Why did you make this, Forseti?
Because I want to allow players to experience an epic campaign, with insane powers, crazy plot twists and over-the-top action!
In other words, this is a supplement that seeks to take a 5th edition campaign to the next level. Don’t worry, my personal philosophy here is to keep the game clean and elegant, following 5th edition design to a Tee:
As a result you won’t see big numbers and bloated stats, instead this module will load you with cool abilities that play nice with the rest of the system and provide you with a ton of narrative and scenic options to really change the world and story as if you were a demi-god.
If that sounds appealing to you, then keep on reading. You won’t be disappointed.
D&Divine: Quick Guide
- Demi-gods and other powerful creatures have the Divine type.
- Divine beings have a Divine Rank that levels up by performing epic undertakings.
- A Divine creature has an amount of Divine Points equal to his maximum Health Dies.
- While you have at least one Divine Point you can’t be killed by mortals, have advantage versus them and they have disadvantage versus you.
- Divine Points are precious and can’t be easily replaced.
- You have access to exclusive Divine feats and Divine abilities depending on your Divine Rank that allow you to perform incredible acts of godhood and expend Divine Points to boost your powers or affect even fellow Divines!
- Optional. Try out the Cycle campaign variant.
Tell me how does it work!
This module tries to bring to the table the power level of demi-gods without compromising the clean design of 5th edition.
I have played the hell out of stuff like Pathfinder Mythic, and I loved the high-power shenanigans me and my friends would get down to, but the bloat of ridiculous numbers, piling on of ludicrous modifiers and straight out unbalanced feats meant it would get pretty heavy pretty quickly. When your paladin can pull off a 103 on a Diplomacy check, you know you may need to tone things down just a bit.
Big numbers help in making you feel like a big shot, but they get out of hand pretty quickly, and we are all here to have a blast, not calculate a to Hit bonus so complex Roll20 is having a hard time keeping up.
D&Divine uses a couple neat features already present in 5e to pull off godhood without getting bogged down:Advantages and Auto-successes.
The former is pretty obvious, the latter happens all the time. I won’t ask you to roll Athletics every time you try and open a door. Only when the obstacle presents sufficient challenge for your character. That’s an auto success. But what is “sufficient challenge” for a demi-god? Instead of pumping up the CD with arbitrary marks, let’s just say that you are so much more powerful than a mortal than you roll with advantage always when dealing with mundane threats. In fact, you may even be able to specialize in things you are so good at, you don’t even need to roll if you spend a little something something (your Divine Points or DPs).
If the Obsidian King gets serious, the iron door doesn’t resist, it just implodes.
So you can really mess with mortals (or help them become truly great) at your leisure, shaping the events of kingdoms and eras effortlessly, so long as you keep a close eye on when and how to use your limited and precious pool of DPs.
You can easily enlist the whole mage guild to your service since you are the guardian spirit of knowledge, you can force the ancient dragon to yield his treasure as tribute to you, the Dragon-king, without a fuss, or you can persuade the King of Lamaria to aid you in your quest against the Mother of demons with so much as a glance.
Speaking of that Mother of demons, she is another Divine, and all main antagonists in D&Divine should be Divine, or at least have access to Divine power. That is because your auto successes and auto advantages do not work against them, though you can use your special abilities to spend DPs and get an edge: This way we get amazing battles filled with suspense and flashy powers.
Speaking of which and finally, the dozens of Divine Feats later on will have little numbers and bloat on them: they are meant to give you cool sets of powers to play around with, create epic narratives, and interesting scenarios. In D&Divine, the rule of cool is king.
That is the basics of how the system works. Now, let’s say you want to try it out, and let’s see how you would implement this in your game:
Divine Characters
Characters (and main antagonists, optionally) all are “Divine” and have a “Divine Rank“.
Being Divine means being invested by an awesome power. It may come from your relationship with a Deity (a spawn or incarnation, for example), with a powerful ancestry (Dragons, Demons, etc…), a dark ritual, or maybe you have just always been there, like the primeval guardian of a sacred grove.
