear their emotions on their
with immortality, this attitude means deities tend to ignore sleeves. Whatever they’re feeling, they show. If a few
immediate mortal concerns unless something threatens mortals get stepped on, burned to cinders, crushed under
their power, portfolio, or very existence. Reward players falling buildings or mountains, or thrown a hundred miles
who have their characters phrase requests in terms that
catch their deities’ interests. by a gust of wind, a deity may not notice in the excitement
— particularly if it can resurrect such mortals later.
Going Too Far: Playing a deity means you can overact, Questioning a deity’s knowledge or power or disagreeing
chew the scenery, and misbehave without consequence. with a deity are sure to trigger its wrath. If your player
Movie villains are often great examples of this kind of characters spend a lot of effort contacting deities, a few
behavior, though not all deities are villains. If a deity is doses of divine wrath could change their behavior.
proud and irritable, roleplay this attitude by refusing to Self-Centered: Deities focus on maintenance and
look at your players and taking offense at everything they
say. If a deity is warm and sympathetic, put your hand on expansion. They act to preserve their power (both
the shoulder of the player whose character the deity personal and portfolio) and to eliminate threats to those
addresses and look that player directly in the eye. concerns. At the same time, deities usually have an
agenda for gaining further power and influence within
Divine Aura: Gods use their aura to induce the proper their pantheons. Mortals are seldom powerful enough to
state of mind in those they approach. Characters may be be a distraction from these two priorities (when they are
able to resist the urge to fall down on their knees and powerful enough, see Divine Wrath, above). Perhaps the
worship, but even if they can, it’s a tremendous struggle. biggest challenge after contacting a deity is shifting that
Remind their players that the characters’ knees tremble deity’s attention from personal concerns to those of
with the effort to resist, and every time the god’s gaze mortals. Mortals who assist a deity in a way that’s
turns to a particular character, he or she feels the urge meaningful to an immortal, incredibly powerful creature
double (though no further rolls are required). Whether a are more likely to gain divine assistance.
divine aura is frightening or inspiring, it is an experience
few will ever forget.

19
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.

20
Only if the God truly feels it has been backed into a corner
Taking the Reigns and is feeling as if it's existence is at stake will it truly go all
out: Combing multiple domain powers, casting high magic,
Roleplaying a deity is only half the battle when dealing with utilizing the most of it's extreme abilities to get free - it will
embodying one. The next step is to know how to be a god in act very much like a rabid caged animal, thrashing and
interaction and combat. exploding with violence and power until the surroundings are
The points brought up in the "Meeting a Deity" should be utterly devastated and all threats are neutralized. And even
kept in mind when running a deity through their actions in then, it still may not stop with it's rampage, as it may take
and out of combat. such great offense to the possibility it's life would be snuffed
that it would go above and beyond to destroy everything even
Acting like a God slightly related to the offending characters or creatures.
A Deity's interactions with mortals could hardly be When getting into combat as a god, don't bother rolling
considered "Normal" by any means, as their mere presence attacks or damage for creatures or characters with a
should be enough to shake both mental and physical Challenge Rating or Level equal to 10 or lower - as you
foundations. When appearing before mortals, keep in mind should treat them as you would snuff out a candle.
that the deity should always be considering their own
agendas above all - as any mortals they may know of are only It's Tough to be a God
passing glimpses in their visions, even for benevolent deities. Ultimately, playing as a deity is not an easy job, although it
A Deity only ever considers physical presence a possibility may seem like having such extreme powers would make it
for exceptional mortals with extraordinary powers - and easy, it is quite the opposite.
normally to fulfill a part of their own plans. Even plain Trying to "Play Fair" as a deity is a nigh impossible task -
members of it's own congregations or orders are incredibly how could one truly embody an unstoppable force of nature
lucky if the Deity appears before them ... more so if the god with ease? The guidelines, abilities, and everything in this pdf
even LOOKS in their general direction. are meant to be used as mere advice when incorporating
Fighting like a God deities into your world.
If you, as a DM, deem some rules unnecessary or want to
A Deity's command over martial and magical prowess is tweak them, that is your choice - but one should always keep
normally only matched by others of it's kind, and incredible in mind the sheer amount of raw power and responsibility
woe be upon the unfortunate lowly soul that irks the mire of a that a multifaceted, pan dimensional being contains within
deity while in it's presence. itself.
In combat, a deity will use it's domain powers first and But above all else, have fun, and make it memorable for
foremost above all else, as it not only embodies what they are, you: The DM, and the Players.
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.

21
PART 2
The Task of Ascension
The Task of Ascension

T
he 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 Ritual of Transfiguration
trends are possible. The path to godhood is 9th-level transmutation (ritual)
known as the Task of Ascension and it is often
a very dangerous and tedious route. A creature Casting Time: 12 Hours
must first establish a connection to the divine Range: 30 Feet
by tethering themselves to the planes, and then they must Components: V, S, M (The Blood of an Outsider in
somehow obtain a divine spark and hope their form can quantity equal to half your size, 10,000 Gold in
withstand the transition. materials appropriate to the plane the subject
will be tethered, An Androsphinx's body fat
The possess is two-step (for those that are not outsiders). turned into oil, A Black Lotus Flower)
Becoming an Outsider Duration: Instantaneous
To become a god, the very first step – and by far, the easiest – At the Start of the ritual, the subject is anointed
is to first become an “Outsider.” with the Androsphinx Oil, and the appropriate
Being connected to the energy of the planes – body and ground fine dust of planar materials are applied to
soul – is to be an “Outsider” These creatures range from the individual. The Subject consumes the Black
Aasimar & Tieflings, to Angels, Devils, Elementals, Genies, Lotus, and lays in a basin of the outsider's blood,
Genasi, and Fey. They are a few examples of naturally and remains there for the duration of the ritual.
occuring extraplanar beings - whose souls are tethered to the At the end of the Ritual, the individual is struck
by a massive surge of planar energy. The blood and
essence of the plane they’re from. There are several ways to all materials vaporize in a massive burst of smoke
become an outsider, from class features, swapping bodies, and steam. The Individual's body is now bonded to
dying and being ferried to the afterlife and then resurrected, their soul forever, and are considered an Outsider
or contracting bizarre, inter-planar diseases. of the associated blood type. They gain the
But for those who have not been born or made into an following effects
outsider, there exists a ritual which grants the outsider type
to those who undergo it. Outsider You are now considered one of the
following as well as your original type:
The Ritiual of Transfiguration (aberration, celestial, elemental, fey, fiend, or
The Ritual of Transifguration is an ancient and occult ritual undead)
used to transform a willing (or unwilling in some cases) Truesight Out to 30 feet
creature to become a particularly powerful outsider through Superior Darkvision Out to 60 feet
primoridal essence and concentrated magic. Detect Evil & Good Can cast at Will
This magic can only be cast as a ritual, and the chance of Proficiencies:
coming across the spell itself is rare indeed, as only those 2 Weapons of your Choice
versed in ancient magic and dark rituals will know what to (simple/martial).
make of it. (This spell can also be used on pre-existing 2 Cantrips of your Choice (any school -
outsiders to mutate them further with planar energies.) 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.)

23
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.

24
Becoming a God Receive the Gift (Any Alignment): Rarely, you may parry
a favor to the gods and they will grant you godhood as a
There are uncountable ways for one to rise to godhood - Such gift. This method, while both rare and unpredictable, is the
as hidden cabals of devoted zealots determined to ascend the safest, as there is never a threat of explosion. Deities are
head of their congregation, Discovering a hidden artifact that reluctant to gift divine rank, as they lose it from their own
was once held by a deity and still remembers it's touch, amount. (Divine rank 0 counts as 0.5 a rank for
Slaying tens of thousands of creatures and harvesting their determining how many ranks a deity loses when gifting a
souls, To even challenging and defeating a deity in mortal mortal with godhood.)
combat. There are also very rare items or materials that have been
Kill A God (Any Alignment) (Spark Focus Optional): known to bestow godhood upon mortals. Some of the known
The most direct way is to find and kill another god, substances and items are as follows:
stealing their divine spark as they perish. Killing a god is Ambrosia - The food of the gods, rare even amongst the
never easy, but if you manage to successfully kill the god, divine. The consumption of ambrosia was typically
then within 1 minute of the god's passing, you may reserved for divine beings, as it is attributed to have vast
attempt to absorb its divine spark. This is an ultra-violent healing and regenerative abilities, and was known to
process that blasts you and the surrounding area with a bestow base divinity to those who partook of it. this
massive amount of super-charged energy. This is a very delicacy appears as a type of solid gold apple, that when
risky and dangerous method, but by far the most direct. split open - seeps out a thick, glowing, golden syrupy
Genocide (Evil Alignment) (Requires Spark Focus): honey, which is often distilled by deities into a divine drink
They say everyone has a little bit of divine spark in them, known as "Soma"
so if you kill everyone and everything, you can gather the
individual sparks and forge yourself a new spark. This vile Artifacts - Some artifacts of immense power that were
method requires the mass death of many creatures all at used by gods - and in some cases against them - may yet
the same time within the space of one week, with a spark hold remnants of their divinity through mere contact.
focus to house the wandering souls of the dead before These items may even be spark focuses themselves, or
they depart for the afterlife. when adorned or used by a creature, could even bestow a
Worship (Good Alignment) (Requires Spark Focus): Divine Rank upon them so long as it is in their possession.
The far kinder and more gentle means of godhood is such items could be an Ancient Crown of a beloved King,
earning your worship yourself. You must have the a Magnificent chalice that once touched the lips of a god,
complete, fanatical devotion of a great mass of people or an Extravagant Sword that once drew a divine's ichor
before the task can begin. They must be willing and not from their holy body.
under any mind controlling effect. The worshipers must
be gathered in a week of mutual fervent prayer following Once you receive the divine spark, you undergo an
whatever dogma you see fit, with a spark focus to gather “Apotheotic Ascension”, a metamorphic state, in which a
the prayers. The synchronized efforts of hundreds to being is considered both mortal and divine at once.
millions of worshipers is enough to charge the device. Upon a successful Ascension, you acquire a Godspark, and
you gain Divine Ranks – which allows you to take levels in
Worship/Genocide Godhood.
Divine
Rank Divine Title Followers
0 Quasideity 500 - 5,000
Lesser
1 5,001 - 100,000
Deity
2 100,001 - 250,000
3 250,001 - 500,000
4 500,001 - 750,000
5 750,001 - 1,000,000
Greater
6 1,000,001 - 3,000,000
Deity
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
Restricted to bestowment by pre-
11+ Over-Deity
existing Over-Deity

25
Divine Spark Focuses The Necromancy Spell "Soul cage" is found in "Xanathar's

A Divine spark focus is an object that is required in order to Guide to Everything".


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)

26
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
Apotheotic Ascension Superior Darkvision
Tremorsense
Immediately after absorbing a divine spark, you are Truesight
subjected to the fluctuating raw power of the
spark. – regardless of how you came across the Round 4 Your body begins to feel the rippling
spark. energy of the spark leech into your core and you
As your body attempts to cope with the amount begin to feel your mortal form burn away into
of pure energy inside it, you begin your something more. Screaming is probable at this
transformation into godhood. You are still able to point.
move, take actions, use abilities, and cast spells
until Round 5. This process that lasts 30 seconds – Your skin begins to crack like glass, and raw
5 rounds – with each round exhibiting a different energy bursts forth from the breaks. – As an
effect: Action - you force all creatures within a 20-foot
Round 1 The energy fluctuations inside you start radius to make DC 20 Dexterity checks as bolts
to manifest physically, striking out at the of energy arc from you. Dealing (5d20)
surroundings from your soul, and making it difficult Aetherion Damage (Untyped) and (5d20) Force
to get near you. Damage on a fail, or half as much on a success.
If this damage reduces a creature to 0 Hit
The surrounding area within a 20-foot radius Points, it’s Silver Cord is severed, it's body
becomes difficult terrain. This difficult terrain Disintegrated, and can only be restored to life
follows you. You also Deal Max damage per by a Wish or similar.
attack.
You gain resistance to all damage. Round 5 Your whole being freezes, as the energy
inside you comes to an overwhelming final build-
Round 2 Your spirit begins to glow intensely, and up. – You immediately lose the ability to move,
you feel your insides burning, as if your soul had take actions, use abilities, or cast spells.
been lit on fire
You ascend into the air 150 feet. Phasing
You begin to emit an aura of multichromatic through any material in your way until you reach
energy which deals (5d10) Aetherion Damage an open level.
(Untyped) and (5d10) Force Damage to all You begin emitting an intensely bright light,
creatures who end their turn within 20 ft of which casts Bright light in a 100-foot radius,
you. and dim light for an additional 100 feet. – This
light dispels all darkness, regardless of type.
Round 3 Your mind begins to evolve in the way it You begin emitting an extremely thunderous
perceives reality, and your vision briefly expands to high-pitched ringing, as your energy hits a
see the horizon stretch out into the Ethereal and critical point. This is audible for 500 feet.
Astral planes, bearing witness to the spirits and
beyond into all other planes. Critical Point – All effects of Apotheotic
Ascension now stop, and then explode outwards
Your vision falls under the following effects from the individual – they now roll for Divine Spark
temporarily for 200 ft, as your mind feels the Absorption.....and pray they succeed.
life energy in all things.

27
Divine Spark Absorption For these rolls, any special effect or ability that allows
you to reroll dice can only be used once by either
After having a taste of divinity, your body, mind, and
spirit now attempt to hold the energy permanently party, and when both parties use such abilities at the
inside itself - Many Fail, but those that don't will walk same time, they cancel out (such as the Lucky, and
away as something more than themselves. Human determination feats, as well as using
Inspiration, or Legendary Resistances, and any other
There are a few different rolls that can be made similar effects that allows you to reroll the (D20).
based off of the spark that was absorbed.
On a failed save, You Explode and Die, in a massive
Killing a God - You and the fallen god must make a energy-based explosion which levels all structures –
special level contest: natural and otherwise – and kills everything within a
The roll for both you and the god consists of: 1000ft radius of you:
(D20 + character level + highest mental ability (20d20) Aetherion + (20d20) Force Damage. Max
score modifier + divine rank of the creature). Damage. 3x Damage to all structures and objects.
The area is now subject to an Anti-Magic Field for
Utilizing a Divine Spark Focus in the midst of an amount of years equal to a d20 per spark
absorbing a spark from a fallen deity grants you attempted to be absorbed (minimum of 1d20). An
advantage on this roll. Area of 1000 feet before the Anti-Magic Field is
under the effects of Wild Magic.
Limiting Absorption
The spark and all souls associated with it –
If the character chooses to, they can absorb a become lost to the hungry dark of the void. You
lesser amount of Divine Spark rather than forcibly can only be resurrected by a Wish spell.
risk absorbing the whole spark. This results in an On a successful save you take (2d20) Aetherion
lower level contest and a better chance at success. Damage (Untyped) and (2d20) Force Damage per
divine rank absorbed and gain Divine Rank, which
Any Divine Ranks not absorbed after this
can still kill you if you are weak enough (rank 0
limitation are lost to the hungry void. counts as 1d20).

Worship/Genocide - When absorbing a Divine Spark


created from mass worship or genocide, you must
make this special level check: Random Sparks
If a spark is found randomly inside a spark focus, then it is up
(D20) + (Half your Character Level)
to the DM to decide how that spark came to be, whether from
Against the pull of fate itself: a pre-existing dead god, or through worship/genocide. The roll
to be made reflects how that spark came into being.
(D20) + (5 + Divine Rank of the Spark)

28
"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.

29
PART 3
The Forms of Divinity
The Forms of Divinity

G
ods; transdimensional and mighty avatars of Primeval Law
the aspects of life - given flesh through spirit, &
given breath through belief. These great beings Even as a highly powerful and influential being, gods still
exist above mortalkind, running the worlds must abide by the natural laws set in place for aeons, or risk
from their thrones in distant planes, being dethroned - or hunted. There is one law that cannot be
maintaining the safety, security, and balance of violated by deities if one wishes to remain in power:
the afterlife, and running aeon-long plots in an The Primal Ban - The primal ban is one name for an
eternal political conquest against others of their kind. ancient, extreme magic upheld by the collective primal
Yet not all of these gods were born at the beginning of time. spirits of the mortal world, which makes the prime
Some began their roots as humble lower souls - spirits which material world resist intrusion by mightier elemental and
grew beyond the constraints of their body and mind and like a astral beings. The ban is embodied in the existential
caterpillar, changed into something greater than they once barriers that surround the natural world and wall out all
were. They are the deities, from mere quasideity whose other planes of existence. Manifested during the last days
mortal connections remain strong, to greater deities who of the Dawn War, the primal ban was the primal spirits
control the elemental forces of the multiverse themselves. way of deciding that gods and primordials both were to be
Entities of Cosmic Intent denied direct influence in the natural world; they could
influence it indirectly, but not rule it.
Religion is an important part of life in the worlds of the D&D Some scholars assert that the primal spirits crafted the
multiverse. When gods walk the world, clerics channel divine ban to guard their newborn worlds from the ravages of the
power, evil cults perform dark sacrifices in subterranean Dawn War. Others believe that the laws of the natural world
lairs, and shining paladins stand like beacons against the governing seasons, weather, and life that are ingrained in the
darkness, it’s hard to be ambivalent about the deities and primal spirits came to develop an inherent strength of their
deny their existence. own that resists the caprices of both god and primordial
Many people in the worlds of D&D worship different gods influence.
at different times and circumstances. People in the Forgotten The primal ban is not absolute, nor is it impervious. The
Realms, for example, might pray to Sune for luck in love, most powerful primordials and gods can resist or defy its
make an offering to Waukeen before heading to the market, effects with great effort or magic. Many lesser elemental
and pray to appease Talos when a severe storm blows in—all powers can do so in places where elemental influence is
in the same day. Many people have a favorite among the gods, naturally strong in the world, or when the proper conditions
one whose ideals and teachings they make their own. And a lend them the strength to act. However, the surest way to
few people dedicate themselves entirely to a single god, circumvent the ban is to work through mortal creatures. The
usually serving as a priest or champion of that god’s ideals. warding does not constrain the acts of creatures native to the
Your DM determines which gods, if any, are worshiped in natural world, so mortals who call upon divine aid or
their campaign. From among the gods available, you can elemental energy can bring these forces into the world much
choose a single deity for your character to serve, worship, or more easily than gods or primordials can make their way in
pay lip service to. Or you can pick a few that your character from outside.
prays to most often. Or just make a mental note of the gods The Use of "Sanctification" by worshipers allows the
who are revered in your DM’s campaign so you can invoke communion - and physical presence - of a deity within the
their names when appropriate. If you’re playing a cleric or a sanctified region. Areas such as Places of worship, Holy
character with the Acolyte background, decide which god Grounds, or Sacred shrines are the places most prone to
your character serves or served, and consider the deity’s allow deities to manifest - if only for a limited time. Gods may
suggested domains when selecting your character’s domain. descend into their mortal forms to walk amongst the masses
without violating the Primal Ban (excluding quasideities).
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.

31
Worship and Piety A good mechanic to use for cases of rewarding worship is
utilizing the "Piety" function of the book "The Mythic
Being worshiped as a Deity allows you to exercise your Odysseys of Theros", which is listed below - the results of
powers as a godly entity. This worship can come in many piety being determined by you as a Deity.
ways, either through meditative prayer, acts of devotion Piety usually grants features in the following order:
according to your dogma or belief system, or even ritualistic
sacrifice. (Piety 3 and 10) spell-like abilities.
Regardless of the way you receive worship from your (Piety 25) effects of blessings or feats.
followers, many times a deity will often reward those who (Piety 50+) boon-like abilities or ability score
maintain continuous faith in them - granting them powers, improvements.
boons, spells, and similar abilities as a reward for their
service.

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.

32
Divine Rank Quasi-deities
Gods are broken up into 4 tiers: Over-Deities, Greater deities,
Lesser deities, and Quasi-deities. Over-Deities defy any and Divine Rank (0)
all explanation, as their power is multitudes above all others. Quasi-deities possess enough divinity to be spectacularly
Greater deities are far more difficult to quantify with rules, powerful, but lack worshipers, cannot answer prayers, grant
given their vast and awesome powers, but are still not as spells to clerics, or control aspects of mortal life. There are
powerful as Over-deities, and still prone to dethroning. different types of quasi-deities, yet all of them have a Divine
Lesser deities are rarely considered "lesser" by any means, Rank of 0.
except by greater deities themselves. Lesser deities, then, are
generally referred to as deities. Avatars
Divine Rank. This is a numerical ranking system that Deities who create another being, or extension of themselves,
reflects two things: power and amount of worshipers. In most create avatars. See the Feats of the Gods section for details
cases, Divine Rank reflects the amount of mortals that on these beings. Some avatars have greater Divine Rank than
worship a deity, which imbues the deity with more and more Divine Rank 0.
power and influence in the cosmos. Throughout this text, any
creature referred to as a "deity" is a creature that has Divine Ascended Beings
Rank of at least 0. Mortal Creatures that ascend to godhood by some awe-
inspiring ritual or power begin at Divine Rank 0. Often when
Over-Deities a mortal slays a deity, the latent divine energies are absorbed
by the mortal, infusing them with divinity. These deities are
Divine Rank (11+) still allowed to walk amongst the material world unhindered -
This is a category not worth mentioning or attempt to create as they are still bound by their mortal shackles.
rules for. These are the gods that are beyond mortal Demigods
understanding or even divine understanding. These gods do Born from the union of a deity and a mortal being, demigods
not exist on a plane, for they exist everywhere. The best have some divine attributes, but their mortal parentage
example in Forgotten Realms of a supreme deity is Ao. makes them perhaps the weakest of deities. Hercules is a
Usually supreme deities stay out of mortal affairs and only good example of a demigod.
once a millennia even consider their existence. They may be
worshiped, but usually not directly. Titans
Some deities are so powerful that they may create other
Greater Deities beings of immense strength that are filled with divine energy.
These are the titans, beings that are feared by mortals. The
Divine Rank (6-10) Tarrasque is an example of a titan that has lived past the
These are the more powerful gods than lesser deities, but are ending of the god of destruction that created it.
still involved in the interests of mortals. They are concerned Vestiges
with their worshipers, usually. In the very least they care When a deity dies in a permanent way, they usually end up in
about their worshipers for their own existence - for without the astral plane, stripped of most of their divine energy to the
them they would lose their power. At most, however, they are point that they are only a vestige of their previous existence,
sympathetic and may directly involve themselves in the normally in the form of a petrified husk of their former
happenstances of the mortal world. Usually, though, this grandeur. It is possible with old and ancient rituals to contact
involvement is indirect. these beings and draw on their latent power.
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.

33
Godhood
Divine
Divine Proficiency Feats Godly
Rank Bonus Speed Known Actions Domains Features
Title of Quasideity, Immortality, Godly Form 1, Divine
0 +1 +30ft 1 1 1
Spellcasting
Title of Lesser Deity, Divine Aura (1 mile x DR), Divine Senses,
1 +1 +60ft 2 2 2 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
Divine Travel 2, Godly Form 2, Portfolio Sensing 2, Godly
4 +3 +150ft 8 3 3
Realm 2
5 +3 +180ft 10 4 4 Divine Congregation Feature 3, Effortless Chances 1
Title of Greater Deity, Divine Aura (10 miles x DR), Godly
6 +4 +210ft 12 4 4
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
Divine Aura (100 miles x DR), Divine Congregation Feature 5,
9 +5 +300ft 18 6 6
Portfolio Sensing 4, Godly Realm 4
10 +6 +330ft 20 6 6 Effortless Chances 2
11+ ? ? ? ? ? Title of Over-Deity

Divine Characteristics After all this, you then add any additional HP increases
such as from the "Tough" Feat or similar abilities.
Most deities are level twenty with several epic boons under Hit Dice: Maxed HP per every Hit Die you previously had
their belt. Only rarely does a creature ever ascend to divinity (including con modifier per level) + 100 per divine rank +
and be weaker. That being considered, a level 1 human (Con. Modifier x Divine Rank))
fighter is just as qualified to gain Divine Rank 0 as a level 20
human fighter. Granted, it would be much more difficult for Example: Level 20 Fighter, Constitution 20, Divine Rank 2.
the lower level character to ascend, and the two fighters = 20d10 + 100 + (5x2)
would be vastly different in their knowledge of fighting, = 200 + 100 + 200 + (10)
warfare, worldly knowledge, etc. = 510 HP + "Tough" feat at level 20 = 40 HP
Each deity with a Divine Rank, even Divine Rank 0, has the = Divine Health: 550 HP total
following characteristics. Some of these characteristics
require certain Divine Ranks. Pay particular attention to Regeneration: At Divine rank 0, deities regain 50 HP at
features that only become available to certain ranks. the start of their turn. This increases to 75 HP at Divine
Rank 1, and 100 HP at Divine rank 6.
Base Class Features If your head is severed from your body, you maintain
consciousness for a number of rounds equal to your
As a God, you gain the following class features Divine Rank (minimum 1).
You may also reattach your severed limbs - or head -
Hit Points which immediately reattach after 1 round.
Damage is different for gods; it takes a lot to make you
consider anything as hurtful or wounding. You receive Saving Throws
maximum hit points for each Hit Dice you have. Also, your Saving Throws: Deities are supremely resistant. You may
divine form is infused with energy that makes you far more add half your Divine Rank (rounded down) as a bonus to
durable. You gain additional hit points equal to the above all saving throws. Deities of Divine Rank 6 or higher are
multiplied by your Constitution modifier to your Divine Rank proficient in all saving throws - count all saving throws
(see "Hit Dice" for details). previously proficient in as having expertise in those skills

34
Divine Armor Bound to the Weave
Divine Armor class: Gods are shrouded in divine energy Being a living embodiment of perfect energy, deities are -
and permeate a supremely powerful aura. Thus, you are needless to say - supernaturally magical in everything they
very difficult to strike. As you grow in Divine Rank, so do, and as a result, magic works for them differently in a
does the strength of this aura. myriad of ways.
You have a divine armor class of (12 + your Divine
Rank (min. 1) + your proficiency bonus + your Magical Superiority: Divinity serves as a natural ward to
Dexterity modifier). You may use a shield and non-armor magic. You have advantage on saving throws against
AC items (Ex: Bracers/Cloak of Protection) when you use spells and other magical effects, and spell attacks against
this armor class. If you have a different armor class, use you have disadvantage.
the higher of the two. Additionally - and unless a god wishes to be affected -
divine beings are immune to the effects of certain levels of
Divine Body spells (and below them):
Deities have cosmic energy flowing through them that makes Divine Rank Spell Level Immunity
it extraordinarily difficult to harm them.
0 1st level
Cosmic Protection: Even if a damaging attack connects
with you, simple strikes seem to melt off of you - requiring 1-3 3rd level
mass amounts of power to even damage you. At Divine 4-6 5th level
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 7-9 7th level
Rank 6, 40 at Rank 8, and 50 at Rank 10. 10 9th level
Condition Immunities: Conditions that might normally 11+ ???
affect mortals are shrugged off by deities. If you have
Divine Rank 0, you are immune to the Charmed, Supernatural Attunement: Divinity ties ones Silver Cord
Frightened, and Poisoned conditions. If you have Divine (now referred to as a Golden Thread as a Deity) directly to
Rank 1 or higher, you are immune to exhaustion, shape- the weave. This allows the attunement of additional items
changing effects (unless you choose to be affected), and on top of the original 3 base attunement slots. You gain an
instant-death effects. additional attunement slot equal to half your divine rank
Damage Resistances: If you have have Divine Rank 0, rounded down (minimum 1).
you are resistant to bludgeoning, piercing, and slashing Divine Strikes: Divine energy ripples through deities,
damage from nonmagical items. If you have Divine Rank 1 bestowing magical energy to any weapon they wield.
or higher, you are resistant to all forms of damage, even All melee, ranged, and unarmed attacks from you are
those done by magic or magical items considered magical - and all attacks deal max damage per
hit.
A Deity's attacks count as a certain level of enchanted
Resistance into Immunity? weaponry, representing their deepened ties to the cosmic
If after ascending into divinity, the deity in question fabric of reality. Refer to the following table to determine
held any form of resistances to damage types what level a deity's base strikes and nonmagical weaponry
before gaining the resistance to all damage become when used by them.
mentioned above - their damage resistances evolve
into immunity from divine energies flowing (Note, this bonus does not stack with previously enchanted
through them. weaponry - use the higher level of the 2.)
For example, a fighter who had fire resistance
prior to becoming a deity - either through a feat, Divine Rank Enchantment Level
boon, or similar non-spell/item based resistance - 0 +1
now has fire immunity after reaching divine rank 1.
1-3 +2
4-6 +3
Damage Immunities: Normal weapons do not even
phase gods. If you have at least Divine Rank 1, you are 7-9 +4
immune to bludgeoning, piercing, and slashing damage 10 +5
from nonmagical items. 11+ ???
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.

35
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+ ? ?

36
Divine Titles
As a deity's divine rank increases, they gain an associated Anathemas & Godslaying
title that bestows upon them not only the privilege of Gods are most powerful in their divine realm, and
acknowledgment, but also benefits of that title's distinction, still powerful outside of it. However, there are ways
most namely: the benefit of certain variations of resurrection to lower a god's power given the right
in the case of said deity's demise. circumstances or materials.
These variations of resurrection increase in potency as a Everybody has a weakness, and the same still
god's rank increases. holds true for deities. Throughout time, many
cabals and sects have sought to dethrone and kill
Title of Quasideity (0): As a quasideity, you do not gain a gods - either to enact change or raise one of their
form of innate resurrection as the other title's do; however, own into godhood. This is almost always done with
at this level, you choose a Divine Anathema - which is an an Anathema.
object, or happenstance that depowers you when you are Anathemas are powerful objects, symbols, or
within it's presence. Every god has at least 3 Divine circumstances that when presented to a god,
Anathema, and is typically associated with the opposing disrupts their divine form and flow of power, for
forces of that deity. Consult with your DM to determine this reason, the use of Anathemas is imperative in
what could be considered the Divine Anathema of your the easy slaying of a deity.
God. Typical Anathemas throughout history have been
weapons that have either drawn the ichor from the
When a God is presented with its Divine Anathema, it's veins of a deity, or have been used by the deity
effective Divine Rank for determining it's godly features is themselves. Some Anathemas also take the form of
reduced by 1 (Min 1) for every Anathema in it's presence. a unique or rare happening, such as an eclipse, an
Title of Lesser Deity (1-5): If a Lesser Deity is slain, the aligning of stars, a location deemed unholy, a
specific demiplane of opposing energy, or similar
deity can be brought back to life by normal revival circumstances.
methods or by special means. The slain deity can return to Regardless of the form of the Anathema, the
life upon the completion of a particular event or quest, more of them present, the weaker the deity
such as returning a holy object to it's place of creation, or becomes, sometimes to the point where they may
performing a ceremony with one of the deity's personal even be mortal.
objects. If a deity is slain with an Anathema present, the
Regardless of the means, it is a quest a CR 15 party can deity loses a Divine Rank equal to the number of
do reasonably. If left alone a group of heroes will emerge Anathemas used against them - and sometimes
from the god's followers and complete the quest in 1d10 these sparks are held by the offending
weeks. If this party of adventurers is stopped or killed materials...becoming spark focuses themselves.
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.

37
Divine Feats Domain Powers and Spells
Every deity has additional powers, known as divine feats. Gods grant powers to mortals, and from this its clear that
Divine feats are shows of magnificent will and grandiose they themselves have these powers. You gain all the
ability. You gain divine feats based on twice your Divine Rank Archetype Features (not base class features unrelated to the
(a minimum of 1). Thus, a Divine Rank 0 deity would have 1 Archetype Features, such as Destroy Undead or Divine
divine feat and a Divine Rank 1 deity would have 2 divine Intervention) from the Divine Domain(s) that you can grant.
feats. In order to acquire a divine feat you must meet the (Up to level 20)
prerequisites. Additionally, you know all spells that your Divine Domain
grants and can cast them at will.
Godly Actions
Spellcasting Ability. Your Divine Rank is your
Deities are exceptional, supremely powerful beings. Because spellcasting ability for your domain spells. The power of
of this, they can take far more actions per round than normal your spells stems directly from your divinity. You use your
creatures can. At the end of a creature's turn, you may take Divine Rank whenever a domain spell refers to your
one action. You regain all uses of your godly actions at the spellcasting ability. In addition, you use your Divine Rank
beginning of your turn. Some divine feats require an when setting the saving throw DC for a domain spell you
expended use of a godly action during your turn as part of an cast and when making an attack roll with one. Because
ability or action. you are a deity, your domain spellcasting is more powerful
You may do this a number of times per round depending than normal, and much harder for others to escape.
upon your Divine Rank as shown in the class table.
When you are in your godly realm, you may take a number (These spell saves and attack modifiers only apply to the
of godly actions equal to your Divine Rank per round. domain spells you gain....Unless you are a Cleric Deity, then
(whichever amount is higher) this applies to all your spellcasting)
These actions can be used in conjunction with Legendary Spell save DC = 15 + double your proficiency bonus +
Actions, if you possess any. your Divine Rank
For example, if Tiamat - a Divine Rank 7 deity - were to
take actions after a creature's turn, she could utilize a Spell attack modifier = double your proficiency bonus +
Legendary action as well as a Godly action within the same your Divine Rank
time span - so long as she had enough actions to do so, and
only if she utilized legendary action points for legendary Consult your DM on possible other Domains that may be
actions themselves - in this regard, a legendary god creature available to you that may correspond with your Deity.
is much more terrifying and deadly.

38
Immortality Divine Spellcasting
All deities are immortal. You cannot die from natural causes. Deities are not as limited as mortals when they manipulate
You stop aging and rejuvenate back to your prime. You do not reality and magic. For every Divine Rank that you possess,
eat, sleep, or breathe - But may if you wish. You are immune you gain 1000 gp in the form of Divine Energy that you may
to the effects of Extreme Heat and Cold, and environmental use to cast your spells as spell components. You regain this
conditions such as vacuum and high/low gravity. You still amount when you take a long rest.
must take short and long rests, however - typically through Additionally, if you have Divine Rank 1 or higher, spells you
meditation, studying, or sparring. The only way for you to die cast do not require somatic, verbal, or material components
is through magical or physical combat. (unless the material component has a gp value, in which you
may be able to use your divine energy to cast). For example, a
Godly Form 20th level Cleric with a Divine Rank of 2 has 2,000gp that
Because deities are infused with divine energies, they cannot they may use to cast any spell that has a gp spell component.
be considered humanoid. Additionally, they are beyond that of When they take a long rest, they regain their 2,000gp that
aberrations celestials, elementals, fey, fiends, or undead - But they may use to cast spells.
still may be recognized as such from spells such as "Detect Deities who have a certain number of worshipers may
Evil & Good." Instead, they are referred to as "Divine." grant spells to them. You must have Divine Rank 1 or higher
Your type changes to Divine. You retain all physical to grant spells to mortals. You may, at any time, refuse to
appearances that you had before your Divine Ranks, although grant spells to mortals. Mortals who have prepared spells do
your appearance can change, based upon your Divine Rank not lose them; instead, they cannot prepare any additional
and approval of your DM. The changes made reflect your true spells until you permit them to do so again.
form and are permanent, unless you ascend to a higher
Divine Rank in the chart below: Warlock Pacts
Divine Rank Form Change Deities with Divine Rank higher than 1 are usually
disinterested from warlock pacts, considering it is
0-3 Minor usually the in between bestowment of powers that
4-5 Intermediate creatures lesser than gods do, such as archfey,
celestial paragons, or fiend lords. Still, they may
6-7 Major decide to do so on rare occasions.
8+ Any Form Imaginable Deities with Divine Rank 1 are more often
known to create such pacts. The warlock's power
Minor. Minor changes could be glowing or flaming eyes, a comes directly from the deity and thus, they're
limited to a certain number of pacts they can make.
more muscular form, skin tone, elongated ears, a halo, or (Divine Rank 0 - 5 ) = Charisma Modifier x
simply extremely tall. It also may be any combination of this Divine Rank.
or other minor changes that is purely cosmetic. This change (Divine Rank 6+ ) = Limitless pacts.
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.

39
Divine Aura 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
The mere presence of a deity of Divine Rank 1 or higher can location when an event related to your portfolio occurs (see
deeply affect mortals and beings of lower Divine Rank, who the Portfolio Sensing section below).
might find the experience either uplifting, or unsettling, The remote sensing power can cross planes and penetrate
depending on the deity's mood and their relationship with the any barrier except a divine shield or an area otherwise
that deity. blocked by a deity of Divine Rank equal or higher than your
Mortals and other deities of lower rank can resist your own. Remote sensing is not fooled by any spell or magical
divine aura's effects with a successful Wisdom saving throw effect that normally prevents divination spells or effects from
DC is 15 + your Divine Rank + your Charisma modifier. working. Also, it does not create a magical sensor that can be
Deities are immune to the auras of deities of equal or lower detected by other beings or magical spells or effects (as the
Divine Rank. Any being who makes a successful saving throw scrying spell does).
against your divine aura power becomes immune to your You can extend your locations to 3 places or more
aura for 24 hours. simultaneously, depending on your Divine Rank.
Divine aura is an emanation that extends around you in a
radius that is reflected by your divine rank. You may choose Divine Rank Number of Remote Senses
the size of the radius and can change it at will. If you choose a 1-5 3
radius of 0 feet, your divine aura is effectively non-functional. 6-8 1 per Divine Rank
When two or more deities' auras cover the same area, only
the aura that belongs to the deity with the highest Divine 9-10+ 2 per Divine Rank
Rank functions. If Divine Ranks are equal, the auras coexist.
The higher the Divine Rank, the greater the radius of the Once you choose a location to sense, you automatically
divine aura: receive sensory information from that location until you
Divine Rank Radius of Divine Aura
choose a new location, dismiss it, or until you cannot sense it
any longer (when the 1 hour elapses, for example).
1-5 1 mile per Divine Rank
Block Sensing
6-8 10 miles per Divine Rank Deities are capable of blocking the senses of other deities. As
9-10+ 100 miles per Divine Rank an action, if you possess Divine Rank 1 or higher, you can
block the remote sensing abilities of other deities of your
You can make your own worshipers and beings of your Divine Rank or lower. The power to do so extends for a
alignment immune to the effect of your divine aura. Once radius of 1 mile per your Divine Rank, or within the same
affected by an aura power, creatures remain affected as long distance around a temple or other locale sacred to the deity,
as they remain within the aura's radius. or the same distance around a portfolio-related event. You
Choose from the following effects of your divine aura each can block two remote locations at once, plus the area within
round to apply to those who failed their saving throw: one mile of itself. The blockage lasts 1 hour per your Divine
Rank.
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

40
Deific Communication Portfolio Sensing
If you have Divine Rank 1 or higher, you can understand, Every deity with Divine Rank 1 or higher has at least limited
speak, and read any language, including nonverbal languages. knowledge and control over some aspect of mortal existence.
Additionally, you gain telepathy and can speak to any being This is reflected in portfolios. A deity's connection to its
within one mile per Divine Rank of yourself. Finally, you gain portfolio gives it a number of powers, one of which is to sense
the ability to extend your communications through remote the area around events related to it. Additionally, they may
communication. choose, when they sense the event, to apply a remote sensor
to it to ascertain the details or intervene in some way. Divine
Remote Communication Rank increases this portfolio sensing ability. There is no real
As an action, if you have Divine Rank 1 or higher, you can limit to the number of portfolios a deity is associated with,
send a communication to a remote location. You can speak to but typically they have a number of portfolios equal to their
any of your own worshipers and to anyone within one mile Divine Rank.
per Divine Rank away from a site dedicated to you (such as a Depending upon your Divine Rank, you may sense events
temple, shrine, or sacred grove), or within one mile per related to your portfolio and apply a remote sensor, but you
Divine Rank away from a statue or other likeness of you. may only apply the sensor if there are a certain number of
The creature being contacted can receive a telepathic mortals, worshipers, or creatures involved. Thus Poseidon
message that only it can hear. Alternatively, your voice can knows when a storm is over the ocean and may view it if he
seem to issue from the air, the ground, or from some object of wishes. He may not, though, know when an avalanche is
your choosing (but not an object or locale dedicated to falling along a mountain. Mountains are beyond his portfolio
another deity of equal or higher Divine Rank than you). In the sensing abilities. When a deity senses an event, it merely
latter case, anyone within earshot of the sound can hear it. knows that the event is occurring and where it is. The deity
You can also send a manifestation or omen instead of a receives no sensory information about the event. Thus
spoken or telepathic message. The exact nature of this Poseidon may know that a storm is over an ocean and where
communication can vary, of course, but it usually involves at over the ocean, but may not know how bad the storm is or
some visible phenomenon such as a beam of light, a change what direction it is headed from or to, that is, until he uses
in the weather, a gathering of animals, or almost anything his remote sensing power to perceive the event.
else that is indirect and symbolic.
Your communication power can cross planes and penetrate Divine Rank 1-3. Most lesser deities can only sense the
any barrier. Once communication is initiated, you can most significant of events. You automatically sense any
continue communicating at will until you decide to end the event that involves one hundred or more people. Thus, if
communication. no creatures are involved in the event, it cannot be sensed.
You can carry on the same number of remote This ability is limited to the present.
communications simultaneously as you can remote sensories Divine Rank 4-5. As deities grow in strength and
(see above). 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).

41
Godly Realm Within this radius of control, you can set any temperature
that is normal for the plane where the realm is located and
If you have a Divine Rank 1 or higher, you have a number of fill the area with scents and sounds as you see fit. Sounds
locations equal to your Divine Rank that serves as a can be no louder than one hundred humans could make; you
workplace, personal residence, audience chamber, or could create the sounds of an invisible choir, a battle, a jungle
perhaps as a retreat or fortress. You may abandon a godly full of raucous birds, or similar sounds, but not intelligible
realm, leaving behind any conditions or alterations you have speech or harmful sound. Your ability to create scents is
made. To do so requires an action. You may not go within the similar to the ability to create sounds. If you have Divine
godly realms of other deities that are your Divine Rank or Rank 6 or higher, you can create the sounds of intelligible
higher without that deity's permission. speech. Additionally, as your Divine Rank grows in number,
You have some control over the environment within your as does the abilities you possess to manipulate and control
realm, controlling the temperature and minor elements of the your godly realm(s). You gain the following divine abilities and
environments such as smells and background sounds. The the subsequent ones, as your Divine Rank increases:
radius of this control is a function of your Divine Rank and Divine Rank 1-3. You can erect buildings and alter the
whether the realm is located on the Material Plane or some landscape, but must do so through your own labor,
other plane of existence. through magic, or through your divine feats.
Divine Rank Radius of Control upon other Planes Divine Rank 4-5. Not only do you have control over the
environment, but you also control links to the Astral Plane
1-3 1000ft per Divine Rank (assuming the cosmology where the godly realm lies has
4-5 10 Miles per Divine Rank an Astral Plane). Manipulating a realms astral links can
render teleportation and similar effects useless within the
6-8 100 Miles per Divine Rank godly realm, if you so wish. You can designate certain
9-10+ 1000 Miles per Divine Rank locales within the realm where astral links remain intact.
Likewise, you can block off the realm from planar portals
You may only have a radius of control of godly realms that or designate locations where portals are possible.
reside on the Material Plane equal to 100 ft. per Divine Divine Rank 6-8. At this stage, you can erect buildings as
Rank of the realm. 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.

42
Automatic Actions
A Deity can perform skills with great speed, as long as they Death of a God
are related to his portfolio. Gods can potentially die. How, though? How do
At Divine Rank 2, Once per round the god may make a skill you slay a being that exists in a transdimesnional
check or ability check as a free action. For example, a god of state of being? The short answer is: not easily.
lies might make a deception or stealth check as a free action, Many suspect a god defeated within their godly
a god of the forge crafts a tool as a free action, a god of realm is the act of their true death, destroying
athletics makes a strength check to push a boulder as a free them utterly or reducing them to a vestige.
action, or a god of knowledge uses an history or arcana check Others suspect a god is dead when they are slain
as a free action as if he had gone searching around manually. 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
Effortless Chances destroyed when the following requirements are
Higher level deities are immensely powerful and are not met:
under the same sway of chaos that mortals are, let alone The Deity is slain within their godly realm
weaker gods. If you have a high enough Divine Rank, Fate An Anathematic Object is used in their
will smile upon all your efforts. destruction.
Divine Rank 5-9. Whenever you roll below a 10, count They are defamed/unworshiped to the point of
that roll as if you had rolled a 10 on any check, saving being forgotten.
throw, or attack roll. If they are slain within the plane of existence of
Divine Rank 10+. Whenever you roll below a 20, count their godly realm with the bane of their existence,
after their main forms of worship and belief are
that roll as if you had rolled a 20 on any check, saving destroyed, they are reduced to a vestige and
throw, or attack roll. (this does not immediately count as a stripped of their Divine Rank as their remaining
critical hit.) worshipers reel from this horrid experience of
Calculate successes, failure, or other effects accordingly. feeling the sudden abandonment of their deity. Any
You should roll a d20 anyway and use that roll to check for creature that absorbs the slain god's portfolio may
automatic success, failures, or critical hits. 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.

43
Divine Congregations WARNING: Divine Overkill?
The title "God" is a highly colloquial term referring to any The contents found in this document before this point are the
number of highly powerful, and influential beings that exert general and most commonly accepted information to apply to
dominion over the worlds and their inhabitants. Within the deities in the worlds of D&D, the content that follows is
multitudes of deities, there exists 3 individual congregations highly inspired by other mediums and works of fiction, and
of godly beings - each with their own duties to uphold, feats
they can perform, and laws that they must conform to. should be discussed with your DM to determine if deities of
These 3 Congregations of deities include: Warlords, your world follow the information being offered henceforth.
Tricksters, and Conduits - all of whom embody the
fundamental chords of life. Divine Congregations are heavily influenced by many forms
of media and fantasy from other sources, and if considered,
Warlords - The blood-seekers and battle-bringers, will greatly affect the "Agency" of Deities in your world.
harbingers of strife, proving, and pain. Warlords are gods
of battle, slaughter, strength, and confrontation. These Consult your DM on the idea that domains are not the only
deities are the pinnacle of physical prowess. forces of nature that Gods have influence over.

Tricksters - The shadows in the mind and muses of skill, However, with this added information, deities will become
aspects of cunning, speed, and guile. Tricksters are much more "personalized". It is ultimately up to your DM to
devious, deceitful, and inscrutable forces of nature, and determine if these abilities fall into play in your particular
none are safe from their schemes and machinations. world, or may be present elsewhere.
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. Alternative Godhood
If in your D&D world, the Godhood Class seems
No matter the Congregation that the deity belongs to, they much too overpowered for the deities of your
are still revered, highly powerful, and greatly feared. In most world - or if your world has a surprising lack of
cases, a typical mortal will not know the difference between a magic - consider the possibility of Divine
Deity's congregations, unless told directly - and even then Congregations being the only form of godhood
there is no guarantee they'll understand. available.
The Divine Congregations are reflections of the Deity's This would allow players to reach new heights of
affect upon the world around them. power, without being as overpowered as a typical
Deity. As a DM, consider the use of Divine
Congregations, Epic Boons, and Epic Maneuvers to
be the only access to divinity available.

44
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 you 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 (min. 1) - 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.

45
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.

46
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. High & Epic Magic
For more information about 10th - 12th level spells, consult
Greater Weaving
At Divine Rank 5, choose one 6th, 7th, 8th, and 9th level spell my personal creation: Pryxis's Pages of Pure Magic
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)

47
PART 4
The Reign of Divinity
The Reign of Divinity

A
ll Deities have sway over the fundamental The portfolios of deities within a pantheon rarely change, but
aspects of reality that ultimately affect mortals - this can happen. If a deity dies, returns from the dead, gains
But each god is chosen (or chooses) to have or loses divine power, or radically changes personality,
reign over specific areas of reality. portfolios can change to reflect the dramatic change in that
Each God extends their influence - and gains deity.
powers - over these dominions of universal
power. The areas in which deity's maintain Creating your own Portfolio
influence can be broken down into 2 broad categories: Portfolios represent important topics and concepts in the
lives of worshipers. The more important an idea is to a group
Portfolios of worshipers, the more important it is for a greater deity to
Domains control that portfolio. For instance, if you’re building a
Each of these areas come with it a wide range of control pantheon for a culture that depends on the sea for food or
and influence in which the Deity's role is to watch, regulate, trade, then the portfolio element sea should belong to a
and maintain. greater deity. Similarly, people often threatened by
earthquakes or volcanoes likely associate the portfolio
element earth with a greater deity.
Portfolios & Domains
The 2 main aspects of a deity's influence that dictate their Domains
actions and reactions both in their own realms and the The base forms of reality and magic that allow deities to
material world - domains and portfolios are tightly interact with mortals. Domains represent dominion over the
interwoven with how the god is viewed. way magic itself can interact with the mortals that worship
A portfolio element may encompass more than one their god - and how the god can control the magic that
domain. For instance, a deity of the sea might have the extends over that dominion as well as how the mortals can
Protection domain as well as the Nature domain. Your use those powers granted to them.
choices indicate a great deal about the character of the deity. Domains are granted to Clerics, and can heavily influence
A deity of the sea with the Tempest and War domains the spells you can grant to other casters that worship you.
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 More Domains
appear in the same pantheon - with the same portfolio, but In a later section, there is a list of already existing domains, as
separate domains. well as new domains that could be used for your campaigns -
Portfolios with your DM's approval.

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.

49
Portfolio Elements Sample Portfolios
Any action, idea, race, or profession can be worthy of This list contains many aspects of existence that could be
inclusion as a portfolio element. Moradin has the dwarves elements of a deity’s portfolio. A pantheon may ignore some
portfolio element, for example, and Pan is the Olympian deity aspects of existence, and it may emphasize others by giving
with the shepherds portfolio element. Some deities are the same ones to multiple deities.
known as the fathers or mothers of certain pantheons - such This is not a complete list - and therefore - the possibility of
as Zeus and Hera - gaining those portfolio elements. some portfolios being created to fill specific criteria is
expected (and encouraged).
Abundance Darkness Gnomes Maddness Roads Trust
Adventure Death Good Magic Rogues Truth
Agility Desert Good Dragons Malice Running Tundras
Agriculture Destruction Grief Marriage Sea Tyranny
Air Discipline Halflings Massacres Seasons Ugliness
Animals Discord Harvest Medicine Secrets Undead
Arcane Disease Hate Men Serpents Underworld
Archers Distance Healing Merchants Shepherds Urban
Art Drama Hearing Mercy Sight Valor
Artisans Drought Hearth Metal Sky Vanity
Arts & Crafts Drow Home Mining Slaughter Vengeance
Athletics Dueling Honesty Mirth Sleep Vice
Balance Dwarves Honor Moon Smithing Victory
Bards Earth Horizons Motherhood Spiders Volcanoes
Beasts Earthquakes Humor Mountains Spies War
Beauty Elves Hunting Murder Sports Wastelands
Birth Endurance Husbands Music Spring Watchfulness
Brawling Engineering Illusion Nature Stone Water
Cats Envy Insects Night Storms Wealth
Chaos Evil Intrigue Nobility Strategy Weather
Childbirth Evil Dragons Jewelrymaking Orcs Strength Wetlands
Chivalry Exploration Journeys Pain Strife Wildlife
Cities Family Judgement Panic Suffering Wilderness
Civilization Fate Justice Passion Sun Wind
Cold Fatherhood Killing Poetry Supreme Winter
Commerce Fertility Knowledge Pranksters Swiftness Wisdom
Common Sense Fighters Kobolds Prophecy Tactics Wit
Communication Fire Law Protection Territory Wives
Conflict Fitness Learning Rage Theater Women
Conquest Flora & Fauna Lies Rain Thieves Woodlands
Courage Foresight Life Rebirth Thunder Writing
Crafts Forests Light Retribution Time Yearning
Creation Freedom Love Revelry Travel Youth
Crocodiles Gambling Loyalty Rivalry Trees Zeal
Dance Giants Luck Rivers Trickery Zodiac

50
Domains of Divinity The following homebrew domains have been pulled from
In a pantheon, every deity has influence over different aspects several sources and are listed as additional options for
of mortal life and civilization, called a deity’s domain. Divine creating a deity - consult your DM as to whether or not they
domains are specific areas of interest for deities, particularly want to include them in your world.
to do with the magic and spells granted to their faithful Bonus Domains
followers. Domain General Info
Domains are intertwined with the underlying powers of the
weave - and it allows the Deity to tap into raw magics that are Ancestral Homebrew
available to those domains. Beastial Homebrew
Sample Domains Chaos Homebrew
These tables present the standard domains available in the Dragon Homebrew
Player's Handbook, as well as the domains available in other
sources such as Xanathar's Guide to Everything, Sword Far Homebrew
Coast Adventurer's Guide, Plane Shift Amonket, and others - Feast Homebrew
including some domains available in sources such as Heroes
of the Orient, Unearthed Arcana, and others that have been Hearth Homebrew
collected from outside sources. Hunt Homebrew
This is not a complete list of domains - consult your DM to
see if any other domains exist for your deity to have dominion Luck Homebrew
over. All Domains are extrapolated upon and have their Rage Homebrew
contents listed later.
Soul Homebrew
Base Domains
Space Homebrew
Domain General Info
Technology Homebrew
Arcana Sword Coast Adventurer's Guide
Time Homebrew
Death Dungeon Master's Guide
Travel Homebrew
Forge Xanathar's Guide to Everything
Wealth Homebrew
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
Elementalism Heroes of the Orient
Mind Unearthed Arcana
Order Tasha's Cauldron of Everything
Peace Tasha's Cauldron of Everything
Protection Unearthed Arcana
Twilight Tasha's Cauldron of Everything

51
Using Domains
Domain Listing The domains listed are a combination of both original
The following sections extrapolate upon the domains listed content from official sources, as well as homebrew sources -
for gods to embody and grant to their most devout followers. and not all may fit into your campaign.
Many of the domains listed are previously unseen and This being said, if your DM has other domains that are
brand new - but others are from sources that already exist in more prevalent in your world, consult them on which
D&D. domains to use - keeping in mind that a Deity or Power
Ultimately, it is up to the DM to determine whether or not a embodies the archtype features and powers of each domain
player character may be able to embody certain domains they take.
based on multiple factors, such as:
The character's race Godly Domains
The character's history and beliefs For any Archtype domain feature that refers to "Cleric Level"
Their class details
Their chosen portfolios and "Channel Divinity" refer to the following:
The way they ascended into godhood For any feature relying upon Cleric Level, count your cleric
And many more... level as 20 (unless you have Domain Mastery of one
The abilities and spells granted by a domain's archetype Domain - in which case, count your cleric level for that
features may not be immediately useful to a deity, and some domain as 30)
may even overlap in their mechanics - as they are more The Amount of times you may utilize Channel Divinity is
intended for the mortals that follow, worship, and embody equal to 3 + your Divine Rank
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 21st-30th
level archetype features of the domain you choose
to master.

52
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 Channel Divinity: Invoke Vow
counts as having the mental version of the Alarm spell cast Starling at 6th level. you can use your Channel Divinity to
upon them and the space they rest on. This effect does not invoke one of the Vows of your house, beseeching your
trigger if the intruder into the space does not bear hostile ancestors to aid you in upholding this tenet.
intent toward the cleric. You gain two vows of your choice, which are detailed under
Channel Divinity: Shroud of Grudges
"Vows" below. Unless stated otherwise, invoking an Vow
counts as a bonus action.
Starting at 2nd level. you can use your Channel Divinity to
call upon those ancestors whose Fell Oaths remain Spiritual Shield
unfulfilled, their anger mantling over you as a thick, sinister At 8th level, you gain the ability to infuse your body with
cloak of vengeful curses. divine energy. Once on each of your turns when you are hit
As an action. you present your Holy symbol and gain with an attack that causes damage, you can lower the amount
temporary hitpoints equal to your level multiplied by three. If of damage taken by 1d8. When you reach 14th level, the
you are hit by an attack while the Shroud Is active, you may amount reduced increases to to 2d8.
use a reaction inflict a Grudge upon the attacker.
A creature inflicted with a Grudge cannot critically hit Aspect of the Ancestors
(includIng the strike with which they received their Grudge) Al 17th level, You gain the ability to transform into a terrifying
and suffers one point of exhaustion. A creature can suffer embodiment of your lineage.
from multiple Grudges, increasing Its exhaustion each time. When you use Shroud of Grudges, in addition to the
In addition. you may add your Wisdom modifier to any normal effects, your form becomes ethereal, becoming
Intimidation checks made while the Shroud is active. resistant to nonmagical bludgeoning, piercing and slashing
The Shroud disperses, after one minute, or when all the damage, you gain a flying (hover) speed equal to half your
temporary hitpoints are used up, whichever happens first. walking speed, and are able to injure creatures residing on
the ethereal plane.

53
VOWS Vow of the Journeyman. "You contact the ancient smiths,
The Vows are presented in Alphabetical order. jewellers and crafters your house is famed for producing in
Vow of the Circle. "Your people are noted scholars. the years long past, who offer guidance and support to those
arcanists, engineers, and alchemists, and value clean, who create."
efficient, skilled work, and assist to make such as effortless When using tools you are proficient with, or aiding
as possible." someone who is, invoking this Oath adds your Wisdom
This Vow is Invoked at the start of short rest. Over the modifier to the roll.
short rest, you may cast ritual spells or use sets of tools. After Vow Of Scourging. "Your family has had to contend with
use, this Vow cannot be invoked again until after a long rest. blights upon their land for untold generations, and the spirits
Vow of the Everyman. "It's important in your lineage to at of your ancestors will do their utmost to help you vanquish
least be a slightly skilled in everything: and those spirits of that which has plagued them throughout the centuries."
your blood help fill in the gaps where you lack." Choose a type of enemy: beasts, constructs, dragons,
On invoking this Vow, for the next minute you are elementals, fey, monstrosities, oozes. plants, or undead.
considered proficient In one skill or set of tools of your choice Alternatively. you can select a race of humanoid (such as
that you are not already proficient in. Once used this Vow not gnolls and orcs) as an enemy. On Invoking this vow, for the
be invoked again until after a long rest. next minute you may add your Wisdom modifier to the to-hit
Vow of the Faithless. "Your family scorns that which and damage modifiers on your attacks.
demands the praise of others, and your ancestors like Vow of Coffers. "Coin is king in your house, and your
nothing better than to aid those of their blood in tearing them predecessors were well-versed in trade and goods; enough to
down from their pedestals." assist you in the art of bartering, whispering secret
On invoking this Vow, for the next minute you Ignore any handshakes and best-practices to you even as you haggle to
damage resistances a celestial or fiendish creature may gain insight Into your mark."
possess when attacking it. When you invoke this oath. for the next hour you may use
Vow of the Harvest. "For generations your line has a the insight skill Instead of Persuasion when bartering and
proud tradition of farming, storing and distributing foodstuffs. making deals.
They are duty bound to only serve the finest, and smile upon Vow of the Wanderer. "There are many wayfarers and
all efforts of those in their name that strive to do the same." outlanders in your house, those who travelled gladly by foot
Instead of a bonus action, this Vow is Invoked as part of and kept a keen eye out for those who they'd meet along the
casting any spell that involves food or drink, whether creating way."
it or purifying it. On consumption of the food or drinks On Invoking this vow, your walking speed increases by 20
involved in this spell, those creatures which do so increase feet, and you gain advantage on perception and survival
their max HP equal to the spell's level +5. They may only gain checks. This counts as a concentration spell, and is
the benefit from this Vow once per long rest, even if they eat automatically broken if riding on any kind of vehicle, mount
or drink the substances purified/created from this spell again. or otherwise not travel!ing on foot. Once invoked, this vow
Vow of the Hearth. "Your house has long been famous for cannot be used again until after a long rest.
its hospitality, and you petition the aid of the cooks, Vow of Word and Deed. "For your house, your word is
storytellers and musicians in your lineage to bring the your bond, vow or not. And woe upon those who break their
comfort of home and safety to you wherever you are." word, whether to you or by you."
When you and up to eight other people take a short rest Invoke this vow when you and at least one other creature
together, you may invoke this Vow to allow them to gain two enter into some kind of agreement or pact, as determined
times the amount of hit points per hit die as usual. 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.

54
Epic Ancestral Domain
Channel Vows
At 21st level, you learn one additional vow of your choice.
Additionally, when you use your channel divinity to invoke a
vow, you may now invoke 2 vows at once.
Spiritual Bulwark
At 25th level, the amount of damage reduced by your spiritual
shield increases to 3d8.
Ancestral Superposition
At 28th level, when you use your Shroud of Grudges, in
addition to the previous effects, you become resistant to all
forms of damage, your flying (hover) speed matches your
walking speed, and you can cast misty step at will.

55
Arcana Domain Arcane Banishment
Magic is an energy that suffuses the multiverse and that fuels Cleric Level Banishes creatures of CR ...
both destruction and creation. Gods of the Arcana domain 5th 1/2 or lower
know the secrets and potential of magic intimately. For some
of these gods, magical knowledge is a great responsibility 8th 1 or lower
that comes with a special understanding of the nature of 11th 2 or lower
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 14th 3 or lower
associated with knowledge, as learning and arcane power 17th 4 or lower
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. Spell Breaker
Starting at 6th level, when you restore hit points to an ally
Arcana Domain Spells with a spell of 1st level or higher, you can also end one spell
Cleric Level Spells 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
1st detect magic, magic missile use to cast the healing spell.
3rd magic weapon, Nystul's magic aura
Potent Spellcasting
5th dispel magic, magic circle Starting at 8th level, you add your Wisdom modifier to the
7th arcane eye, Leomund's secret chest damage you deal with any cleric cantrip.
9th planar binding, teleportation circle Arcane Mastery
At 17th level, you choose four spells from the wizard spell list,
Arcane Initiate one from each of the following levels: 6th, 7th, 8th, and 9th.
When you choose this domain at 1st level, you gain You add them to your list of domain spells. Like your other
proficiency in the Arcana skill, and you gain two cantrips of domain spells, they are always prepared and count as cleric
your choice from the wizard spell list. For you, these cantrips spells for you.
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.

56
Epic Arcana Domain
Channel Arcana
At 21st level, the maximum challenge rating of creatures you
can banish with your Channel Divinity: Arcane Abjuration
increases as you gain levels in this class, as shown below:
Arcane Banishment
Cleric Level Banishes creatures of CR ...
21st 5 or lower
22nd 6 or lower
24th 7 or lower
26th 8 or lower
28th 9 or lower
30th 10 or lower

Mighty Spellcasting
At 25th level, you add your Wisdom modifier twice to the
damage you deal with any cleric cantrip, rather than once.
Weave Distortion
At 28th level, you are always under the effect of the detect
magic spell. In addition, you can twist and bend the Weave
around you. Using a bonus action, you gain resistance to all
magical damage - regardless of whether the damage would
ignore normal resistance - until the start of your next turn.
You can use this feature a number of times equal to your
Wisdom modifier. You regain all expended charges once you
finish a long rest

57
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
(the 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
Beastial Domain are listed below. If the beast has the multiattack action, it
The call of the wilderness is inherently present in every living loses it.
creature: a primal instinct to return to the howling dark, to Wolf - 1 Wolf
join in the thrashing and gnashing creatures of the wild. Bear - 1 Black Bear
There are those who embrace this feral side of nature, and Eagle - 2 Eagles
revel in it. They believe in the Law of the survival of the fittest, Shark - 1 Reef Shark
and aim to be the apex predator above all others. In return
and with enough devotion, and wild focus, their nature gods You communicate telepathically with the beast summoned
grant them the power of beasts. and give it commands. They dispel after 1 minute, when you
fall unconscious, killed or when you dispel them (no action
Beastial Domain Spells required) At 8th level, summoned animals can have
Cleric Level Spells multiattack. At 17th level, summoned creature appear with
1st speak with animals, feather fall
double their listed hitpoints.
The number of beasts you summon change as you level up.
3rd find steed, web
Beasts Summoned
5th conjure animals, haste
Level Wolf Bear Eagle Shark
7th conjure woodland beings, find greater steed
6th 2 2 3 2
9th hold monster, dominate beast
8th 3 3 4 3

Primal Initiation 4 black 4 reef


4 wolves/1 5 eagles/2
When you choose this domain at 1st level, you gain 17th
winter wolf
bear/1
giant eagles
sharks/1
proficiency in the survival and perception skills, and you gain owlbear hunter shark
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:

58
Beastial Transformation Divine Strike
At 6th level your god has granted you the power to transform At 8th bevel you can use you gain the ability to infuse your
into a werebeast for 10 minutes. As an action you may weapon strikes with divine energy. Once on each of your
transform into a werebeast of the animal you have chosen turns when you hit a creature with an unarmed or weapon
until you choose to revert back to your normal form as a attack, you can cause the attack to deal an extra 1d8 magical
bonus action or time runs out. slashing damage. When you reach 14th level the extra
All items you carry are absorbed into you until you revert. damage increases to 2d8.
You can transform up to half your wisdom modifier (rounded
down, minimum of 1) per long rest and can't cast spells in Beast Mastery
this state. At 17th level you can use your Bestial Transformation by
While you are transformed you gain the following benefits using a bonus action instead and you can use it up to your
that replace the stats in the Monster manual: wisdom modifier (minimum of 1) per short rest and you can
now cast spells in werebeast form.
Feral Craze - At the start of your turn while you are in this Additionally, while in beast form, you are now immune to
state, make a wisdom saving throw of DC 12 or half the bludgeoning, piercing, and slashing damage from nonmagical
total damage you have taken since your last turn, if you attacks that are not silvered.
fail, the DM decides which creature you attack. Afterwards
you gain control for the rest of your tum.
Moon Effects
Beastial Strength - You gain a bonus to unarmed and
melee damage rolls equal to your proficiency bonus. You If the DM wants to add a bit more flavor to the class, they can
also have advantage on Strength checks and Strength add Moon Effects.
saving throws.
Blood moon: Ferocious hunger deals extra damage equal to
Tough Skin . You have resistance to bludgeoning, twice your wisdom modifier but the DC for Feral craze
piercing, and slashing damage from nonmagical weapons
that aren't silvered. You also gain a +1 bonus to your AC. increases by 3.

Predators Hunt - When you use the attack action with an Super Moon: Your transformation lasts for an extra 5
unarmed strike. you can make another unarmed strike as minutes, But the DC for Feral craze increases by 1 every
a bonus action. minute after 10.
Your unarmed strikes deal 1d8 slashing damage + your
Strength modifier. This die increases to 1d10 at 8th level Blue Moon: All your ability scores temporarily increase by 1,
and 2d6 at 17th level to. a maximum of 20. for the duration of your

Predator’s Weakness - You have vulnerability to damage transformation but the DC for Feral craze increases by 2.
from silvered weapons. Micromoon: Your transformation lasts for 5 minutes less
Ferocious Hunger - When you use the attack action and but you aren't vulnerable to silvered weapons.
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.

59
Epic Beastial Domain
Channel the Wilds
At 21st level, the number of beasts you can summon with Call
of the Wilds increases as follows:
Wolf - 6 wolves/2 winter wolves
Bear - 6 black bears/2 owlbears
Eagle - 7 eagles/3 giant eagles
Shark - 6 reef sharks/2 hunter sharks
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Apex Predator
At 28th level, when you transform into a werebeast using your
Bestial Transformation, you become the apex avatar of
werebeasts. You gain the following benefits while in beast
form:
Supernatural Hide - You gain an additional +2 AC bonus
to Tough Skin (totaling to a +3 AC bonus).
Hunter's Bloodlust - When you use the attack action with
an unarmed strike, you can take another attack as part of
the same action, and make another unarmed strike as a
bonus action.
Your unarmed strikes now deal 2d8 + your Strength
modifier in slashing damage.
Insatiable Hunger - When you use the attack action and
hit with a bite attack you can regain hit points equal to the
damage dealt. You can do this only once per turn, unless
you critically hit, in which case you may bite a target
within 5 feet of you again on the same turn.
Your bite attack deals 2d8 piercing damage.

60
Blood Domain During your bond, you can spend an action to attempt to
connect with the bonded creature’s senses. The target makes
The flow of life and the material that keeps it alive - and the a Constitution saving throw against your spell save DC. If
center of ancient, primal magic. The Blood domain centers they succeed, the connection is resisted, ending the bond. You
around the understanding of the natural life force within suffer 2d6 necrotic damage. Upon a failed saving throw, you
one’s own physical body. The power of blood is the power of can choose to either see through the eyes of or hear through
sacrifice, the balance of life and death, and the spirit’s anchor their ears of the target for a number of rounds equal to your
within the mortal shell. Clerics of blood seek to tap into the Wisdom modifier (minimum of 1). During this time, you are
connection between body and soul through divine means, blind or deaf (respectively) with regard to your own senses.
exploit the hidden reserves of will within one’s own vitality, Once this connection ends, the Crimson Bond is lost.
and even manipulate or corrupt the body of others through
these secret rites of crimson. Sanguine Recall
At 8th level, you can sacrifice a portion of your own vitality to
Blood Domain Spells recover expended spell slots. As an action, you recover spell
Cleric Level Spells 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
1st sleep, ray of sickness 6th level or higher. You immediately suffer 1d6 necrotic
3rd ray of enfeeblement, crown of madness damage per spell slot level recovered. You can’t use this
feature again until you finish a long rest.
5th haste, slow
For example, if you are an 8th-level cleric, you can recover
7th blight, stoneskin up to four levels of spell slots. You can recover a single 4th-
9th dominate person, hold monster
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.
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons. Vascular Corruption Aura
At 17th level, as an action, you can emit a powerful aura that
Bloodletting Focus extends 30 feet out from you. This aura pulses necrotic
From 1st level, your divine magics draw the blood from energy through the veins of nearby foes, causing them to
inflicted wounds, worsening the agony of your nearby foes. burst and bleed.
When you use a spell of 1st level or higher to inflict damage For 1 minute, any enemy creatures with blood that begin
to any creatures that have blood, those creatures suffer their turn within the aura or enter it for the first time on their
additional necrotic damage equal to 2 + the spell’s level. turn immediately suffer 2d6 necrotic damage. Any enemy
creature with blood that would regain hit points while within
Channel Divinity: Blood Puppet the aura only regains half of the intended number of hit
Starting at 2nd level, you can use your Channel Divinity to points (rounded up).
briefly control a creature’s actions against their will. Once you use this feature, you can’t use it again until you
As an action, you target a Large or smaller creature that finish a long rest.
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.

61
Epic Blood Domain
Channel Blood
At 21st level, you can now target a Gargantuan or smaller
creature with your Blood Puppet feature, the range for this
feature also increases to 120 feet.
True Sanguine Recall
At 25th level, your sanguine recall now allows you to recover
up to 9th level spell slots.
Vascular Rupture
At 28th level, while your vascular corruption aura is active,
you may use a bonus action every turn to target one creature
within your aura. This creature must succeed a Constitution
saving throw against your spell save DC, taking 8d6 necrotic
damage on a failure, or half on a success - as their blood
vessels are forcibly ripped from their body. A creature who
fails against this ability cannot regain hit points until they
finish a long rest.

62
Chaos Domain Chaos Surge
d8 Effects
Confusion, discord and unending change - chaos is the power
of entropy. Clerics of chaos gods are charged with upsetting 1 Blinded
the standard order of the world. Sowing the seeds of 2 Charmed
maddness and uprooting unnecessary repetition, as well as
partaking in events and games of chance to show their faith. 3 Deafened
Because of this, many clerics of this domain are adept 4 Frightened
daredevils and many enjoy taking unnecessary risks. Any
deity that is chaotically aligned and governs issues such as 5 Paralyzed
fate and change can claim influence over this domain, 6 Poisoned
particularly ones that revel in interfering with mortal affairs.
7 Restrained
Chaos Domain Spells
8 Stunned
Cleric Level Spells
1st chaos bolt, dissonant whispers Armor of Chaos
3rd crown of madness, phantasmal force At 6th level, you learned to manipulate the tides of chaos and
use them as a shield. Whenever you take damage, you can roll
5th enemies abound, conjure animals a d6. If you roll a 4, 5, or 6, a random event happens and takes
7th confusion, phantasmal killer half the damage (rounded down).
Such events include, but are not limited to, a dead bird
9th animate objects, mislead falling on the enemy, making him miss his attack, the dragon
being taken by a coughing fit - rendering its breath weapon
Bonus Proficiency less powerful or a gust of wind blowing against the incoming
When you choose this domain at 1st level, you become arrow.
proficient in Deception and another skill of your choice. Once you use this feature, you cannot use it again until you
finish a short or long rest.
Child of Chaos
At 1st level, whenever you or an ally within 30 feet make an Potent Spellcasting
attack roll, a saving throw, or an ability check, you can choose Starting at 8th level, you add your Wisdom modifier to any
to reroll and use whichever roll you choose. damage you deal with any cleric cantrip.
Once you use this feature, you cannot do this again until
you finish a long rest. Chaos Control
At 17th level, you can alter fate and chance in a monumental
Channel Divinity: Sow Chaos way. As an action, you can exude an aura for 10 minutes that
At 2nd level, you can use your channel divinity to empower twists destiny to your will.
chaos in your surroundings. Roll a d20. This number becomes your Fate Number. When
As an action, you present your holy symbol and cause a creature within 120 feet of you makes an attack roll, ability
random effects to manifest around your presence. Choose up check or saving throw, you can use your reaction to replace
to 5 creatures within 30 feet of you. Those creatures must the number on the d20 with your Fate Number instead.
succeed on a Constitution saving throw against your spell You gain an additional reaction for the duration of this
save DC, or become affected by the chosen condition for a ability that can only be used to replace a roll with your Fate
number of rounds equal to your Wisdom modifier (minimum Number.
1). Once you use this ability, you can't do so again until you
Roll on the Chaos Surge table a number of times equal to finish a long rest or until you successfully use your Divine
the number of creatures who have failed their saving throw, Intervention features
with each roll designating a different chosen creature as it's
source of the condition.

63
Epic Chaos Domain
Channel Chaos
At 21st level, when you utilize your Sow Chaos ability, targets
are now affected by the condition for a number of rounds
equal to twice your Wisdom modifier.
Mighty Spellcasting
At 25th level, you add your Wisdom modifier twice to the
damage you deal with any cleric cantrip, rather than once.
Mantle of Discord
At 28th level, when a creature that you can see within 60 feet
targets you with an attack, you can use your reaction to force
them to make a Wisdom saving throw. On a failed save, they
attack a target of your choice within the range of their attack -
Additionally, whether the target succeeds or fails the saving
throw, roll on the Chaos Surge table, the target automatically
fails and becomes affected by the result.
You can use this reaction a number of times equal to your
Wisdom modifier per long rest.

64
Death Domain Inescapable Destruction
Starting at 6th level, your ability to channel negative energy
Finality, decay and the end of mortality. Death is the power to becomes more potent. Necrotic damage dealt by your cleric
hold sway over the ending of lives and the crushing of vitality. spells and Channel Divinity options ignores resistance to
The death domain is concerned with the forces that cause necrotic damage.
death, as well as the negative energy that gives rise to undead
creatures. Deities that are patrons of necromancers, death Divine Strike
knights, liches, mummy lords, and vampires hold this domain At 8th level, you gain the ability to infuse your weapon strikes
to their hearts. Gods of the Death domain also embody with necrotic energy. Once on each of your turns when you
murder, disease, decay, poison, and the underworld. hit a creature with a weapon attack, you can cause the attack
Death Domain Spells
to deal an a 1d8 necrotic damage to the target. When you
reach 14th level, the extra damage increases to 2d8.
Cleric Level Spells
1st false life, ray of sickness Improved Reaper
Starting at 17th level, when you cast a necromancy spell of
3rd blindness/deafness, ray of enfeeblement 1st through 5th level that targets only one creature, the spell
5th animate dead, vampiric touch can instead target two creatures within range and within 5
feet of each other. If the spell consumes its material
7th blight, death ward components, you must provide them for each target.
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.

65
Epic Death Domain
Channel Death
At 21st level, the damage from your Channel Divinity: Touch
of Death spreads to all creatures of your choice within 10
feet.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Death’s Certainty
At 28th level, when you deal necrotic damage to a creature,
the creature’s hit point maximum is reduced by the same
amount permanently - only the casting of Greater Restoration
will negate this effect.

66
Dragon Domain
Dragons are one of the most powerful creatures of the
material plane. Such power comes hand in hand with a Dragon Damage Type Breath Weapon
destructive graciousness. No matter if the dragon is metallic,
chromatic or neutral, they always are Majestic in nature. And Black Acid 5 by 30 ft. line (Dex. Save)
even they, as powerful as they are, believe in greater powers. Blue Lightning 5 by 30 ft. line (Dex. Save)
The Draconic Pantheon is huge and even dragons’ minions,
servants or acolytes abide to their powers. The ones who Brass Fire 5 by 30 ft. line (Dex. Save)
favor those deities can be granted extreme power. Bronze Lightning 5 by 30 ft. line (Dex. Save)
Dragon Domain Spells Copper Acid 5 by 30 ft. line (Dex. Save)
Cleric Level Spells Gold Fire 15 ft. cone (Dex. Save)
1st absorb elements, charm person Green Poison 15 ft. cone (Con. Save)
3rd fear, suggestion Red Fire 15 ft. cone (Dex. Save)
5th fly, protection from energy Silver Cold 15 ft. cone (Con. Save)
7th polymorph, Leomund’s secret chest White Cold 15 ft. cone (Dex. Save)
9th circle of power, dominate person
(If your DM has other dragons present in your world,
Draconic Resolve consult them for their damage types.)
At 1st level. you must choose if you favor metallic, chromatic, Dampen Elements
or neutral dragons. Starting at 6th level. when you or a creature within 30 feet of
If you favor metallic dragons, you gain proficiency in you takes acid, cold, fire, lightning, or poison damage, you can
Diplomacy. If you favor chromatic dragons, you gain use your reaction to grant resistance to the creature against
proficiency in Intimidation. If you favor neutral dragons, you that instance of the damage.
gain proficiency in Persuasion.
Your Proficiency Bonus is doubled with any ability check Divine Strike
you make with any of these skills. At 8th level, you gain the ability to infuse your weapon strikes
In addition. you have advantage on saving throws against with divine energy. Once. on each of your turns when you hit
being frightened. a creature with a weapon attack. you can cause the attack ¢o
Bonus Proficiency
deal an extra 1d8 acid, cold, fire, lightning or poison (roll a d6
to randomly decide which type of damage - on a 6, you
At 1st level. you gain proficiency with heavy armor and in the choose) to the target. When you reach 14th level, the extra
Arcana skill. You also become proficient with the Draconic damage increases to 2d8.
language, if you are not proficient already.
Draconic Apotheosis
Channel Divinity: Dragon Breath At 17th level. your draconic devotion supernaturally turns you
Starting at 2nd level, you can use your Channel Divinity to into a half-dragon. Choose one dragon among the ones from
call upon draconic entities to aid you in times of need. As an the kind you favor. You gain immunity to the damage type
action, you choose the exact type of breath weapon associated with its breath weapon. This effect makes your
associated with any dragon you favor since the 1st level. skin become full of small transparent scales that resemble
When you use your breath weapon, each creature in the the chosen dragon.
area of the exhalation must make a saving throw, the type of In addition, you sprout powerful scaly leathery wings that
which is determined by the following table, The DC for this match the color of your favored dragon. You gain a flying
saving throw equals 8 + your Wisdom modifier + your speed the same as your walking speed. These draconic wings
Proficiency Bonus. Any creature that fails the saving throw are so strong that you can fly even while wearing heavy
takes damage equal to 2d10 + your cleric level. armor.

67
Epic Dragon Domain
Channel Breath
At 21st level, your Dragon Breath range doubles, and it's
damage increases to 4d10 + your cleric level.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Dragonheart
At 28th level, when subjected to the damage type associated
with your chosen dragon, you not only are immune to the
damage, but you also regain hitpoints and gain temporary hit
points equal to half of the damage that would be dealt to you
by the attack or effect. The maximum amount of temporary
hitpoints you can gain in this way is equal to half your level.
For example, if you are a 28th level cleric who chose the
Red dragon as your dragon type, if you were to take 50 fire
damage, you regain 25 hitpoints and gain 14 temporary
hitpoints.

68
Elementalism Domain Channel Divinity: Nature's Rebuke
Starting at 2nd level, as an action you can spread your arms
Clerics of the elementalism domain have a divine bond with and speak a prayer censuring celestials, elementals and
the four elements, granting them access to otherworldly fiends. Each celestial, elemental and fiend that can see or
powers. In fact, elementalists are widely regarded as divine hear you within 30 feet of you must succeed a Wisdom saving
conduits of the forces of nature. Clerics of the elementalism throw, or become turned for 1 minute or until it takes any
domain might be considered priests out in the wilds, but in damage.
civilized society they are considered to be the divine voice of
the material world. Elemental Affinity
Shugenja Domain Spells
Also at 2th level, you specialize in one of the following four
elements. Your chosen element grants you a new Channel
Cleric Level Spells Divinity feature. Choose one from among air, earth, fire, and
1st detect magic, magic missile water.
3rd Aganazzar’s scorcher, gust of wind Air - Channel Divinity: Puresight
5th lightning bolt, tidal wave As an action you empower your sight, peaking through the
7th stone shape, storm sphere
veil of the world and seeing things as they truly are for 1
minute. You can see out to 60 feet into and through solid
9th maelstrom, wall of stone matter for the duration. To you, solid objects within sight
appear transparent and don't prevent light from passing
Sense Elements through them. The vision can penetrate 1 foot of stone, 1 inch
Beginning at 1st level, as an action, you can sense the of Common metal, or up to 3 feet of wood or dirt. Thicker
location, size and direction of a particular element within 300 substances block the vision, as does a thin sheet of lead.
feet of you, choosing either earth, fire, water, or wind. You Earth - Channel Divinity: Grounding
could, for example, sense an underground river, or locate a
hidden cave by sensing the torches burning inside of it. The As an action you conjure forth a translucent, radiant shimmer
effect lasts for 1 minute or until you dismiss it as an action. rising up from the ground beneath you. Up to five creatures of
You can use this feature a number of times equal to your your choosing within 30 feet of you, gain resistance to
Wisdom modifier (minimum of 1). You regain all expended bludgeoning, piercing, and slashing from nonmagical
charges when you finish a short or long rest. 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.
Water - Channel Divinity: Life Link
As an action and using your Channel Divinity, you create a
link between yourself and up to four willing creatures within
30 feet of you. As long as the link persists, any damage that is
taken by a linked creature, is divided evenly among all those
linked (rounded down). The effect lasts for 1 minute.
A creature can unlink itself at will (no action required), and
is forcefully unlinked if it is ever more than 30 feet away from
you. You can end the link on all affected creatures early at
will (no action required). The effect also ends early if you are
unconscious, or if you lose concentration (as if concentrating
on a spell).