A Divine Character has a certain “Divine Rank“. This goes from 1 to 10 and is a measure of how strongly you are imbued with this divine power, much like Experience measures how strong he is as a mortal.
Unlike experience, however, Divine Rank isn’t normally gained through encounters, instead being awarded by completing Divine Undertakings important to either the character’s Divine nature or the main plot.
Experience and Divine Rank are completely unrelataed: A Fighter 20 can be Divine Rank 1 and a Mage 7 can be Divine Rank 10.
Finally, there are 3 broad categories that separate Divines based on their Rank. These are relevant for some Divine Feats. The 3 categories are:
- Scion. Rank 1 to 4.
- Champion. Rank 5 to 8
- Avatar. Rank 9 and 10.
Divine Rank in your game.
No matter what your campaign, Divine Rank is fundamental to D&Divine, so you need a way to incorporate it. Here are some tips on how to do that:
- Story-Driven: Set milestones in your Campaign. Award the party a Divine Rank when they reach a milestone.
- Character-Driven: Award a Character a Divine Rank when the group discovers or deals with something related to their background and personal story.
- Fixed. A Character gains a rank every 2 levels they possess.
- Cyclic. Use the cycle campaign variant and award a Divine Rank every completed Cycle.
No matter the Rank, every Divine creature possesses the following abilities:
Divine Power
You possess a pool of incredible potential called “Divine Power” or DP, as well as a Divine Rank. Your maximum DPs depend on your total Health Dice. These points are never replenished naturally and are only recovered through Divine Feats and Abilities, ranking up, or ending a Cycle. While having at least 1 DP remaining you benefit from the following effects:
- If an effect or attack would kill you or send you unconscious the thing or person must expend 1 DP from her own pool or from an item she carries. If she can’t or won’t, your HPs are set to 1 instead.
- All your attacks are considered magical.
- You have advantage against mortals. Mortals have disadvantage against you.
- You may cast Thaumaturgy at will, without vocal components.
- You can sense and familiarize with the souls of nearby Divine creatures and objects, their Animus. This has a range of 60ft. A Divine creature wishing to hide his animus, can do so with a Deception vs Insight roll.
Divine Vim
“You possess a number of signature powers that have made you famous, or infamous over the ages. Each of your incarnations knows them to heart.”
Fill out a list of spells, one per each spell level (1st – 9th).
These spells can be of any lists. These are your signature spells. You may cast them as per the normal rules with a few exceptions:
- You may only cast spells with levels equal or lower than your Rank.
- Their visual effect (if any) are very particular and anybody with proficiency in Religion could recognize you based on that.
- You can only cast them once each per Rank or Cycle. You may cast them more than once by spending DP: 1 for a level 1 to 3 spell, 2 for a level 4 to 5 spell and 1 point per spell level for all spells of level 6 and up.
- If you are not a spellcaster…well you are now! This is Divine magic, so unlike mortal magic, you can choose any Attribute to be your Spellcasting Attribute for your Signature Spells, including STR, DEX, or CON. Calculate Spell DC and Spell to hit as per normal rules.
Divine Feats
You gain access to special Feats called Divine Feats.
These are divided in 3 categories: Scion, Champion and Avatar.
At each Rank, you may gain any one Feat of that specific category or lower.
Normally Divine Feats can never be changed once taken, but certain Divines may yet be able to change even that…
The Feats at each Rank depend on the following table:
Rank | Divine Feat |
---|---|
1 | Scion, Scion |
2 | Scion |
3 | Champion |
4 | Scion |
5 | Champion |
6 | Scion |
7 | Champion |
8 | Scion |
9 | Champion |
10 | Avatar |
Divine Feats
Note: Some numbers have a triple number format like 30/40/60. The first number refers to Scion level Divines, the second to Champions, and the last to Avatars. This refers to the relative rank as follows:
- Scion. Rank 1 to 4.
- Champion. Rank 5 to 8
- Avatar. Rank 9 and 10.
Note 2: Whenever a Cycle is mentioned, if you are not using those rules, just replace it with “Whenever you gain a Rank”.