69
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.

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Epic Elementalism Domain Elemental Titan
At 28th level, you gain another feature depending on the
Elemental Scrying Elemental Affinity you chose at 2nd level.
At 21st level, when you detect an element with your sense
elements feature, you can cast a ritual that lets you see Air - Dance of the Breeze
through the element for up to 10 minutes. You retain your You can use your misleading presence feature any number of
normal vision when you do so, but you cannot see further times between rests.
than the 300 feet your sense elements lets you detect. While
seeing through an element, you lose your own senses and you Earth - Bones of the Earth
are unaware of your own surroundings. The range of your shaking the foundations feature is tripled.
You can end the effect as a bonus action. The effect also
ends early, if you take damage or drop unconscious. Fire - Fury of the Core
Mighty Spellcasting The range of your molten eruption feature increases to 10
At 25th level, you add your Wisdom modifier twice to the feet and the damage increases to 2d10 + your cleric level in
damage you deal with any cleric cantrip, rather than once. fire damage.
Water - Breath of the Depths
Your elemental metabolism restores you to your maximum
hit points and cures you of any effect that reduces your hit
point maximum.

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Far Domain Channel Divinity: Bend Space
When you reach 6th level, you learn to instantaneously
The utterly alien and incomprehensible, the maddening and manipulate the fabric of space itself to subvert your enemies’
hysterical. To follow the Far Domain is to embrace the attacks.
understanding that everything known and accepted to be fact Whenever you or a friendly creature within 30 feet of you
by the inhabitants of this reality — including even the greatest would be hit by an attack, you can use your reaction to warp
of the deities worshiped by mortals — is not the all- the space between the target of the attack and another
encompassing truth for all beings that have ever existed. friendly creature you can see within 30 feet of you. When you
Followers of this domain pursue the deities and god-like do so, you teleport the two chosen creatures, exchanging
beings of these foreign realms, known and unknown, with their positions.
awe and reverence, entreating such entities to share their The new target of the attack gains a +2 bonus to AC
divine power and ability to comprehend such a maddening against the attack, as the sudden swap confounds the
world. attacker.
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.
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Potent Spellcasting Madness Effects
Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip. d10 Effect
The creature retreats into its mind and becomes
Impart Madness 1
paralyzed.
Starting at 17th level, whenever a creature fails its saving
throw against your Phase Step or takes damage from your The creature becomes incapacitated, begins
uncontrollably screaming, laughing, or weeping, and
Far Rift, you can bestow an effect of madness on it, which 2
may use its movement on each of its turns to move
lasts for 1 minute or until you lose your concentration (as if in a random direction.
you were concentrating on a spell). The effect also ends if the
target takes any damage. The creature becomes frightened of you and, as long
Roll on the madness table to determine the effect the as it has line of sight to you, must take the Dash
madness has on the creature. 3 action and move away from you by the safest
available route on each of its turns, unless there is
nowhere to move.
The creature begins babbling, can’t understand what
4 other creatures say, and is incapable of coherent
speech or casting spells with a verbal component.
The creature must use its action each round to attack
the nearest creature, using its movement as
5 necessary in order to do so. If it is incapable of
attacking the nearest creature, it wastes its action
that turn doing nothing.
The creature experiences vivid auditory, visual, and
6 tactile hallucinations and has disadvantage on all
ability checks.
The creature is charmed by you and, if it can hear and
7 understand you, does whatever you tell it to do that
isn’t obviously harmful to it.
The creature becomes incapacitated and experiences
8 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.

73
Epic Far Domain
Channel the Rift
At 21st level, your Far Rift grows into a 10-foot radius sphere,
and can target creatures within 60 feet. A creature in the
midst of being pulled to the sphere now takes 2d10 + your
cleric level in psychic damage, and if the creature is pulled
into the sphere itself, it now takes 4d10 + twice your cleric
level in psychic damage.
Mighty Spellcasting
At 25th level, you add your Wisdom modifier twice to the
damage you deal with any cleric cantrip, rather than once.
Maddening Metamorphosis
At 28th level, you can use a bonus action to channel the raw
maddening energy of the far realm through your body. Your
body begins to rapidly mutate into a horrendous mass of
nightmares for 1 minute. For the duration, any creatures that
can see, hear, smell, or sense you in any way within a 30-foot
radius of you must succeed on a Wisdom saving throw
against your spell save DC with disadvantage. On a failure,
roll on the madness table, the creature comes under the
effect of the madness for the duration of this ability.
Once you use this feature, you must finish a long rest
before you can do so again.

74
Feast Domain Anyone who imbibes one dose of this brew adds your
Proficiency Bonus to one of the following:
Celebration, revelry, holidays, banquets and thanksgivings.
Feasting is for those in need of either a fulfilling meal after a Their AC
long and exhausting adventure, or for Over-filling for the A saving throw of their choice (such as Constitution or
coming cold winter - or maybe even in memory of the passing Charisma)
of a lost loved one or friend. Alchemists, Brewers, Chefs, Their melee attack rolls.
Cooks, Hunters, and Soldiers alike adore and praise gods of This bonus lasts for 1 hour, leaving a warm buzz behind
drink and food. Whether the reason for the feastin be somber, when it fades. A creature can benefit from only one dose of
joyous, or preparation - a full belly and a rested mind are the blessed brew between rests. An hour after creating blessed
key aspects of this domain. brew, the liquid turns into tasty, but mundane, alcohol of your
Feast Domain Spells choice.
Cleric Level Spells Channel Divinity: Boot & Rally
1st purify food and drink, heroism Starting at 6th level, you can take an action to grasp your holy
symbol and use your Channel Divinity to aid and rally your
3rd blur, suggestion allies. All friendly creatures within 30 feet of you, including
5th aura of vitality, hypnotic pattern yourself, who are frightened, paralyzed, poisoned, or stunned
7th compulsion, resilient sphere
gain an immediate saving throw with advantage to remove
the effect. All friendly creatures that succeed on the saving
9th dream, greater restoration throw, or where not under any of those effects in the first
place, also heal 2d6 hit points.
Disciple of the Draught Divine Strike
At 1st level, you gain proficiency in Constitution Saves, either At 8th level, you gain the ability to infuse your weapon strikes
the Insight or Medicine skills (your choice), and you gain with divine energy. Once on each of your turns when you hit a
proficiency with Brewer's Supplies or Cook's Utensils. creature with a weapon attack, you can cause the attack to
Also, you no longer can become intoxicated from deal an extra 1d8 radiant damage to the target. When you
consuming alcoholic substances, unless you choose to, and teach 14th level, the extra damage increases to 2d8.
you suffer no drawbacks from intoxication. You cannot
become addicted to alcohol or any other substance. Feast Hall of Heroes
Channel Divinity: Blessed Brew Starting at 17th level, as an action, you may call forth a divine
Starting at 2nd level, you can take an action to grasp your feast hall of your god, as if you had cast the Temple of the
holy symbol and use your Channel Divinity to transform a Gods spell, without any material components. Inside the hall
container of nonmagical liquid into blessed brew; the number is a glorious, magnificently overflowing feast, mechanically
of doses equals 3 + your Wisdom modifier. Any special identical to the Heroes’ Feast spell. Once you use this feature,
attributes the liquid previously had are negated. 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.

75
Epic Feast Domain
Channeled Brew
At 21st level, whenever a creature imbibes your Blessed
Brew, they may add your proficiency bonus to two of the
effects listed.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Abrosial Meadhall
At 28th level, utilizing your Feast Hall of Heroes feature
brings forth an extravagant godly meadhall. This meadhall
functions exactly the same as the original Feast Hall of
Heroes - but is twice as large and can be made permanent.
You can only have one Abrosial Meadhall made permanent at
any time.

76
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.
Forge Domain Soul of the Forge
The gods of the forge are patrons of artisans who work with Starting at 6th level, your mastery of the forge grants you
metal and craft, from a humble blacksmith who keeps a special abilities:
village in horseshoes and plow blades, to the mighty elf
artisan whose diamond-tipped arrows of mithral have felled You gain resistance to fire damage.
demon lords. The gods of the forge teach that, with patience, While wearing heavy armor, you gain a +1 bonus to AC.
dedication and hard work, even the most intractable metal
can be transformed from a lump of ore to a beautifully Divine Strike
wrought object. Clerics of these deities search for objects lost At 8th level, you gain the ability to infuse your weapon strikes
to the forces of darkness, liberate mines overrun by orcs, and with the fiery power of the forge. Once on each of your turns
uncover rare and wondrous materials necessary to create when you hit a creature with a weapon attack, you can cause
potent magic items. Followers of these gods take great pride the attack to deal an extra 1d8 fire damage to the target.
in their work, and they are willing to craft and use heavy When you reach 14th level, the extra damage increases to
armor and powerful weapons to protect them. 2d8.
Forge Domain Spells Saint of Forge and Fire
Cleric Level Spells At 17th level, your blessed affinity with fire and metal
becomes more powerful:
1st identify, searing smite
You gain immunity to fire damage.
3rd heat metal, magic weapon While wearing heavy armor, you have resistance to
5th elemental weapon, protection from energy bludgeoning, piercing, and slashing damage from
nonmagical attacks.
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.

77
Epic Forge Domain
Channel Artisanry
At 21st level, you can use your Channel Divinity: Artisan’s
Blessing to create magical objects and your creation can have
a value up to 1,000 gp.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Blessing of the Great Forge
At 28th level, you can use your Blessing of the Forge feature
to imbue magical objects and the bonus increases to +3 if you
use it on a nonmagical object.

78
Grave Domain Sentinel at Death's Door
At 6th level, you gain the ability to impede death’s progress.
Gods of the grave watch over the line between life and death. As a reaction when you or an ally that you can see within 30
To these deities, death and the afterlife are a foundational feet of you suffers a critical hit, you can turn that attack into a
part of the multiverse’s workings. To resist death, or to normal hit. Any effects triggered by a critical hit are canceled.
desecrate the dead’s rest, is an abomination. These deities You can use this feature a number of times equal to your
teach their followers to respect the dead and pay them due Wisdom modifier (minimum of once). You regain all
homage. Followers of these deities seek to put restless spirits expended uses when you finish a long rest.
to rest, destroy the undead wherever they find them, and ease
the suffering of dying creatures. Their magic also allows Potent Spellcasting
them to stave off a creature’s death, though they refuse to use Starting at 8th level, you add your Wisdom modifier to the
such magic to extend a creature’s lifespan beyond its mortal damage you deal with any cleric cantrip.
limits.
Grave Domain Spells
Keeper of Souls
At 17th level, you can seize a trace of vitality from a parting
Cleric Level Spells soul and use it to heal the living. When an enemy you can see
1st bane, false life 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
3rd gentle repose, ray of enfeeblement number of Hit Dice. You can use this feature only if you aren't
5th revivify, vampiric touch incapacitated. Once you use it, you can't do so again until the
start of your next turn.
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.

79
Epic Grave Domain
Grave Channeling
At 21st level, when you use your Channel Divinity: Path to the
Grave, the curse no longer ends after the target is hit.
Mighty Spellcasting
At 25th level, you add your Wisdom modifier twice to the
damage you deal with any cleric cantrip, rather than once.
Sanctum of Souls
At 28th level, when you would be reduced to 0 hit points, you
instead regain a number of hit points equal to half your hit
point maximum.
Once you use this feature, you can’t use it again until you
finish a long rest.

80
Hearth Domain Channel Divinity: Restful Sojourn
Starting at 2nd level, As an action, you may cast Leomund’s
Inns, Taverns, Camps, Refuges, and even the small bonfire of Tiny Hut, without expending a spell slot or material
weary adventurers. Gods of the Hearth are the patrons of all components. Creatures that expend hit dice while inside gain
those who offer shelter to others. Followers of these gods are a bonus to their rolls equal to your Wisdom modifier
selfless individuals that put the comfort of their companions (minimum of 1).
before all else. They seek to provide shelter to the weary, aid Once you use this feature, you must finish a long rest
the weak, and bolster their allies, Clerics of the hearth see before you can do so again.
themselves as the first line of defense against those that seek
to destroy the warm, safe places of the world - and have Selfless Healer
vowed to be it's protecting force. Beginning at 6th level, when you use an action or bonus
Hearth Domain Spells action to stabilize an ally or cause an ally to regain hit points,
you are under the effects of the Dodge action until the
Cleric Level Spells beginning of your next turn.
1st goodberry, sanctuary
Divine Strike
3rd healing spirit, warding bond Starting at 8th level, you learn to channel the warmth of the
5th beacon of hope, plant growth hearth into your weapon's strikes. Once on each of your turns
when you hit a creature with a weapon attack, you can cause
7th faithful hound, guardian of faith the attack to do an extra 1d8 fire damage to the target. When
9th greater restoration, hallow you reach 14th level, the extra damage increases to 2d8.
Master of Hospitality
Bonus Proficiencies Starting at 17th level a number of friendly creatures equal to
At 1st level, you gain proficiency with the herbalism kit, your cleric level that complete a short or long rest with you
cook's utensils, and Heavy Armor. gain the following benefits:
Blessing of the Hearth They are cured of any poisons or disease.
When you choose this Divine Domain at 1st level your warm Their level of exhaustion is reduced by two.
presence during respites allows your companions to rest as if They regain maximum hit points from their hit die rolls.
they were in their own beds back home. During a short rest They gain temporary hit points equal to your cleric level
you may touch one friendly creature and end one condition,
disease, poison, or 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.

81
Epic Hearth Domain
Channel Rest
At 21st level, when you or other creatures expend hit dice
inside your Leomund's Tiny Hut gain a bonus to their rolls
equal to twice your Wisdom modifier.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Hearthly Delights
At 28th level, your Master of Hospitality feature now grants
friendly creatures the following additional benefits:
They are cured of any curses afflicting them - if they are
willing.
Until the next short or long rest, the first level of
exhaustion they gain from any source is negated. Example:
if a friendly creature were to be subjected to an effect that
grants them a level of exhaustion, it is negated - but
afterwards they take levels of exhaustion as normal.

82
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 Precise Attacker
depends on whether the triggering attack was a melee or Starting at 6th level, your weapon attacks begin to hit
ranged attack. unerringly, aided by the divine magic flowing through you. If
Ranged Weapon Attack. The target of your attack has you miss with a weapon attack roll on your turn, you can use
their speed halved until the start of your next turn. your bonus action to reroll the attack and take the new roll.
Melee Weapon Attack. Your speed is increased by 15 feet Alternatively, if you hit with a weapon attack on your turn, you
until the end of your turn, and the next 5 feet of movement can use your bonus action to deal additional damage to the
you make this turn doesn’t provoke opportunity attacks. target. This damage equals your Wisdom modifier (minimum
You can use this feature a number of times equal to your 1), and it shares its damage type with the attack that triggered
Wisdom modifier (a minimum of once). You regain all it.
expended uses when you finish a long rest.
Divine Strike
Channel Divinity: Prized Quarry At 8th level, you gain the ability to infuse your weapon strikes
Beginning at 2nd level, you can magically reward a creature with the divine energy of the hunt. Once on each of your turns
for their successful kill. When a creature within 120 feet of when you hit a creature with a weapon attack, you can cause
you is reduced to 0 hit points, you can use your reaction and the attack to deal an extra 1d8 damage of the same type dealt
expend a use of your Channel Divinity to reward the creature by the weapon to the target. When you reach 14th level, the
that reduced it to 0 hit points. That creature regains a extra damage increases to 2d8.
number of hit points equal to your Wisdom modifier + your
Cleric level, and can immediately use its reaction to move up Master of the Hunt
to its speed without provoking opportunity attacks. An At 17th level, your divine skill with weaponry has reached its
undead or construct cannot be healed by this feature. 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.

83
Epic Hunt Domain
Prized Channel
At 21st level, when you reward a creature for a successful kill
using your Prized Quarry feature, the creature can now use
it's reaction to make a single attack on a creature as part of
it's movement.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Huntsman of Legend
At 28th level, your Master of the Hunt feature now deals 2d8
+ your cleric level in damage if the lower of the two rolls
would also hit.

84
Knowledge Domain Visions of the Past
Starting at 17th level, you can call up visions of the past that
The gods of knowledge value learning and understanding relate to an object you hold or your immediate surroundings.
above all. Some teach that knowledge is to be gathered and You spend at least 1 minute in meditation and prayer, then
shared in libraries and universities, or promote the practical receive dreamlike, shadowy glimpses of recent events. You
knowledge of craft and invention. Some deities hoard can meditate in this way for a number of minutes equal to
knowledge and keep its secrets to themselves. And some your Wisdom score and must maintain concentration during
promise their followers that they will gain tremendous power that time, as if you were casting a spell.
if they unlock the secrets of the multiverse. Followers of these Once you use this feature, you can't use it again until you
gods study esoteric lore, collect old tomes, delve into the finish a short or long rest.
secret places of the earth, and learn all they can. Some gods Object Reading. Holding an object as you meditate, you
of knowledge promote the practical knowledge of craft and can see visions of the object's previous owner. After
invention, including smith deities. meditating for 1 minute, you learn how the owner acquired
Knowledge Domain Spells and lost the object, as well as the most recent significant
Cleric Level Spells
event involving the object and that owner. If the object was
owned by another creature in the recent past (within a
1st command, identify number of days equal to your Wisdom score), you can spend
3rd augury, suggestion
1 additional minute for each owner to learn the same
information about that creature.
5th nondetection, speak with dead Area Reading. As you meditate, you see visions of recent
7th arcane eye, confusion
events in your immediate vicinity (a room, street, tunnel,
clearing, or the like, up to a 50-foot cube), going back a
9th legend lore, scrying number of days equal to your Wisdom score. For each minute
you meditate, you learn about one significant event,
Blessings of Knowledge beginning with the most recent. Significant events typically
At 1st level, you learn two languages of your choice. You also involve powerful emotions, such as battles and betrayals,
become proficient in your choice of two of the following marriages and murders, births and funerals. However, they
skills: Arcana, History, Nature, or Religion. might also include more mundane events that are
Your proficiency bonus is doubled for any ability check you nevertheless important in your current situation.
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.

85
Epic Knowledge Domain
Channel Knowledge
At 21st level, you can use your Channel Divinity: Knowledge
of the Ages to target a creature that you can see within 30
feet, granting it proficiency with a skill or tool.
Mighty Spellcasting
At 25th level, you add your Wisdom modifier twice to the
damage you deal with any cleric cantrip, rather than once.
Magical Knowhow
At 28th level, your deep insight into the workings of magic,
lets you thwart offensive spells against you more effectively.
You have advantage on saving throws against spells and
magical effects that target you.

86
Life Domain Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to
The Life domain focuses on the vibrant positive energy – one heal the badly injured.
of the fundamental forces of the universe – that sustains all As an action, you present your holy symbol and evoke
life. The gods of life promote vitality, wellness, and health healing energy that can restore a number of hit points equal
through healing the sick and wounded, caring for those in to five times your cleric level. Choose any creatures within 30
need, and driving away the forces of death and undeath. feet of you, and divide those hit points among them. This
Almost any non-evil deity can claim influence over this feature can restore a creature to no more than half of its hit
domain, particularly agricultural deities, sun gods, gods of point maximum. You can't use this feature on an undead or a
healing or endurance, and gods of home and community. construct.
Life Domain Spells
Blessed Healer
Cleric Level Spells Beginning at 6th level, the healing spells you cast on others
1st bless, cure wounds 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
3rd lesser restoration, spiritual weapon regain hit points equal to 2 + the spell's level.
5th beacon of hope, revivify
Divine Strike
7th death ward, guardian of faith At 8th level, you gain the ability to infuse your weapon strikes
9th mass cure wounds, raise dead with divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
Bonus Proficiency deal an extra 1d8 radiant damage to the target. When you
At 1st level, you gain proficiency with heavy armor. reach 14th level, the extra damage increases to 2d8.
Supreme Healing
Disciple of Life Starting at 17th level, when you would normally roll one or
Also starting at 1st level, your healing spells are more more dice to restore hit points with a spell, you instead use
effective. Whenever you use a spell of 1st level or higher to the highest number possible for each die. For example,
restore hit points to a creature, the creature regains instead of restoring 2d6 hit points to a creature, you restore
additional hit points equal to 2 + the spell's level. 12.

87
Epic Life Domain
Channel Life
At 21st level, your Channel Divinity: Preserve Life can restore
a creature back to its hit point maximum.
Life Infused Strikes
At 25th level, when you hit a creature with a weapon attack,
you regain lost hit points equal to the radiant damage done.
Armor of Life
At 28th level, whenever you receive magical healing that
restores lost hit points, you gain the same amount of
temporary hit points, up to a maximum of half your cleric
level.

88
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
Light Domain Starting at 8th level, you add your Wisdom modifier to the
Gods of light promote the ideals of rebirth and renewal, truth, damage you deal with any cleric cantrip.
vigilance, and beauty, often using the symbol of the sun.
Some of these gods are portrayed as the sun itself or as a Corona of Light
charioteer who guides the sun across the sky. Others are Starting at 17th level, you can use your action to activate an
tireless sentinels whose eyes pierce every shadow and see aura of sunlight that lasts for 1 minute or until you dismiss it
through every deception. Some are deities of beauty and using another action. You emit bright light in a 60-foot radius
artistry, who teach that art is a vehicle for the soul's and dim light 30 feet beyond that. Your enemies in the bright
improvement. Clerics of a god of light are enlightened souls light have disadvantage on saving throws against any spell
infused with radiance and the power of their gods' discerning that deals fire or radiant damage.
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.

89
Epic Light Domain
Channel the Light
At 21st level, the radius of your Channel Divinity: Radiance of
the Dawn increases to 60 feet and its damage is increased to
4d10 + your Cleric level.
Mighty Spellcasting
At 25th level, you add your Wisdom modifier twice to the
damage you deal with any cleric cantrip, rather than once.
Armor of Light
At 28th level, you can use a bonus action to conjure forth
radiant light that envelops you like a suit of divine armor for 1
minute. For the duration, you shine bright light in a 30-foot
radius and dim light for an additional 30 feet. The light is
magical. A creature has disadvantage on attack rolls against
you unless it is immune to the blinded condition. A creature
that is vulnerable to radiant damage can’t target you with
attacks or spells while it is within the light.
Once you use this feature, you must finish a long rest
before you can do so again.

90
Channel Divinity: Stroke of Luck
Luck Domain Starting at 2nd level you gain this Channel Divinity option. As
The gods of luck are patrons of those who embrace chance. a reaction, when a friendly creature within 30 feet of you is
All those who leave their lives in the hands of fate all garner forced to make a saving throw, you can use this Channel
favor from such gods. Clerics that belong to this domain Divinity to grant them advantage on their roll.
barely resemble clerics at all, and their holy symbols are often
pieces of gaming sets or lucky charms. When you embrace Lucky Streak
the ways of the luck domain, gambling with your life brings Beginning at 6th level, your god blesses your attacks with a
you great joy, and as a representative of the forces of chance strange luck. Your weapon attacks and spell attack rolls score
you encourage rash decisions and actions everywhere you go. a critical hit on a roll of 7 or 20, but rolls of 13 and 1 are both
considered critical failures. Good luck!
Luck Domain Spells
Cleric Level Spells
Potent Improvisation
Starting at 8th level you may use your Wisdom modifier, in
1st bane, bless place of Strength or Dexterity, for attack and damage rolls
3rd enhance ability, rope trick with improvised weapons, and your improvised weapon
attacks count as magical for the sake of overcoming
5th bestow curse, remove curse resistances and immunities.
7th banishment, dimension door In addition, once on each of your turns when you hit a
creature with an improvised weapon attack, you can cause
9th reincarnate, skill empowerment the Attack to deal an extra 1d8 damage of the weapons type
to the target. When you reach 14th level the extra damage
Bonus Proficiencies increases to 2d8.
At 1st level you learn that life is a game of chance: sometimes
you win, and sometimes you need to improvise. When you Divine Roulette
select this domain you gain proficiency with one gaming set Upon reaching 17th level you can push your luck to its
of your choice and with improvised weapons. absolute limits. As an action on your turn, you can hold your
Additionally, if you spend at least one minute observing a holy symbol aloft and play Divine Roulette. Roll a d10, and
game you are not familiar with you can add double your the corresponding 9th-level spell immediately takes effect as
proficiency bonus to any ability checks related to that game if cast as a cleric spell by you. You may choose the target of
until the end of your next long rest. Only one game can the spell after you decide which of the results you will use.
benefit from this feature at a time. d10 Spell d10 Spell
Tip the Scales 1 no effect 6 power word kill
When you choose this Domain at 1st level, your luck begins to 2 imprisonment 7 time stop
rub off on those you touch. When you cast a spell of 1st-level
or higher that targets a friendly creature, they have advantage 3 invulnerability 8 true polymorph
on their next ability check, attack roll or saving throw. 4 mass heal 9 weird
5 power word heal 10 wish

Once you use this feature you must finish a long rest before
you can use it again, unless you expend a 9th-level spell slot.

91
Epic Luck Domain
Channel Luck
At 21st level, as a reaction, your Stroke of Luck ability now
targets creatures within 60 feet. Additionally, instead of
granting advantage to their roll, you have them automatically
succeed the saving throw.
Improved Improvisation
At 25th level, your Potent Improvisation damage increases to
3d8.
All the Luck
At 28th level, whenever you utilize your Divine Roulette you
now roll twice on the table, choosing which result from the
two to take place.

92
Mind Domain
The power of the mind and the gods, coalescing into a Channel Divinity: Psychic Feedback
formidable force. This path blends divine devotion and Beginning at 2nd level, you can use your Channel Divinity to
psychic power. The forces tied to the Mind domain teach disrupt a foe’s mind. When a creature within 30 feet of you
followers that the mind is the greatest tool and the mightiest has to make a Wisdom saving throw, you can use your
weapon in creation. A cleric of the Mind domain learns to reaction to impose disadvantage on it using your Channel
harness their own mental prowess, then uses this gift to Divinity. You must use this feature before you know the
protect the faithful and smite enemies in the name of their outcome of the roll.
gods. 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
Mind Domain Spells psychic damage to the target, equal to half your cleric level,
Cleric Level Spells immediately before the target makes its saving throw.
1st command, dissonant whispers Gestalt Anchor
3rd detect thoughts, phantasmal force Beginning at 6th level, your mental power increases, settling
the minds of those around you with your mere presence.
5th enemies abound, fear Whenever you or a friendly creature within 10 feet of you
7th confusion, phantasmal killer must make an Intelligence, Wisdom, or Charisma saving
throw, the creature gains a +2 bonus to the saving throw. You
9th dominate person, telekinesis must be conscious to grant this bonus.
Flash of Insight Potent Spellcasting
Starting at 1st level, you can summon power from a well of Starting at 8th level, you add your Wisdom modifier to the
mental energy at your core. When you make an ability check, damage you deal with any cleric cantrip.
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 Psychic Armory
equal to half of your cleric level (minimum of 1). At 17th level, add Psychic Scream to your list of domain
You can use this feature twice. You regain expended uses spells. It is always prepared and counts as a cleric spell.
when you finish a short or long rest. Additionally, you can cast Raulothim's Psychic Lance a
number of times equal to your Wisdom modifier per long
Psychic Force rest.
Also at 1st level, you learn to buffet your foes with mental
power. When you cast a cleric spell or cantrip that inflicts
radiant or necrotic damage, you can choose to have it inflict
psychic damage instead.

93
Epic Mind Domain
Channel Feedback
At 21st level, your Psychic Feedback now has a range of 60
feet. Additionally, If the spell or effect that caused the
Wisdom saving throw is not created by a spell you cast, you
can now choose to deal psychic damage equal to your cleric
level.
Mighty Spellcasting
At 25th level, you add your Wisdom modifier twice to the
damage you deal with any cleric cantrip, rather than once.
Psionic Bulwark
At 28th level, you can use a bonus action to bolster your body
with pure psychic energy for 1 minute. For the duration, you
gain a flying (hover) speed equal to half your walking speed,
and you gain a bonus to all ability checks, attack and damage
rolls, and saving throws equal to half your Wisdom modifier.
Once you use this feature, you must finish a long rest
before you can do so again.

94
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
Nature Domain creature with a weapon attack, you can cause the attack to
deal an extra 1d8 cold, fire, or lightning damage (your choice)
Gods of nature are as varied as the natural world itself; from to the target. When you reach 14th level, the extra damage
inscrutable gods of the deep forests to friendly deities increases to 2d8.
associated with particular springs and groves. Druids revere
nature as a whole and might serve one of these deities, Master of Nature
practicing mysterious rites and reciting all-but-forgotten At 17th level, you gain the ability to command animals and
prayers in their own secret tongue. But many of these gods plant creatures. While creatures are charmed by your Charm
have clerics as well, champions who take a more active role in Animals and Plants feature, you can take a bonus action on
advancing the interests of a particular nature god. These your turn to verbally command what each of those creatures
clerics might hunt the evil monstrosities that despoil the will do on its next turn.
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

95
Epic Nature Domain
Channel Nature
At 21st level, the radius of your Channel Divinity: Charm
Animals and Plants has its radius increased to 60 feet, and
it’s duration increased to 1 hour.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Bond of Nature
Bond of Nature
At 28th level, you learn three druid spells of your choice of
6th level or lower. These spells count as cleric spells for you,
are always prepared, and don’t count toward your maximum
number of prepared spells.

96
Order Domain Voice of Authority
Starting at 1st level, you can invoke the power of law to
The Order domain represents discipline, as well as devotion embolden an ally to attack. If you cast a spell with a spell slot
to a society or an institution and strict obedience to the laws of 1st level or higher and target an ally with the spell, that ally
governing it. The domain is favored by clerics who use it to can use their reaction immediately after the spell to make
benevolently maintain and enforce the law, or exploit law and one weapon attack against a creature of your choice that you
order for their own personal gain. The ideal of order is can see.
obedience to the law above all else, rather than to a specific If the spell targets more than one ally, you choose the ally
individual or the passing influence of emotion or popular who can make the attack.
rule. Clerics of order are typically concerned with how things
are done, rather than whether an action's results are just. Channel Divinity: Order's Demand
Following the law and obeying its edicts is critical, especially Starting at 2nd level, you can use your Channel Divinity to
when it benefits these clerics and their deities. exert an intimidating presence over others.
Order Domain Spells As an action, you present your holy symbol, and each
creature of your choice that can see or hear you within 30
Cleric Level Spells feet of you must succeed on a Wisdom saving throw or be
1st command, heroism charmed by you until the end of your next turn or until the
charmed creature takes any damage. You can also cause any
3rd hold person, zone of truth of the charmed creatures to drop what they are holding when
5th mass healing word, slow they fail the saving throw.
7th compulsion, locate creature Embodiment of the Law
9th commune, dominate person At 6th level, you become remarkably adept at channeling
magical energy to compel others.
Bonus Proficiencies If you cast a spell of the enchantment school using a spell
At 1st level, you gain proficiency with heavy armor. You also slot of 1st level or higher, you can change the spell's casting
gain proficiency in the Intimidation or Persuasion skill (your time to 1 bonus action for this casting, provided the spell's
choice). 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.

97
Epic Order Domain
Channel Order
At 21st level, your Channel Divinity: Order’s Demand has its
range increased to 60 feet, and a creature drops prone when
it fails the saving throw.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Law Maker
At 28th level, you can use your Embodiment of the Law
feature any number of times between rests. In addition, when
you cast an enchantment spell, you gain temporary hit points
equal to your cleric level.

98
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.

99
Epic Protection Domain
Channeled Armor
At 21st level, whenever you target a creature to be enveloped
in your radiant armor, you may target one additional creature
of your choice within 30 feet. In addition to the temporary
hitpoints, you also bestow +2 AC to the targeted creatures.
Mighty Spellcasting
At 25th level, you add your Wisdom modifier twice to the
damage you deal with any cleric cantrip, rather than once.
Aegis of Ages
At 28th level, your divine energies suffuse your body and
manifest as a permanent shield against harm. You gain a
damage threshold of 10 damage. For anything to be
damaging to you, it must deal damage greater than 10 points.
Example: If you are targeted by an attack that deals 5
damage, you take no damage. But if you are targeted by an
attack that deals 20 damage, you only take 10 damage.

100
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 Protective Bond
action, you choose a number of willing creatures within 30 Beginning at 6th level, the bond you forge between people
feet of you (this can include yourself) equal to your helps them protect each other. When a creature affected by
proficiency bonus. You create a magical bond among them your Emboldening Bond feature is about to take damage, a
for 10 minutes or until you use this feature again. While any second bonded creature within 30 feet of the first can use its
bonded creature is within 30 feet of another, the creature can reaction to teleport to an unoccupied space within 5 feet of
roll a d4 and add the number rolled to an attack roll, an ability the first creature. The second creature then takes all the
check, or a saving throw it makes. Each creature can add the damage instead.
d4 no more than once per turn.
You can use this feature a number of times equal to your Potent Spellcasting
proficiency bonus, and you regain all expended uses when At 8th level, you add your Wisdom modifier to the damage
you finish a long rest. you deal with any cleric cantrip.
Channel Divinity: Balm of Peace Expansive Bond
Starting at 2nd level, you can use your Channel Divinity to At 17th level, the benefits of your Emboldening Bond and
make your very presence a soothing balm. As an action, you Protective Bond features now work when the creatures are
can move up to your speed, without provoking opportunity within 60 feet of each other. Moreover, when a creature uses
attacks, and when you move within 5 feet of any other Protective Bond to take someone else's damage, the creature
creature during this action, you can restore a number of hit has resistance to that damage.
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.

101
Epic Peace Domain
Channel Peace
At 21st level, your Balm of Peace feature allows you to move
twice your speed, and when you move within 10 feet of any
other creature during this action, you can restore a number of
hitpoints equal to 4d6 + your Wisdom modifier.
Mighty Spellcasting
At 25th level, you add your Wisdom modifier twice to the
damage you deal with any cleric cantrip, rather than once.
Hallowed Bond
At 28th level, your Emboldening Bond feature allows a
bonded creature to roll 2d4 and add the number rolled to an
attack roll, an ability check, or a saving throw it makes.

102
Rage Domain If the creature fails its saving throw, the target uses its
reaction to make a melee attack against the nearest creature
Anger, Vengeance, Wrath and Pain are mighty tools in the within its reach other than itself. If there are multiple. you
hands of those who know how to manipulate and wield it to choose which one.
their whims, and a weakness in those who don't. Clerics of
gods that control this emotion become aspects of utter rage, Tempered Anger
also known as berserker priests, which unleash both their Starting at 6th level you gain advantage against being
own fury, and the anger of others, and carry out the wrath of charmed or frightened, and magic can't put you to sleep.
the gods. Gods of rage include gods of destruction, pillage,
conquest and domination. Divine Strike
At 8th level, once on each of your turns when you hit a
Rage Domain Spells creature with a weapon attack, you can cause the attack to
Cleric Level Spells deal an extra 1d8 damage of the same type dealt by the
weapon to the target. When you reach 14th level, the extra
1st hellish rebuke, wrathful smite damage increases to 2d8
3rd crown of madness, magic weapon
Scion of Wrath
5th enemies abound, fear When you reach 17th bevel your body manifests the only
7th confusion, staggering smite emotion your god has taught you; rage. When you are
attacked or are forced to make a saving throw from a
9th holy weapon, steel wind strike creature within 60 feet of you, you can use your reaction to
move to within 5 feet of the creature and make a weapon
Bonus Proficiencies attack against them.
At 1st level you gain proficiency with martial weapons and Additionally, the next time you take the Attack action before
heavy armor. the end of your next turn, you gain the following benefits if
you attack only that target:
Furious Swing
Also at 1st level you are able to tap into the innate fury of You can make four attacks against them, instead of one.
your deity, When you miss an attack roll that would deal You add 1d10 + half your cleric level in damage to each
damage. you can use your reaction to deal half of that attack that hits. This damage is force damage.
damage instead Your attacks are always made with advantage, even if you
You can use this feature a number of times equal to your have disadvantage normally.
Wisdom modifier (minimum of once) You regain expended At the end of this action, a crater appears beneath your
uses when you finish a long rest. target's feet, with a radius of 5 feet times the amount of
attacks that hit. The crater is difficult terrain for all hostile
Channel Divinity: Wrathful Upsurge creatures,
Starting at 2nd level, as a bonus action, you present your holy Once you use this feature, you can’t use it again until you
symbol and one creature of your choice that is within 30 feet finish a long rest.
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.

103
Epic Rage Domain
Channel Wrath
At 21st level, your Wrathful Upsurge allows the targeted
creature to use its reaction to move up to half it's speed and
make two attacks against the nearest creature.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Vengeful Avatar
At 28th level, your Scion of Wrath feature now allows you to
make five attacks, each attack deals 2d10 + your cleric level
in damage to each attack that hits. Additionally, the crater
now has a radius of 10 feet times the amount of attacks that
hit.

104
Soul Domain As an action, you may destroy a reliquary and send forth
Clerics of the Soul Domain practice Spirit Magic along with one of your deity's faithful souls to either help or harm a
the teachings of their god - and help the transfer of souls into creature within 60 feet of you. An unwilling creature must
the hands of their deities. Gods of protection, life, and nature make a Charisma saving throw against your cleric spell save
generally accept the Soul Domain. Though other deities may DC - and their roll is subtracted by a d4 against the save - or
see its merits as well. Many soul clerics are seen as direct suffer an effect from one of the tables below, determined by
agents of their deities, as the tasks they undertake allow the the same d4. On a successful save, it has no effect.
deity to exude more influence over the material world Applying the same effect to the same creature multiple
times only refreshes the duration of the effect. These effects
Soul Domain Spells are magical and can be dispelled by Dispel Magic.
Cleric d4 Harmful Effect
Level Spells
They become frightened for 1 minute. They can repeat
detect evil and good, protection from evil and 1
1st the saving throw at the end of each of their turns.
good
They lose resistance to the next damage type that is
3rd aid, spiritual weapon 2
dealt to them for 1 minute.
5th beacon of hope, spiritual guardian They cannot regain hitpoints or temporary hitpoints for
3
7th guardian of faith, otiluke's resilient sphere 1 minute.

9th circle of power, dispel evil and good They reduce every attack roll and saving throw by an
4 amount equal to half your proficiency bonus for 1
minute.
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and d4 Helpful Effect
woodcarver's tools.
They become immune to the frightened condition for
1
Ritual Savant 1 minute.
At 1st level, you gain the ability to cast cleric spells with a They gain resistance to the next damage type that is
ritual tag as rituals even if you don't have them prepared. 2
dealt to them for 1 minute.
They still require material components.
They gain temporary hitpoints equal to twice your
3
Channel Divinity: Insight of the Soul cleric level. These last until the next short or long rest.
Starting at 2nd level, you can use your Channel Divinity to They can add half your proficiency bonus to any attack
perceive the world as the spirits themselves do. Choose a 4
roll or saving throw for 1 minute.
willing creature within 30 feet. This creature gains truesight
out to 60 feet and advantage on Perception, Insight, or Divine Strike
Investigation checks (you choose which when you grant this
ability) up to 1 minute. At 8th level, once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
Spirit Reliquaries deal an extra 1d8 force damage to the target. When you
Starting at 6th level you can send out souls by creating reach 14th level, the extra damage increases to 2d8.
spiritual reliquaries which turn the fate of your allies or
enemies. Spirit Master
During your long rest, you can create reliquaries that Starting at 17th level, you can now have up to double your
house the willing souls of your deity's congregation. the proficiency bonus in reliquaries. Additionally, you can cast
maximum number of reliquaries you can have is equal to Astral Projection on yourself without expending a spell slot
your proficiency bonus. or providing material components. Once you use this feature,
you can’t use it again until you finish a long rest.
105
Epic Soul Domain
Channeled Insight
At 21st level, your Insight of the Soul feature increases to 60
feet, and while this effect is active you can determine if a
creature is lying while you can sense them (whether through
sight, touch, smell, hearing, etc.)
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Soul Ascension
At 28th level, you can use a bonus action to channel the souls
of your god through your being for 1 minute. For the duration,
you are under the continuous effects of the spell Spirit
Shroud as if it were cast at 4th level. Additionally, you are
now able to cast Soul Cage at will while in this form, using
your reliquaries as the material components - you are able to
target previously existing souls in your reliquaries for the
features of the spell.
Once you use this feature, you must finish a long rest
before you can do so again.

106
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.
Spacial Adjustment
Blessings of the Celestial Bodies Starting at 6th level, you gain the ability to create sudden
Starting at 1st level, if you're conscious, you cannot be moved gravity spikes. When you or an ally are attacked by a creature
against your will. You also learn the Mage Hand cantrip within 30 feet of you that you can see, you can use your
reaction to impose a Strength saving throw, causing a spike
Channel Divinity: Gravitational Flux of gravity to affect the attacker before it hits or misses. If the
Starting at 2nd level, as an action you can present your holy creature fails, its attack automatically misses and it falls
symbol and alter the force of gravity in your immediate area. prone.
This ability can last up to 1 minute, effects a 30 foot radius You can use this feature a number of times equal to your
centered on you, and doesn’t move with you after casting. You Wisdom modifier (a minimum of once) You regain all
may choose creatures and objects to be unaffected. When you expended uses when you finish a long rest.
first use this ability, you must choose between one of its two
forms: Divine Strike
Zero Gravity. All non-exempt creatures and objects within At 8th level, you gain the ability to better control your gravity
range rise vertically at a rate of 5 feet per round, up to 30 feet, spikes and increase the gravity around your strikes. Once on
and remain suspended there for the duration. The ability can each of your turns when you hit a creature with a weapon
levitate a target that weighs up to 500 pounds. An unwilling attack, you can cause the attack to deal an extra 1d8 magical
creature that succeeds on a Constitution saving throw may bludgeoning damage to the target. When you reach 14th level,
choose to be unaffected. the extra damage increases to 2d8
An affected creature can move only by pushing or pulling
against a fixed object or surface within reach (such as a wall Champion of the Celestial Bodies
or a ceiling) which allows it to move as if it were climbing. Starting at 17th level, you add Meteor Swarm to your list of
You can move up or down as part of your move. Creatures domain spells. It is always prepared and counts as a cleric
entering the zone for the first time must make the spell
Constitution saving throw, and if they fail they start rising and Additionally, the range on your Channel Divinity:
lose half their total movement speed that round to regain Gravitational Flux is increased to a radius of 60 feet, and it
their balance. Creatures affected by the loss of gravity exiting moves with you. As an action, you may also switch between
the zone must make a Dexterity saving throw or fall to the Zero Gravity and Unlimited Gravity, and Zero Gravity may
ground prone. When the spell ends, the target floats gently to now be applied in any direction (North, South, East, or West)
the ground if they are still aloft. Gravitation Acceleration: Once per Channel Divinity, as
Unlimited Gravity. All non-exempt creatures within range an action, you may force all creatures you choose within your
must make a Strength saving throw, or fall prone under the gravity zone to make a Strength saving throw or be thrown
weight of the gravity, and must succeed on a Strength saving away from you out of the gravity zone and fall prone, taking
throw to attempt to stand up within the zone. The area within 1d6 magical bludgeoning for every 5 feet they moved until
the zone counts as difficult terrain for all affected creatures. they were out of the zone.
The DM may decide if any non-exempt objects within the
zone's influence need to make a Constitution saving throw or
be crushed.

107
Epic Space Domain
Channel Gravity
At 21st level, the range of your Gravitational Flux increases to
a radius of 90 feet. Additionally, the amount of damage from
your Gravitation Acceleration increases to 2d6 for every 5
feet you throw the creature.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Spacial Mastery
At 28th level, you gain the ability to cast your prepared cleric
spell Telekinesis at will, all ability checks you make with this
spell using your spellcasting ability are made with advantage.

108
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. Your assistant counts as a familiar for the purposes of the
spell find familiar, and you may never have more than one
Technology Domain Spells clockwork assistant active at any one time.
Cleric Level Spells
1st alarm, shield
3rd arcane lock, find traps Clockwork Assistant
Tiny construct, neutral
5th lightning arrow, lightning bolt
7th dimension door, fabricate Armor Class 12
9th teleportation circle, wall of force Hit Points 6 (2d4+1)
Speed 30 ft., climb 30 ft.
Minor Science
At 1st level, you gain proficiency in hand crossbows, light STR DEX CON INT WIS CHA
crossbows, and heavy crossbows, as well as one set of 10(+0) 10(+0) 12(+1) 14(+2) 9(-1) 7(-2)
artisan's tools.
You learn the mending and shocking grasp cantrips if you Damage Immunities poison, psychic
don't already know them. Condition Immunities charmed, exhaustion,
Additionally, you can speak telepathically with all frightened, paralyzed, petrified, poisoned
constructs and can glean basic information from inanimate Senses blindsight 30 ft. passive perception 11
machinery regarding anything they may have witnessed. Languages common
Challenge 0 (10 xp)
Firearm Proficiency? Heavy Lifting. The clockwork assistant can carry 150
If your DM allows it, you may trade in proficiency pounds of equipment, and can push, pull, drag or lift
with all crossbows for proficiency in firearms. 200 pounds of weight, even if these values would be
greater than the usual amounts provided by the
assistant’s size and Strength score.
Clockwork Assistant
Also at 1st level, you may spend 1 hour and 10 gold pieces If your clockwork assistant is damaged, you can attempt to
worth of parts building a Clockwork Assistant, a tiny fully heal its hit points by spending one minute repairing it.
mechanical creature loyal to you whose game statistics may Make a Wisdom check, adding your proficiency bonus if
be found on this page. This assistant acts independently of using a pertinent set of artisan’s tools with which you are
you, but it always obeys your commands. In combat, it acts on proficient, against a DC of 10. If successful, your companions
your turn, taking its actions and movement alongside your hit points are fully healed. This check may be repeated, but
own. The assistant can't attack, but it can take other actions each failure raises the DC by 5 for the following hour.
as normal. When your assistant drops to 0 hit points, it Alternatively, using the mending cantrip on your clockwork
breaks into a pile of parts, from which you can construct assistant will restore it to its full hit points, without requiring
another clockwork assistant with an hour of effort. a check.
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 Channel Divinity: Divine Toolbox
must be within 100 feet of you, and it must use its reaction to Beginning at 2nd level, you can reach into your pocket, pack,
deliver the spell when you cast it. If the spell requires an or satchel and use your Channel Divinity and an object
attack roll, you use your spell attack modifier for the roll. interaction to retrieve one of items presented on the Divine
Toolbox table.

109
The item materializes by the will of your god, and lasts until Armored. Heavy armored plating is bolted onto the outside
you take a short or long rest. You may freely share this item of your assistant, increasing its AC to 16.
with whomever you please, but any attempts to sell this item Combat-Ready. You transform your assistant to augment it
or exchange it for favors or currency with cause your god to for combat. Your assistant gains a melee weapon attack,
immediately revoke the item, dissipating it from existence. which makes attack rolls with with your Wisdom modifier
At 6th level, if you have access to and proficiency in the and proficiency bonus, rather than its own statistics. This
proper tools, you may make any of these items in an hour- attack deals 1d6 plus your Wisdom modifier slashing,
long ritual that consumes the item's gold cost worth of piercing, or bludgeoning damage (choose when you pick this
materials. Used in this way, this ability does not consume a property). Your assistant still may not use their action to
use of Channel Divinity, the item may be sold, and the item's attack, but you may expend a bonus action on its behalf to
duration is permanent. have it attack on your turn.
Large. Your clockwork assistant grows even more massive
Divine Toolbox than usual, and is considered Large size. The assistant gains
Artisan's tools (one complete set)
a Constitution score of 14, and has 10 additional maximum
and current hit points. If the assistant has an attack, it does
Abacus an additional 1d6 damage. It also doubles it's Heavy lifting
Ball Bearings (bag of 1,000)
capacity.
Mount. Your assistant becomes more swift and
Bottle, small glass streamlined, perhaps with a saddle or open cockpit, and may
Caltrops (bag of 20) 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
Chain, 10 feet gains a Strength score of 14.
Chalk - or Charcoal (1 piece) Rockets. Rockets deploy from your clockwork assistant,
giving it a flying speed equal to double its land movement
Crossbow bolts (bundle of 20) - Can be replaced with speed.
firearm ammunition of same amount Shield. A reflective shield engulfs your assistant. It gains
Crowbar 20 temporary hit points, and has advantage on Dexterity
saving throws for as long as it has temporary hit points from
Hammer this feature. If your assistant also has the Mount property and
Hourglass you are riding it, you may cause any damage that you yourself
would take to first be subtracted from this total, before taking
Hunting Trap damage yourself from any remainder.
Lantern (any variety) This transformation lasts for one hour, after which your
clockwork assistant assumes its usual form.
Lock, with matching key At 11th level, you may choose three properties off this list
Magnifying glass when transforming your assistant. At 17th level, you may
Manacles
choose four properties.
Mirror, steel Divine Strike
Oil, small jar filled with 1 pint
At 8th level, once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
Paper, five sheets deal an extra 1d8 lightning damage to the target. When you
Portable ram
reach 14th level, the extra damage increases to 2d8
Rope, 50 feet of hempen Simulacra
Starting at 17th level, you learn the spells Simulacrum and
Scale, Merchant's Clone, which are always prepared and count as domain spells
Signal Whistle for you. Creatures created by simulacrum are constructs
Spikes, iron (10)
made of metallic parts rather than illusions crafted of ice and
snow.
Spyglass Additionally, you may have up to two clockwork assistants
active at once, though you still may only have one
Channel Divinity: Transform transformed at any one time.
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:

110
Epic Technology Domain
Channeled Toolbox
At 21st level, you no longer need access nor proficiency in the
proper tools to make any of the items in your Divine Toolbox
permanently. Additionally, the ritual to create these items
only takes 1 minute - but still requires the gold cost in
components.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Science of the Divine
At 28th level, you gain the ability to cast Creation at it's lowest
level at will without material components.
Additionally, you may conduct a transmutation ritual using
your Divine Toolbox channel divinity feature in conjunction
with casting Creation to permanently create one of the
materials listed in the Creation spell.
Consult the following table for the amount of material
created, and the time necessary to create it in this way.
Divine Scientific Creation
Material Size Casting Time
Vegetable or Plant Matter 15 lbs 1 minute
Stone or Crystal 10 lbs 10 minutes
Precious Metal 5 lbs 1 hour
Gemstones 1 lb 12 hours
Adamantine, Mithril --- 1 day

To create materials in this way, you must stay within 60


feet of the area for the duration of their creation - but you are
free to take actions, move, and function as normal during this
time. The maximum gold value of materials created in this
way is 250gp.
Once you use this feature in this way, you must finish a
long rest before you can do so again.

111
Tempest Domain Wrath of the Storm
Gods whose portfolios include the Tempest domain govern Also at 1st level, you can thunderously rebuke attackers.
storms, sea, and, sky. They include gods of lightning and When a creature within 5 feet of you that you can see hits you
thunder, gods of earthquakes & natural disasters, some fire with an attack, you can use your reaction to cause the
gods, and certain gods of violence, physical strength, and creature to make a Dexterity saving throw. The creature takes
courage. In some pantheons, a god of this domain rules over 2d8 lightning or thunder damage (your choice) on a failed
other deities and is known for swift justice delivered by saving throw, and half as much damage on a successful one.
thunderbolts. In the pantheons of seafaring people, gods of You can use this feature a number of times equal to your
this domain are ocean deities and the patrons of sailors. Wisdom modifier (a minimum of once). You regain all
Tempest gods send their clerics to inspire fear in the expended uses when you finish a long rest.
common folk, either to keep those folk on the path of Channel Divinity: Destructive Wrath
righteousness or to encourage them to offer sacrifices of Starting at 2nd level, you can use your Channel Divinity to
propitiation to ward off divine wrath. wield the power of the storm with unchecked ferocity.
Tempest Domain Spells When you roll lightning or thunder damage, you can use
Cleric Level Spells
your Channel Divinity to deal maximum damage, instead of
rolling.
1st fog cloud, thunderwave
Thunderous Strike
3rd gust of wind, shatter At 6th level, when you deal lightning damage to a Large or
5th call lightning, sleet storm smaller creature, you can also push it up to 10 feet away from
7th control water, ice storm
you.
9th destructive wave, insect plague Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
Bonus Proficiencies with divine energy. Once on each of your turns when you hit a
At 1st level, you gain proficiency with martial weapons and creature with a weapon attack, you can cause the attack to
heavy armor. 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.

112
Epic Tempest Domain
Channel the Tempest
At 21st level, your Channel Divinity: Destructive Wrath
booms further, dealing the same amount of lightning or
thunder damage to up to two additional targets within 5 feet
of the original target.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Molecular Absorption
At 28th level, you become resistant to thunder and lightning
damage. Additionally, any time you are subjected to lightning
or thunder damage, the next melee, ranged, or spell attack
you make deals lightning or thunder damage (you choose
when you make the attack) equal to half your cleric level.

113
Time Domain When you and your other self are within 5 feet of each
The unending passage of time - one of the most powerful other and attacking the same target, both of you have
forces in the multiverse. These Gods see every passing hour, advantage on attack rolls.
season, year, and lifetime. They control the cycles of life and
death, and ultimately have the most sway over the fates of all Temporal Thrust
people. When worshipping a diety of this kind, they grant you Starting at 6th level, as an action, you can attempt to send a
a small portion of their power. Wise gods protect the many creature you can see within 120 feet of you 1d6 rounds into
timelines of the universe. Clerics which gain this power are the future. That creature must succeed on a Wisdom Saving
sent to carry out their duties which are often preventing Throw against your spell save DC or be sent into the future.
others from altering the timeline and ensuring it follows the On a success, that creature is not sent forwards in time.
set path, even if that means traveling to another dimension. For the 1d6 rounds, that creature vanishes from existence
and re-appears in the spot it was vanished from once the
Time Domain Spells rounds are up, as long as the area is unoccupied. If the area is
Cleric Level Spells obstructed then it will re-appear in the closest empty space
1st longstrider, featherfall
near the area it was transported from.
You can use this trait once per long rest at 6th level Once
3rd augury, hold person you reach 14th level, you can use this trait 3 times per long
5th haste, slow
rest.
7th dimension door, banishment Divine Strike
9th contact other plane, hold monster
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
Foreknowledge reach 14th level, the extra damage increases to 2d8.
When you choose this domain at 1st level, your initiative
bonus is now your Wisdom Modifier. You also become Keeper of Time
proficient in the History and Perception skill Starting at 17th level, you learn the spells Time Stop and
Foresight. You always have these spells prepared, and they
Channel Divinity: Time Aberrations dont count against the number of spells you prepare each day
Starting at 2nd level, you can use your Channel Divinity, as as - they count as cleric spells for you.
action, to import yourself from another timeline anywhere You also become proficient in the Insight skill - If you are
within 30 feet of you. This duplicate gets an initiative roll and already proficient in Insight, then you can double your Insight
has the exact same traits, abilities, equipment and spells as modifier.
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.

114
Epic Time Domain
Channel Time
At 21st level, the time duplicate created by your Time
Aberration feature can now cast up to 5th level spells. Your
time duplicate can also summon another Time Aberration -
there can be no more than 3 time duplicates active at any one
time.
If only one of your time duplicates is within 5 feet of you,
both of you have advantage on attack rolls - if both of your
time duplicates are within 5 feet of you, all three gain
advantage and a bonus to your attack rolls equal to half your
Proficiency bonus.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Time on my Side
At 28th level, the forces of time yield to your presence. You
feel no further effects from aging, you cannot be aged
magically, and your natural lifespan increases tenfold.

115
Travel Domain Channel Divinity: Traveling Companion
Starting at 2nd level, you can use your Channel Divinity to
Gods whose portfolios include the Travel domain are patrons share beneficial magic with a traveling companion.
of travelers and explorers, whether by sea or land. Travel gods When you cast a spell targeting a single friendly creature,
send their priests wandering throughout the world as you can use your Channel Divinity to target a second friendly
itinerant preachers, or as guides to those who travel the creature (including yourself) in range with the same spell. To
roads, rivers, wilds, and seas of the world. Followers of Travel be eligible, a spell must be incapable of targeting more than
gods worship at small roadside temples or self-made shrines one creature at the spell’s current level.
at locations important to the traveler.
Travel Domain Spells
Channel Divinity: Divine Transposition
Starting at 6th level, you can use your channel divinity to
Cleric Level Spells teleport or to swap positions with allies.
1st expeditious retreat, longstrider As an action, you can use your Channel Divinity to teleport
up to 30 feet to an unoccupied space that you can see.
3rd misty step, spider climb Alternatively, you can choose a space within range that is
5th haste, phantom steed occupied by a Small or Medium creature. If that creature is
7th dimension door, freedom of movement
willing, you both teleport, swapping places.
9th teleportation circle, tree stride Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
Well Traveled with divine energy. Once on each of your turns when you hit a
At 1st level, you gain proficiency in Land and Water Vehicles, creature with a weapon attack, you can cause the attack to
as well as Navigator's Tools. You also learn one language of deal an extra 1d8 damage of the same type dealt by the
your choice. weapon to the target. When you reach 14th level, the extra
damage increases to 2d8.
Quickened Pace Divine Teleportation
At 1st level, you are blessed with quickened travel. Your base Starting at 17th level, you can cast Teleport a number of
movement speed is increased by 5 feet. At 10th level this times equal to your Wisdom modifier per long rest, and you
bonus increases to 10 feet. While you are mounted, your may treat your familiarity with the target as Very Familiar,
mount is also granted this bonus. 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.

116
Epic Travel Domain
Traveling Channel
At 21st level, utilizing your Travel Companion feature allows
you to target an additional friendly creature.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Wandering Striker
At 28th level, your Quickened Pace movement speed is
increased by 10 more feet (total of +20 feet). Additionally, can
now cast Steel Wind Strike a number of times equal to your
Wisdom modifier per long rest.

117
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
Trickery Domain increases to 2d8.
Gods of trickery are mischief-makers and instigators who Improved Duplicity
stand as a constant challenge to the accepted order among At 17th level, you can create up to four duplicates of yourself,
both gods and mortals. They're patrons of thieves, instead of one, when you use Invoke Duplicity. As a bonus
scoundrels, gamblers, rebels, and liberators. Their clerics are action on your turn, you can move any number of them up to
a disruptive force in the world, puncturing pride, mocking 30 feet, to a maximum range of 120 feet.
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.

118
Epic Trickery Domain
Channel Trickery
At 21st level, you can use your Channel Divinity: Cloak of
Shadows as a bonus action, rather than an action.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Elusive
At 28th level, you are so evasive that attackers rarely gain the
upper hand against you. No attack roll has advantage against
you while you aren’t incapacitated - even if the attacks would
typically have advantage.

119
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 Steps of Night
Starting at 1st level, You can see through the deepest gloom. Starting at 6th level, you can draw on the mystical power of
You have darkvision out to a range of 300 feet. In that radius, night to rise into the air. As a bonus action when you are in
you can see in dim light as if it were bright light and in dim light or darkness, you can magically give yourself a flying
darkness as if it were dim light. speed equal to your walking speed for 1 minute. You can use
As an action, you can magically share the darkvision of this this bonus action a number of times equal to your proficiency
feature with willing creatures you can see within 10 feet of bonus, and you regain all expended uses when you finish a
you, up to a number of creatures equal to your Wisdom long rest.
modifier (minimum of one creature). The shared darkvision Divine Strike
lasts for 1 hour. Once you share it, you can't do so again until At 8th level, you gain the ability to infuse your weapon strikes
you finish a long rest, unless you expend a spell slot of any with divine energy. Once on each of your turns when you hit a
level to share it again. creature with a weapon attack, you can cause the attack to
Vigilant Blessing deal an extra 1d8 psychic damage. When you reach 14th
At 1st level, the night has taught you to be vigilant. As an level, the extra damage increases to 2d8.
action, you give one creature you touch (including possibly Twilight Shroud
yourself) advantage on the next initiative roll the creature At 17th level, the twilight that you summon offers a protective
makes. This benefit ends immediately after the roll or if you embrace: you and your allies have half cover while in the
use this feature again. sphere created by your Twilight Sanctuary.
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.

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Epic Twilight Domain
Channeled Sanctuary
At 21st level, your Twilight Sanctuary now grants creatures
temporary hitpoints equal to 2d6 plus your cleric level.
Additionally, while within the Twilight Sanctuary, you and
your allies now have three-quarters cover.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Into the Howling Dark
At 28th level, your Twilight Sanctuary now has a 60-foot
radius and grants Full Cover to you and your allies.

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War Domain War Priest
War has many manifestations. It can make heroes of ordinary From 1st level, your god delivers bolts of inspiration to you
people. It can be desperate and horrific, with acts of cruelty while you are engaged in battle. When you use the Attack
and cowardice eclipsing instances of excellence and courage. action, you can make one weapon attack as a bonus action.
In either case, the gods of war watch over warriors and You can use this feature a number of times equal to your
reward them for their great deeds. The clerics of such gods Wisdom modifier (a minimum of once). You regain all
excel in battle, inspiring others to fight the good fight or expended uses when you finish a long rest.
offering acts of violence as prayers. Gods of war include Channel Divinity: Guided Strike
champions of honor and chivalry as well as gods of Starting at 2nd level, you can use your Channel Divinity to
destruction and pillage and gods of conquest and domination. strike with supernatural accuracy. When you make an attack
Other war gods take a more neutral stance, promoting war in roll, you can use your Channel Divinity to gain a +10 bonus to
all its manifestations and supporting warriors in any the roll. You make this choice after you see the roll, but before
circumstance. the DM says whether the attack hits or misses.
War Domain Spells Channel Divinity: War God's Blessing
Cleric Level Spells At 6th level, when a creature within 30 feet of you makes an
1st divine favor, shield of faith attack roll, you can use your reaction to grant that creature a
+10 bonus to the roll, using your Channel Divinity. You make
3rd magic weapon, spiritual weapon this choice after you see the roll, but before the DM says
5th crusader's mantle, spirit guardians whether the attack hits or misses.
7th freedom of movement, stoneskin Divine Strike
9th flame strike, hold monster 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
Bonus Proficiency creature with a weapon attack, you can cause the attack to
At 1st level, you gain proficiency with martial weapons and deal an extra 1d8 damage of the same type dealt by the
heavy armor. 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.

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Epic War Domain
Channel War
At 21st level, your Channel Divinity: Guided Strike affects all
of your attacks on that turn.
Improved Divine Strike
At 25th level, your Divine Strike damage increases to 3d8.
Holy Armor
At 28th level, you can use a bonus action to magically don a
spectral armor for 1 minute. For the duration, your AC
increases by 2. In addition, when you are hit by an attack or
targeted by a spell, you can roll 3d8 as a reaction and add
them to your AC or saving throw. When you do so, you can’t
use your Divine Strike feature on your next turn.
Once you use this feature, you must finish a long rest
before you can do so again

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Wealth Domain Divine Vault
Upon reaching 17th level your god has granted you access to
What motivates people more than anything? Gold. Clerics of their divine vault of treasure. When you cast a cleric spell of
Wealth recognize the great truth: that money makes the 9th-level or lower that consumes a material component with
world go round. Merchants, bankers, aristocrats, and a gold cost, you can choose to ignore the material component
criminals all worship the gods of gold, and work to advance as your god allows the cost to be filled from their own coffers.
their god's agenda while also furthering their own interests. You may use this ability to substitute the gold cost of
What motivated you to serve such a master? For what material components worth up to 1000 gp. Once you reach
Purposes to you manipulate, hoard, and expend your wealth? that limit you must supply the components yourself, You
Wealth Domain Spells regain all value of this ability when you finish a long rest.
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.

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Epic Wealth Domain
Channel Wealth
At 21st level, you may now use your Distilled Wealth feature
on non-magical objects of size Huge or smaller. You may also
choose to turn this object into coins of your choice, or a
number of gems of your choice. When you do this, you
choose the amount of coins or gems that appear in the space
the object occupied. The coins or gemstones have the same
monetary worth as the object you transformed.
As an action, you can choose to snap your fingers and the
original object appears in an empty space of your choice
within 5 feet.
Mighty Spellcasting
At 25th level, you add your Wisdom modifier twice to the
damage you deal with any cleric cantrip, rather than once.
Coffers of Gods
At 28th level, you can now utilize your Divine Vault feature a
number of times equal to your Wisdom modifier per long rest
- which you can use multiple times per spell to cover the
material components.
For Example: If you had a Wisdom modifier of +7, and
were casting the 9th-level spell Gate - which requires a
diamond worth 5,000 gp - you could use your Divine Vault
feature five times at once to cover the material costs of the
spell, leaving you with two more uses per long rest.

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PART 5
Divine Races
Divine Races

T
he 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.

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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 Blasphemy Traits
something unnatural about their presence makes others feel Blasphemies acquire certain traits inherent to their celestial
uncomfortable or distrusting towards them. and fiendish heritages.
Ability Score Increase. Your Intelligence and Wisdom
Dual Nature scores increase by 1, and your Charisma score increases by 2.
Because of their dual nature, their souls are very naturally Age. Blasphemies mature at the same rate as humans, but
conflicted. Both the forces of good as well as the forces of evil they can live up to 700 years.
seek to use them as powerful tools in their respective Ageless. Your inherent planar energies sustain you so that
crusades, or destroy them for being a corruption of the you suffer none of the frailty of old age, and you can't be aged
natural order. magically.
Blasphemies will undoubtedly have their own reasons for Alignment. Due to the strong pulls by all forces of nature,
committing both acts of good and evil, and their personal blasphemies tend towards neutral alignments, but are not
reasons for such may change on a whim. A blasphemy could bound by it.
essentially start a town fire just for the sake of doing so, and Size. Blasphemies tend to be the same size and build of
then turn around and charge into a burning house to save the their mankind parentage. Your size is medium.
occupants inside - the reasons for such being just as Speed. Your base walking speed is 30 feet.
confusing to them as it would be for any common man. Darkvision. Thanks to your celestial and fiendish heritage,
you have superior vision in dark and dim conditions. You can
Blasphemy Names see in dim light within 60 feet of you as if it were bright light,
Blasphemies are typically born from mankind parentage, and and in darkness as if it were dim light. You can't discern color
they use the same naming conventions as their native in darkness, only shades of gray.
cultures. As many have both a tiefling and aasimar heritage - Abhorrent to All. As an action, you can cast Protection
they may be inclined to take up the name patterns of the from Evil and Good on yourself, using Charisma as your
aasimar, or adopt a "virtue" name as tieflings. 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.

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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 Sacrilege
radiant damage to one target when you deal damage to it
with an attack or a spell. The extra radiant damage equals Sacrileges have heritage from the more evil planes, such as
your Charisma modifier. the Nine Hells, Hades or the Abyss, as such, they tend
As an action, you can emit a beam of light from your eyes. towards evil alignments. To full-blooded fiends, they are seen
You target one creature within 30 feet, the target must as sacrilegious holes in the fabric of darkness they represent.
succeed on a Dexterity saving throw (DC 8 + your proficiency Ability Score Increase. Your Constitution Score increases
bonus + your Charisma modifier) taking 2d6 radiant damage by 2.
(plus extra radiant damage) on a fail. Profane Destiny. Starting at 3rd level, you can use your
Once you use this trait, you can't use it again until you action to unleash the energy within yourself, causing your
finish a long rest. 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 + your Charisma modifier in necrotic
damage.
Once you use this feature, you cant use it again until after
you finish a long rest.

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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 -
Apostasy and lasts for the duration.
Apostasies have heritage based in the more neutral planes, Melf's Minute Meteors appear as motes of colored starlight
such as Mechanus, Limbo, or even the Astral Plane, as such, specific to your subrace - Blue for Heresy, Red for Sacrilege,
they tend towards neutral alignments. To most outsider and White for Apostasy - and they circle your head like a halo.
entities, they are seen as imperfections in reality. Instead of fire damage, the meteors deal the same damage
Ability Score Increase. Your Dexterity Score increases by type as your subrace feature - and may have your extra
2. damage added onto it. Charisma is your spellcasting ability
Eldritch Power. Starting at 3rd level, you can use your for this spell.
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 Charisma modifier.
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.

130
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 Primordite Names
elemental planes broke away from the Elemental Chaos Due to their rare and elemental nature, Primordites tend to
during the age of the Dawn War. compare themselves to natural disasters and cataclysms -
The Primordites are the first descendants of the which feeds their primordial egos - and hints at their
Primordials, a more minute form of the ancient titans of perceived goal given to them by their creators, or what they
elemental energy. The Primordites were meant to be the seek to bring about.
more "personal" forms of the Primordials, allowing their
energies to manifest in areas normally inaccessible to the Primordite Names: Blade of Meteors, Breath of the
elemental titans - thus, spreading their influence. Whirlwind, Bringer of Eclipse, Echo of the Landslide,
To Primordites, they see all other elementals - especially Geyser Caller, That Which Hails the Storm, Tidal Tamer,
genasi - with disdain, as they believe themselves to be the Wrath of Earth
purest form of the elemental chaos their creators intended.
Primordite Traits
Elemental Origins Primordites inherit traits that lend credence to their
Due to their ever-changing nature, Primordites generally tend elemental natures.
towards exclusively chaotic alignments - but exceptions do Ability Score Increase. Any 2 ability scores of your choice
exist. are increased by 2.
Primordites tend to arise from magical nexuses in areas of Age. Primordites are spawned fully mature, cannot die of
intense elemental presences, created from overlaps of old age, nor do they suffer the effects of aging, and you can't
elemental planes with the material plane, magical residue be aged magically.
from high magic, or directly created by the hands of a Alignment. Due to their mercurial and elemental natures,
Primordial Titan or a Diety to do their biding. Primordites tend towards chaotic alignments, but if they are
created by lawful entities, they can sometimes be lawful.
Pure Energy Size. Primordites are corporeally fluid, but retain a
humanoid size. Your size is medium.
Unlike the Genasi - who embody only specific elemental Speed. Your base walking speed is 30 feet, and you have an
planes - the Primordites embody the ever-churning energies equal flying (hover) speed.
of the elemental chaos. This fluidity renders their forms more Elemental Nature. Your creature type is both elemental
malleable and prone to fluctuation, which makes their bodies and humanoid. You can be affected by a spell or ability if it
distinctly different from their surroundings. Their bodies works on either of your creature types.
appear vaguely humanoid, with bipedal appendages, a pair of Elemental Armor. You cannot wear armor but can gain AC
arms, and a head - but other than those generalized features, bonuses from your Dexterity modifier and Shields. Your base
Primordites are each vastly unique in the way they form. AC is 13.
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.

131
Living Energy. Your elemental body is not subject to the Elemental Affinities
same needs as corporeal beings. You are immune to disease
and poison as well as the poisoned condition. You do not Primordites have a number of chromatic affinities: Red, Blue,
need to eat, drink, or breathe, but may ingest food and drink Green, Yellow, Purple and White - and unlike most subraces,
if you wish. Primordites cycle through the affinities at random.
One with All. You can move through all nonmagical A Primordite's affinity can change, but due to their unstable
difficult terrain without expending extra movement. nature, this is quite random. At the end of a Long Rest, roll
Primordites can alter their own body shape to fit through a 1d20. On a 1, your affinity morphs at random.
gap. You take no penalties while squeezing, in addition, you
can spend 1 minute to move half your movement speed d6 Elemental Affinity
through spaces as small as 1-inch wide. Any items that 1 Blue
cannot fit through a space you pass through are morphed into
your elemental essence as you pass through. 2 Green
Languages. You can speak, read, and write Common and 3 Red
Primordial - and know the 4 dialects of primordial: Auran,
Aquan, Ignan, and Terran. 4 White
You also know one additional language. 5 Yellow
Affinities. Instead of subraces, you cycle through 6 Purple
elemental affinities.
All spells granted by these affinities use 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.

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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.

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Demigod Chronicles of Legend
Legends and Myths always speak of extraordinary, heroic For as long there have been gods, there have been the half-
beings that defy the nature of all that is known in the world, blood children of them. Though often the result of a direct
those who seek glory within glorious deeds and great battles - union of a deity and a mortal, however, different circumstance
and beings who seem to walk with the favor of the gods from may cause a demigod to be born in another way. Demigods
the moment of their birth. often grow to become great heroes or terrible villains. The
Demigods look like members of their mortal lineage, tales of individual demigods are told in legend, that is their
although they tend to have more ideal and exemplary bodies history. Such legends are Achilles, the hero of the great
due to their godly parentage, epitomizing the height of their Trojan war, the famed Heracles and his many exploits, Karna,
mortal species and usually have traits carried from their the son of the Sun god Surya, Bragi, son of Odin and so on.
divine parent. This can range from simple physical Each forged a legend of themselves through their great and
characteristics such as uncommon eye or hair color; lithe or not so great deeds and it is by these legends they live on.
defined facial shape, extraordinary bodily faculties, or a Divine Link
harmonious or booming voice. However, the biggest giveaway
of their divine origin is the luminescent red, labradorescent In the way a cleric has a connection to his or her deity - a
blood that runs through their veins that resembles a godly demigod has that same connection with a more personal
ichor. touch. Whereas a god may be distant from their cleric only
giving them occasional pushes in the right direction, a god
Never Ordinary may appear before their child in a more direct fashion to
While most beings exist complacently somewhere between grant insights into their quests and may even perform
good and evil, content to putter along in their dull lives miracles the demigod wouldn't be able to themselves.
exhibiting neither great heroism nor dastardly villainy, a However, while there are demigods that are close enough to
demigod is never ordinary to anything more than passing their godly parents to request such things there are demigods
observation. They may indeed go many years at a time who despise or even hate their parents as well as those
without doing anything noteworthy, but they infallibly either whose godly parents haven't even acknowledged the divine
prove themselves the most selfless and noble of saints or the blood that courses through them. Normally the first meeting
most depraved and demonic of persons. Being as they have a of a demigod and their parent sets the tone for the
far greater capacity for good or ill than mortals, there is relationship and it is up to your DM to determine the nature
ultimately little in way of gray about their personalities. of the relationship. Your Dungeon Master may roll on the
Divine Parentage Table instead if they wish.
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.

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Divine Parentage Table
d20 Initial Encounter Example Encounter
You did something that Asger, son of Thor, used his gift of strength to murder an innocent man. As his body
violated your parent's dropped to the floor a bolt of lightning from the heavens hit him perfectly, not enough to
1
dogma and they reacted kill him but enough to scar him physically and emotionally, the anger, knowledge, and
angrily and scorned you. disappointment of his father flowing through him.
Your parent has never
acknowledged you and
While wondering the forest, Penelope, daughter of Pan, found herself surrounded by pixies
you found out about their
2-5 who whispered and teased the secret of her father to her as they braided and decorated the
existence and your
shocked girl with the flora of the forest.
connection to them in
some other way.
You were protected or
saved in some minor way Nina, daughter of Sobek, fell into the crocodile-infested waters, struggling to get out he
by your godly parent, but found himself surrounded by the beasts and in their eyes, a golden iris met his and he knew
6-9
otherwise you were not he was safe, as their snaps and croaks joined together his mind was filled with the truth of
acknowledged up until his parentage.
that point.
Your godly parent sent Nico, son of Kelevmor, stood over the corpse of his uncle, the grieving faces of his family
10- some form of messenger stood around him and just before you could turn to leave, everything around him seems to
12 to you to tell you of your stop and his uncles corpse spoke, frozen in shock Nico listened as the spirit spoke of the
parentage. task it has been given and of Nico's connection to the Judge of the Damned, Kelevmor.
Amar, son of Oghma, walked and wondered the halls of the library, reading the spines of
Your godly parent books as he passed them hoping to find something to sate his desire for knowledge and
13- appeared before you in there, much to his want, was a title that made him stop in his tracks, "Amar: Something to
15 some sort of dream or get you thinking beyond this little library". Amer, naturally curious, picked up the book and
vision. when he opened it he found himself elsewhere, floating above a scene watching how
Oghma and his mother met and just like the book promised his mind was opened.
Vali, son of Tyr, walked into his temple, a sacrifice over his back, the head of an evil witch
that had haunted his village for years. As he placed the head in the center of a flaming
16- Your godly parent publicly
brazier and knelt before it in prayer, a bright beam of light shone down through the temple
17 claimed you in some way.
onto him and a booming voice echoed through the minds of all who were there, "I, Tyr, God
of justice, claim you, Vali, son of mine.
Your godly parent walked
Aella, daughter of Artemis, lined her shot up against the practice marker, landing it dead
amongst the mortal
18- center. She turned to her head at the sound of another bow being drawn and in her view she
masses and directly
19 saw a woman of a familiar beauty shoot her arrow at the furthest of markers and land right in
introduced themselves to
the center. The woman turned to her and introduced herself as her mother.
you and those present.
Linos, son of Hestia, ascended the infinite staircase that had to been revealed to him so
many moons ago. His destination? The Seven Heavens of Mount Celestia. Going over to his
Your godly parent and mothers was always such a hassle but he knew better then to make the goddess of home
your mortal parent still and family cry, and even if there were twice as many steps he would climb them all the same
20 actively see each other - to see that perfect ageless smile of hers. He's been doing this since he was young after all
you have met on a regular but he wonders about how old his father is getting. If only she didn't have to follow Zeus's
basis. ridiculous laws she could see him again before he passes but maybe there is something a
demigod can do to make that happen he thought to himself as he climbed the last step,
taking in the pristine beauty that is the summit.

135
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.

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Demigod Traits Divine Portfolio. You have dominion over a specific portfolio.
You gain access to one portfolio that belongs to your godly
The offspring of a god and a mortal. The Demigod does not parent.
gain the following traits until "The Awakening" . Godly Parentage. Unswerving of will and unassailable of
Ascended Mortality. Even though it is your godly parent mind, you have advantage on saving throws against being
that makes you special, you still have a mortal parent. You charmed and frightened. In addition, you cannot be aged
receive all of the racial traits that your mortal parent has - magically.
including their subrace - and you physically resemble that Portfolio Sense. Demigods have a limited ability to sense
race in its most epitomized form. events involving their portfolios. You automatically sense
Ability Score Increase. Your ability scores each increase notable events and minor events within 5 miles that involves
by 1, and 2 of your choice increase again by 1. your portfolio. When a demigod senses an event, it merely
Age. Demigods reach physical maturity in their late teens knows that the event is occurring and where it is. The
and live for their race's natural lifespan, showing no signs of demigod receives no sensory information about the event.
age. When they reach their latest years of age (last quarter of For example, if a demigod of the nature portfolio was
their lifespan) they continue to live on - sustained directly by within 5 miles of a forest fire it would become aware of it and
their parent or if their godly parent does not wish to they may where it is happening. If it was 10 miles away it wouldn't have
sustain themselves through gaining their own worship and any idea but if that forest fire broke the seal on an ancient evil
immortality. that their godly parent or some other nature god locked away
Alignment. Demigods are as varied as their mortal and you would become aware of it as well as the location of the
godly parents, although they always feel a strong inclination site.
towards the alignment of their godly parent. Language of the Gods. All demigods have telepathy out to
Speed. The base speed of your mortal race increases by 10 120 feet - this telepathy can convey audial, visual, and tactile
feet. messages.
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 Anathemas & Depowerment
the new roll. Having a Dormant Divine Spark and features that
Deific Tell. Your connection to the divine is strong and its rely upon that spark - you are subject to
strength gives you away to others. Creatures with the depowerment as much as any deity while in the
celestial, fey, fiend or undead creature type as well as presence of anathemas.
creatures with a divine connection know you are a demigod. In this case, you have no personal anathema, but
A successful Intelligence (Religion) check can be done those of your godly parent still affect the ties to
against your Charisma (Deception) check to discern whether your Divine Spark.
When in the presence of an Anathema, all traits
you are a demigod. and abilities from your Demigod race are nullified,
In addition, if you are of a divine class such as cleric, you leaving you as your base mortal form - with the
must choose a domain of your godly parent. exception of your Age (you still cannot be aged
Divine Domain. Your godly nature has bestowed upon you magically or die from being over your mortal race's
limited access to one of your parent's domains. You gain the age).
level appropriate spells of one of the Domains your godly You must remove the Anathema from your
parent has access to. You always have these spells prepared, presence to regain your Demigod traits.
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.

137
PART 6
Divine Powers
Powers of the Gods

I
t 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:
Epic Maneuvers
"An epic boon is a special power available only to 20th
level characters. Characters at that level gain such boons Epic Maneuvers are a new variety of abilities similar to Epic
only if you want them to and only when you feel it's Boons - but with distinct differences. Whereas Epic Boons
appropriate. Epic boons are best awarded after the tend to be mostly passive in nature, Epic Maneuvers are the
characters complete a major quest, or accomplish far more active counterpart. These abilities are more akin to
something else particularly notable. A character might superpowers and incredible herculean feats of strength that
gain an epic boon after destroying an evil artifact, can bend physical reality to your whim without explicit divine
defeating an ancient dragon, or halting an incursion from power.
the Outer Planes." These maneuvers can be seen specifically as varieties of
Special Attacks, already seen throughout the Monster
Epic boons can be seen as the inner awakening of divine Handbook - and are obtained similar to Epic Boons.
potential within particularly powerful individuals. These
boons can be gained through a multitude of powerful
happenings and circumstances - but more often than not can DM's Discretion
be brought about through incredible feats of power and Epic Maneuvers are incredibly powerful martial and
intense moments of duress. In even more rare occurrences, skillful abilities that may break the flow of battle in
these boons can be granted or bestowed by powerful entities, campaigns. And although Deities are indeed
including angels, demons, devils, genies, and gods. already powerful throughout this document, these
Deities often sport a variety of Epic Boons to empower abilities can be seen as more active or "cinematic"
themselves - and at times may grant those same boons easily in nature.
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.

139
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.