Note 3 (it’s the last one I swear): If a text says “mortals” it also includes many things that are technically immortal, like zombies or elementals. In D&Divine terms, if it doesn’t have DPs, it’s mortal.
Scion Tier
Awe/Hubris
“You have incredible prowess with a specific set of skills, but you have an Achilles heel of sorts.”
Choose an ability score you have Proficiency with, this is your Awe ability. You add half of your Proficiency bonus again (rounded down) for your Awe ability.
Additionally, you may expend 1 DP to automatically best a mortal in any roll based on your Awe ability, or gain advantage on such a roll when opposing a fellow Divine.
Choose another ability score, this is your Hubris ability. You subtract your Proficiency bonus from your Proficiency in your Hubris ability only. If you were proficient in your Hubris ability, this effectively cancels it out. If you were not competent in your Hubris ability, then you effectively have a ‘Proficiency penalty’ with it: treat it as a proficiency bonus, except it affects all relevant rolls negatively.
Additionally, you may not expend DPs in any way to gain advantage (or success) when using your Hubris ability.
Kinship
“The origin of your power shows, something worthy of admiration or fear.”
Choose a creature type (Dragon, Fairy, Undead, etc…), referred to as Kindreds. You are considered of that creature type for all intents and purposes, though you do not gain any ability or resistance normally associated with your Kindreds. Beings of that type sense their kinship with you and treat you as they would another member of their race (which may or may not be a good thing) but, more generally, they recognize your eminence or join your cause. They should also be more likely to be in your DMs setting…but that’s up to him!
Additionally, you may expend 1 DP to automatically succeed on any Wisdom, Intelligence, or Charisma-based skill roll, so long as it is about or against your Kindreds, or gain an advantage on such rolls when it’s also about or against a fellow Divine. This also works when recounting or looking for knowledge about your Kindreds, be it general knowledge (weaknesses of demons) or knowledge about a specific individual (Orcus, the demon prince of undeath). In the first case, you would automatically succeed (demonkind as a whole does not count as divine) but you would only gain advantage when rolling for knowledge about one of the Demon Lords since he definitely classifies as Divine.
Legendary Bond
“You have an artifact or companion of great power, imbued with a part of your animus. Wherever or whenever you might be, it follows.”
Every cycle you gain access to a powerful ‘Legendary‘ magic item that appears in your possession, is given to you by a servant or oracle, falls on the earth as a meteor, or anything you can think of! By expending 1 DP you can become instantly aware of its location and direction as long as it is on the same plane as you (in which case you can spend another 1 DP to discover in what plane, exactly). First, you must choose a name and form for this Legendary Item, the former must be cool and the latter must be any one Rare/Very Rare/Legendary item (chosen once). It is always considered attuned to you. The Legendary Item otherwise functions as that magical item. Secondly, you can choose 2 properties from the list below and apply them to your item:
–Adroit: Choose 1 skill. Whoever wields the item has proficiency with that skill or, if he was already proficient in it, applies double the proficiency bonus with the skill (sometimes known as Expertise).
–Animated: Your item can move on its own. The item can sprout limbs or other appendages and walk about with a speed of 15/20/30 feet. Unless intelligent, it blindly follows its master if not wielded. This item otherwise functions and has the statistics of a (visible) Unseen Servant (see the spell for more details, yes it can sprout arm-like limbs too so it can manipulate things).
–Dancing: The item can fly about, weave, and bob at your command. Whoever wields it may will it to fly off from his hands (or claws, or tentacles) and make a melee attack against a creature within 30/40/60 feet of you, this requires a bonus action. On a hit, the target takes damage as normal, using its user’s relevant attributes. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. You don’t need to spend a bonus action if the item is intelligent.
–Dedicated Bond: No one may wield this item unless you wish it to be so. You can spend an action and swear an oath a declaration or something similar to designate who is ‘worthy’ of such an honor (examples are ‘only me’, ‘my closest allies’, ‘all orcs’, ‘all those who are loyal to the true lords of Waterdeep’ etc…), these targets only need to touch the item to be considered attuned with it. Should anyone ‘unworthy’ dare willingly grasp this item you will immediately be aware of it and, not only will the interloper be unable to benefit from any of its non-mundane properties (can still use the staff as a club!) but, if the items grants or has spellcasting powers, you can have the item lash out with one of those spells assuming there are any left. Anyone targeted by the rebuke automatically fails his saving throw unless he spends 1 DP, in which case he only rolls at a disadvantage.