140
Epic Boons Boon of Devil’s Sight
These boons are extraordinary powerful and represent the Prerequisites: Darkvision
gradual transformation of a character into something Magical darkness doesn’t impede your darkvision.
resembling a god-like entity. Boon of Truesight
Categories and Prerequisites. Boons are divided into
three major categories: 1st-level, 2nd-level, and 3rd-level. 1st- Prerequisites: The ability to see in magical darkness
level boons are generally best described as superpowers. You have truesight out to a range of 60 feet.
2nd-level boons rival the power of powerful entities like
Demon Lords and Archangels. 3rd-level boons are truly Boon of Damage Resistance
godlike. Some boons also come with one or more You gain resistance to one type of damage, choosing between
prerequisites. These prerequisites help to ensure
progression, class identity, and some semblance of balance. cold, fire, lightning, poison, and thunder.
Some boons have a prerequisite of 20th level in a certain Boon of Dimensional Travel
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 As an action, you can cast the misty step spell, without using
specified class. a spell slot or any components. You can use this boon three
Epic Boons as Epic Progression. Epic boons can also be times afterwards you can't use this boon again until you finish
used as a form of advancement, a way to provide greater a short rest.
power to characters.
When using this approach, a character needs to select Boon of Eschewed Materials
three 1st-level boons before any 2nd-level boons can be Prerequisites: The ability to cast spells of 5th level or higher
selected. In a similar fashion, a character needs to select When providing material components for a spell, you can
two 2nd-level boons before any 3rd-level boons. ignore 2,000 gp worth of materials. You can select this boon
Once a level of boons has been unlocked, a character can multiple times.
gain any future boons from the unlocked level. When a
character gains a boon, they additionally may choose to Boon of Extended Blindsight
replace one previous boon.
Final Arbiter. You determine which epic boon a character Prerequisites: Blindsight out to a range of at least 5 feet
gains. Ideally, the boon you pick is something the character The range of your blindsight increases by 30 feet.
would put to use in future adventures. You can allow a player
to select a boon for his or her character, subject to your Boon of Fate
approval.
Roleplaying Boons. Whatever boon a character ends up When another creature that you can see within 60 feet of you
with, consider its place in your story and world. Many of the makes an ability check, an attack roll, or a saving throw , you
boons are extraordinary and represent the gradual can roll a d10 and apply the result as a bonus or penalty to
transformation of a character into something resembling a the roll. Once you use this boon, you can't use it again until
demigod or even a deity. The acquisition of a boon might you finish a short or long rest.
visibly transform a character. For example, the eyes of a Boon of Fortitude
character with the Boon of True Sight might glow when he or
she feels strong emotion, and a character who has the Boon Your hit point maximum increases by 40.
of High Magic might have faint motes of light glimmering
around his or her head. Also, decide how the boon first Boon of Immortality
appears. Does the boon appear spontaneously and Title Gained: ______ The Immortal
mysteriously? Or does a being of cosmic power manifest to
bestow it? The bestowal of a boon can itself be an exciting You stop aging. You are immune to any effect that would
scene. The text of a boon addresses its user. age you, and you can't die from old age.
Unless a boon says otherwise, a character can’t gain it
more than once Boon of Invincibility
When you take damage from any source, you can reduce that
1st Level Boons damage to 0. Once you use this boon, you can't use it again
until you finish a short rest.
Boon of Combat Prowess
Boon of Irresistible Offense
When you miss with a melee weapon attack, you can choose
to hit instead. You can use this boon threes times afterwards You can bypass the damage resistances of any creature.
you can't use it again until you finish a short rest.
Boon of Luck
Boon of Darkvision You can add a d10 roll to any ability check, attack roll, or
You gain darkvision out to a range of 120 feet. saving throw you make. Once you use this boon, you can't use
it again until you finish a short rest.

141
Boon of Legendary Actions Boon of Planar Travel
You gain 1 Legendary Action. A Legendary Action can be When you gain this boon, choose a plane of existence other
used at the end of another creature's turn. Spent Legendary than the Material Plane. You can now use an action to cast
Actions are regained at the start of each turn. You can forgo the plane shift spell (no spell slot or components required),
using them, and you can’t use them while Incapacitated or targeting yourself only, and travel to the chosen plane, or
otherwise unable to take actions. If surprised, you can’t use from that plane back to the Material Plane. Once you use this
them until after your first turn in combat. boon, you can't use it again until you finish a short rest.
Attack: You make one Attack. Boon of Quick Casting
Detect: You make a Wisdom (Perception) check.
Move: You move up to half your speed. Prerequisites: At least one 3rd level spell slot
Cast: You cast a spell with a casting time of a bonus action Choose one of your spells of 1st through 3rd level that has
or reaction, or a cantrip with a casting time of one action - a casting time of 1 action. That spell’s casting time is now 1
these spells cannot have concentration. bonus action for you. You can select this boon multiple times.
You can take this boon more than once, up to 3 times. Each Boon of Recovery
time you take it after the first, you gain an additional
Legendary Action. Only one Legendary Action can be used at You can use a bonus action to regain a number of hit points
a time. equal to half your hit point maximum. Once you use this
boon, you can't use it again until you finish a long rest.
If you have more than 1 Legendary Action, you can spend
2 Legendary Actions to cast a spell of 1st level or higher Boon of Resilience
with a casting time of one action.
Prerequisites: A Constitution score of 24 or higher.
Boon of Legendary Resistance You have resistance to bludgeoning, piercing, and slashing
damage from nonmagical weapons. (Some powerful
You gain 1 Legendary Resistance. If the you fail a saving creatures natural weapons - ie claws and teeth are still
throw, you can choose to succeed instead. Upon using all your considered magical)
resistances, you regain the ability to use them again after a
long rest. Boon of Savage Attacks
You can take this boon more than once, up to 3 times. Each
time you take it after the first, you gain an additional When you score a critical hit with a melee weapon attack, you
Legendary Resistance. 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
Boon of Linguistics so, you can’t do so again until you finish a short or long rest.
You can speak, read, and write all standard languages. Boon of Speed
Boon of Magic Detection Your walking speed increases by 30 feet. In addition, you can
use a bonus action to take the Dash or Disengage action.
You are permanently affected by the detect magic spell Once you do so, you can't do so again until you finish a short
without having to concentrate on it. By using a bonus action rest.
on your turn, you can cause a brilliant aurora of swirling
energy to surround one creature or object you detect in this Boon of Spell Mastery
manner, making it visible to all until the end of your next turn
Choose one 1st-level sorcerer, warlock, or wizard spell that
Boon of Peerless Aim you can cast. You can now cast that spell at its lowest level
without expending a spell slot.
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 Boon of Spell Recall
use it again until you finish a short rest.
You can cast any spell you know or have prepared without
Boon of Perfect Health expending a spell slot. Once you do so, you cant use this boon
again until you finish a long rest.
You are immune to all diseases and poisons, and you have
advantage on Constitution saving throws. Boon of the Fire/Frost Soul
Boon of Unerring Skill When you pick this boon, choose to have immunity to either
fire or cold damage.
Prerequisites: 10th level bard or 15th level rogue
When you make a skill check, you can replace the number Fire - You can cast burning hands (save DC 15) at will,
you roll with a 20. You can do so a number of times equal to without using a spell slot or any components.
your bard or rogue level divided by 10. You regain all Cold - You can cast cast ice knife (+7 to hit) at will, without
expended charges when you finish a short or long rest. using a spell slot or any components.

142
Boon of the Night Spirit Scion of Arkhosia
While completely in an area of dim light or darkness, you can Prerequisite: Must be a Dragonborn or Dragon Sorcerer
become invisible as an action. You remain invisible until you You can pick another Draconic Ancestry
take an action or a reaction.
Boon of Titan's Grip
Boon of the Stormborn Prerequisite: You must at least have a Strength of 15
You have immunity to lightning and thunder damage. You can You can wield a heavy or 2-handed weapon in 1 hand and
also cast thunderwave (save DC 15) at will, without using a use two-weapon fighting with such weapons. Any creature
spell slot or any components. under CR 10 automatically fail any checks to avoid your
grapples.
Boon of the Unfettered
You have advantage on ability checks made to resist being Boon of Epic Size
grappled. In addition, you can use an action to automatically You physical size grows to match your emerging power. You
escape a grapple or free yourself of restraints of any kind. grow in size becoming 1 size larger - Your height doubles,
and your weight is multiplied by 8. Your physical attacks do
Boon of Undetectability one more die of damage, and your reach increases by 5 feet.
You gain a +10 bonus to Dexterity (Stealth) checks, and you Boon of High Magic
can't be detected or targeted by divination magic, including
scrying sensors. Prerequisites: 20th level bard, cleric, druid, sorcerer, or
wizard. Have a 9th level spell slot.
Boon of Artifact Affinity You gain one 10th-level spell slot. You can select this boon
Pick 1 item or object that you are attuned to. That item multiple times.
becomes part of your god-like persona and merges with your
physical form. Boon of Epic Magic
You now gain the benefits of this item without needing to Prerequisite: Have a 10th-level spell slot
hold it and no longer use an attunement slot for it. You can You can pick one 10th level spell which you learn to cast.
summon or conjure the item to your hand as an action, cause You can select this boon multiple times.
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 Wyrm Knight
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 Prerequisite: Must be a martial class, and have a horde
body. Some restrictions may apply based on the item, and worthy of a dragon at least 100,000g in gold, gems, jewels, art
your physical form would change based on the item. As your etc.
legend spreads you'll be heavily associated with this item Title Gained: Wyrm Knight/Dragon Knight
(think Zeus and his lightning bolts) You gain a +2 bonus to your AC and you gain the breath
This boon cannot be picked more than once. weapon of a young dragon of your choice. Once the breath
weapon is used you cannot use it again until you take a long
Boon of Energy Investment rest.
You attune to the elemental energies of the universe. When Dungeon Lord
casting a spell or making any attack that deals cold, fire,
lightning, poison or thunder damage you can change its Prerequisite: Must own a building and have a horde of over
damage type to another of those types. 100,000g there
In addition when taking this boon your body takes on Title Gained: Lord of ______.
properties that correspond thematically to that element, Your building and horde are so amazing word starts to
altering your appearance. Additionally any energy around you spread, creatures attuned to your alignment will come to
seems more volatile, fires crackles louder and brighter, wind serve and live in the new dungeon, you gain lair actions inside
blows more fiercely, etc. and regional effects (determined by your alignment, the
building location etc), and teams of enemies not of your
Boon of Sure Resurrection alignment will come to attack your dungeon, possibly
bringing you even more treasure and fame. As your dungeon
Prerequisite: You must have died at some point and been kills more and more enemies its fame grows.
brought back
You gain advantage on any spell casting ability checks to Legendary General
return a soul to life. Additionally, any spell casting ability
checks to return you to life are made with advantage. 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

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Class Specific Cleric
All Class Specific Boons require at least level 20 in the Boon of the Ascendant
mentioned class.
Title Gained: Ascendant
Artificer Your spell casting becomes divinely endowed. Any 4th level
domain spell you cast using a 4th level spell slot or below is
Boon of the Battleficer treated as if it was cast as 4th level. As well when casting a
spell requiring concentration you can expend another spell
Title Gained: Battleficer slot to cause the spell to persist without concentration
You gain 1 additional attunement slot. This boon cannot be
picked more than once but does stack with the Boon of Druid
Artifact Affinity.
Boon of the Emergent Primordial
Boon of the Forgemaster
Title Gained: Emergent Primordial
Title Gained: Forgemaster You start to merge further into your connection to a specific
Your talents with a forge and magic items are legendary. elemental plane. You gain the following traits depending on
During a short rest you can work to temporarily improve 1 which elemental plane you choose:
non-magical item, turning it into a +3 weapon, armor or
shield until your next short rest. You can also make magic Air Elemental - Fly speed of 90 ft and Air Form trait
items 2x as fast as normal (lightning)
Earth Elemental - Burrow speed of 30 ft and Earth Glide
Barbarian and Siege Monster traits (bludgeoning)
Fire Elemental - Fire form and Illumination traits (fire)
Boon of the Ravager Water Elemental - Swim speed of 90 ft and Water Form
trait (cold)
Title Gained: Ravager
At the very start of your turn, even if you cannot act but as You also gain resistance to your choice of element and add
long as you have 1 hit point or more and are raging, you are 1d6 of that element to any physical attacks you make.
cured of 1 condition of your choice currently afflicting you You gain these traits regardless of what form you are Wild
and gain 10 hit points Shaped into.

Bard Boon of the Leviathan


Title Gained: The Leviathan
Boon of the Truespeaker You gain the ability to turn into more powerful and larger
Title Gained: Truespeaker creatures. The Max. CR of a creature you can turn into is
Your Bardic Inspiration now affects all allies within a 15 ft increased by 5.
radius circle within 60 ft. You also learn two additional spells
from any class Fighter
Boon of Magical Secrets Boon of the Dreadnought
Title Gained: Secret Seeker Title Gained: Dreadnought
Choose two spells from any class of a spell slot level you You gain a +3 bonus to your AC
can cast. You learn the chosen spells and they count as bard
spells for you. You can select this boon multiple times. Boon of the Scale Breaker
Title Gained: Scale Breaker
Bloodhunter You gain advantage on saving throws against dragon fear
and breath weapons, and you deal an extra dice of damage
Boon of the Esotericist anytime you strike a dragon with a melee weapon attack
Title Gained: Esotericist Boon of the Battle Cry
Choose one Mutagen from the Order of the Mutant, you
are now permanently under the continuous effects of that Title Gained: Battle Crier
Mutagen. 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.

144
Monk Ranger
Boon of the Enlightened Fist Boon of Multi-shot
Title Gained: Enlightened Fist Title Gained: Slayer
Whenever you spend a Ki point your fists and monk You can now maintain concentration on up to 3 instances
weapons deal an extra 1d10 damage until the start of your of Hunters Mark (still have to be cast separately) When you
next turn (this can stack if you spend more than 1 Ki point). make a ranged weapon attack against 1 of the creatures you
have marked you also make an attack against all other
Paladin creatures you have marked as long as they are in range and
you are able to see them
Boon of the Crusader
Boon of the Arcane Archer
Title Gained: Crusader
You gain the ability to sanctify an action once per round Title Gained: Arcane Archer
When making a ranged weapon attack you can select an
Sanctified Attack Action - When taking the attack action element (fire, cold, acid, necrotic, lightning, force) and all
you attack 3 times damage you do to deals that specific elemental damage
Sanctified Channel Divinity - When you use your instead and deals an extra 1d6 damage
Channel Divinity feature you also regain two 5th level
spell slots Boon of the Beast Tamer
Sanctified Lay On Hands - You restore x2 as many hit Title Gained: Tamer of Beasts
points, the ability has a range of 120 ft and this effect Your beast companion turns into a more powerful and
cannot be reduced or prevented by any effect larger creatures. The Max. CR of a beast you can have as a
Boon of the Divine Sword companion is increased by 5.
Title Gained: Divine Sword Boon of Nature's Hunter
You gain a 6th level spell slot and can choose two spells of Title Gained: Nature's Hunter
the same level from the cleric spell list. You learn the chosen
spells and they count as paladin spells for you. You can select You gain a 6th level spell slot and can choose two spells of
this boon up to 4 times. Each time you do so, you gain a spell the same level from the druid spell list. You learn the chosen
slot of one level higher than the last time and can choose two spells and they count as ranger spells for you. You can select
new cleric spells of the same level. 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
Boon of the Doomslayer new druid spells of the same level.
Title Gained: Doomslayer Boon of the Magical Beast
When striking a fiend with a smite you also damage all Title Gained: Magic Beast Tamer
other fiends within 10 ft of the target for 1/2 of the total
damage of the strike Your beast companion can equip items that they could
reasonably use and wield, it has 3 attunement slots
Boon of the Undead Slayer
Title Gained: Undead Slayer Rogue
When striking an undead with a smite you also damage all Boon of the Blade
other undead within 10 ft of the target for 1/2 of the total
damage of the strike 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.

145
Sorcerer Wizard:
Boon of the Elemental Lord Boon of the Master Arcanist
You further infuse yourself to a specific elemental power Title Gained: Master Arcanist
Title Gained: Stormlord When you cast a spell that deals When casting a 6th level spell or lower with a casting time
of 1 action you may simultaneously cast a 1st level spell with
lightning or thunder damage you cast it as if it was 4 levels a casting time of 1 action. You also gain another 9th level
higher spell slot
Title Gained: Earthenlord When you cast a spell that
deals bludgeoning damage you cast it as if it was 4 levels Boon of the Bloodmagus
higher
Title Gained: Firelord When you cast a spell that deals Title Gained: Bloodmagus
fire damage you cast it as if it was 4 levels higher You can spend a number of hit dice when casting a spell,
Title Gained: Oceanlord When you cast a spell that deals you roll them to take that amount of damage but then
cold damage you cast it as if it was 4 levels higher increase the damage dice done by a spell by that same
number of dice
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.

146
2nd Level Boons Boon of Legendary Fortitude
Prerequisites: Boon of Epic Fortitude
Boon of the Arcane Savant Your hit point maximum increases by 80.
Your spell save DC now becomes 12 + proficiency bonus +
spell casting modifier. Boon of Legendary Spell Mastery
Choose one 2nd-level sorcerer, warlock, or wizard spell that
Boon of Awareness you can cast. You can now cast that spell at will at its lowest
You can’t be surprised and unseen attackers don’t attack you level without expending a spell slot.
with advantage.
Boon of Legendary Resilience
Boon of Divine Aspiration Prerequisites: Boon of Epic Resilience
When you use a feature that you can normally only use once You have resistance to all bludgeoning, piercing, and
between rests, you can choose to regain your use of that slashing damage.
feature. Once you use this feature, you can’t use it again until
you finish a long rest. Boon of the Paragon
You increase your proficiency bonus by 1 and become a
Boon of the Dragon Lord perfect specimen of your species, with perfect body features.
Prerequisite: Be a Wrym Knight If you have a child it is born with this Boon.
Title Gained: Dragon Lord
You gain lair actions at a building you own (based on the Boon of the Planeswalker
type of dragon you are), your breath becomes the adult Prerequisites: Boon of Planar Travel
dragons version, and you gain permanent spectral dragon Title Gained: Planeswalker
wings granting you a fly speed of 80 ft. And you gain a You have gained the ability to survive the effects of the
legendary resistance. many different planes. You cant gain exhaustion due to
extreme heat or cold, you can breathe underwater and in
Boon of Eschewed Epic Materials vacuum, and take no fall damage. These apply regardless of
Prerequisites: The ability to cast a high magic spell of 10th the plane you are currently on. In addition you cannot be
level or higher harmed by any other specific planar effects, such as being
When providing material components for a high magic moved through time, having your alignment or state of mind
spell, you can ignore 5,000 gp worth of materials. You can altered, being turned into raw chaotic energy or being
select this boon multiple times. prevented from leaving the plane.
Additionally, you now can now cast Plane Shift a number
Boon of Extraordinary of times equal to your proficiency modifier per short rest. But
may now shift to and from the chosen plane (The plane
Concentration selected from the Boon of Planar Travel) at will. You can now
You maintain concentration through unconscious or use an action to cast the Demiplane spell (no spell slot or
incapacitated conditions, and even through death. You don't components required). Once you do so, you can't do so again
make concentration checks when taking under 50 damage. until you finish a short rest.
Boon of Improved Extra Attack Boon of Swift Casting
Prerequisites: Extra Attack Prerequisites: At least one 5th level spell slot
You make one additional attack when you take the attack Choose one of your spells of 4th through 5th level that has
action. 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 Improved Two-Weapon
Legendary Linguist
Fighting
You can speak, read, and write all exotic languages that you
Prerequisites: 10th level fighter, kensai, ranger, or other are physically capable of speaking.
innate two-weapon class
When you use a bonus action to attack with a weapon Boon of Godly Health
while wielding two weapons, you can make one additional
attack with that weapon. Your body is divine. Your maximum HP is as if you rolled the
maximum on each hit dice roll when leveling up.
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.

147
Boon of the Spell Slinger
Boon of Lesser Boons
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 You gain two 1st level Boons.
reaction.
Talon of Tiamat/Bahamaut
Boon of Higher Magic Prerequisite: Be a Dragon Lord of a chromatic dragon
Prerequisites: Boon of High Magic. Have a 10th level spell (Tiamat), or metallic dragon (Bahamaut)
slot. Title Gained: Talon of Tiamat/Bahamaut
You gain one 11th-level spell slot. You can select this boon Your breath now becomes the Ancient Dragon version.
multiple times. When using your breath weapon roll a d4, you can also use
that many other chromatic/metallic dragon breaths at the
Boon of Mythic Magic same time (your choice which kind).
Prerequisite: Have a 11th-level spell slot Epic Leader
You can pick one 11th level spell which you learn to cast.
You can select this boon multiple times. Prerequisite: Have the Legendary General boon
Once a day you can give a invigorating shout to restore one
Boon of Mythic Artifact Affinity ability for an ally within 60 ft that would normally be
recharged by a long rest.
Prerequisite: Have the Boon of Artifact Affinity You can also start recruiting a 1000 personal army from
Pick 2 items or objects that you are attuned to. That item the surrounding areas via inspirational speeches.
becomes part of your god-like persona and merges with your
physical form. Boon of Multi-Class
You now gain the benefits of this item without needing to
hold it and no longer use an attunement slot for it. You can You gain 5 levels in a class of your choice. This cannot raise a
summon or conjure the item to your hand as an action, cause class over 20.
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 Boon of Magic Resistance
you can act as if you are using the item rather than whatever You have advantage on saving throws against spells and other
you might be wielding, as if the item is an extension of your magical effects.
body. Some restrictions may apply based on the item, and
your physical form would change based on the item. As your Boon of the Dead God
legend spreads you'll be heavily associated with this item
(think Zeus and his lightning bolts) Prerequisite: You must find a petrified remnant of a dead
This boon cannot be picked more than once. god to absorb.
Title Gained: The Living Vestige
Boon of the Summoner The divine essence grants you +5 to all stats. You gain
advantage on death saving throws and must fail two
You double the number of creatures you summon from additional death saving throws to be killed while at 0 hit
conjuration spells points.

148
Class Specific Druid
All Class Specific Boons require at least level 20 in the Boon of the Primordial
mentioned class.
Prerequisite: Requires the Boon of the Emergent Primordial
Artificer Title Gained: Primordial You gain immunity to your
choice of element and now add an additional 3d6 of that
Boon of the Master Artificer element to any physical attacks you make.
These traits now apply to you even outside of your Wild
Title Gained: Master Artificer Shape.
Your Magic Item Master ability now allows you to be When you die you merge into that elemental plane.
attuned to 12 magic items at once.
Boon of the Dragonsoul
Barbarian Title Gained: Dragonsoul
Boon of the Rageborn You are able to transform into any adult chromatic or
metallic dragon
Title Gained: Rageborn
You become immune to the unconscious condition while Boon of the Grand Dragonsoul
raging. While at 0 hp, you make death saving throws at the Prerequisite: Requires the Boon of the Dragonsoul
start of your turns. Success does nothing, but a 20 grants 1 Title Gained: Grand Dragonsoul
hp as normal. 3 failed attempts and you die. Once per round You are able to transform into any ancient chromatic or
when making a Charisma, Intelligence or Wisdom saving metallic dragons, and unique dragons like Dragon Turtles,
throw you can instead make a Strength Saving Throw. Sea Dragons, Mithril Dragons, Gem Dragons, etc.
Bard Boon of the Sovereign Wild
Boon of the All Seeker Title Gained: Sovereign of the Wild
All beasts are friendly to you, you can speak with them and
Title Gained: All Seeker they will follow your commands
You can take a class specific boon from any other class
Bloodhunter Fighter
Boon of Greater Battle Cry
Boon of the Bloodspring
Title Gained: Greater Battle Crier
Title Gained: Bloodspring When you take an Action Surge you also allow all allied to
When you expend your hemocraft die to activate a rite, or take any extra action on their turn before the start of your
whenever you would take damage from your Blood Hunter next turn
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 Monk
rites or abilities, only the damage you take from it. Boon of the Void
Cleric Title Gained: Voidwalker
You gain a flight (hover) speed of 100 ft and if you move
Boon of the Godhand 100 ft in a straight line at a target your first strike deals an
extra 2d10 damage
Title Gained: Godhand
You begin to receive worship from those followers that Paladin
revere you as the paragon saint of your deity. You become
immortal, no longer aging, or need to sleep, eat or drink. If Boon of the Luminous One
slain your body and items are reduced to divine essence and
reform over a period of 7 days on a plane associated with Title Gained: Luminous One
your divine nature at a location of your choice. All auras you create affect all allies engaged in combat with
Any 5th level domain spell you cast using a 5th level spell you if you wish them to
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.

149
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

150
3rd Level Boons Boon of Epic Maneuvering
Prerequisites: One or more epic maneuvers
Boon of the Critical Weapon When you expend one or more Epic Dice to perform an
Master epic maneuver, you can set all expended epic Dice to their
maximum value. Once you use this boon, you can’t use it
You gain +1 to your critical hit range (if you should crit on 20 again until you finish a long rest.
you now crit on a 19-20, if you would crit on an 18-20 you
would crit on 17-20, and so on). Boon of Epic Spell Mastery
When you score a critical hit you deal an additional
multiplier of damage (if you deal 2x damage die on crits you Choose one 3rd-level sorcerer, warlock, or wizard spell that
now deal 3x, if you deal 3x damage dice on crits you now deal you can cast. You can now cast that spell at its lowest level
4x, and so on). without expending a spell slot.
Boon of the Critical Spell Caster Boon of Godly Attributes
When you cast a spell that deals damage that causes the Increase a single attribute to 30
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 Godly Multi-Class
You gain 10 levels in a class of your choice. This can raise a
Boon of Damage Immunity class over 20.
You gain immunity to one type of damage that you are
resistant to, choosing between cold, fire, lightning, poison, Boon of Innate Recovery
and thunder. Title Gained: The Relentless
When you use a feature that you can normally only use
Boon of Deific Artifact Affinity once between long rests, you can choose regain your use of
Prerequisite: Have the Boon of Mythic Artifact Affinity that feature. Once you use this feature, you can’t use it again
Pick 3 items or objects that you are attuned to. Those until you finish a long rest.
items become part of your god-like persona and merges with
your physical form. Boon of Highest Magic
You now gain the benefits of this item without needing to Prerequisites: Boon of Higher Magic. Have an 11th level
hold it and no longer use an attunement slot for it. You can spell slot.
summon or conjure the item to your hand as an action, cause You gain one 12th-level spell slot. You can select this boon
it to merge back into your form or become invisible. Even if it multiple times
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 Boon of Divine Magic
you might be wielding, as if the item is an extension of your
body. Some restrictions may apply based on the item, and Prerequisite: Have a 12th-level spell slot
your physical form would change based on the item. As your You can pick one 12th level spell which you learn to cast.
legend spreads you'll be heavily associated with this item
(think Zeus and his lightning bolts) Boon of Irresistible Onslaught
This boon cannot be picked more than once. 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.

151
Boon of Master Tactics Boon of Rapid Casting
When you have advantage roll 3d20s and take the highest Prerequisites: At least one 7th level spell slot
result rather than 2d20s 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
Boon of Mythic Fortitude bonus action for you. You can select this boon multiple times.
Prerequisites: Boon of Legendary Fortitude Boon of Reactive Strikes
Your hit point maximum increases by 120.
Prerequisites: Extra Attack
Boon of the Planar Lord When you use your reaction to make an opportunity attack,
Prerequisite: Have the Boon of the Planeswalker roll a d20. On a roll of 10 or higher, you regain your reaction -
Title Gained: Planar Lord which you can use to immediately take another opportunity
You gain access to your own Plane (as with the 12th level attack.
spell Genesis) which is immediately manifested, and when Boon of Skill Proficiency
you are in your own plane, you may shape it as per the spell
itself. Title Gained: Master of Trades
If you become a deity at any point, this Plane counts as one You gain proficiency in all skills.
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.

152
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.

153
Epic Maneuvers Flash Step
Epic maneuvers work much like epic boons and are awarded Prerequisites: A Dexterity score of 24 or higher
in the same manner. However, where boons tend to be Cost: 1 Epic Die
passive in nature, maneuvers are more active and their use As a reaction when an enemy makes a melee attack against
comes with a cost. you, but before you know if the attack hits you or not, you can
Maneuver Levels. When you select a maneuver, you gain a teleport a number of feet equal to your walking speed to an
number of Epic Dice equal to twice the maneuver’s level. For unoccupied space that you can see. When you teleport away
example, if you were to select a 2nd-level maneuver, you in this manner, the triggering attack misses you automatically
would also gain 4 Epic Dice. Epic dice are d20s. An Epic Die and is wasted.
is expended when you use it. Each maneuver describes how Ground Slam
many Epic Dice it costs to perform that maneuver, if any - and
some maneuvers may allow more than their initial cost to be Prerequisites: A Strength score of 24 or higher
spent in order to empower them further. Saving Throw DC: 10 + your proficiency bonus + your
You regain all of your expended Epic Dice when you finish Strength modifier
a short or long rest. Cost: 1 Epic Die (or more)
Maneuver Save DC/Check Some maneuvers require one As an action, you smash your weapon into the ground.
or more creatures to make a saving throw, or for you to make Each creature within 30 feet of you that can hear must make
an ability check. Each such maneuver explains how the save a Constitution saving throw, taking thunder damage equal
DC is calculated. twice your Strength score on a failed save, or half as much on
a successful one. Large and smaller creatures that fail the
1st Level Maneuvers saving throw are also knocked prone.
You add your expended Epic Dice to the radius and the
Arcing Strike damage done.
Prerequisites: A Strength score of 24 or higher Heroic Leap
Saving Throw DC: 10 + your proficiency bonus + your
Strength modifier Prerequisites: Proficiency with the Athletics skill, a Strength
Cost: 1 Epic Die (or more) score of 24 or higher
As an action, you swing your weapon in a wide arc around Cost: 1 Epic Die (or more)
yourself. Each creature within your reach must make a Using a bonus action, you leap a number of feet up to 3x
Dexterity saving throw. On a failed save, a target takes your Strength score plus the expended Epic Die in any
weapon damage equal to your Strength modifier plus the direction. You don’t need a running start.
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 One Shot, Two Kills
from you. Prerequisites: A Dexterity score of 24 or higher
Deep Pockets Cost: 1 Epic Die
Using a bonus action, you cause your ranged weapon
Prerequisites: 20th level rogue attacks to pierce through your target until the end of your
As an action, you can open a 2-foot cubed extra turn. For the duration, when you hit a target with a ranged
dimensional space and place an object inside. The gateway to weapon attack and there is another target within range of
this space then closes as soon as you remove your hand. The your attack and directly behind the target, you can make an
space exists for up to 1 hour, after which time the stored additional attack against that target. Your primary target
object appears at your feet directly in front of you. At any takes damage as normal, and the secondary target takes
point before the time is up, you can choose to summon the damage equal to the expended Epic Die with each hit.
object into your empty hand. You can choose to expend an
Epic Die when using this maneuver. If you do, you add the Peroneal Strike
expended Epic Die to the number of hours the space exists. Prerequisites: Dexterity score of 24 or higher
Once you use this feature, you must finish a short or long Saving Throw DC: 10 + your proficiency bonus + your
rest before you can use it again. Dexterity modifier
Epic Fortification Cost: 1 Epic Die (or more)
When you hit a creature with a weapon attack, you can use
Prerequisites: A Constitution score of 24 or higher your bonus action to land a peroneal strike. The target must
Cost: 1 Epic Die (or more) succeed a Constitution saving throw or be stunned until the
You can use a bonus action to gain a number of temporary end of your next turn. If the target has less than 100 hit
hit points equal to the 5x the Epic Die expended. points, it fails the saving throw automatically. You add the
Once you use this feature, you can’t use it again until you expended Epic Dice to the damage done.
finish a short or long rest. Constructs, oozes, and undead automatically succeed on
the saving throw.

154
Slice and Dice Flash Strike
Prerequisites: Dexterity score of 24 or higher Prerequisites: A Dexterity score of 26 or higher
Cost: 1 Epic Die (or more) Cost: 2 Epic Dice
As an action, you make a melee weapon attack against When a hostile creature ends its turn within a number of
each target within range. You must use a finesse weapon. You feet of you equal to your walking speed, you can use your
add the expended Epic Dice to the damage done. reaction to teleport a number of feet up to your walking speed
to an unoccupied space adjacent to the creature. When
Well of Eternal Spring teleporting in this manner, as part of the same reaction, you
can choose to make a melee attack against the triggering
Prerequisites: 20th level kensai or monk creature after teleporting.
Cost: 1 Epic Die
As an action, you regain all expended ki. Once you use this Mighty Rage
maneuver, you can’t use it again until you finish a long rest Prerequisites: 20th level barbarian
Cost: 2 Epic Dice
2nd Level Maneuvers Using a bonus action while you rage, you gain a +4 bonus
Distant Shot to your Strength and Constitution scores until the end of your
turn. You also apply the +4 bonus to your rage damage.
Prerequisites: A Dexterity score of 24 or higher In addition, the first melee weapon attack you make that
Cost: 2 Epic Dice uses Strength and hits a target on this turn, deals extra
Using a bonus action, the next ranged weapon attack you weapon damage equal to the expended Epic Dice.
make during your turn, can be fired at any target you can see,
regardless of its range, and you don’t suffer disadvantage on Negative Energy Burst
the shot. You add the expended Epic Dice to the damage you Prerequisites: A Charisma score of 24 or higher
deal. Saving Throw DC: 10 + your proficiency bonus + your
Dreadnought Charisma modifier
Cost: 2 Epic Dice (or more)
Prerequisites: A Strength score of 26 or higher As an action, you summon a darkening burst of pure
Cost: 2 Epic Dice negative energy that extends in a 60 foot radius from you.
Using an action, your movement can’t be stopped by Living Creatures in the area must succeed on a
normal means until the end of your turn. You can move Constitution saving throw, taking necrotic damage equal to
through the space of other creatures and through structures the Epic Dice expended on a failed save, or half damage on a
that aren’t made from an indestructible material. success.
If you move through the space of a creature, the creature Since undead are powered by negative energy, this spell
must make a Strength saving throw. On a failed save, the cures them of an amount equal to the damage, rather than
creature takes bludgeoning damage equal to your Strength harming them.
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.

155
Spell Reflection
Prerequisites: A Charisma score of 24 or higher Aligned Strikes
Ability Check DC: (Charisma) 10 + half the spell's level The following maneuvers are referred to as
(rounded down, minimum 1) "Aligned Strikes" - abilities that target a creature's
Cost: 2 Epic Dice planar energy according to their moral alignments.
When you are targeted by a spell, you can use your reaction The extra damage done by these strikes is
untyped, as it cannot be reduced in any way, and is
to attempt to force the spell back towards its caster through not applicable to any form of damage reduction.
sheer force of unbridled will. Using your reaction when If your campaign does not adhere to any form of
targeted by a spell - but before you know if it hits or before typical alignment system, these abilities are
making a saving throw - you make a Charisma check. unavailable.
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. Chaotic Strike
If the spell is a 10th level spell or higher, you must make Prerequisites: Any chaotic alignment
the check using the spell's full level instead of half. Saving Throw DC: 10 + your proficiency bonus + your
Charisma modifier
Spontaneous Regeneration Cost: 2 Epic Dice
Prerequisites: A Constitution score of 24 or higher As an action, you can detect all lawful creatures within a 30
Cost: 2 Epic Dice foot radius. Upon detecting a Lawful aligned creature, they
Using a bonus action, your wounds begin to heal before must make a Constitution saving throw when hit by your
your eyes. For 1 minute, you regain a number of hit points attacks, taking extra damage equal to the expended Epic Dice
equal to the expended Epic Dice at the start of each of your on a failed save, or half damage on a success.
turns. If you take fire or radiant damage, your regeneration
doesn’t function until the end of your next turn. If you take no Holy Strike
fire or radiant damage while regenerating, any limbs you Prerequisites: Any good alignment
might have lost grow back after 1 minute. Saving Throw DC: 10 + your proficiency bonus + your
Positive Energy Burst Charisma modifier
Cost: 2 Epic Dice
Prerequisites: A Charisma score of 24 or higher As an action, you can detect all evil creatures within a 30
Saving Throw DC: 10 + your proficiency bonus + your foot radius. Upon detecting an Evil aligned creature, they
Charisma modifier must make a Constitution saving throw when hit by your
Cost: 2 Epic Dice (or more) attacks, taking extra damage equal to the expended Epic Dice
As an action, you summon a shimmering burst of pure on a failed save, or half damage on a success.
positive energy that extends in a 60 foot radius from you.
Undead Creatures in the area must succeed on a Profane Strike
Constitution saving throw, taking radiant damage equal to the Prerequisites: Any evil alignment
Epic Dice expended on a failed save, or half damage on a Saving Throw DC: 10 + your proficiency bonus + your
success. Charisma modifier
Living creatures affected by this spell cures them of a like Cost: 2 Epic Dice
amount of damage, rather than harming them. 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.

156
3rd Level Maneuvers Fate Weaving
Prerequisites: 20th level bard or shogun, a Charisma score
Change Shape of 26 or higher
Cost: 3 Epic Dice Cost: 3 Epic Dice
You magically polymorph into a humanoid that has a When you or a creature within 60 feet of you is forced to
challenge rating equal to or less than your own, or back into make a saving throw, you can add one or more of the
your true form. Any equipment you are wearing or carrying is expended Epic Dice to the roll. If the roll is successful, the
absorbed or borne by the new form (your choice). creature that forced the saving throw takes psychic damage
In a new form, you retain all of your statistics and gain the equal to your Charisma score plus the Epic Dice that weren’t
features of the new form that you don’t have already (except added to the saving throw.
class features, legendary actions, and lair actions).
Gleam of Breaking
Change Size Prerequisites: 20th level cleric, a Wisdom score of 26 or
Cost: 3 Epic Dice higher
You magically change your size, choosing between Tiny, Cost: 3 Epic Dice
Small, Medium, Large, Huge, and Gargantuan (up to 40 ft. Using an action, you target a creature that you can see
tall). Your statistics remain the same. Any equipment you are within 60 feet. The target must make a Constitution saving
wearing or carrying transforms with you. throw.
The save DC equals the total of the expended Epic Dice.
While Tiny, your reach decreases by 5 feet, and you deal On a failed save, the target loses concentration and can’t
1d4 less damage. concentrate on spells or other effects until the end of its next
While Small or Medium, your reach and damage is turn. If the target succeeds on its saving throw, it loses one
normal. charge of its Legendary Resistance trait if it possesses that
While Large, you deal 1d4 more damage trait, or takes force damage equal to the expended Epic Dice
While Huge, your reach increases by 5 feet, and you deal if it doesn’t.
2d4 more damage.
While Gargantuan, your reach increases by 10 feet, and Legendary Smite
you deal 3d4 more damage. Prerequisites: 20th level paladin, a Strength or Charisma
Deadly Wounds score of 26 or higher
Cost: 3 Epic Dice
Prerequisites: 20th level rogue, a Dexterity score of 24 or Using a bonus action, your weapon begins to gleam with
higher pure divine energy. The next time you hit a creature with a
Skill Check DC: 10 + your proficiency bonus + your melee weapon attack during this turn, the target takes
Dexterity modifier additional Aetherion damage equal to the expended Epic
Cost: 3 Epic Dice Dice, and the target must make a Charisma saving throw. On
Using a bonus action when you deal sneak attack damage a failed save, the target loses one charge of its Legendary
with a melee weapon attack, you twist the blade to inflict a Resistance if it possesses that trait. If it doesn’t have the trait,
lingering wound upon your target. At the start of each of the or has no charges remaining, it takes twice the amount of
target’s turns, it takes weapon damage equal to the expended damage.
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.

157
Mighty Leap Fissures open throughout the affected area at the start of
your next turn after you perform the maneuver. A total of 1d6
Prerequisites: 20th level barbarian or fighter, a Strength such fissures open in locations chosen by the DM. Each is
score of 28 or higher 1d10 x 10 feet deep, 10 feet wide, and extends from one edge
Saving Throw DC: 10 + your proficiency bonus + your of the affected area to the opposite side. A creature standing
Strength modifier on a spot where a fissure opens must succeed on a Dexterity
Cost: 3 Epic Dice saving throw or fall in. A creature that successfully saves
You learn to lift off the ground in an awesome display of moves with the fissure’s edge as it opens. A fissure that opens
power. Using an action, you leap a number of miles up to half beneath a structure causes it to automatically collapse.
the Epic Dice expended. Describe your leap by stating The tremor deals 50 bludgeoning damage to any structure
distance and direction, such as “11 miles to the north” or “5 in contact with the ground in the affected area and at the
miles straight up”. start of each of your turns until the effect ends. If a structure
You can bring along objects as long as their weight doesn’t drops to 0 hit points, it collapses and potentially damages
exceed what you can carry. You can also bring up to two nearby creatures. A creature within half the distance of a
creature of your size or smaller who is carrying gear up to its structure’s height must make a Dexterity saving throw. On a
carrying capacity, or one creature up to one size larger than failed save, the creature takes 5d6 bludgeoning damage, is
you. Any creatures you bring with you, must be grappled by knocked prone, and is buried in the rubble, requiring a DC 20
you when you make the leap. Strength (Athletics) check as an action to escape. The DM
While leaping, you travel at a speed of 1,000 feet each can adjust the DC higher or lower, depending on the nature
round (or 1 mile every 5 rounds). You can’t change trajectory of the rubble. On a successful save, the creature takes half as
after taking off but you can drop objects and creatures you much damage and doesn’t fall prone or become buried.
are holding. If you drop a creature, it can attempt to hang on The fissures and surrounding difficult terrain last for 1d12
to you by succeeding a Strength (Athletics) check against rounds. If any creatures that fall into the fissures are still
your opposed Strength (Athletics) or Dexterity (Acrobatics) within them by the time of their closing, the creature is
check. burried alive and begins suffocating.
If you hit a structure while leaping, you burst through it and You and any creatures you might be carrying take no
deal 50 bludgeoning damage to the structure for each wall damage from falling when landing on the ground or in a body
you pass through. If you hit a structure of an indestructible of water after you leap in this manner.
material, your leap is halted and you (and any creatures you
might be carrying) take fall damage for the distance traveled. Jump Multiplier
If you land in water, a 300-foot high and 50-foot thick
circular wave extends from the point of impact and travels If a creature using the "Mighty Leap" maneuver has
outwards in all directions. At the start of each of your turns any features that multiply it's jump distance (such
after the wave appears, the wave, along with any creatures in as the jump spell) the distance travelled is similarly
it, moves 50 feet away from you. Any Huge or smaller multiplied for as long as the effect is active.
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 Epic Wild Shape
damage only once per round. At the end of the turn, the Prerequisites: 20th level druid, a Wisdom score of 26 or
wave’s height is reduced by 50 feet, and the damage creatures
take from the wave on subsequent rounds is reduced by higher
1d10. When the wave reaches 0 feet in height, the wave Cost: 3 Epic Dice
disperses. Using an action, you transform into a type of creature that
If you land on the ground, an intense tremor rips through your Wild Shape allows. The maximum CR equals 10 + half
the ground in a 100-foot-radius circle centered on you and the Epic Dice expended. In addition, the creature you
shakes structures and creatures other than you and any transform into can be of any size. All other rules of your Wild
creatures you carry in contact with the ground in that area. Shape feature apply.
The ground in the area becomes difficult terrain. Each
creature on the ground that is concentrating must make a Epic Assault
Constitution saving throw. On a failed save, the creature’s Prerequisites: 20th level kensai or monk, a Dexterity score
concentration is broken. of 26 or higher
Each creature on the ground in the area must make a Cost: 3 Epic Dice
Dexterity saving throw. On a failed save, the creature is Using a bonus action, your movement speed increases by a
knocked prone. number of feet equal to the Epic Dice expended. Until the end
This maneuver can have additional effects depending on of your turn, you don’t provoke opportunity attacks and you
the terrain in the area, as determined by the DM. 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.

158
Oath of Slaying Whirling Devastation
Prerequisites: 20th level ranger or rogue, a Strength or Prerequisites: A Strength score of 26 or higher
Dexterity score of 26 or higher Saving Throw DC: 10 + your proficiency bonus + your
Cost: 3 Epic Dice Strength modifier
Using a bonus action, you swear to slay a creature that you Cost: 3 Epic Dice
can see. The oath lasts until the target dies or until seven As an action, you begin to rotate swiftly, continuously
days later. You can only have one such oath in place at a time. swinging your weapon in a wide arc around yourself. While
Roll the three Epic Dice individually. whirling around in this manner, you are incapacitated, your
The roll of the first Epic Die grants you a bonus to all movement speed is halved, ranged weapon attacks are made
attack rolls against the target creature. against you with disadvantage, and the first time on a turn
The second Epic Die grants you a bonus to your weapon you move within reach of a creature or when a creature ends
damage against the target creature. its turn within your reach, the creature must make a
The third Epic Die grants you a bonus to your AC against Dexterity saving throw. On a failed save, a target takes
attacks from the target creature. weapon damage equal to your Strength score plus the
Your target also gains no benefit from cover against your expended Epic Dice. On a successful save, a target takes half
attacks except from full cover and you can’t suffer the damage.
disadvantage with your attacks against the target. You continue to whirl around for 3 rounds, until you end
the effect (no action required), or until you drop unconscious.
Projected Strike
Titanic Slam
Prerequisites: 20th level fighter, kensai, or ranger
Cost: 3 Epic Dice Prerequisites: 20th level barbarian, monk, or ranger
Using your action, you swiftly swing a melee weapon in a Saving Throw DC: 10 + your proficiency bonus + your
wide arc and a projected strike erupts from your weapon. Strength or Dexterity modifier
Each creature in a 60-foot cone must make a Dexterity saving Cost: 3 Epic Dice
throw. A creature takes force damage equal to your weapon Using your action you make a single powerful melee
damage plus the expended Epic Dice on a failed save or half weapon attack or unarmed attack with advantage. On a hit,
as much on a successful one. you deal additional damage with the attack equal to the
expended Epic Dice, and the target is hurled into the air at an
Sunder Armor angle between 0 and 45 degrees. The target is moved
Prerequisites: 20th level fighter, a Strength score of 26 or backwards a number of feet depending on its size, as shown
higher in the table below:
Cost: 3 Epic Dice Size Distance
Using an action, you make a single weapon attack against a Fine 1,400 feet
creature within range. If you hit the target, it takes additional
weapon damage equal to the expended Epic Dice, and has its Diminutive 1250 feet
AC reduced by an amount equal to the expended Epic Dice Tiny 1100 feet
divided by 3. The AC reduction lasts until the start of your
next turn. Small 950 feet
Medium 800 feet
Swift Flash Step
Large 650 feet
Prerequisites: A Dexterity score of 24 or higher
Cost: 3 Epic Dice Huge 500 feet
As a reaction when an enemy makes an attack against you, Gargantuan 350 feet
whether you are hit or not, you can teleport a number of feet
equal to twice your walking speed to an unoccupied space Colossal 200 feet
that you can see. When you teleport away in this manner, the Titanic 50 feet
triggering attack misses you automatically and is wasted.
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

159
Divine Feats Alter Reality
True Divine power - How can one quantify such true power? Prerequisite: Divine Rank 1 or higher; Charisma,
The answer lies in divine feats, which are feats restricted to Intelligence, or Wisdom 24
the gods. As stated before, you gain divine feats based on Spell Save DC: 20 + your Divine Rank + your Charisma,
twice your Divine Rank (a minimum of 1). In order to acquire Intelligence, or Wisdom modifier (your choice).
a divine feat you must meet the prerequisites. As a god, reality is at your whim. This ability is similar to
The DM may decide that a divine feat is not attainable the wish spell.
given it is vastly outside the portfolio of the deity. Generally, As an action and by expending 1 godly action, you can use
deities only pickup divine feats that represent their portfolio, this ability to duplicate any spell of 9th level or lower. The
history, and background, regardless of whether they meet the duplicated spell has no material component. Afterwards, you
prerequisites or not. Whenever a deity ascends to a new must rest and take no actions for 1 minute, unless you have
Divine Rank, they may swap two Divine Feats, if they wish, Divine Rank 6 or higher.
that they now meet the new prerequisites for. You can also use this ability to render a magical or
Divine Feats and Magic A divine feat functions normally supernatural effect permanent, but you must rest 1 minute
within antimagic fields. Additionally a target creature that per spell level of the effect times the number of subjects
normally gains advantage to saving throws against spells and affected, 1 minute per total Hit Dice of creatures affected, or
magical effects (through a magic resistance feature) does not 10 miutes per 10-foot cube affected. Use this highest
receive this benefit to saves against divine feats, unless they applicable value to determine how long you must rest and
are of equal or greater Divine Rank than the user of the take no actions after altering reality.
divine feat or they are specifically resistant to a condition or You can also reshape a landscape, creating any type of
damage type that the ability may apply or deal damage in. terrain you can imagine. Each 10-foot cube of material or
Miracles and Last Resorts Divine Feats are only used by terrain reshaped requires 1 round of effort but as only one
deities when no other option is left, or when a grand show of use this ability, and you must rest for one day per 10-foot
force is necessary to reach their goals. Ultimately, a divine cube shaped after the work is completed. You may use this
feat is a direct show of otherworldly, and purely divine, power ability a number of times equal to your Divine Rank and
- and should be treated as a nuclear option - along the same regain all uses after you finish a short or long rest.
lines as casting High Magic. Suggested Portfolio Elements: Any
Annihilating Strike
Prerequisies: Divine Rank 1 or higher; Strength 28
Saving Throw DC: DC 20 + 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

160
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

161
Banestrike Call Creatures
Prerequisites: Divine Rank 1 or higher; levels in a class that, Prerequisites: Divine Rank 1 or higher
through class or archetype features, has granted proficiency Spell Save DC: 20 + your Divine Rank + your Charisma,
in all martial weapons Intelligence, or Wisdom modifier (your choice).
Some deities have particular enemies or foes that when Deities are rarely alone. They have the service of many
they battle, they are exceptionally prepared to do so. Choose creatures. Choose one type: aberrations, beasts, celestials,
one type: aberrations, beasts, celestials, constructs, divine, constructs, dragons, elementals, fey, fiends, giants,
dragons, elementals, fey, fiends, giants, monstrosities, oozes, monstrosities, oozes, plants, or undead. Alternatively, you can
plants, or undead. Alternatively, you can select two races of select two races of humanoid (such as gnolls and orcs) as
humanoid (such as gnolls and orcs) as your chosen type. As your chosen type. As an action, you can summon any creature
another alternative, you could choose, instead, a situation of a of that type as though you had cast the gate spell, but it
target in which your banestrike could apply, such as against cannot have a higher challenge rating than twice your Divine
any rapist (knowledge of which you must know) or anyone Rank.
who has broken some specific code, law, or doctrine. Creatures summoned in this way willingly serve you to the
You may expend 1 of your godly action and gain advantage best of their ability, though they can initially resist the
on your next weapon attack against a creature of your chosen summoning by rolling a Charisma saving throw. Should they
type. If you hit your opponent when you do so, they take resist, you effectively fail at the summoning and cannot
additional damage equal to 2d20 of the damage type of your summon a creature of that type for 24 hours. You cannot
weapon. You may use this ability any number of times that have more creatures serving you in this way at any given time
you can attack and that you have godly actions. Thus if you than you have Divine Ranks. You may select this divine feat
expend four godly actions in one strike and hit, you deal 8d20 multiple times, each time selecting a new type of creature.
damage. You may not use this ability to call for unwilling specific
You may choose this divine feat multiple times, choosing a creatures by name -- only random ones of the chosen type.
new creature type, as above, each time. Suggested Portfolio Elements: Any
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

162
Change Form You also gain reach and carrying capacity equal to the table
below.
The ability to alter one's form is effortless to many deities. Additionally, your weapons, armor, and items on your
While they always have their true godly form (as well as their person grow or shrink to match your size. When you shrink,
depowered base mortal form), those who possess the Change however, your DM may decide to provide you with advantages
Form divine feat may change many aspects of their form, depending upon what you're attempting to do, such as hiding.
depending upon their Divine Rank. Additionally, you can shift your form in a limited way,
Divine Rank 0-3. As an action, you can alter your size by 1 including clothing and equipment. This change can be adding
size category per Divine Rank (minimum of 1). or subtracting one or two limbs, for example, but not
For every size category you enlarge - your size doubles in transform you into a dragon. Yet, you could grow wings, grow
all dimensions, your weight is multiplied by 8, and you deal fins, or some other simple practical change or cosmetic
an additional damage die with your physical attacks. change. You can remain in this changed form indefinitely, but
For every size category you reduce - your size is halved, you resume your normal form if you are slain.
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).
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.

163
Clearsight Control Creatures
Prerequisites: Divine Rank 4 or higher, Wisdom 24 Spell Save DC: 20 + your Divine Rank + your Charisma,
The sight of deities not only extends beyond mortal range, Intelligence, or Wisdom modifier (your choice)
but also in their perception of reality and magic. You gain Through asserting your divine authority, you can command
truesight out to a distance equal to 50 feet per your Divine a type of creature. This ability works similar to the dominate
Rank. Additionally, your clearsight can percieve through monster spell, but it doesn't control the mind as much as it
deities with an altered form as per the Changed Form divine controls the creature's body. Choose one type: aberrations,
feat if they are equal to or lower than your Divine Rank. beasts, celestials, constructs, dragons, elementals, fey, fiends,
This truesight also allows you to perceive the creature's giants, monstrosities, oozes, plants, or undead. Alternatively,
true alignment. you can select two races of humanoid (such as gnolls and
Suggested Portfolio Elements: Any orcs) as your chosen type. All creatures to be afected must be
within your line of sight when first targeted by this ability or
Command Plants through your remote senses ability.
Spell Save DC: 20 + your Divine Rank + your Charisma, Creatures may resist your attempt to control them by
Intelligence, or Wisdom modifier (your choice) rolling a Wisdom saving throw. Once control is established,
distance is not a factor and you can maintain control
You have mastery of plants and plantlife. As an action, you remotely, even across planes and through wards or barriers
can make plants grow in a radius of up to one mile per your (except divine shields and ward spells cast by deities of
Divine Rank (a minimum of 1) once before you must take a higher Divine Rank than you). Each time you command the
long rest to do so again. You can use this ability even in a creature to do something that is against its nature, it may
place where no plants grow (such as the middle of a desert), attempt to resist again. After each long rest of a creature
though in this case the plants wither and die after one day. controlled, they may attempt to resist again. Once a creature
This ability works like the plant growth spell, except that it has succeeded against your control, you cannot attempt to
cannot be countered except by a deity of higher Divine Rank control them again for 24 hours.
than you. As an action, you can attempt to control a number of
Also, as an action, you can charm plant creatures, animate creatures simultaneously, or spread out its uses, equal to
plants, or make them entagle its foes. This ability functions your Divine Rank (a minimum of 1) before you must take a
like the grasping vine spell. Creatures charmed in this way long rest to regain all expended uses of this ability. At any
are charmed a number of days equal to your Divine Rank. given time, however, you cannot have more creatures under
They may try and resist by rolling a Wisdom saving throw. At your control than 10 times your Divine Rank (a minimum of
any one time you can only have a number of plant creatures 1). If you already have the maximum number of creatures
charmed in this way equal to your Divine Rank. under your control, you can still attempt to take control of
Suggested Portfolio Elements: Agriculture, earth, other creatures, but must first relase one or more creatures
fertility, nature 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

164
Divine Artificer Divine Bard
Prerequisites: 20 levels in Artificer Prerequisites: 20 levels in Bard
You are the epitome of an artificer and have abilities that You are the epitome of a bard and have abilities that far
far surpass those of mortal artificers. You gain the following surpass those of mortal bards. You gain the following
benefits: benefits:
Your total number of Infusions known increases by half Your Bardic Inspiration range extends to a number of
your Divine Rank (rounded down - min 1). miles equal to your Divine Rank (a minimum of 1).
You total number of max Infused objects increases by half Any feature which requires you to use your Bardic
your Divine Rank (rounded down - min 1). Inspiration can consume a godly action instead of a bonus
When you die, your infusions do not vanish until a number action on your turn. Thus, you may apply Bardic
of weeks equal to your Intelligence Modifier. Inspiration a number of times, in addition to your bonus
Your ability to store spells in objects becomes more potent action, equal to how many gody actions you have, though
- your "Spell-Storing Item" can have an additional number not any more than how many you can use before taking a
of spell-storing objects equal to half your Divine Rank rest.
(rounded down - min 1). Additionally, the spell can be used You gain additional Bardic Inspiration uses equal to half
in the object an amount of times equal to twice your your Divine Rank (rounded down).
intelligence modifier + your divine rank. You can also store Your Bardic Inspiration is now 2d8, instead of 1d12.
an additional amount of spells in a single object equal to You may use your Countercharm class feature as a godly
half your Divine Rank (rounded down - min 1). action instead of an action on your turn, so long as there is
Suggested Portfolio Elements: Artificers, creation, an effect available for you to counter as per that ability
within one mile per your Divine Rank (a minimum of 1).
civilization, technology
Suggested Portfolio Elements: Art, bards, beauty, dance
Divine Barbarian
Prerequisites: 20 levels in Barbarian Divine Bloodhunter
You are the epitome of a barbarian and have abilities that Prerequisites: 20 levels in Bloodhunter
far surpass those of mortal barbarians. You gain the following You are the epitome of a bloodhunter and have abilities
benefits: that far surpass those of mortal bloodhunters. You gain the
following benefits:
You rage damage bonus increases by an additional 10
damage. Your Hemocraft Die increases to 2d10
As you rage, you gain temporary hit points equal to your The number of blood curses you know increases to 10
rage damage bonus - which you regain at the end of each You can use your Blood Maledict feature an additional
of your turns. number of times equal to your Divine Rank.
Choose one cantrip from the sorcerer spell list that takes You gain truesight out to 60 feet, if you already have
an action to cast, you can now cast that cantrip while truesight it increases by 60 feet.
raging and add your rage damage bonus to it's damage. You gain an additional Crimson Rite:
Charisma is your spellcasting ability for this cantrip. Rite of the Divine. Your rite damage is Aetherion
When raging, your attacks deal double damage to objects damage
and structures. Suggested Portfolio Elements: Blood, bloodhunter,
Suggested Portfolio Elements: Barbarians, destruction, hunters, occult
rage, war, wrath

165
Divine Blast
Ranged Spell Attack: double proficiency bonus + Divine
Rank + your (Intelligence, Wisdom, or Charisma modifier)
(your choice)
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

166
Divine Cleric You can convert a considerable amount of your own energy
into the object, which can leave you somewhat impaired. You
Prerequisites: 20 levels in Cleric can create a magical or nonmagical object with a value of up
You are the epitome of a cleric and have abilities that far to 1000gp without impairment. For every additional 1000gp
surpass those of mortal clerics. You gain the following of value, you must rest for 10 minutes.
benefits: If you are creating an object on your godly realm, you can
create up to 2000gp without impairment and for every
You can now utilize your Channel Divinity an additional 2000gp of value, you must rest for 10 minutes.
number of times equal to your Divine Rank Finally, you are no longer limited to materials equal to or
You gain the epic level features of your main domain - if less than iron, you can now create objects out of any material.
you are already epic level, you may gain the epic features Divine Rank 9+. As an action, you can create mortal
of another one of your domains creatures or objects whose total weight is up to 300 pounds
Your Destroy Undead feature now targets undead of a CR per your Divine Rank or with a volume of 60 cubic feet per
equal to 10 + your Divine Rank. your Divine Rank. If you use this ability in your godly realm,
Your Destroy Undead now affects celestials, fey, fiends, double the volume and weight you can create.
and undead. You can use this ability to create any kind of creature that
When you use your Divine Intervention, you call upon the does not have a Divine Rank. You can create a creature with
aid of a God that shares one of your domains - they utilize class levels, but never with more class levels than you have
any spell (typically domain spells), or a divine feat they can yourself or more than your Divine Rank, whichever is lower.
muster towards your defense. Using this ability in this way leaves you impaired.
Suggested Portfolio Elements: Clerics, faith, religion You must rest for 10 minutes multiplied by the creature's
amount of hit dice and further multiplied by the creature's
Divine Creation Challenge Rating for each creature you create. For example,
if Hades were to use this ability to create five hell hounds, he
Prerequisites: Divine Rank 4 or higher; Intelligence 24 would have to rest for 1,050 minutes (hell hounds have 7 Hit
Deities can pour their divine energy into reality itself, Die and a Challenge Rating 3 (7 x 3 x 10 = 210). He wants to
creating objects, items, structures, or any other thing create 5 hell hounds (5 x 210 = 1050).
imaginable. The powers of creation, though, are limited to Finally, you can create any magical items, as well as
Divine Rank. After each use of this ability, you must rest for artifacts, which adhere to the previous requirements (see
10 minutes. Subtract 1 minute for each Divine Rank you above in Divine Rank 6-8) of creating items with gp value.
have, for a minimum of resting 1 round. Suggested Portfolio Elements: Crafts, creation, supreme
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).

167
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

168
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
Divine Inspiration advantage on the first melee or ranged attack roll against the
creature.
Prerequisites: Charisma 26
Spell Save DC: 20 + your Divine Rank + your Charisma, Cowardice
Intelligence, or Wisdom modifier (your choice). A rippling sense of dread and inadequacy fills the target(s).
Through a look, a gentle touch, or even a superficial arrow, Future creatures they target in combat are treated as though
a deity can inspire mortals in various ways through their it has the sanctuary spell cast on it.
sheer presence or will. You may, as an action, affect one
creature per Divine Rank (a minimum of 1) at one time and Frenzy
up to the same number before you must take a long rest to Frenzied creatures spend themselves in drinking, feasting,
affect additional creatures. All creatures to be affected must and dancing, reveling in some celebration, real or otherwise,
be within your line of sight or seen through a remote sensor. unless provoked or incited to violence.
The effect lasts 24 hours and can only affect creatures Frenzied creatures turn violent if they are attacked or
without a Divine Rank. Choose one effect below to apply to perceive a threat to their safety. Frenzied creatures receive
each creature. If a creature chooses to resist these effects, advantages to their Strength and Dexterity ability checks.
they must roll a Wisdom saving throw. 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

169
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)
Divine Monk and causes pain and damage to undead creatures, who take
Prerequisites: 20 levels in Monk 2d20 points of radiant damage at the beginning of their turns
You are the epitome of a monk and have abilities that far each round they are within the light.
surpass those of mortal monks. You gain the following Additionally, as an action while your light is on, you may
benefits: cast the scorching ray spell, except each ray deals an
additional 2d6 damage per your Divine Rank and the damage
You may treat your unarmed strikes as dealing slashing deals half fire and half radiant damage instead of just fire
damage and, when you do so, you treat your unarmed damage.
strikes as having the vorpal weapon magical quality. Suggested Portfolio Elements: Light, holiness, sun
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

170
Divine Ranger Divine Rogue
Prerequisites: 20 levels in Ranger Prerequisites: 20 levels in Rogue
You are the epitome of a ranger and have abilities that far You are the epitome of a rogue and have abilities that far
surpass those of mortal rangers. You gain the following surpass those of mortal rogues. You gain the following
benefits: benefits:
While within your favored terrain, as an action, you create You may expend a godly action on your turn to gain
difficult terrain that extends out from you in a 10 foot advantage on your next weapon attack roll.
radius per your divine rank - you choose who is affected by When you use your reaction as per your uncanny dodge
this difficult terrain. This difficult terrain lasts for 1 class feature, you may also expend one of your godly
minute per divine rank. actions to instead take no damage as opposed to halving it
If any of your favored enemies are within your designated normally.
difficult terrain, their speed drops to 0 feet.
You gain the ability to walk on water and similar liquid Suggested Portfolio Elements: Rogues, trickery
surfaces (including molten lava, oil, mud, etc) treating Divine Shield
them as normal terrain and you take no damage from
walking upon them. Prerequisites: Charisma 24
Magical plants do not hinder your movement, and you can You may pour part of your divine energy into a barrier that
traverse them as normal terrain. protects you from almost any attack. On your turn that
Suggested Portfolio Elements: Rangers, nature, requires no action, you can create a shield that lasts for 10
wilderness 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

171
Divine Sorcerer Divine Warlock
Prerequisites: 20 levels in Sorcerer Prerequisites: 20 levels in Warlock
You are the epitome of a sorcerer and have abilities that far You are the epitome of a warlock and have abilities that far
surpass those of mortal sorcerers. You gain the following surpass those of mortal warlocks. You gain the following
benefits: benefits:
You gain an additional number of sorcery points equal to You gain an additional number of eldritch invocations
your Divine Rank equal to your Divine Rank.
You gain 2 new metamagic options: You gain an additional number of spell slots equal to half
Amplified Spell - when you cast a spell that deals your Divine Rank (rounded down).
damage, you may spend 1 sorcery point for that You learn the following Eldritch Innvocation:
spell to ignore resistances - or 2 points for it to Eldritch Assault (prerequisite: eldritch blast
ignore immunities to that chosen damage type. cantrip) - When you cast eldritch blast you can
Balmful Spell - when you cast a spell that targets a expend a godly action to increase the damage of
single creature, you can spend 2 sorcery points to every beam fired by 2d10. You can spend as many
end one disease, curse, or condition affecting it - godly actions as you have to increase the damage
the condition can be blinded, deafened, paralyzed, exponentially.
petrified, or poisoned. If the creature is unaffected
by a disease, curse, or condition, it instead is healed Divine Wizard
for 2d20 hp. Prerequisites: 20 levels in Wizard
Suggested Portfolio Elements: Sorcerer, occult, magic You are the epitome of a wizard and have abilities that far
surpass those of mortal wizards. You gain the following
Divine Spell Swapping benefits:
Prerequisites: Divine Rank 1 or higher; able to cast at least You gain an additional spell slot of 1st through 9th level
5th-level spells; Intelligence, Wisdom, or Charisma 24 spells
You have infused your normal spellcasting capabilities with You learn two cantrips from any class spell list, these
that of your divine energies, letting you tap into greater count as wizard cantrips to you.
magical knowledge. If you know a limited number of spells The number of your signature spells increases by half
from a spell list (as though you are a Bard, Sorcerer, Warlock, your Divine Rank (rounded down). These spells can be of
etc.), you may forget a spell and learn a new one as an action. any spell level your signature spell feature allows.
If you prepare spells from a spell list (as though you are a
Cleric, Druid, Paladin, etc.), you may forget a prepared spell Domain Mastery
and prepare a new one by expending a godly action on your Prerequisites: Divine Rank 4 or higher
turn. When choosing this divine feat, you pick between two
Suggested Portfolio Elements: Magic, spellcasters options:
Divine Splendor You choose one domain to add to your list of domains. You
Prerequisites: Divine Rank 6 or higher; Charisma 32 can grant spells and powers from that domain and use
Your mere presence can be fatal to mortals. When you are those spells and powers personally, just as you can the
in your true form, any mortal creature within 10 feet per your spells and powers of your other domains (features and
Divine Rank of you dies immediately, with no saving throw. abilities up to level 20 of that domain).
Creatures with a Divine Rank are immune to this ability. You choose one domain you already have - you gain all
You may activate this ability as an action and suppress it at features of that domain from level 21-30.
any time. You can have this ability multiple times, choosing a new
Suggested Portfolio Elements: Supreme, power, beauty 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

172
Frightful Presence Hand of Death
Prerequisites: Charisma 24 Prerequisites: Divine Rank 1 or higher
Saving Throw DC: DC 20 + your Divine Rank + your Spell Save DC: 20 + your Divine Rank + your Charisma,
Charisma modifier. Intelligence, or Wisdom modifier (your choice).
Whenever you perform a specific action specified when you You can slay any living mortal creature. As an action, point
take this divine feat (usually attacking, but sometimes roaring to any mortal within your sensory range and snuff out its life.
or making another intimidating gesture), creatures within 30 There must be an unbroken line of effect between you and
feet who are hostile must make a Wisdom saving throw. the target. The creature can save against this effect with a
Creatures who fail their save become frightened of you for Constitution saving throw. If the save succeeds, the creature
3d6 rounds. Choose one creature within range that was still takes 4d8 + 2d8 per your Divine Rank in radiant or
directly targeted by the specific action used to make this necrotic (your choice) damage. If the save fails, the creature
effect. That creature, if they failed their saving throw, is instantly dies.
paralyzed instead for 3d6 rounds. Creatures who make a If the attack kills the creature (either through a failed
successful saving throw are unaffected by this ability for 24 saving throw or through damage), the mortal cannot be raised
hours. or resurrected afterward, except by a deity of equal or higher
Suggested Portfolio Elements: Destruction, war rank than you using the Gift of Life divine feat.
You may only use this ability once per your Divine Rank.
Gift of Life You regain all uses of this ability after a long rest.
Prerequisites: Divine Rank 1 or higher Suggested Portfolio Elements: Death, destruction
As an action, you can restore a dead creature to life, no Indominitable Strength
matter how long the creature has been dead or what the
condition of the body. This ability works like the true Prerequisites: Strength 26
resurrection spell except there is no material component and If required to make a saving throw, ability, or skill check
the amount of time the subject has been dead is irrelevant. involving Strength, your roll can never be lower than your
This ability can restore a creature to life against its will, but Strength score.
only with the permission of whatever deity rules the Suggested Portfolio Elements: Strength
underworld (Hades, Osiris, Hel, etc.) or the divine realm
where the mortal's soul resides (DM decides). This ability can Instant Counterspell
resurrect any type of creature (elemental, fiend, etc.) and can
resurrect a creature whose soul is trapped provided the soul Prerequisites: Ability to cast counterspell
is not held by a deity of higher Divine Rank than you. When any spell is cast within your line of sight or remote
This ability cannot restore life to a creature that has been sensing, you can counterspell it by expending a godly action
slain by the Hand of Death divine feat of a deity with a higher as if you had casted the counterspell spell normally. Instead
Divine Rank than you. You may only use this ability once per of making an ability check, roll 1d20 + your Divine Rank
your Divine Rank. You regain all uses of this ability after a against the DC of 10 + the spell's level. You may use this feat
long rest. any number of times you have godly actions in a turn.
Suggested Portfolio Elements: Healing, life Suggested Portfolio Elements: Magic

173
Irresistible Performance Lay Quest
Prerequisites: Expertise in the Performance skill; Charisma This ability works like the geas spell, except that it works only
24 on mortals and it can be removed only by a deity of equal or
Saving Throw DC: DC 20 + your Divine Rank + your higher Divine Rank than you. Whenever you use this ability, it
Charisma modifier. is as though you used a 9th level spell slot to cast geas.
When you sing, play a musical instrument, tell a joke, recite You can affect up to one creature per Divine Rank at once,
verse, or engage in any other type of performance as an but no more than that number may be affected at any one
action, you have the option to create one of the following time. All must be within your line of sight when first affected.
effects. This ability affects up to one creature per your Divine Suggested Portfolio Elements: Justice, law.
Rank within 10 feet of you per your Divine Rank. Choose one
effect below: Life Drain
Affected creatures become unable to take actions; instead, Prerequisites: Must be able to grant the Death domain
they dance, observe the performance with rapt attention, Saving Throw DC: DC 20 + your Divine Rank + your
laugh, or applaud at your option. The affected creatures Charisma, Intelligence, or Wisdom modifier (your choice).
are effectively charmed and incapacitated unless they As a bonus action and by expending 1 godly action, you
resist this effect with a Wisdom saving throw. This effect generate a cloud of inky black veins that rises from your body
lasts for as long as you perform and for up to 1 round per and spread with a radius of 10 feet per your Divine Rank and
your Divine Rank after. 10 feet high.
The cloud blocks sight as the darkness spell does, except
Affected creatures become blissfully calm. They are that it cannot be countered by light effects (other than those
immune to fear, charmed, and any enchantment spells or cast by deities of higher rank).
conditions except for those created by deities of higher Living creatures must make a Wisdom saving throw or die.
Divine Rank than you and any such conditions already Even with a successful save, living creatures without a Divine
operating on affected creatures are countered and Rank lose half of their hit points and their maximum hit
dispelled. Immunity to fear, charmed, and enchantment points are reduced by half (round down). They may regain
spells last for as long as you perform and for 1 round per their maximum hit points by finishing a long rest. A single
your Divine Rank after. creature can be drained by the cloud only once in a 24 hour
Affected creatures fall asleep. This works like the sleep period, but the cloud’s darkness remains effective as long as
spell, except that any living creature can be affected. you will it.
Creatures can resist this effect with a Wisdom saving Suggested Portfolio Elements: Death, undead.
throw. Affected creatures sleep for 1 hour per your Divine
Rank or until awakened. You can end this effect at will. Mind of the Beast
Affected creatures are so deeply moved that they simply Saving Throw DC: DC 20 + your Divine Rank + your
wish to die. Only living creatures with a CR equal to or Charisma, Intelligence, or Wisdom modifier (your choice).
less than your Divine Rank are affected. Creatures can As an action, you can grant humanlike sentience to trees or
resist this effect with a Constitution saving throw. animals. This sentience lasts 24 hours, and the sentient tree
or animal obeys your commands to the best of its ability. You
Once a creature makes a successful saving throw against can affect up to one creature per your Divine Rank at once,
one of your performances, they cannot be affected again until but no more than that number multiplied by 2 at any one
24 hours. You may only use this ability once per your Divine time. All must be within your line of sight when first affected.
Rank. You regain all uses of this abiliy after a long rest. Also, you can transmute any creature into a plant or animal
Suggested Portfolio Elements: Art, bards, beauty, dance, of approximately the same size or up to two size categories
love, music, poetry smaller as an action that expends 1 godly action. The target
creature is allowed a Constitution saving throw.
Know Secrets Creatures turned into plants become objects. Creatures
Saving Throw DC: DC 20 + your Divine Rank + your turned into animals have the same abilities and statistics of
Intelligence or Wisdom modifier (your choice). the kind of animal you choose. Changing a creature into a
As an action, you can learn a creature or object's entire plant or animal lasts for 24 hours.
history (including any embarrassing or vital secrets it might The Alter Reality ability in conjunction with this ability can
know) just by looking at it. This ability is similar to the legend make either effect permanent.
lore spell, except that it delivers instant results and the Suggested Portfolio Elements: Nature, wilderness
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

174
Possess Mortal Power of Luck
Prerequisites: Divine Rank 1 or higher Prerequisites: Divine Rank 1 or higher
You can possess any mortal in any location you can see. As an action or bonus action in which you also expend 1
Unwilling mortals can attempt Wisdom saving throw to resist godly action, you can give creatures good or bad fortune. You
this effect DC is equal to 12 + your Divine Rank + your can affect up to one creature per your Divine Rank at once,
Charisma, Intelligence, or Wisdom modifier (your choice). but no more than that number before you must take a long
Notes: Spells that prevent possession block this ability if rest to regain all uses of this divine feat. All creatures must be
the mortal is unwilling. Likewise, spells that end possession within your line of sight when first affected. Target creatures
drive you out if the mortal is unwilling to be possessed. If the either gain advantage or disadvantage on their first roll to
mortal is willing, however, you cannot be blocked or driven attempt or complete some task or scenario in which you
out, except by a divine shield or the use of the Alter Reality define when you use this ability, such as attacking a dragon,
ability by a deity of higher Divine Rank than you. dancing, lying, doing a backflip, etc.
The possessed mortal effectively becomes your avatar. You Additionally, any creature that attacks you by melee or
can draw on all the possessed mortal’s memories, and you ranged attacks that is not of higher Divine Rank than you
sense what the mortal senses. Each mortal possessed counts must roll a d100. Only results that are 20 + your Divine Rank
as a remote location for you and thus you are limited by the or higher may proceed with attacking you. Creatures who
number of mortals you may possess based on the number of succeed this check do not need to make another power of
remote locations you may have at any one time. luck roll until the beginning of their next turn. This does not
While you are in possession, the mortal’s abilities are count against your uses of this ability.
unchanged, except as noted below: Suggested Portfolio Elements: Fate, gambling, luck.
Type: Divine Power of Nature
Hit Points: Same as the mortal, +20 per your Divine
Rank. Prerequisites: Divine Rank 1 or higher
Armor Class: The mortal gains your divine armor class Saving Throw DC: DC 20 + your Divine Rank + your
feature. 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:
Divine Armor Class
Shake the earth, as the earthquake spell.
12 + your Divine Rank (min. 1) + half your proficiency bonus Create rain, sleet, hail, snow, or thunderstorms of your
(rounded down) + your Dexterity modifier 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
Ability Scores: Strength, Dexterity, and Constitution are cast the spell and its duration is defined below.
unchanged. Intelligence, Wisdom, and Charisma become
5 points lower than your’s (or remain as the mortal’s These effects last as long as you concentrate as if
scores if they are higher). concentrating on a spell and for up to 1 minute per your
Saves: All saving throws you are proficient in the mortal Divine Rank afterward. You can end an effect at will. See the
becomes proficient in. Dungeon Master’s Guide for weather effects.
Attacks: All melee, ranged, and unarmed attacks the As an action, and by expending 1 godly action, you may
mortal makes is equal to your Divine Strikes. summon a Storm of Vengeance for 1 minute - without
maintaining concentration.
Suggested Portfolio Elements: Nature, sea, weather
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

175
Power of Truth Undead Mastery
Saving Throw DC: DC 20 + your Divine Rank + your Prerequisites: Divine Rank 4 or higher
Charisma, Intelligence, or Wisdom modifier (your choice). Undead creatures that have no Divine Rank generally
You know when anyone (other than a deity of equal or percieve you well and are friendly towards you, unless you
higher Divine Rank than yourself) deliberately lies. This have or they know you will directly or indirectly harm them.
ability works continuously and applies to any creature you As an action, you may exert your mastery of undead by
can perceive. siezing control of an undead creature that you can percieve.
You also can enchant creatures so they become truthful. As Undead creatures can make a Wisdom saving throw DC
an action, you can affect up to one creature per your Divine equal to12 + your Divine Rank + your Charisma, Intelligence,
Rank at once, but no more than that number at any one time. or Wisdom modifier (your choice). If the target creature has
All must be within your line of sight when first affected. The an Intelligence of 8 or higher, it has advantage on the saving
enchanted creatures become unable to utter any deliberate throw. If it fails the saving throw and has an Intelligence of 12
falsehoods or evasions of truth so long as you will it or if a or higher it can repeat the saving throw at the end of each
deity with equal or higher Divine Rank than you uses the hour until it succeeds and breaks free. Undead creatures that
Alter Reality ability or a 9th level spell, such as dispel magic are equal or higher than your Divine Rank can not be affected
to disrupt your divine influence. Creatures are allowed a by this ability.
Wisdom saving throw to resist. Creatures who make You may use this ability as often as desired, but can
successful saves become immune to this ability for 24 hours. command no more than one undead creature with an
Suggested Portfolio Elements: Justice, law, truth. Intelligence score of 8 or higher per your Divine Rank at any
one time. You may control a number of undead creatures
See Magic with an Intelligence score of 7 or less equal to 10 times your
You can see magical auras at all times by simply blinking to Divine Rank.
activate this extra sensory ability. You may blink again to stop Suggested Portfolio Elements: Death, life, undead
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

176
Divine Rampancy Running from Madness
Rampancy, or Divine Madness, is the largest fear for deities Most deities strictly follow divine doctrine and rules in order
and creatures touched by divinity - the complete loss of their to avoid becoming rampant, as there is no cure for rampancy
mental control and agency. Rampancy is a state of being akin - for no magic, treatment, or balm exists that can allow
to insanity that takes hold when deities go through intensely rampancy to be reduced in any way - save for indulging in the
stressful, dramatic, or destructive acts that cause their state maddening throes of rampancy itself and allowing it to take
of being to fluctuate. it's course.
Rampancy can best be described as an overload in godly In instances where rampancy cannot be avoided, deities
power from the weight of their own divinity - which collapses will often seclude themselves upon magically dead worlds,
in on itself: resulting in their logic (or madness, in some isolated planes, or voids in reality to avoid wreaking
cases) becoming corrupted and wreaking utter devastation widespread havoc.
upon themselves and whatsoever may be in their sights. In the rare cases where deities lose control amongst the
Deities abhor this state of being, as they no longer have masses, it is the moral and divine obligation of several other
control of whatever they do - and almost all entities pride deities of similar portfolios to intervene wherever the deity
themselves in their ability to calculate or plan ideas centuries may be rampant to either subdue or lure them away from
in the making - instead giving into any actions they may think areas where harm can take place - this is a dangerous task, as
of at a moment's notice, which can spell utter chaos for rampant deities are several times stronger than their typical
beings with near limitless power. godly brethren for the duration of their madness, which can
Rampancy is gained over time in a form known as last anywhere from a week ... to several years.
"Rampancy Points", after gaining three rampancy points - the In cases like these, where the rampancy lasts centuries, the
deity becomes rampant. 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
Rampancy Example creation of their own design (such as an Archangel or similar
high authority creation), a demigod or recently ascended
A storm god - who would typically plan out rainfall,
storms, and hurricanes to take place over the
being will be sought out to ascend to their place for the
course of several centuries - going rampant would
duration. The intervening deities still receive worship and
see themselves suddenly (and unknowingly)
power as normal, as does the Rampant god.
walking amongst the material plane in their godly
form, but also summoning every maelstrom at Halting the Rampant
once in one region, resulting in supernatural levels As stated before, many deities retreat to areas devoid of
of destruction - or instead deciding to throw away magic and creatures to avoid disrupting the natural order, but
their responsibilities, thus, bringing extreme doing so is not always feasible for a god. In some cases,
drought to a region. intervening deities will subdue and imprison the god until the
A situation like this would undoubtedly bring the end of their rampancy - this is difficult, and dangerous, as it
intervention of other storm gods to subdue the has no guarantee that it'll hold them for long. Imprisoning a
rampant deity on the material plane - resulting in god is not completely unheard of, though, and many myths
what could be total devastation of a region or even
world.
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.
Despite the immense capabilities of gods, and the
existence of high magic, there is only one way to end
Common Causes of Rampancy: rampancy before the full duration: kill the rampant god in the
The death of/killing titans, avatars or deities astral plane - from which the possibility of resurrection is still
Discovering or unearthing cosmic secrets possible (as per the resurrection instructions from the Divine
1 pt of rampancy per high magic spell slot Ranks section). Many early quasideities have met their
10th = 1pt demise in this way: unable to be resurrected by worship due
11th = 2pts to a lack of followers ... only to go rampant and die amidst
12th = 3pts and Instant Rampancy) their eternally sleeping astral brethren.
Loss of divine rank via depowerment, death, or non-belief
Whispers from eldritch horrors and old gods from beyond
the multiverse Rampant Abilities
Destruction of mythical artifacts tied to divinity Due to the overflowing, fluctuating energy of divine power as
Use of divinely or cosmically cursed items a deity goes rampant, their typical domain and divine feat
Residing upon the material plane (outside of sanctified
features accordingly fluctuate:
areas) in divine form for too long
A Deity can reside upon the material plane for a Domain and Divine Feat saving throws have their range
number of hours equal to your Divine Rank. For increased by 10. (included in the rampancy saving throws).
every hour after, you take 1 Rampancy point

177
The Forms of Rampancy
There are 2 forms of rampancy, which can be seen as sides of
a coin, and both forms are rarely discussed by deities unless
needed, as it is a very uncomfortable subject to admit that a
deity can lose control on the drop of a dime.
When Rampancy strikes a deity, there is a 50% chance they
will enter the Joy, or the Dark.
Rampancy Duration: 7d100 Days per Divine Rank (1d100
for Divine Rank 0)
Rampant Joy
The Joy (or Jovalius) can be seen as an utter abandonment of
reason or rulings, and is characterized by hyperactivity, manic
ideations of grandeur, and incredibly blatant disregard
towards divine doctrine.
Deities undergoing "Rampant Joy" take on incredible
technicolor forms, and tend to retreat to worlds on the
material plane - seeking to "spread the joy" almost like a
virus, which indeed can duplicate amongst the mortal
masses, resulting in widespread loss of logic and ludicrous
displays of hyperactivity and memory loss - which can also
lead to death. This form of rampancy also comes with deities
"throwing off their shackles" - where they abandon their
posts and responsibilities as deities to indulge themselves in
the jovial rampancy. Rampant Dark
Deities undergoing Rampant Joy gain the following effects: The Dark (or Grimdal) can be seen as a state of utter
Your form becomes a cacophony of blinding, hypnotic, discontentment and detachment towards reality and
multichromatic colors. Any creature within 10 feet per existence, and is characterized by overcharged dark
Divine Rank of you must succeed a wisdom saving throw emotions, feelings of incredible loss and destruction, hatred
(DC: 30 + double your Divine Rank + your Charisma, towards all sentient beings, and inflated divine ego.
Intelligence, or Wisdom modifier (your choice) . or Deities undergoing "Rampant Dark" take on a drained
become charmed and incapacitated - willing to follow and monochromatic form, and begin to target and destroy what
do whatever the Rampant God desires. They may repeat they or others have created - seeing it as "divine revenge" or
the saving throw every 24 hours. Those that succeed are "justified destruction", because if nothing matters, why allow
immune for 24 hours. it to continue? This can lead to widespread mass destruction
As an action, you can touch a creature - the creature must or natural disasters. This form of rampancy comes with
succeed the same saving throw listed above, or be instilled deities becoming "overloaded" with energy, becoming
with your choice of indefinite madness within it, which it walking nuclear explosions.
carries out jovially, and completely oblivious to Deities undergoing Rampant Dark gain the following
consequences - any creature it touches is also subjected to effects:
the same saving throw or be granted indefinite madness. Your form becomes highly energized and unstable as you
emit a void-like aura. Any creature thats starts its turn
within 10 feet per Divine Rank of you must succeed a
constitution saving throw (DC: 30 + double your Divine
Rank + your Charisma, Intelligence, or Wisdom
modifier (your choice) or take 5d10 aetherion damage,
or half on a success.
All forms of damage you deal are multiplied by 5 (included
in the effect above), and you deal 2x damage to objects and
structures.
You become unable to speak coherently, you instead speak
a language unknown by the entities of this multiverse -
sounding like garbled and reverberating guttural sounds
that echo for miles.