–Discreet: The item and its wielders benefit from the constant effect of Nondetection. Your own divination effects are not affected by this.
–Intelligent: Your item becomes aware and intelligent. It can be of any alignment up to 1 step away from your own (in either axis), has 16 in one mental attribute, 14 in a second, and 10 in a third. It starts off absolutely loyal to you and can never oppose you willingly. You must also state the purpose of the item which may be as simple as ‘serve me loyally forever’, take a look at the section on intelligent items of the DMG for some hints on that (p. 234). Finally, choose 3 languages that your Legendary Items will learn and choose whether it either can somehow speak, or it can communicate telepathically but only with whoever is wielding it.
–Returning: The item can fly off at blazing speed, but only briefly before losing all momentum, effectively giving any weapon the Throwing property with an additional 5/10/15 ft. of reach. The weapon also automatically returns to you after every attack (or tries to, though no non-divine creature may hope to stop it). If your item is not in your possession and within 24/48/90 miles of you, you may spend a bonus action to call it to you; the item shall attempt to fly in your grasp through the shortest route possible. Depending on how far away it is this may happen instantly or within the next 3 rounds (about 20 seconds? Yeah, it’s fast!).
–Shapechanging: The item can assume the shape of any other item of the same size and type (weapon to weapon, armor to armor, vehicle to vehicle). This is a bonus action.
–Spellcasting: As you select this property, you have 6 spell levels to spend on a list of spells available to your item, all spells must come from the same spell list and cannot exceed 4th level. A wielder may cast those spells once per long rest. You may pick the same spell twice (thus spending twice the points) allowing a wielder to cast the (re)selected spell three times per long rest. The saving throw for these spells depends upon the item: the base DC is 11, but if the item is intelligent the DC becomes 8 + Item’s ATTRIBUTE + Wielder’s Competency Bonus, the attribute depends on the chosen list (INT for Wizard, WIS for cleric, etc…). An intelligent item may autonomously cast spells, but only those with a range of Self or Touch.
If destroyed your item reforms or reappears intact during your next Cycle or when you gain another Rank.
—
Special: If you have a class feature or spell that grants you an animal companion, familiar, or mount (referred to as simply Companion below) you may instead make it the object of your Legendary Bond. The Companion becomes immortal, like you, following you in your reincarnation, as appropriate for your divine form. If slain it returns with you during your next Cycle. You may choose two of the following properties for your companion (as appropriate), here the Scion/Champion/Avatar format indicates numbers that depend on your form:
–Invincible: Your companion gains Fast Healing 5/10/20.
–Unerring: Choose a sense your companion has advantage on. Perception rolls based on that sense automatically succeed against non-divine targets. If you are an Avatar your creature has True Sight but only so far as the chosen sense is concerned (True Smell? True Hearing?).
–Soaring: Your companion sprout wings that give him a fly speed of 20/30/50 ft. If you are a Scion (and your companion couldn’t normally fly) your Companion may only fly for a single round before needing to land (or fall). In the case of an animal with a natural fly speed instead, increase its fly speed by 10/15/25 ft.
–Awoken: You may increase one of your companion’s mental attributes to 14, another to 11 and a third to 9, then it learns how to speak up to three languages and gains proficiency (with the proficiency bonus of your current form) in two INT, WIS or CHA based skills.
–Arcane/Divine: Select either the Warlock or Priest spell list. Your companion knows 6 spells from that list, none of which may exceed 5th level. It may cast 1/2/3 spells from that selection per long rest, but it may only cast spells up to spell level 2/3/5. Any spell cast is always cast at the maximum possible spell level for the companion (that is 2/3/5, the companion is effectively a Warlock bound to you). Your companion can cast these spells instead of performing an attack, which usually requires an action from his master. Your companion can always provide the somatic components of these spells no matter their natural (or unnatural) shape (though they must be unrestrained, of course) but must be able to provide for all other components (meaning an Animal Companion needs to be able to speak and be at least somewhat intelligent to do provide for verbal components!). The spellcasting ability for these spells is CHA if the Warlock list was chosen or WIS if the Cleric one was.