178
PART 7
Divine Objects
Divine Objects

W
hile it is no surprise that gods command
immense power and abilities of their own
accord, many times a deity will create objects
with a shard of their own divinity and power
imparted into a physical form. Many deities do
this either to grant themselves more agency,
protection, or merely as a show of their own
divine strength.
These objects can be created in a myriad of ways, most
commonly through the "Divine Creation" feat listed earlier -
although that is not the only way to go about creating a Divine
Object. Sometimes the process of creating a Spark Focus to
help a mortal ascend to godhood will also inevitably create an
object that holds a fraction of the spark absorbed by the
ascending being. Other objects may be weapons or objects
used to fight deities - such as Anathematic items, which have
drawn the divine ichor from a god while in combat, and have
fed upon that raw divinity until it has transformed into an
item that is woefully powerful. In some rare cases, these
divine objects may even be naturally occurring nexuses of
natural divinity - birthed by overlapping natural forces of the
multiverse that coalesce into a singular item - such as the At times, the tree will allow a select few to gaze upon it's
fabled Ambrosia fruit borne by the Divine Tree. spectacular form - taking the form of interwoven, blended
Regardless of the way these items come into being, all trees and vegetation of several thousand different naturally
Divine Objects are akin to Mythical Artifacts that are occurring trees into one singular unit - holding aloft the
incredibly legendary finds - often wielded by God Kings, Epic magic nexuses of the world it inhabits - and with it, planar
Heroes, and Terrible Tyrants. doors and cracks to other worlds throughout the multiverse.
It is said that a singular divine fruit in the form of golden
apple will bud from the tree once every 700 years. This fruit,
Creating Divine Objects is Ambrosia, the Divine Fruit - and the tree will not give this
Listed are only a handful of Divine Objects that can be found gift easily, and will peer into the hearts of those who visit, to
across many D&D worlds, and if one wishes to create a divine
see if they are worthy of such power. To be given the gift of
Ambrosia by the tree is to be mandated as a deity by the laws
object from scratch, consult the pdf The Expanded Crafter for of nature itself - and few are worthy of such.
rules on how to create a Mythical object or Artifact - keeping To attune to Ambrosia, one must eat it in it's entirety
in mind some of the divine feats or abilities from this module (thankfully, the fruit seems to be a coreless apple, so doing so
can be utilized in their power. is not a painful feat), this takes roughly 1 minute of
continuous eating - using a full turn each turn to eat it.
Items with the Divine Artifact type should be considered Upon consuming the entire fruit, the creature in question
unusable by non-divine creatures - requiring a divine spark or a falls under the following effects:
casting of Wish to attune to. Divine Artifacts do not count
You gain all benefits of a long rest immediately.
against the number of items you may attune to, but you can All limbs and severe injuries are regenerated, and all
only be attuned to one divine artifact at any time. curses, diseases, and poisons are dispelled or cured.
All madness, insanity, and physical or mental conditions
are cured
Ambrosia, Divine Fruit If fed to a dead creature (i.e: by chewing the apple and
Wondrous Item, Mythical (requires attunement) feeding it to them), or eaten by an undead, the creature is
The legendary fruit borne from the budding boughs of the restored to full life as if by a "Wish" spell.
Divine Tree itself. You regain 25 hit points per turn for the next 10 minutes.
While a Divine Tree is always found on every world in the You immediately gain Divine Rank 0 - becoming a
multiverse where magic and life itself is present in some form quasideity without the need to undergo the Apotheotic
(and even these trees are merely a fragment "root" of the true Ascension.
tree), finding the tree is a massive undertaking - as it hides This is the power of the Divine Tree - granting divine status
itself through extraplanar magics and disguises itself in a to beings it decides are worthy. These effects do not affect
myriad of ways to protect against would-be destroyers. deities who eat the fruit, other than being a truly delicious
snack - instead, a deity must make "Soma" to benefit from
Ambrosia, albeit, in a wholly different way.

180
This makes a deity immensely powerful, and Soma is rarely
ingested on a whim, usually reserved for specific occasions
where a dramatic show of power is necessary.
Upon consumption by a mortal creature, however, the
effects are much different:
The creature must make a constitution saving throw DC
25, taking 10d10 poison damage or half on a success -
they also begin violently puking, heaving, and potentially
soiling itself.
The creature becomes poisoned for 24 hours, during
which, they experience hallucinations as if under the
effects of the "hallucinatory terrain" spell, and a veritable
assault upon their mortal senses.
During the 24 hour duration, the creature gains
blindsight, superior darkvision, tremorsense, and
truesight out to a range of 500 feet - they also gain the X-
Ray effects of a ring of X-Ray vision.
For 24 hours, the creature begins to hear, see, feel, taste,
and smell outsiders and deities that may be nearby -
seeing their planar energies if they are outsiders, and their
true forms if looking upon deities.
The creature gains the indefinite madness trait:
"I do not know what is real or unreal anymore, i
have gazed upon the vastness of reality and have
found myself wanting."
The creature gains 1 rampancy point.
Most of these effects can be cured by a Greater Restoration
spell, except for the Rampancy Point, which can never be
cured.
Soma, Liquid Belief
Potion, Mythical Additional Effects of Soma
Although ambrosia is already a powerful and legendary Since Soma is a divine drink restricted to the use of
find, Deities will never be able to benefit from it's effects. That deities, your DM may decide whether or not a
being said, many deities of ancient times devised a way mortal ingesting such a powerful brew could have
through countless experiments and magical alchemy to distill further side effects, such as a wild magic surge, the
Ambrosia into a liquid form suitable for their consumption. additional effects of another potion or potions, or
Soma - also known as "liquid belief" - is a Golden liquid the mortal creature gaining godlike powers for the
created by distilling an Ambrosia fruit with several sacred 1 hour duration.
Your DM may even decide that Soma is too
ingredients, including hallucinogenic mushrooms, mad powerful for a mortal creature, and could send the
honey, black lotus extract, ayahuasca vine, and dragon blood creature into a fit of Rampancy, or kill your
into an alcoholic beverage. character outright.
These ingredients, obviously, create a substance that is
quite potent, and potentially lethal to a non-deity - therefore, it
is usually only ingested by gods and immortal beings,
although some very powerful mortal creatures have been able
to partake in it's throes, albeit with very bad side effects.
Upon consumption by a Deity, they gain the following
effects:
The deity gains 1 additional Divine Rank
They may bypass the effects of the primeval ban for 24
hours - allowing them to walk the prime material in true
form without risk of rampancy.
The amount of their divine energy in the form of gp used
for Divine Spellcasting is doubled for 24 hours.
The range of their Divine Aura is doubled for 24 hours.
The number of their Remote Sensors is doubled for 24
hours.
They may take a number of Godly Actions as if they were
residing in their Godly Realm for 24 hours.

181
If Death’s Hand isn’t used to kill at least one creature every
24 hours, its wielder must make a DC 20 Charisma saving
throw. On a successful save, the wielder take 2d12 psychic
damage. On a failed save, the wielder is dominated by the
revolver, as if by the dominate monster spell, and Death’s
Hand compels the wielder to attack the creature nearest to
them. The spell effect ends when the gun has been used to
kill a creature, or if it is dispelled.
Random Properties. Death’s Hand has the following
random properties:
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
When attuned, the revolver gains the following properties:
You gain a +4 bonus to attack and damage rolls made with
Death's Hand.
Death's Hand deals 3d8 + 4 piercing damage and 2d8 + 4
aetherion damage
When you hit any outsider creature with Death's
Hand, you can reroll the damage and use either
result. Death's hand deals 2x Aetherion damage to
outsiders of all types, or creatures considered
planar outsiders, including deities. (abberations,
celestials, elementals, fey, fiends, undead, and
divine)
The Revolver has a range of (150/600) feet.
The revolver carries 6 shots
Any time it isn’t fully loaded, the revolver will
magically create one viridium cartridge to fill an
empty chamber at the beginning of the wielder’s
Death's Hand, The Reaper's Shot turn, and will do so each turn until it is fully loaded
Weapon (revolver), Divine Artifact (requires attunement by a again. Attempting to remove these pieces of
creature of non-good alignment) ammunition from the gun causes them to
Created by a god of death during the initial dawn of immediately disappear.
technology, this gilded pistol has been the main firearm of Anethematic. Death's Hand is an Anethematic weapon,
many beings carrying out the divine judgment of death itself. when within the presence of a Deity (or deities), their divine
In the time since its creation, the Reaper’s Hand has been rank is reduced by 1 rank.
used by a spellgunner to murder an entire village, a bandit Quickdraw. While the revolver is on your person, you add a
king carried it during an infamous string of robberies and d10 to your initiative at the start of every combat.
raids, and a prostitute killed a prince and his household with The Reaper's Call Any creature shot with Death's Hand
it. In each instance, tales spread of an onyx-black revolver that has 150 hit points or fewer, it must succeed on a DC 20
that never needed to be reloaded. The gun has changed Constitution saving throw or die.
hands many times, but the dark deity’s influence continues to
linger upon it.
Sentience. The Reaper’s Hand is a sentient neutral evil
weapon with an Intelligence of 25, a Wisdom of 18, and a
Charisma of 20. It has hearing and darkvision out to a range
of 90 feet.
The weapon communicates telepathically with its wielder
and can speak, read, and understand Common, Deep Speech,
Infernal and Abyssal.
Personality. The revolver’s purpose is pure destruction
and death, and it revels in killing, whether calculated or
random. Its goal is to send continual sacrifices to Death itself,
and as such it frequently urges its wielder toward acts of
violence and murder, heedless of consequence or danger. Any
time it has been used to kill, it expresses satisfaction and will
usually stay quiet for a time.

182
Cloak of Chrys, The Golden Fleece Divine Luck. The Golden Fleece has 3 luck points.
Wondrous item, Divine Artifact (requires attunement) Whenever you make an attack roll, an ability check, or a
A cloak made from the hide of Chrysomallus - a flying saving throw while wearing the magic item, you can spend
divine ram of the golden dawn - with it's skull utilized as a one luck point to roll an additional d20. You can choose to
makeshift helmet. spend one of your luck points after you roll the die, but
The cloak carries with it immense abjuration magics and before the outcome is determined. You choose which of
divine energies that bestow upon it's wearer death-defying the d20s is used for the attack roll, ability check, or saving
feats and immense luck. throw.
Random Properties. The Cloak of Chrys has the following You can also spend one luck point when an attack roll is
random properties: made against you. Roll a d20, and then choose whether
the attack uses the attacker’s roll or yours.
1 minor beneficial property If more than one creature spends a luck point to
1 major beneficial property influence the outcome of a roll, the points cancel each
other out, no additional dice are rolled.
When attuned, the Cloak gains the following benefits: The Golden Fleece regains expended luck points when
You gain a +5 Bonus to AC you finish a short or long rest.
You gain a flying speed equal to three times your
movement speed
You gain resistance to all forms of damage
Death Defied. (3/day) You can spend an action to regain
hit points equal to 3 times your level, if you stabilize after
falling to 0 HP, this ability triggers automatically without
expending a use.

183
Excalibur, The Promise of Victory Sentience. Excalibur is a sentient lawful good longsword
Weapon (longsword), Divine Artifact (requires attunement by with an Intelligence of 20, a Wisdom of 20, and a Charisma of
a creature of non-evil alignment) 20. It has hearing, darkvision, and truesight out to a range of
The legendary sword granted to a far off God King by a Fey 120 feet.
Goddess. While unattuned, it is an otherwise standard The weapon can speak, read, and understand all
looking longsword with the phrase "Take me up" on one side languages, and can communicate with its wielder
of the blade, and "Cast me aside" on the other. While attuned, telepathically. Its voice is multi-layered and compassionate.
the blade adopts a glowing translucent crystalline form. Personality. Excalibur speaks with an imperious tone,
although with an inflection of understanding and wisdom of a
king. The sword's purpose is to defend mortalkind and seek
the next rightful heir of a lost kingdom. It doesn't resist being
wielded by someone who is not meant to be king, if only to
further it's path to the rightful king. The sword believes that a
mortal who takes up arms against evil and destruction to be
worthy of it's power - and if they are true of heart and
righteous of purpose, that creature is destined to be king.
Excalibur has no qualms in fighting entities or gods, so
long as those entities pose a threat to other forms of mortal
life. Excalibur's desire for righteousness and the pursuit of
the true king takes precedence over all else. If the sword goes
a week or more without defending others or going on a
righteous quest, the sword will plane shift away upon the next
dawn.
Random Properties. Excalibur has the following random
properties:
2 minor beneficial properties
2 major beneficial properties
When attuned, the sword gains the following properties:
You gain a +5 bonus to attack and damage rolls made with
Excalibur.
The sword deals 5d8 + 5 slashing damage, or 5d10 + 5
slashing damage if held with two hands.
The sword is indestructible and immune to dispel magic
and similar effects.
The sword functions as a Sword of sharpness.
The sword ignores all damage resistances and
immunities.
When you make an attack against an object with this
weapon, maximize and double the damage.
Creatures reduced to 0 HP instantly fail 1 death saving
throw. Additionally, creatures killed with Excalibur cannot
be resurrected by anything short of a wish spell.
At the start of your turn, if you are unconscious or at 0 HP,
you immediately stabilize and are instead at 1 HP.
Excalibur exhibits a strange tendency to act on it's own in
times of extreme duress. When a creature attempts to use
Excalibur to accomplish an extraordinary feat; such as
make an impossible strike, survive an extremely powerful
blow, or stand against an incredible foe, Excalibur may
choose to have the creature roll a 20 on the skill check,
attack roll, or saving throw. This effect can't occur more
than once a week. (The decision to activate this
property is controlled by the DM, it generally triggers
in moments of narrative climax or drama.)

184
Innate Spellcasting: While attuned to Excalibur, you can God's Fury: As an action, you may spend 5 charges to
cast Teleport and Planeshift at will, targeting yourself and release a multicolored beam of divine energy - this beam
as many creatures as you wish within 30 feet. When functions exactly as a Divine Blast.
casting these spells, you cast them with no possibility of Divine Blast. Ranged Spell Attack: +15 to hit,
failure. reach 600 ft., one target. Hit: 98 (12d12 + 20)
untyped damage. This blast can also destroy a
The sword has 15 charges. All spent charges are regained forcecage, wall of force or a prismatic wall. Or, you
at dawn. can decide that the ray itself is unaffected and
Brilliance: As a bonus action, you may spend a strike a target behind a wall of force or prismatic
charge to cause the weapon to glow, shining bright effect.
light for 150 feet and dim light for an additional God's Mercy: As a free action, you may spend 5 charges
150 feet. to assume a multicolored barrier of divine energy - this
Blinding Light: As an action, you may spend two shield functions exactly as a Divine Shield.
charges to speak the command phrase inscribed on Divine Shield: You create a shield that lasts for 10
the sword to cause a burst of brilliant light to blind minutes which protects your body and equipment
your enemies. All hostile creatures within 300 feet from attacks and damage. This shield stops 100
of you must make a DC 25 Constitution saving points of damage, once it has stopped that much
throw, or be blinded permanently. If they succeed damage, it shatters. This shield blocks all forms of
the saving throw, they are immune to being blinded damage, even from a Divine Blast.
by this ability for 24 hours.
Restoring Grace: As an action, you may expend 3 The Knight's Code
charges to regain 3d20 + 10 hit points. This also
ends all negative conditions affecting you - Upon first touching Excalibur, the blade will begin
including conditions, curses, exhaustion, diseases, to glow brilliantly, as the sword itself begins to
and poisons. speak in the voice of the King while reciting the
following code:

"A Knight is sworn to Valor,

His Heart knows only Virtue,

His Blade defends the Helpless,

His Might upholds the Weak,

His Word speaks only Truth,

His Wrath undoes the Wicked!"

If Excalibur finds the wielder lacking in any


reflection of the code, it will refuse to be attuned,
cannot be moved in any way, and states that they
must "Atone and find the true path of the King."

185
Gáe Bolg, Spear of Mortal Pain
Weapon (spear), Divine Artifact (requires attunement)
The Gáe Bolg is a powerful, seven-barbed spear that is as
ancient as some of the oldest kingdoms, crafted from the
bones of a dead titan.
Forged by a powerful warrior god-queen: Scáthach, and
bestowed to a demigod barbarian named Cú Chulainn - who
used it to destroy a multitude of enemies and armies alike.
This spear has made and broken monarchs and rulers for
generations upon generations. Its name means "The Spear of
Mortal Pain," so it is natural to shudder at the sight of it in
enemy hands.
Random Properties. Gáe Bolg has the following random
properties:
2 minor beneficial properties
1 major detrimental property
When attuned, the spear gains the following properties
You gain a +4 bonus to all attack and damage rolls made
with Gáe Bolg
The spear deals 3d6 + 4 piercing damage
The spear is indestructible
The spear bypasses all piercing damage resistance and
immunity
You gain Advantage to all Charisma (Intimidation) and
Charisma (Persuassion) checks.
Your crit range for attacks made with Gáe Bolg is
increased by 1.
The Thrown distance of Gáe Bolg is (300/1200) feet
The Gáe Bolg returns to your hand after throwing it
If you throw and hit with the Gáe Bolg, and the target is a
living creature, at the end of your turn they must succeed
a DC 20 Constitution saving throw or they take 78
(12d12) piercing damage as Gáe Bolg creates a mass of
thorns that explode from the inside the target's body
making them become vulnerable to piercing damage for 1
minute - taking 39 (6d12) piercing damage at the start of
each of their turns. On a successful save, the target takes
half damage, does not gain vulnerability to piercing
damage, and take no additional damage per turn.
The spear has 20 charges. All spent charges are regained
at dawn.
Storm of Thorns. As a bonus action, and by
expending 5 charges, you call upon the innate
natural powers of the spear. The next time you
throw the spear, the spear sprouts a rain of thorns
as it flies through the air.
In addition to the initial damage of the weapon,
the target and all creatures within 50 feet must
make a Dexterity Saving Throw DC 20, taking 5d10
piercing damage on a failed save, or half as much
on a successful one. This damage still bypasses all
resistance and immunity.

186
Gem of Becoming, The Holy Stone
Wondrous item, Divine Artifact (requires attunement)
Supposedly created by a group of gods during the rising of
the Dawn War, this gem is crafted from a sliver of the Stone
of Corbinet - otherwise known as the Material Stone - left
over from the destruction and subsequent resetting of the last
temporal cycle of the multiverse. The sliver has been encased
inside a shell of Orichalcum and embossed with various runic
sigils of protection.
This golden egg shaped metallic gem holds a magical
connection to other realms and it lets you draw energy from
those planes when all other magic in your current plane is
unavailable.
Crowned Glory. This golden gem floats idly a few inches
above your forehead as long as you are attuned to it.
Random Properties. The Gem of Becoming has the
following random properties:
1 minor beneficial property
1 major beneficial property
1 major detrimental property
While attuned, the gem gains the following effects:
All melee, ranged, and magical attacks made by you deal
an additional 5d6 Force damage on hit.
Reduce the damage dealt to you by all sources by 3d10.
Critical attacks against you re-roll the damage dice, taking
the lower damage result.
You are immune to exhaustion
Your proficiency bonus increases by 2
You gain +2 to all saving throws
The gem allows you and all objects you don to ignore any
effect of an antimagic field, dead magic zone, dispel magic
or similar effect.

187
Godsbane, Scourge of the Divine Random Properties. Godsbane has the following random
Weapon (shortsword), Divine Artifact (requires attunement) properties:
Myths tell of a blade crafted from a green tailed comet that 1 minor beneficial property
fell during the first days of the Dawn War amongst some of 1 major beneficial property
the primal beings that dwelt upon that world. The impact 1 minor detrimental property
sight was ordained as a taboo site by the Deity that enslaved 1 major detrimental property
and oppressed the beings that lived there, amongst these
mortals lived an elderly smith named Adam. When attuned, the sword gains the following properties:
Adam was amongst the first of his people, and held a deep You gain a +5 bonus to attack and damage rolls.
resentment for the being who had so long ruled over his The sword deals 3d6 + 5 slashing damage and 3d6 +5
people - banishing Adam's people from paradise and forcing aetherion damage
them into worship and ritualistic sacrifice to feed the god the When you hit any outsider creature with Godsbane,
power necessary to remain upon their throne. One night, you can reroll the damage and use either result.
with his wife Eve, they fled from their town to the site of the Godsbane deal 2x Aetherion damage to outsiders of
impact, and together, they salvaged the meteorite that lay all types, or creatures considered planar outsiders,
there in it's flaming crater. including deities. (abberations, celestials,
Over the course of the next year, within absolute solitude, elementals, fey, fiends, undead, and divine)
the couple poured their resentment, rage, and love for their The sword is indestructible
fellow mortals into forging a weapon solely for the purpose of Godsbane & it's wielder are immune to scrying effects or
freeing their people - Godsbane. similar abilities that track them.
Adam and Eve emerged with the sword stowed in a leaden When hitting a non-indestructible object, deal damage
sheathe, and congregated the people into a mass prayer equal to max critical damage.
intended to summon their masters for their next ritualistic The critical range for Godsbane is on a roll of 15-20
sacrifice. Upon their summoning, the pair overwhelmed and
bound their master to the altar of sacrifice and deemed that Anethematic. Godsbane is an Anethematic weapon, when
the god would become their sacrifice. within the presence of a Deity (or deities), their divine rank is
They slew the Deity, and distributed their knowledge and reduced by 1 rank.
power amongst the masses, but not without great harm to Death to the Divine. (1/month) Godsbane has a palpable
themselves...Alas, the couple collapsed upon the altar, hand bloodlust towards deities - and carries the rage and non-belief
in hand, and passed into the afterlife with freedom in their that it's creators poured into it.
hearts. Godsbane was passed down from generation to As an action, If you speak the name or title of a deity while
generation, and eventually was lost to time. residing upon the same world or plane, they lose their divine
power for 24 hours - effectively losing all Divine Ranks and
becoming mortal.
Additionally, the sword mentally communicates the exact
location of the deity at all times during this 24 hour period,
and innately pulls the wielder in that direction to fulfill the
hunt.

188
The bow deals 2d8 + 4 piercing damage and 1d8 + 4
radiant damage - this damage bypasses all resistance and
immunity.
Attacks against creatures who possess the
Etherealness ability, the Incorporeal Movement
ability, or the Shapeshifter ability are made with
Advantage.
Any creature that has the shapeshifter ability or is
not in it's true form when hit with the arrows is
immediately forced back into their original form
and cannot assume a different form for 24 hours.
The bow's range is (600/2400) feet.
You gain truesight out to 150 feet.
The bow has 20 charges. All spent charges are regained at
dawn.
Honing Shots. As an action, you may spend 5
charges to pull back the bowstring and manifest 5
vibrantly glowing arrows. You immediately fire all 5
arrows at a creature you can see within 2400 feet.
You can direct the arrows at one creature or
multiple, and each arrow automatically hits the
target, striking simultaneously.
Each arrow deals 1d8 + 4 force, and 1d8 + 4
radiant damage - which bypass all resistance
and immunity.
After being hit with one of these arrows, the
next attack roll made against the target
before the end of your next turn has
advantage - as the target is subsumed by
glittering light.
You can choose to spend additional charges
as part of the same action to fire one extra
Sagitta Luminus, Bow of True Light arrow per charge expended.
Weapon (longbow), Divine Artifact (requires attunement by Annihilating Overdraw. As an action, you may
those who swear to defend the innocent) spend 20 charges to overdraw the bow with pure
This bow is a remarkable enigma - Crafted by a Goddess of luminous energy - when you do so, you begin to
light, love and compassion, this bow was utilized by her to glow vibrantly until the end of your next turn. You
strike down a great and vast entity of darkness at the end of emit 300 feet of bright light and 300 feet of dim
time - yet it exists now in the current era. light - this light dispels all mundane and magical
This goddess both exists, and yet, no longer exists in the darkness.
At the end of your next turn, the light you
current multiverse. Instead, this bow is the only remnant of emit is drained inwards by the bow,
her undying love for mortalkind - being used to strike down coalescing into an arrow of pure divine
evil and darkness throughout the multiverse in the hands of energy.
those with the bravery to stand against the shadows The arrow automatically hits a singular
themselves. creature or object.
The bow itself is made from a tree of pure Aetherwood - The target takes damage equal to 20
and seems to have been grown from one piece - and has charges expended on Honing Shot
crystalline multicolored veins coursing throughout it's design. (20d8 + 80 force, and 20d8 + 80
The bowstring itself seems to be no more than a beam of radiant damage).
colorful light, and pulling back on it manifests a luminous They must succeed a DC 30
crystalline arrow. Constitution Saving Throw - if they
Random Properties. Sagitta Luminus has the following fail, the creature or object is utterly
random properties: destroyed, requiring a Wish spell to be
2 minor beneficial properties resurrected. If they succeed, they have
2 major beneficial properties their hit point maximum permanently
reduced by 50%.
When attuned, the bow gains the following properties: After firing this shot, you take 2 levels of
exhaustion, 4d20 Aetherion Damage, and
The bow creates it's own ammo - in the form of arrows the bow cannot be used again in any way
composed of crystalline light. other than a +4 longbow for 3 days.
You gain a +4 bonus to attack and damage rolls

189
Venuralas' Mir, The Staff of
Sanctification
Weapon (quarterstaff), Divine Artifact (requires attunement
by a spellcaster)
A divine staff crafted by the Ancient Elven Empire while at
the height of their magic power. This staff was created to
allow physical communion with the Seldarine - the primal
elven deities.
Corellon Larethian came to a faithful elven cleric one night
in a dream, bringing the cleric to the fields of Arvandor.
Corellon expressed deep sorrow that his mortal children
would only reach paradise after centuries of mortal life -
requesting that the cleric seek out the best of the elven
smiths and mages of the land to craft an item that could
facilitate the blending of the divine into the material world - if
only for a short time.
The cleric followed his divine benefactor's instructions, and
over the course of several decades, gathered enough mages,
enchanters and smiths to craft a staff of incredible power.
Venuralas'Mir was birthed through elven true magic and the
magical communion of several hundred high mages.
The staff allowed the elves to sanctify areas upon the
material plane to allow their gods to walk freely amongst
their worshipers - but eventually was lost during Mystra's Ban
of high magic and fell into myth and story.
Random Properties. Venuralas'Mir has the following
random properties:
2 minor beneficial properties
1 major beneficial properties
When attuned, the staff gains the following properties:
You gain a +4 bonus to attack and damage rolls
You gain a +4 bonus to spell Attack Rolls.
The staff functions as any form of spellcasting focus
The staff is indestructible
The staff functions as a Staff of the Magi - with the
following changes:
The staff can absorb up to 100 charges equal to the
absorbed spell's level.
The staff will never explode from absorbing above
100 charges - it simply cannot absorb more than
100.
The staff will never explode from it's Retributive
Strike - instead releasing all energy in a massive
explosion when purposefully struck against a solid
surface with it's command word.
The radius for this explosion is a 60 foot
sphere.
You have a 50 percent chance to instantly Retributive Strike Explosion
Travel to a random plane of existence,
avoiding the explosion. If you fail to avoid the Distance from
Effect, you take force damage equal to 20 x Origin Damage
the number of Charges in the staff. Every 20 ft. away or 10 x the number of Charges in
other creature in the area must make a DC closer the staff
25 Dexterity saving throw. On a failed save, a
creature takes an amount of damage based 21 to 40 ft. away
8 x the number of Charges in
on how far away it is from the Origin, as the staff
shown in the following table. On a successful 41 to 60 ft. away
6 x the number of Charges in
save, a creature takes half as much damage. the staff

190
Spells: In addition to the spells available as a Staff of the
Magi - some spells may be cast at higher levels, and more
spells may be cast from the staff. Sanctification
While attuned to the staff, you can use an action to 9th-level evocation (ritual)
expend some of its Charges to cast one of the following
Spells from it, using your spell save DC and Spellcasting Casting Time: 24 hours
ability: Range: Touch
Components: V, S, M (A Holy Symbol worth 1,777
Old Spells gp, a handful of dirt of the area to be sanctified,
and herbs, oils, and incense worth at least 2,000
Conjure Elemental (7 charges), Dispel Magic (3 gp, which the spell consumes)
charges), Fireball (9th-level version, 9 charges), Duration: Until dispelled
Flaming Sphere (2 charges), Ice Storm (4
charges), Invisibility (2 charges), Knock (2 This spell is utilized by high regency clerics to
charges), Lightning Bolt (9th-level version, 9 create holy (or unholy) ground for their gods or
charges), Passwall (5 charges), Plane Shift (7 pantheons.
charges), Telekinesis (5 charges), Wall of Fire (4 You touch a point and infuse the area around it
charges), or Web (2 charges). with divine power. The area can have a radius of up
to 300 feet, and the spell functions with the
New Spells abilities of the spell Hallow - with the following
additions:
Contact Other Plane (5 charges), Temple of the
Gods (7 charges), Mighty Fortress (8 charges), All forms of outsiders (abberations, celestials,
Teleport (7 charges), Heroes' Feast (6 charges), elementals, fey, fiends, undead, and divine) can
Vampiric Touch (9th-level version, 9 charges), be targeted by the spell.
Moonbeam (9th-level version, 9 charges), As per the spell Hallow you may select any
Sanctification (9 charges) number of the extra effects - rather than just
one. You also gain access to the following extra
effect:
Communion. You pick up to 3 different
divine domains
Spells of those domains cast in
the area dont use spell slots.
If Divine Creatures (such as
deities, demigods, titans, etc) are
excluded from the effects of the
spell, then a deity of one of the
corresponding domains may
manifest physically on the
material plane suffering no ill
effects from the Primal Ban.

191
Not'en'gess, Key of the Void When attuned, the disk gains the following properties:
Wondrous item, Divine Artifact (requires attunement) The disk can be utilized as a makeshift shield - when
Made by a race of technologically and magically advanced attuned, you may have it harmlessly hover alongside one
humanoids in a time before the Dawn war, this disk was of your forearms.
created as a means to access the void beyond the mutliverse - When utilized in this way, the disk acts as a +5
originally intended as a means to warp through the void to Shield
other mutliverses, it backfired in it's design, functioning more This shield does not count as being held in one of
as a "drainage" into the void rather than a means to traverse your hands, and you may still wield another item in
it. Nonetheless, this disk has many powerful capabilities. that hand without penalty
A golden disk, made of interlocking, immovable pieces This shield grants advantage on saving throws
along the edge when inactive. When active, the plate hums against spells and other magical effects, and spell
and emits a shimmering light. The magics holding it together attacks against you have disadvantage.
are incredible in their power, and bestow a variety of benefits
upon the holder - albeit, with some significant drawbacks. Crack the Door. As an action, and by speaking the
Curse: Hunger of the Void. The creature attuned to command word, you unlock the pieces holding the disk
Not'En'Gess must sacrifice 100 gp worth of valuables per day together. The midsection of the disk collapses inwards on
at midnight by leaving the valuables upon the midsection of itself, leaving only the puzzle pieces to be held onto.
the disk - which absorbs the valuables wholly into itself to As the midsection collapses, a loud deafening crack can be
maintain the magics holding the void at bay. If this is not heard for 10 miles as a portal to the Void between
done each day, the plate collapses into the void - and all multiverses is forced open.
within range are subjected to it's ability "Crack the Door" As the portal opens, all nonanimated objects (from simple
If a creature ends attunement to the disk, the disk simply items to structures) in a 300 foot cone is violently absorbed
devours the surroundings within a 30 foot cube each day at into the portal. Each creature in this area must succeed a
midnight - which can include creatures and objects. Strength Saving Throw DC 50 with disadvantage, or
This curse can be circumvented for a time by casting instantly be dragged into the portal and into the void.
"Wish" upon it, stating that it's hunger be satiated. The disk The Plate remains open for 1 round. After which, the portal
no longer requires sustenance for 100 years. snaps shut, and the plate pieces turn to dust.
Random Properties. Not'En'Gess has the following
random properties:
1 major beneficial property
1 minor detrimental property
2 major detrimental properties

192
When attuned, the crystal gains the following properties:
The crystal is always under the “Metamorphic” item
effect, as it's structure is constantly shifting.
The crystal can be utilized as any form of spellcasting
focus.
The crystal grants a +5 bonus to the wielder's spell save
DC
The crystal grants a +5 bonus to spell Attack Rolls.
The crystal grants advantage on all saving throws made to
maintain concentration for spells.
The crystal Grants the continuous effects of the
"protection from evil and good" spell.
Additionally, once a day, you can utilize the crystal's
power to cast "Dispel Evil and good" without
maintaining concentration.
The crystal is capable of housing a soul within it as per
the "Soul cage" spell and similar effects.
The crystal can house a number of souls equal to
1,000,000gp of value (refer to "The Soul Within the
Gem" section of the material Animite in The
Expanded Crafter )
The crystal has 20 charges. All spent charges are regained
at dawn.
Spells: While attuned to the crystal, you can use an action
to expend some of its Charges to cast one of the following
Spells from it, using your spell save DC and Spellcasting
ability:
Chromatic Orb (9th-level version, 9 charges),
Prismatic Spray (7 charges), Prismatic Wall (9
charges), Soul Cage (6 charges)
The Divine Path. If the crystal holds it's maximum value
Weavecrystal Focus, Shard of of souls within itself, it automatically coalesces those souls
Creation into a Divine Spark - and may immediately be utilized as a
Wondrous item, Divine Artifact (requires attunement by a Divine Spark Focus.
spellcaster) Upon using the Weavecrystal Focus as a Divine Spark
Crafted by some of the first children of Annam - the Giant Focus, the user gains advantage on the final saving throw of
All-Father - the Weavecrystal focus is a gemstone of ever- the "Apotheotic Ascension" of the Divine Spark Absorption.
fluctuating consistency. The gem itself morphs and shifts in Upon using the crystal in this way, regardless of whether
it's form, and emits a multitude of colorful auras from deep the user succeeded or failed in their ascension, the crystal
within itself. immediately vanishes via "Plane Shift" or "Teleport" (50%
The material of the Gem is said to be crystallized remains chance for either result) in order to seek out more potential
of a branch of the divine tree - but is not proven to be so, deities.
nonetheless it bestows upon it's user powers akin to a god.
Random Properties. The Weavecrystal Focus has the
following random properties:
2 minor beneficial properties
1 major beneficial property
1 major detrimental property

193
Rings of Primal Sin
The seven primal sins: greed, pride, wrath, gluttony, envy, lust, Extra Spells and Info
and sloth. These sins are said to be powerful aspects of In the following sections, some spells listed under
mortal (and divine) life, with each one governing a different the Rings of Sin are not available in any typical
facet of thought and action. D&D handbook. Instead, consult Pryxis's Pages of
The Rings in the following sections are each aligned with a Pure Magic or referred to as (PM) in the following
specific sin - each of which granting dominion over that sections.
aspect. These rings have minds and souls of their own, and
seek creatures who exhibit the strongest tendencies towards
the corresponding sins.
The rings will only allowed to be worn by those who inherit
the mantles of the seven sins - the duty of bestowing these
mantles is upon the champions who inherit the rings. It is
unknown how many eons ago these rings came into
existence, nor who the first champions of sin were, but it is
apparent that these rings each exhibit exceptionally powerful
abilities for those who wield them.
A creature can only be attuned to one Ring of Primal Sin at
any one time.

194
Avaritia, Signet of Greed
Wondrous item, Artifact (requires attunement by a creature
who has inherited the mantle of greed)
This ring is one of 7 that corresponds with each of the
primal sins - this one embodies the sin of Greed.
This tarnished orichalcum ring is adorned with a smooth,
dark blood-red gem that houses an eons-ancient spirit of
possessiveness and desire of wealth and power. This ring
seeks to pull it's wearer to greater sources of power and
possessions, and will bestow upon them the ability to fulfill
that desire. The ring will refuse to be worn by any creature
who has not inherited the mantle of greed by teleporting
away when attempted to be donned.
To inherit the mantle of greed, one must either have it
willingly bestowed upon them by the previous bearer, or must
have slain the previous bearer of the mantle.
Curse. The Pull of Greed. The ring carries with it an
unnatural want for material possessions, and demands to be
the centerpiece amidst great wealth. In order to remain
attuned to the ring, the wearer must sacrifice 1,000 gp of
valuable materials every 24 hours - either through spending
the gold, or destroying valuable materials such as gems, art,
or similar items. If wealth is not sacrificed every day, the ring
will instead pull the creature in the direction of the closest While attuned to Avarita, the ring bestows the following
available wealth at a rate of 60 feet per turn, which it will benefits:
demand be destroyed immediately. After 24 hours of failing to
fulfill the curse, the ring unattunes and teleports away to seek The ring is indestructible
another. For every 1,000 gp worth of treasure or wealth (such as
Random Properties. The Signet of Greed has the money, art pieces, gemstones or jewelry) on your person,
following random properties: your attack and damage rolls gain an additional +1
magical bonus.
2 minor beneficial properties Innate Spellcasting: While attuned to Avarita, you can
2 major beneficial properties cast the following spells:
2 major detrimental properties Incite Greed (spell save DC 20) at will - using the
ring as the material component.
Sentience. Avarita is a sentient lawful evil ring with an Creation a number of times equal to your
Intelligence of 18, a Wisdom of 10, and a Charisma of 22. It proficiency bonus per long rest.
has hearing and truesight out to a range of 120 feet. Conjurer's Arsenal (PM) once per day.
The ring can speak, read, and understand Common, True Greed (1/day). Avarita instills in it's wearer the
Celestial, Abyssal, Infernal, and Primordial and can greed of all it's forebearers, depowering and demoralizing
communicate with its wielder telepathically. Its voice is slick the creatures around them. As a bonus action, you may
and sinister as if a trader is attempting to hock faulty items. channel the deep unsatisfied greed of the forebearers of
While you are attuned to it, the ring also understands every Avarita, tainting your skin with a pale red coloration and
language you know. subsuming blood-red vapors:
Personality. Avarita speaks with a sinister silvertongue, as All creature's other than you within 60 feet of you
though always convincing others to do what it desires. The have their damage output halved.
ring's purpose is to push it's wielder towards greater wealth All armor and shields within 60 feet of you have
and power. It will pull its wearer towards acts that promise their AC bonus reduced by 2 as they begin to rust
rewards and recompense, thriving upon the prospect of and corrode.
attaining and spending material goods. All simple magic items within 60 feet such as
Avarita will very often attempt to convince the wearer that potions and scrolls are immediately turned to dust.
it deserves more in terms of being rewarded for whatever
tasks or jobs they undertake. It seeks to push the wearer to You can only maintain the form of True Greed for a number
demand more for whatever they do, even simple tasks such of rounds equal to half your level. You may end True Greed as
as delivering a shipment to a humanoid will provoke the ring a bonus action.
to demand that they be compensated tenfold for the value of Destroying the Ring. The only way to destroy any of the
the shipment - and if it's demands are not met, the ring will rings of primal sin are to gather all 7 together, have each ring
persuade the wearer that their actions and honor have been touch another in a closed circle, and then cast a carefully
affronted and devalued, often instilling anger in the wearer. worded 10th level wish or hope spell upon them all,
destroying all 7 rings at once.

195
Superbia, Signet of Pride
Wondrous item, Artifact (requires attunement by a creature
who has inherited the mantle of pride)
This ring is one of 7 that corresponds with each of the
primal sins - this one embodies the sin of Pride.
This brilliant electrum ring is adorned with a plated tiger's
eye gem that houses an eons-ancient spirit of glory and
incredible arrogance. This ring thrives upon the thrill of
superior thought and action - whether it be truthful or not -
and will force the wearer to undergo great boasts and never
admit they are wrong. The ring will refuse to be worn by any
creature who has not inherited the mantle of pride by
teleporting away when attempted to be donned.
To inherit the mantle of pride, one must either have it
willingly bestowed upon them by the previous bearer, or must
have slain the previous bearer of the mantle.
Curse. The Vanity of Pride. The ring emboldens it's
wearer with an unnatural sense of righteousness and
arrogance, and while worn it demands that the wearer take
part in a great boast every day. In order to remain attuned to
the ring, the wearer must publicly boast every 24 hours about
how they will undertake a great task or quest and then fulfill While attuned to Superbia, the ring bestows the following
the boast. The wearer must then seek to fulfill their boast, benefits:
and whether they succeed or fail, they must prove that they
have done just as they boasted to carry out without admitting The ring is indestructible
they are wrong. If a boast is not made every 24 hours, the While in combat, so long as you remain unharmed by
ring will refuse to function until a boast is carried out. After attacks or magical effects, you gain a 1d20+5 to your
24 hours of failing to fulfill the curse, the ring unattunes and attack rolls, damage rolls, and saving throws as you flex
teleports away to seek another. your superiority.
Random Properties. The Signet of Pride has the Innate Spellcasting: While attuned to Superbia, you can
following random properties: cast the following spells:
Heroism (spellcasting ability modifier: +10) at will
2 minor beneficial properties Holy Weapon a number of times equal to your
2 major beneficial properties proficiency bonus per long rest.
2 major detrimental properties Invulnerability once per day.
True Pride (1/day). Superbia instills in it's wearer the
Sentience. Superbia is a sentient lawful neutral ring with pride of all it's forebearers, infusing them with intense
an Intelligence of 14, a Wisdom of 10, and a Charisma of 26. stalwartness and power. As a bonus action, you may
It has hearing and truesight out to a range of 120 feet. channel the eternal arrogant pride of the forebearers of
The ring can speak, read, and understand Common, Superbia, encasing your skin with glimmering ethereal
Celestial, Abyssal, Infernal, and Primordial and can gold:
communicate with its wielder telepathically. Its voice is You gain 50 temporary hit points, which
boisterous and arrogant like that of a self-absorbed general. regenerates by 1d10 per round.
While you are attuned to it, the ring also understands every You ignore all magical or mundane effects that
language you know. reduce your speed, charm, frighten, or stun you.
Personality. Superbia speaks with a booming and haughty Additionally, you cannot be knocked prone.
tone, as though always attempting to prove how righteous or You can use your action while within the form of
correct it is. The ring's purpose is to push it's wielder towards true pride to initiate a magical duel.
egotistical goals and shows of power (but not necessarily the Only you and the target can interact with
gaining of power). It will continually push it's wielder towards each other, nobody outside can interfere with
more daring and dangerous acts in an attempt to prove their this duel. The duel only ends when one of the
might. creatures falls unconscious or dies.
Superbia will often times push their wielder into
adrenaline inducing situations where they can show their You can only maintain the form of True Pride for a number
prowess and glory. It seeks to instill a deep-seated arrogance of rounds equal to half your level. You may end True Pride as
within it's wielder where they can never doubt their own a bonus action.
abilities - often to a fault. The ring would gladly push it's Destroying the Ring. The only way to destroy any of the
wielder into a quest to fight a dragon single-handedly, even if rings of primal sin are to gather all 7 together, have each ring
the wielder has no chance of surviving - as it believes in the touch another in a closed circle, and then cast a carefully
blinding superiority of one's conviction. worded 10th level wish or hope spell upon them all,
destroying all 7 rings at once.

196
Ira, Signet of Wrath
Wondrous item, Artifact (requires attunement by a creature
who has inherited the mantle of wrath)
This ring is one of 7 that corresponds with each of the
primal sins - this one embodies the sin of Wrath.
This silver band is adorned with a faceted violet amethyst
gem that houses an eons-ancient spirit of vengeance and
rage. The ring seeks to embolden the inherent anger, rage,
and fury of the wearer, and bestows great power. The ring
will refuse to be worn by any creature who has not inherited
the mantle of wrath by teleporting away when attempted to
be donned.
To inherit the mantle of wrath, one must either have it
willingly bestowed upon them by the previous bearer, or must
have slain the previous bearer of the mantle.
Curse. The Weight of Wrath. The ring is supernaturally
heavy for it's simple size, and while worn it demands to be
soaked in the blood of a living creature every day. In order to
remain attuned to the ring, the wearer must kill a living
creature every 24 hours. If the ring is not soaked in blood
every day, the ring will become so heavy that the wearer's
speed will drop to 10 feet, until the ring is soaked in blood, it
will continue to be supernaturally heavy. After 24 hours of
failing to fulfill the curse, the ring unattunes and teleports
away to seek another.
Random Properties. The Signet of Wrath has the While attuned to Ira, the ring bestows the following benefits:
following random properties:
2 minor beneficial properties The ring is indestructible
2 major beneficial properties When you make an attack against an object with any
2 major detrimental properties melee, ranged, spell, or unarmed attack, triple the damage.
Innate Spellcasting: While attuned to Ira, you can cast
Sentience. Ira is a sentient chaotic neutral ring with an the following spells:
Intelligence of 12, a Wisdom of 13, and a Charisma of 25. It Wrathful Smite (spell save DC 20) at will
has hearing and truesight out to a range of 120 feet. Banishing Smite a number of times equal to your
The ring can speak, read, and understand Common, proficiency bonus per long rest.
Celestial, Abyssal, Infernal, and Primordial and can Blade of Disaster once per day.
communicate with its wielder telepathically. Its voice is deep True Wrath (1/day). Ira draws upon the innumerable
and echoing, with occasional bouts of growling. While you souls that have worn it throughout time, channeling their
are attuned to it, the ring also understands every language rage into the wearer. As a bonus action, you may channel
you know. the ancient wrath of the forebearers of Ira, subsuming
Personality. Ira speaks with an impatient and aggressive your body in an aura of violet blue ethereal flame:
tone, as though accustomed to quick decisions. The ring's You gain an additional bonus to your AC equal to
purpose is to spread rage through it's wearer. It will guide the your strength modifier (minimum of +1).
wearer to perform acts of violence to uphold this purpose - You roll two additional damage dice when rolling
although whether the acts be evil or good is ultimately up to damage for your attacks.
the wearer to decide, so long as it's rage is fulfilled. The ring Your attacks score a critical hit on a roll of 15-20.
does not care what its wearer slays, so long as the You can only maintain the form of True Wrath for a number
punishment is absolute. of rounds equal to half your level. You may end True Wrath as
Ira will often attempt to convince the wearer that they must a bonus action.
retaliate against those who have wronged them, whether for Destroying the Ring. The only way to destroy any of the
slights that are real or fabricated. It seeks to indulge in every rings of primal sin are to gather all 7 together, have each ring
last bit of potential anger its wearer will feel - although it will touch another in a closed circle, and then cast a carefully
not command or magically compel its wearer to do so, it worded 10th level wish or hope spell upon them all,
instead seeks to uncover the trespasses of the creatures who destroying all 7 rings at once.
slight it's wearer.

197
Gula, Signet of Gluttony
Wondrous item, Artifact (requires attunement by a creature
who has inherited the mantle of gluttony)
This ring is one of 7 that corresponds with each of the
primal sins - this one embodies the sin of Gluttony.
This ornate dark iron ring is embedded with a pearly silver
gemstone that houses an eons-ancient spirit of excess and
indulgence. The ring infuses the wearer with an unending
want to consume - food, drink, knowledge, anything and
everything. The ring will refuse to be worn by any creature
who has not inherited the mantle of gluttony by teleporting
away when attempted to be donned.
To inherit the mantle of gluttony, one must either have it
willingly bestowed upon them by the previous bearer, or must
have slain the previous bearer of the mantle.
Curse. The Pit of Gluttony. The ring instills the intense
need to consume things at an incredible rate, forcing its
wearer to indulge itself in the consumption or assimilation of
materials every day. In order to remain attuned to the ring,
the wearer must consume 5 times their normal ration
amount every 24 hours - if the creature does not need to eat While attuned to Gula, the ring bestows the following
to survive, they can instead choose to spend 6 hours a day benefits:
indulging in the process of reading, writing, or learning The ring is indestructible
magical knowledge. If the wearer does not consume each day, You gain 1d10 hit points for every bite of food, every sip of
the ring instills the wearer with a perpetually massive hunger a drink, every puff of vice, and every sentence you read. If
as if affected by an extreme suggestion spell, and the wearer this healing goes above your maximum hit points, you
begins to desire to eat the nearest living creature, the hunger instead gain temporary hit points up to a maximum of
will not subside until a living creature is devoured. After 24 three times your level.
hours of failing to fulfill the curse, the ring unattunes and Innate Spellcasting: While attuned to Gula, you can cast
teleports away to seek another. the following spells:
Random Properties. The Signet of Gluttony has the Goodberry at will
following random properties: Heroes' Feast a number of times equal to your
2 minor beneficial properties proficiency bonus per long rest.
2 major beneficial properties Wish once per day.
2 major detrimental properties True Gluttony (1/day). Gula fills the wearer with the
intense hunger of all those who have donned it through
Sentience. Gula is a sentient neutral evil ring with an the ages. As a bonus action, you may channel the intense
Intelligence of 28, a Wisdom of 11, and a Charisma of 11. It gluttony of the forebearers of Gula, engorging your body
has hearing and truesight out to a range of 120 feet. with unnatural energy:
The ring can speak, read, and understand Common, Your body burns like a nuclear reactor - fueled by
Celestial, Abyssal, Infernal, and Primordial and can your continuous gorging.
communicate with its wielder telepathically. Its voice is gruff You glow intensely with bright light in a 60
and grating, almost as if from a bearlike creature. While you foot radius, and dim light for an additional 60
are attuned to it, the ring also understands every language feet.
you know. All creatures who enter the area or end their
Personality. Gula speaks with a breathy and gruff, almost turn inside it take 3d10 force damage.
akin to a very large man. The ring's purpose is to push the You gain the Consume attack option:
wearer to overindulge in the consumable materiel of life. It Consume. Melee Weapon Attack: +20
will always delight in the possibility of it's wearer consuming to hit, Reach 10 ft, one target. Hit: 30
or learning vast multitudes. (3d12 + 10) piercing damage, healing
Gula will take great pleasure in convincing it's wearer that yourself for the damage dealt.
they need to continuously consume more. Often times, Gula You can only maintain the form of True Gluttony for a
will push the wearer to eat in excess, partake in vices (even number of rounds equal to half your level. You may end True
ones they would normally never partake in), and often Gluttony as a bonus action.
pressure the individual to indulge in the excess learning of Destroying the Ring. The only way to destroy any of the
knowledge. If a meal is not eaten fast enough, Gula will rings of primal sin are to gather all 7 together, have each ring
convince the wearer to eat it first. If an individual is not touch another in a closed circle, and then cast a carefully
drinking or smoking their vice immediately, Gula will gladly worded 10th level wish or hope spell upon them all,
push the wearer to do so. And if no one is reading a cursed destroying all 7 rings at once.
tome, Gula will excitedly pull the wearer to indulge in it.

198
Invidia, Signet of Envy
Wondrous item, Artifact (requires attunement by a creature
who has inherited the mantle of envy)
This ring is one of 7 that corresponds with each of the
primal sins - this one embodies the sin of Envy.
This black leaden ring is laden with a spherical jet
gemstone with a glowing slit - reminiscent of an eye - which
houses an eons-ancient spirit of resentment and covetous
conviction. This ring instills in it's wearer a deep resentment
for all those who achieve more than them, and pushes its
wearer to overthrow their peers. The ring will refuse to be
worn by any creature who has not inherited the mantle of
envy by teleporting away when attempted to be donned.
To inherit the mantle of envy, one must either have it
willingly bestowed upon them by the previous bearer, or must
have slain the previous bearer of the mantle.
Curse. The Spite of Envy. The ring fills its wearer with an
intense hatred for all those who succeed around them, and
pushes it's wearer to possess what is rightfully theirs. In While attuned to Invidia, the ring bestows the following
order to remain attuned to the ring, the wearer must steal the benefits:
most valuable possession from a creature every 24 hours - The ring is indestructible
which can take the form of material possessions, spell slots, When you make a Wisdom (Perception) check or
or even creatures they adore. If the wearer does not steal a Intelligence (Investigation) check on a living creature, you
possession every day, the ring deals 4d10 psychic damage to learn all their ability scores, skills, proficiencies, attacks,
the wearer every hour until the wearer steals another spells and items on their person.
creature's possessions - this damage cannot be blocked by Innate Spellcasting: While attuned to Invidia, you can
any means, and takes the form of feelings of intense jealousy cast the following spells:
and images of others succeeding beyond the wearer. After 24 Disguise Self (spell save DC 20) at will
hours of failing to fulfill the curse, the ring unattunes and Seeming (spell save DC 20) a number of times
teleports away to seek another. equal to your proficiency bonus per long rest.
Random Properties. The Signet of Envy has the following Weird (spell save DC 20) once per day.
random properties: True Envy (1/day). Invidia instills the wearer with the
2 minor beneficial properties insidious jealousy of all past wearers throughout time. As
2 major beneficial properties a bonus action, you may channel the dark envy of the
2 major detrimental properties forebearers of Invidia, causing your body to drip and bleed
dark black ethereal tar and fog:
Sentience. Invidia is a sentient lawful neutral ring with an Your body becomes blurred and obscured, imposing
Intelligence of 26, a Wisdom of 10, and a Charisma of 14. It disadvantage on all attack rolls against you.
has hearing and truesight out to a range of 120 feet. As an action, you can choose a creature within 60
The ring can speak, read, and understand Common, feet. The target must succeed on a DC 20
Celestial, Abyssal, Infernal, and Primordial and can Charisma saving throw or be possessed for the
communicate with its wielder telepathically. Its voice is duration, losing control of its own actions. While
monotonous and quiet, as if a whispering spy. While you are possessing a creature in this manner, you disappear
attuned to it, the ring also understands every language you and manifest within the chosen creature, who is
know. suffused with dark fog. The creature is subject to
Personality. Invidia speaks with a very low toned voice, the effects of Invidia and True Envy, and you may
almost always as a whisper, reminiscent of an agent use all actions the creature has in place of your
continuously whispering secrets in your ear. The ring's own, as well as your own spellcasting (if you have
purpose is to allow it's wearer to amass the secrets and any). While possessing the creature, you have total
closely guarded possessions of all individuals the wearer cover from all attacks and damage. You may stop
comes across. The ring revels in stealing away the greatest possessing the creature as an action, and appear
joys of other living creatures. within 60 feet of the creature.
Invidia will always convince that the wearer deserves You can only maintain the form of True Envy for a number
anything valuable or precious that another creature of rounds equal to half your level. You may end True Envy as a
possesses. Invidia believes that all things that bring others joy bonus action.
is heinous if it's wearer does not receive it as well, and this Destroying the Ring. The only way to destroy any of the
sparks an intense jealousy of others. Invidia will push it's rings of primal sin are to gather all 7 together, have each ring
wearer to steal things that have incredible sentimental value - touch another in a closed circle, and then cast a carefully
from jewelry, to tomes or records, secrets, memories, and worded 10th level wish or hope spell upon them all,
even living creatures. destroying all 7 rings at once.

199
Luxuria, Signet of Lust
Wondrous item, Artifact (requires attunement by a creature
who has inherited the mantle of lust)
This ring is one of 7 that corresponds with each of the
primal sins - this one embodies the sin of Lust.
This exquisite filigree golden ring is inlaid with a sky blue
sapphire that houses an eons-ancient spirit of desire and
pleasure. This ring bestows an intense craving for fulfillment
of your deepest desires, and pushes it's wearer to experience
life to the fullest. The ring will refuse to be worn by any
creature who has not inherited the mantle of lust by
teleporting away when attempted to be donned.
To inherit the mantle of lust, one must either have it
willingly bestowed upon them by the previous bearer, or must
have slain the previous bearer of the mantle.
Curse. The Drive of Lust. The ring seeks to fulfill the
wearer's deepest desires through new experiences, and pulls
their wearer towards these situations. In order to remain
attuned to the ring, the wearer must fulfill the desires of one
humanoid creature every 24 hours. These desires can take
the form of carnal or sexual pursuits, the drive to experience
new things such as great food, vices, or magic, or may even While attuned to Luxuria, the ring bestows the following
take on darker and sinister tones. If the wearer does not fulfill benefits:
the desires of a humanoid creature every day, the ring creates The ring is indestructible
an aura of dissatisfaction around the wearer, giving You gain expertise (double proficiency) in all Charisma
disadvantage on all charisma ability checks, saving throws, ability checks and skill checks, as well as a +5 bonus.
and charisma-based abilities (including spellcasting) until a Innate Spellcasting: While attuned to Luxuria, you can
humanoid's desires are fulfilled. After 24 hours of failing to cast the following spells:
fulfill the curse, the ring unattunes and teleports away to seek Charm Person (spell save DC 20) at will
another. Dominate Person (spell save DC 20) a number of
Random Properties. The Signet of Lust has the following times equal to your proficiency bonus per long rest.
random properties: Shapechange once per day
2 minor beneficial properties True Lust (1/day). Luxuria instills the wearer with the
2 major beneficial properties unsated desires of all past wearers. As a bonus action, you
2 major detrimental properties may channel the intense lust of the forebearers of Luxuria,
causing your body to gleam with soft blue inner starlight:
Sentience. Luxuria is a sentient chaotic neutral ring with All creatures within 60 feet have disadvantage on
an Intelligence of 26, a Wisdom of 10, and a Charisma of 14. all mental (Charisma, Wisdom, Intelligence) skill
It has hearing and truesight out to a range of 120 feet. checks and saving throws.
The ring can speak, read, and understand Common, You gain the Lustful Kiss ability:
Celestial, Abyssal, Infernal, and Primordial and can Lustful Kiss. You gently kiss a creature
communicate with its wielder telepathically. Its voice is sultry charmed by you or a willing creature. The
and smoky, as if from a secret lover. While you are attuned to target must make a Constitution saving
it, the ring also understands every language you know. throw (DC 20) with disadvantage, taking
Personality. Luxuria speaks in a very honeyed voice, as if 8d10+10 psychic damage on a failed save, or
always attempting to seduce the wearer. The ring's purpose is half as much damage on a successful one.
to push it's wearer to indulge in the more primal and carnal The target's hit point maximum is reduced
aspects of life. The ring takes great pleasure in bringing it's by an amount equal to the damage taken.
wearer and the people they interact with to experience the This reduction lasts until the target finishes a
urges they would normally keep quiet or hidden from society. long rest. The target dies if this effect
Luxuria will attempt to coerce their wearer into reduces its hit point maximum to 0.
committing actions that remain unspoken. Luxuria believes You can only maintain the form of True Lust for a number
that all aspects of life should never be forgotten or hidden - no of rounds equal to half your level. You may end True Lust as a
matter how carnal, dark, or forbidden they may be. Luxuria bonus action.
will push the wearer to do anything from trying new vice for Destroying the Ring. The only way to destroy any of the
the first time, public acts of nudity or intercourse, to even rings of primal sin are to gather all 7 together, have each ring
following through with the urge of more heinous acts such as touch another in a closed circle, and then cast a carefully
drinking blood, cannibalism, or forming pacts with forbidden worded 10th level wish or hope spell upon them all,
dark entities. Anything forbidden, taboo, or unexperienced is destroying all 7 rings at once.
what Luxuria seeks to shine a pleasant light upon.

200
Acedia, Signet of Sloth
Wondrous item, Artifact (requires attunement by a creature
who has inherited the mantle of sloth)
This ring is one of 7 that corresponds with each of the
primal sins - this one embodies the sin of Sloth.
This simplistic runed steel band is inlaid with a sickly pale
green peridot gem which houses an eons-ancient spirit of
indolence and exhaustion, and rewards those who indulge in
such sedentary practices. The ring will refuse to be worn by
any creature who has not inherited the mantle of sloth by
teleporting away when attempted to be donned.
To inherit the mantle of sloth, one must either have it
willingly bestowed upon them by the previous bearer, or must
have slain the previous bearer of the mantle.
Curse. The Apathy of Sloth. The ring indulges in the
feelings of excessive tiredness, laziness, and reluctance, and
gladly helps its wearer fulfill those feelings. In order to
remain attuned to the ring, the wearer must rest an amount
of time each day equal to twice it's typical resting time - this
can take the form of sleeping for most races, but for some
(such as elves), meditation or trancing is their form of rest. If
the wearer does not indulge in excessive rest every day, the While attuned to Acedia, the ring bestows the following
wearer gains 1 level of exhaustion every 2 hours they do not benefits:
rest excessively. After 24 hours of failing to fulfill the curse, The ring is indestructible
the ring unattunes and teleports away to seek another. You and all creatures who take short or long rests within
Random Properties. The Signet of Sloth has the 60 feet of you gain 20 temporary hit points at the end of
following random properties: the rest. These temporary hit points only last until your
2 minor beneficial properties next rest.
2 major beneficial properties Innate Spellcasting: While attuned to Luxuria, you can
2 major detrimental properties cast the following spells:
Sleep at will
Sentience. Acedia is a sentient neutral ring with an Dream (spell save DC 20) a number of times equal
Intelligence of 10, a Wisdom of 30, and a Charisma of 10. It to your proficiency bonus per long rest.
has hearing and truesight out to a range of 120 feet. Astral Projection once per day
The ring can speak, read, and understand Common, True Sloth (1/day). Acedia infuses the wearer with the
Celestial, Abyssal, Infernal, and Primordial and can eternal exhaustion of all past wearers. As a bonus action,
communicate with its wielder telepathically. Its voice is you may channel the bottomless sloth of the forebearers of
guttural and hoarse, as if speaking to a tired old man. While Acedia, causing your eyes to sink into dark sage-black
you are attuned to it, the ring also understands every pools of energy, and subsuming an eerie green mist:
language you know. All creatures within 60 feet of you have their speed
Personality. Acedia speaks with an exhausted and decreased by 10 feet.
uninterested tone, as if always on the brink of passing out or You emit an aura of lethargy upon all creatures
forgetting the conversation. The ring's purpose is to sow rest within 60 feet. Any creatures who enter the area or
and exhaustion through it's wearer. It less "enjoys" the end their turn inside must succeed on a DC 20
process of tiring other living creatures, but is more amicable Constitution saving throw, gaining 1 level of
amongst those who share it's exhaustion. exhaustion if they fail, or no exhaustion on a
Acedia is fairly tame when compared to it's sibling rings, as success.
it merely accepts the actions of the one who wears it, hoping When you knock a creature to 0 hit points or kill
that they will bring others to the same deep rest it so sorely them, they immediately fail 1 death saving throw as
seeks for itself. Acedia is unbelievably wiser than it's they struggle to resist the pull of eternal rest.
counterparts, as it often has a vast will unto itself, which it You can only maintain the form of True Sloth for a number
usually uses to convince it's wearer that life is too of rounds equal to half your level. You may end True Sloth as
complicated, fast, and busy - and that everything needs to just a bonus action.
slow down and rest for a very long time (maybe even Destroying the Ring. The only way to destroy any of the
eternally). rings of primal sin are to gather all 7 together, have each ring
touch another in a closed circle, and then cast a carefully
worded 10th level wish or hope spell upon them all,
destroying all 7 rings at once.

201
Imperia, Seal of Ambition
Wondrous item, Divine Artifact (requires attunement by a
creature who has destroyed the 7 rings of sin)
This ring is believed to be a myth, but only the champions
of sin who have delved into the origins of the rings know it to
be fact.
This ring embodies the sin of Ambition - the Original Sin.
This extravagant alloyed ring is inlaid with a
labradorescent agate of swirling and shifting colors which
houses the conglomerated spirits of all 7 sins - working in
perfect harmony to achieve balance. This spirit is the
embodiment of the original sin of ambition: the pursuit of
power and divinity. The ring and the spirit within was severed
into seven pieces that took the form of the 7 rings of primal
sin.
The ring will refuse to be worn by any creature who has
not destroyed the seven rings of sin.
Curse. The Fall of Ambition. The ring exemplifies the
pursuit of power and majesty, and seeks to raise it's wearer to
the level of the gods themselves, believing that deities of this While attuned to Imperia, the ring bestows the following
era are inferior to the ones of its original time, and seeks to benefits:
dethrone the powers themselves. In order to remain attuned
to the ring, the wearer must slay an outsider creature every The ring is indestructible
day. if the wearer does not slay an outsider (aberration, You gain a +10 to all ability scores, ability checks, saving
celestial, fey, fiend, undead or divine) every 24 hours, the throws, attack and damage rolls.
wearer takes 5d6 Aetherion and 5d6 Force damage and has You double your proficiency bonus
their maximum hit points reduced by that amount each hour At Dawn of each day, you gain 100 temporary hit points -
until an outsider is slain. This reduction to hitpoints is this is the maximum amount of temporary hit points you
restored upon slaying an outsider. can gain in this way.
The ring will never teleport away from the wearer, but will You deal double damage with all effects that deal damage.
continue to punish the wearer for not slaying outsider until You deal quadruple damage to objects and structures.
their body and soul are destroyed. Innate Spellcasting: While attuned to Imperia, you can
Random Properties. The Seal of Ambition has the cast the following spells (Spell Save DC 30, +22 to hit with
following random properties: spell attacks):
2 minor beneficial properties (At Will:) Charm Person, Disguise Self, Goodberry,
2 major beneficial properties Heroism, Incite Greed, Sleep, Wrathful Smite
2 major detrimental properties (Number of times equal to your proficiency
bonus:) Banishing Smite, Creation, Dominate
Sentience. Imperia is a sentient neutral ring with an Person, Dream, Heroes' Feast, Holy Weapon,
Intelligence of 30, a Wisdom of 30, and a Charisma of 30. It Seeming.
has hearing and truesight out to a range of 240 feet. (1/day each) Astral Projection, Blade of Disaster,
The ring can speak, read, and understand all languages Conjurer's Arsenal, Invulnerability, Shapechange,
and can communicate with its wielder telepathically. Its voice Weird, Wish
is booming and authoritative, like the voice of a god. True Ambition (1/day) Imperia calls upon the spirits of
Personality. Imperia speaks with an multitonal and all other primal sins, funneling their energies directly
reverberating voice, as if being multiple creatures with one through you. As a bonus action, you may channel the
voice. The ring's purpose is to slay the powers and bring it's awesome power of the Primal Sins, causing your body
wearer to greater heights of ability. emits a multicolored aura of light:
Imperia is driven and intense, constantly seeking to deliver You choose any one of the true abilities of the other
retribution to the gods and entities that chained it in the first rings to channel their power: True Greed, True
place. It's only goal is to ascend it's wearer to a position of Pride, True Wrath, True Gluttony, True Envy, True
power where they may enact justice against the gods, and Lust, or True Sloth.
hopefully one day, be a living entity once more. You gain the effects of the chosen sin's form for the
duration.
You can only maintain the form of True Ambition for a
number of rounds equal to your level. You may end True
Ambition as a bonus action.

202
Credits

T
he following are the pieces of art and artwork "Gemsoul Deathblade" - Hex TCG game.
and their associated artists - all presented in "Will Emblem" - Fable: The Lost Chapters
order of appearance. All credit given where "Jace Beleren" by shiprock
credit is due. "Pelor, the Dawnfather" by Sanjeevan Thavaraja
"Nyx, Theros Night Sky" - Planeswalkers guide to
"Angel Warrior" by Meggi Andrew Theros
"Spectral Observatory" by ShadowJewel "Light of Empyrion Constellation" - Grim Dawn
"Fire Dance" by Stephan Martiniere "Attak Seru, the Mirage" - Grim Dawn
"Observatory Room" by ARTOFJUSTAMAN "Elyrian, God of Magic" - Gods Unchained
"Mythic Odysseys of Theros Alternate Cover" by Kevin "The Ancestral Guardian" by Farri Lensen
Tong "21" (Tomb) by Jae Cheol Park
"Elder Scrolls Constellation" - Bethesda Softworks "Ascalonian ghost" - Guild Wars 2
"Revival Lorkhan" by Vanuchka "Jace, Unraveler of Secrets" by Tyler Jacobson
"Gift of Immortality" by Matt Stewart "Dispel" by Chasestone
"Goddess Poison Ivy" by carrlusoe "Leshen from The Witcher 3: Wild Hunt" by Nora
"(Woe) Hades, King of the Underworld" by Yang Potwora
Mansik. "Order of the Lycan" - Blood Hunter Class by Matthew
"Liliana of the Veil" by Steve Argyle Mercer
"Reborn Angel" by Machiasthenudle "Fenrir, the Unbound" - SMITE
"Oketra the True" by Bastien L. Deharme "The blood mage" by sagasketchbook"
"Tharizdun the chained god" by unknown (all original "Bloodmage concept - Sigantium" by 2blind2draw
sources unavailable) "Zeds Dead , DNMO, GG Magree - Save My Grave
"Mythic Odysseys of Theros - Keranos" by Kate Irwin Artwork"
"Mythic Odysseys of Theros - Iroas, God of Victory" by "Sorca, Magus of the first Seal" by Simon Pape
Slawomir Maniak "WITCH" by KilartDev"
"Theros" by Tyler Jacobson "Cemetery Recruitment" by Kieran Yanner
"Odin The Allfather" by Adam Wesierski "Niv-Mizzet, Dracogenius" by Todd Lockwood
"Grand Master of Flowers, Bahamut" by Yongiae Choi "Form of the Dragon" by Daarken
"Chess Good Vs Evil" by TheWhySoSerious91 "The Maelstrom" by James Paick
"Ancient Gods" by Daren Bader "Elementalist 4 Concept" - Guild Wars 2
"Black Lotus" by Chris Rahn "Weaver Elementalist" - Guild Wars 2
"Aasimar" - official D&D 5e "Muse Vortex" by Kieran Yanner
"Tiefling" - infiniteisles.fandom.com "Shothragot" by Ryan Barger
"Eris Discordia" by Telthona "Far Realm" - official D&D 5e
"Holy Symbols" - official D&D 5e "Ashiok" by Leonardo Santanna
"Quicksilver Ingot" - The Elder Scrolls V: Skyrim "Heroe's Feast" - Heroes' Feast Cookbook - (Dungeons &
"scrolls of uncertain provenance" - Holivan Tales Dragons) by Kyle Newman & Jon Peterson & Michael
"Astral Godstone" by VassalofWrath (me) Witwer
"Restoration Magic Effect" - The Elder Scrolls V: Skyrim "Temple of the Gods" by Nele Diel
"Sunlight Magic Effect" - The Elder Scrolls V: Skyrim "Hefesto" by Dhencod
"Light Magic Effect" - The Elder Scrolls V: Skyrim "Godforger Hephaestus - Card Concept" by Ricardo
"Lay on Hands" - Hearthstone Rivera
"Raguel the Archangel" - Earth8000 "Caduceus Clay" by Matt Hubel
"Aurelia, Exemplar of Justice" by Justyna Gil "Cemetery Story/76" by Denys Tsiperko
"Ishtar Star Simplified" by unknown (common web "Trine 2 Background" - Trine 2: Complete Story
image) "Campfire" by Temarinde
"Symmbol of Ioun" seen in Campaign Guide to Tal'Dorei "Elf ranger" by bonnie tang
"Cult of Tharizdun" seen in the D&D 3e module "lair "Orithyia and Hannibal" by Ina Wong
assault: into the pit of madness" "Dastynn" by Lindsey Burcar
"Blackblade Reforged" by Chris Rahn "The Wayward Bard - world of chains" by BLAKE
"Phenax, God of Deception" by Ryan Barger "Healing Hands" by Iosu Hernaiz
"God Fist Lee Sin" - League of Legends "Arashin Cleric" by Chris Rahn
"Kruphix, God of Horizons" by Daarken "Blinding Mage" by Eric Deschamps
"Archon, Harbinger" - Eberron: Root of All Evil "Celestial Mantle" by Steve Argyle
"Deicide" by Jason Chan "As Luck Would Have It" by Milivoi Ceran
"Gate of Time" - The Legend of Zelda "At the Altar" by Andeavenor
"Strength Emblem" - Fable: The Lost Chapters
"Soul of Cinder" by mobiusu14
"Skill Emblem" - Fable: The Lost Chapters

203
"Concept Art" (Psionic) by theDURRRRIAN "Legend of the Cryptids" - original art by Dong Geon
"Scarlet Witch" by theDURRRRIAN Son, blue tinted
"Reidoth the Druid_Concept Art" by peterprime "Sacred White Deer" by G-Host Lee
"Mock MtG Part I: Grove Druid" by Rengin Tumer "Glaistig" by Rogier van de Beek - pathfinder
"Knight of Sorrows" by Zezhou Chen "Snowmaiden Final - Elthinia" by cobaltplasma
"Knight-Commander Meredith - Dragon age 2" by mad- "Firemane Avenger" by Ryan Barger
jill "Vulcan 2" - Gods of Rome
"Lion Guard Strategist" - Elder Scrolls Legends "Ares the greek god of war" by saburbrony
"Syncopate" by Tommy Arnold "Impulsive Charge" by William Murai
"Priestess" by Rui Li "Vegito Blue God of Destruction" by Dídac Cazorla
"Cleric - DnD commission" by Elisa Serio "Force of Negation" by Paul Scott Canavan
"Bellona - Smite" by Micro Cabbia "Erebos, God of the Dead" by Peter MohrBacher
"Nahiri the Lithomancer" by theDURRRRIAN "Storm" by Oliver Mootoo"
"Soul of Theros" by Zack Stella "Starkiller" by Arucelli
"Ghostblade Eidolon"" by Ryan Yee "Wild" by sakimichan
"Lithomancer's Focus" by Cynthia Sheppard "Heliod, Sun-Crowned" by Lius Lasahido
"Lay Bare" by Chippy "Mandrake potion for Valentine's day" by Incantata
"League Guildmage" by Svetlin Velinov "llustration for Legend Of The Cryptids" by Gpzang
"Saheeli, Sublime Artificer" by Wesley Burt "The Golden Fleece Dream" by William Prosser
"Prophetic Bolt" by Slawomir Maniar "Forging the Tyrite Sword" by Kieran Yanner
"Storm God’s Oracle"" by Pauline Voss "Sword of the Realms" by Lie Setiawan
"MBX Vol 02 06 Karna Refuses" by Nisachar "Blackthorn Spear of the Moonless Hunter" by The
"Chronos, god of time" - Bagoum card game Griffon's Saddlebag
"Borderland Explorer" by Lucas Graciano "Gem of Becoming" by Jack Wang
"Adherent of Hope" by Dan Scott "Nicol Bolas, Dragon-God" by Raymond Swanland
"Assasin Concept" by Jason Nguyen "Star Razor" by Khai Van LHOMME
"Estrid, the Masked" by Johannes Voss "Archer" by Michael Komarck
"Ashenvale Report" by armedrobot "Kingdom Conquest II" by 小K-ART
"Ravos, Soultender" by Zezhou Chen "Conclave Guildmage" by Jason Rainville
"Unlikely Allies" by Jackson TJOTA "Door to Nothingness" by Svetlin Velinov
"Ethereal Armor" by Daarken "Khalni Gem" by Franz Vohwinkel
"Ill-Gotten Inheritance" by Winona Nelson "Life Ring" - Dark Souls
"Leovold, Emissary of Trest" by Magali Villeneuve "Ring of Sacrifice" - Dark Souls
"Kingmaker" by Li Qian "Ring of the Mute Mage" by The Griffon's Saddlebag
"Mabinogi2 Illustration" by Han AhReum "Orange Charred Ring" - Dark Souls
"Dark General reg" by Stepan Alekseev "Ring of the Evil Eye" - Dark Souls
"Nahiri's Stoneblades" by Michal Epstein "Dusk Crown Ring" - Dark Souls
"Bishop of Rebirth" by Tommy Arnold "Flynn's Ring" - Dark Souls
"Melkor" by morphym37 "Speckled Stoneplate Ring" - Dark Souls
"crown of stars + eyebite" by subtle spell "Seal of Exile" by 000Fesbra000
"Dark Star Orianna" - League of Legends "Melchar" by lem0naidart (personal commission)
"Supernova" by Brahim Azizi
"Char" by Dzhovanna Sallama
"Smokebraider" by Anthony S. Waters
"Renata, Called to the Hunt" by Chris Rahn
"Theros Soldier Token" by Ryan Barger
"Daxos, Blessed by the Sun" by Lius Lasahido
"Goddess of Creation" by captdiablo
"Sigmar Heldenhammer" - Legend of Sigmar:
Warhammer Chronicles
"Titan" by Dong geon Son
"Vampire Envoy" by Johannes Voss
"Jace, The Living Guildpact" by Chase Stone
"Expedition to the Ruins of Greyhawk by Michael
Komarck
"Portal of Sanctuary" by Randy Vargas
"Prince of Persia" by Shuxing Li
"The Cry of a Barren Woman" by Fesbra"
"Aurelia, the Warleader" by Paul Scott Canavan
"Angel of Serenity" by Aleksi Briclot
"Hasmed, Angel of Annihilation" by Peter Mohrbacher
"Amaterasu" by Feig-Art
"God of Hell" by Richard Anderson (aka: flaptraps)
204
More Info

A
s D&D 5e has no basis for godhood available -
as 5e was intended to be a more balanced No Stat Blocks for Gods?
roleplay game - i took the liberty of delving into
previous editions and various other homebrew Saying as how this pdf is already highly extensive, i did not
sources to create a comprehensive guide to include any stat blocks for avatars, deities, titans, and the like.
Godhood available to all.
This Extensive Guide to Godhood was a labor One should keep in mind while creating a deity, that a god
of love made by me to allow the creation and presence of is fluid in their ability to adapt accordingly - therefore having a
deities & superpowers for my homebrew world of high magic: set stat block for a deity is restricting it to one particular
Pryxis - as well as all others that may benefit from it. playing field. This being said, making a stat block for a deity is
I do not claim any of the content in here as strictly my own, no different than creating a stat block for a legendary creature
as it has be accumulated through various sources and - the only differences being the inclusion of several epic
materials throughout the years - i have merely consolidated it
for the purpose of easy access. Some material may be of my boons, divine feats, spellcasting and godly actions.
own design - or heavily influenced by other sources. Look to Dave2oo8's Epic Monsters for a basis on how to stat
Other References: Gods - with the idea in mind of tacking on as many features
from this PDF onto existing deities in his compendium.
3.5e Deities and Demigods
Blacklight85's Solar Compendium Supplement If you want a more accurate example of how over-powered
Marc Altfuldisch's Epic Characters deities can get, look to 2nd edition's Deities and Demigods for
Dave2oo8's Epic Monsters
Impersonater's Deities & Divinity a better depiction of their scope of power - keeping in mind:
Kirbysag's Compendium Arcana not all deities are made equal. For consulting their divine
Vallonde-Laid-Bare's Divine Avatar ranks, simply cut their ranks in half.
(Me) Spartan127's The Expanded Crafter
(Me) Spartan127's Pryxis's Pages of Pure Magic One final thing to note for creating deities, is to always
create their mortal statblocks FIRST before applying any form
THANK YOU of Divine abilities - this will give you a basis for where to start.

As with my personal deity i brought over from 3.5e, he


Enjoy my Work?
started as a storm barbarian sorcerer, reached level 30, and
If you enjoy my work and wish to support me, feel free to buy then became a deity.
me a coffee!

My Patreon: patreon.com/Vassal127

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