–Striding: You gain the ability to spend an action and chant, snap your fingers or anything of the sort to make your companion just big enough for you to ride. This also changes its appearance (like growing a chitinous saddle) or grants him magical barding so that you may mount it with ease. When mounted on your companion, area of effects damage only affects the both of you once (only either of you is hit, your choice), and you may freely share the damage from such area effects between you. You may choose to redirect an attack aimed at your mount to yourself, but you must declare so before the attack is rolled.
–Reaching: Ignore any text regarding maximum distance for you and your companion (such as a familiar’s ability to share senses, or a familiar and animal companion text about sharing spells).
–Agile: You may spend a bonus action to have your companion perform a Dash, Dodge or Disengage action. Until the end of turn, mortals have disadvantage on attack rolls against it.
–Savage: You may spend a bonus action to have your companion perform an attack or multi-attack action (if it has one). These attacks are performed with advantage against mortals.
—
Special: This feat may be taken multiple times, but you may not add any ability to an existing legendary bond: you must create a new one.
Divine Resources
“You always seem to have what you need when you need it.”
You have a number of Resource points equal to 3/6/10 every cycle. By spending a bonus action and expending 1 Resource point you can do either of the following:
- Produce a single magic item of rarity up to common/uncommon/rare.
- Produce any one potion of rarity up to uncommon/rare/very rare.
These items are pulled out of a pocket dimension, or perhaps willed on the spot, maybe you perform a sleight of hand and there they are, you may even actually forge or brew them as you use this Feat, up to you! Either way, they are very much real and work perfectly fine, though they may be a little odd-looking (Darn, Skaraghorn the unmaker, why must even your HEALING POTIONS be as edgy as you?). If you run out of Resource points, you may use DPs instead.
Tip: If you are going to make use of this talent (and don’t intend of taking up ages at the table) you should consult the DMG and pen down, print up or keep in handy a list of what common magic items would be useful and what they do.
Note: This Feat especially is balanced around the Cycle gameplay, where you don’t get to keep most of your stuff from previous ages. If you are playing a more standard campaign (with DPs, replenished every rank) this ability is probably broken. I would suggest halving the Resource points available per Rank, rounded up.
Sense Divinity
“You can recognize the divine Animus as someone would recognize a familiar face, or a song of old.”
The range at which you can recognize a source of Divine Power grows to encompass all of your senses as well, allowing you to perceive a Divine, place, or object for as far as you can see, for once. Your divine sense also becomes far more precise, allowing you to discern how many DPs a Divine has, or how many DPs are present or have been spent on a location, object, or magical effect. You also can discern whether a being is a mortal imbued with divinity, a scion, a champion, an avatar, or something else entirely. You get a vague sense of their alignment, personality, and affinity, and you can easily recognize an Animus you have sensed before.
You may also expend 1 DP and concentrate for a round to increase the range of your divine sense to a 24/48/90 miles radius for as long as you concentrate, this determines the direction and distance of the divinity. When you do so, any Divine within range becomes instantly aware of your expanding gaze and can elect to remain hidden, attempting a Bluff check opposed by your Insight.
Finally, you automatically pass all Insight checks against mortals and can expend 1 DP to gain advantage on an Insight check against a Divine.
Trickster
“The legends say you are a force of chaos, that or you just really like to mess with people.”
When you are subject to a Divination effect (including any effect that would gain information from you or about you like Detect Thought or Legend Lore and even Contact Other Plane) may be thwarted by your slippery Animus: You can attempt a Bluff roll contested by their spellcaster or insight roll, whichever is higher. If you succeed, the effect returns no information about you. A mysterious fog hides your thoughts from their magical sight, or the warlock’s patron seems to not be able to give the caster a straight answer about you.
Additionally, you may spend 1 DP when having successfully thwarted one such effect to not only fizzle that power but also allowing you to feed your would-be snoop false information: you become instantly aware of what the power or spell is and can decide to have it detect/say anything you want. If the effect involved one or more senses, you can fool those senses entirely, such as creating elaborate illusions and scenes for a Scrying.
Finally, you automatically pass all Bluff checks against mortals and can expend 1 DP to gain advantage on a Bluff check against a Divine.
Elemental Affinity
“It is not blood that flows through your veins, but fire, ice and thunder. The elements bow to you.”
Choose one element as you take this feat. It may be any one amongst Fire, Cold, Acid, Lightning, Thunder, Necrotic, Poison or Radiant. You gain immunity to the selected element. You also gain a cantrip of choice between Gust, Mold Earth, Control Flames, Control Water (these spells can be found in the Elemental Evil: Player’s Companion handbook) or Prestidigitation.
You ignore any mortal’s resistance and immunity to your element.
You may also call upon a purer version of your element: When you deal damage of the appropriate type you may expend 1 DP (3 DPs if casting a spell is 6th level or higher) to ignore a divine foe’s resistance to your element or treat his immunity as a resistance for a single attack, ability or spell alone. When spending DPs this way any non-divine foe automatically fails their saving throw and a divine foe rolls at a disadvantage.
When casting a spell or using an ability that deals your element as damage, a single expenditure of DPs will have the above benefits for all affected targets.
Juggernaut
“The list of things that stood before you is of interest only to historians. Or whomever is interested in very tiny rubble.”
You deal double damage to structures and objects, including constructs, and your damage die for unarmed attacks against these targets becomes 1d10/2d6/2d10 (unless your own is superior).
Whenever you score a critical hit against such targets you Devastate them: when Devastating a structure you tear off a chunk about 5/10/15 cubic feet of material, half of that if the material is magical (or adamantine) and half again if it is of divine origin. The chunk of debris then either crumbles in your hands or you may spend a bonus action to chuck it at a target within 100/200/400 feet dealing 2d10/4d6/4d10 bludgeoning damage (plus STR) on a hit, treat it as a thrown weapon you are always proficient in. A devastated non-magical object is destroyed, while a magical one becomes damaged and loses its properties until repaired (unless it’s an artifact). When devastating a construct this tearing afflicts it with disadvantage to any roll with one kind of physical attribute (your choice) until it receives repairs, a divine construct can make a DC 8 + Your Proficiency Bonus + your STR constitution saving throw to resist the effect.
If you expend 1 DP, for 1 minute/ 10 minutes/ 1 hour all your hits against structures, objects and non-divine constructs become critical hits.
Mighty Money
“Gold and trinkets. Such trifling baubles for an immortal. But worth their weight in power for a mortal.”
You gain access to 1000/7500/22.500 gold pieces every cycle.
The form the gold takes can be in any kind of coin you wish, copper, silver, electrum or platinum, they can be coins widely accepted in current year time or they could be ancient, they could even be coins with your face printed on them, but they are all undeniably pure and real.
The gold can also be any kind of riches, like gems, art pieces, trinkets and baubles (though none magical), anything that is innately ‘useless’ except for its monetary value.
You can summon this gold from a pocket dimension (a reign of gold? your personal vault? the hoard of a wyrm you bested in a game of wit?) by spending an action, at which point the riches either pour forth from your hands, rain from the sky or appear in the right folk’s pockets as per the spell Create/Destroy Water (only the create part, and of course you create riches, not water!).
Once your finances are extinguished you won’t be able to conjure up more until the next cycle.
Tip: Gold is mostly meaningless to an immortal, but you could buy items, allegiances, and knowledge with it. Spend it wisely.
Oathbind
“The weight of one’s words should be considered carefully around you.”
You gain the ability to enforce promises and payments due.
Whenever someone utters a promise or bet, no matter how officially or casually, you may talk to them as an action to Suggest (as per the spell) they follow through with the dare. This only affects non-Divines, however, you may expend 1 DP to have Divines roll, and with disadvantage, and force mortals to comply. Additionally, if you are involved in any promise or bet and the other party refuses to pay up, you may, within 1 month 1 day and 1 hour, attempt a Suggestion to force ’em to cough up (be it a reward or a behavior). In this case, even Divines are affected and mortals roll at a disadvantage, if you spend 1 DP Divines rolls at a disadvantage and mortals must pay in kind.
Pure Sense
“One of your senses is legendary: it notoriously cannot be easily fooled.”
So long as you have at least 1 DP you gain +1/+2/+3 to your Passive Perception score.
Select one of your senses, that sense has its effective range increased by a factor of 2/3/5.
You have advantage in any saving throw that would befuddle or block your senses, including illusions, but only when it involves your heightened sense and your foe is not divine. You may expend 1 DP to gain advantage in such saving throws even when against Divines, while automatically succeeding in saving throws against mortals.
Finally, you may expend 2 DPs to cast True Seeing on yourself, but without material components and only insofar as the selected sense is concerned.
Resilient Arcana
“Your mark is is everlasting.”
Your spells can only be dispelled (or affected by Remove Curse and the like) before their time by expending 1 DP as the attempt is made (which makes this off-limits for most mortals) or by using a Wish or a Miracle (no DPs required, mortals rejoice). Failing to meet these requisites means the attempt automatically fails.
You may also expend DPs as you cast a spell that lasts at least 1 minute to extend its duration. Each point spent moves the category up one notch, based on the following progression:
1 Minute -> 10 Minutes -> 1 Hour -> 1 Day -> 1 Month -> 1 Year -> 10 Years -> 100 Years -> 1000 Years -> etc…
A spell starts in the closest category, rounded down, so Magic Armor starts in the 1 Hour category.
Each category is cumulative, so spending 2 DPs on Magic Armor extends its duration to 8 hours (base) 1 Day and 1 Month.
Summon Servants
“You can conjure up beings made with the single intent to serve you.”
Choose one type of creature. By expending 1 DP you can summon those kinds of creatures by using Conjure Woodland Beings, except you summon creatures of the selected type, not Feys. The restrictions on CR still applies.
If you are at least a Champion you may also expend 2 DPs to cast Conjure Fey, except that you summon a creature of the selected type, not a Fey, and the creature disappears if you lose concentration. The restrictions on CR still applies.
Finally, you may expend 1 DP to automatically succeed in any concentration check regarding these two spells. You may also expend additional DPs when casting any Conjure spell to increase its effective level, +1 spell level per additional DP spent.
Truespeech
“When you speak it is not only your physical form that does so but your animus as well.”
You are immune to effects that would silence you and gain the constant and undispellable effect of Tongues, which you can end and resume as a bonus action.
Whenever you cast a spell with only verbal components you may expend 1 DP (2 DPs if the spell is 6th level or higher) to force divine foes to roll at a disadvantage and force non-divine targets to automatically fail their saving throw. A Power Word spell cast this way has double the threshold for HPs.
Finally, you have advantage on all saving throws that involve sound, words (like power words, not just verbal components), songs or thunder damage.
Champion Tier
Binder Supreme
“You can effortlessly pull beings from beyond this realm to do your bidding.”
You gain a list of True names. This may only exist in your head, or you might have a grimoire bound in ebony, or anything you prefer. Select 6 creatures from the bestiaries (DM discretion is advised) that are either Celestials, Elementals, Fey or Fiends. You know their true name and can summon them as an action by expending 1 DP, assuming their CR does not exceed 5/12/20.
It is worth noting that these beings will not obey you and are probably none too pleased you wrenched them from whatever hellish (or heavenly) dimension they were in, unless you can convince them or force them to.
Secondly, you may cast Circle of Protection at will and without material components, but it may only be focused inward (to trap things) and you may have only 1 of such circle active at any one time, if you cast another the previous one fades away.
Finally, you may also expend 1 DP to cast Planar Binding and you may expend additional DPs to increase its effective level, +1 spell level for every additional DP spent.
Contractual Oblige
“You are the devil in the detail.”
You gain the ability to create and enforce divine contracts and agreements.
Secondly, you can create binding contracts between two entities. You don’t need to be one of the parties involved, but they must spell out the conditions of their agreement and you must be present. At this point, the contract appears in a physical form be it a parchment that smells like brimstone, a gilded fey leaf or a tattoo on their bodies. If the parties do not all agree on the terms, the contract disappears, otherwise they must both ‘sign’ in some way and you must expend 2 DPs to seal the bargain. At this point, all participants fall victim to an irresistible Geas that forces them to abide by the behavior (or lack thereof) in the details. Instead of receiving 5d10 psychic damage for their misbehavior you may set an alternative mode of punishment:
– The target loses 1/2/3 DPs and you (or someone you designated) gains 1/2/3 DPs. A mortal or drained immortal is instead subject to exhaustion levels as per the option below.
– The target gains 1/2/3 levels of exhaustion that cannot be removed while the Geas persists.
-The target is affected by a Polymorph spell against which mortals fails without saving, and Divines roll at a disadvantage. You choose upon sealing what the victim gets polymorphed into. Saving only gives the victim some minor cosmetic features for the duration (like bunny ears). Either way the effect lasts for up to 1 hour/ 1 day/ 1 year.
-The target is slain on the spot and his soul is trapped by you as per Trap the Soul except the duration is permanent (or until you ‘use’ the soul 6 times) and the soul’s designed cage is determined upon sealing the contract. Unlike the other punishments this one must be explicitly accepted by all parties.
Lastly, this Geas cannot be broken by a mortal, and even a Divine that uses anything but a wish must still roll with his Spellcasting Ability versus a DC 15 to break it. Any failed attempt at breaking the Geas results in being subject to its punishment.
Demesne
“You possess a strong connection to a specific place of power, consecrated to you.”
Somewhere in the world, you possess a stronghold, temple, grove, dungeon or anything that suits your needs, you have greater power while within this place or are within a 24 miles radius from it, this entire area will be referred to as your Demesne. Whether this place is a specific edifice that stands the test of time, a forest that sprouts when and where you awaken, or some sanctum you innately create as you arrive during a cycle, is up to you.
This demesne may house followers dedicated to your cause and is generally more or less in working conditions (the passing of the ages can be a funny business). You have 1/2/3 ‘squads’ of mortal under your command. These are skilled but not heroic individuals, such as loyal clerics, devious cultists, collegiate wizards or trained fighters, or perhaps creatures spawned from your divine energy, undead under your command, and so on. These squads are excellent for taking care of lesser tasks (one per squad per cycle), alas they are but powerless when confronting higher powers such as a corrupted Asura. Tip: GMs, these squads should be able to take care of some lesser aspect of the cycle, like occupying a town (warriors), converting a village (clerics), infiltrating a guild or lair (cultits) or digging through a mountain (constructs, undead), they shouldn’t need to roll unless they are up against notable opposition (the corrupted Asura’s mortal armies) and automatically fail to win against divine opposition.
Additionally, you are always automatically aware of all creatures that intrude or thread upon your Demesne. When a creature enters your Demesne, you are aware of it and know what kind of creature it is and if it is divine. If you have already met that particular individual you recognize him, alternatively, you may focus for a round to get a mental image of him (or her, or it), this also reveals both the direction and distance of the target. You may also expend 1 DP to get an advantage on any saving throw performed within your Demesne, or to automatically succeed at a saving throw in your Demesne caused by a non-divine effect or creature.
Extra: If you possess MCDM’s Stronghold and Followers, feel free to use that manual instead for Demesne rules. Also, Matthew Colville is a badass.
Drain Divinity
“You can feed on the divine energy of others with but a touch.”
If you are touching a being possessing DPs you may expend 1 DP to drain 1/2/3 of their DPs.
In combat, this may require you to hit them with this ability, for this purpose treat it as a spell attack with a range of touch. A target hit by your Drain Divinity must make a Constitution Saving Throw or lose that many DPs, you gain any DPs lost this way. An unconscious foe automatically fails his saving throw.
You may also cast this ability ritually, without expending DPs.
By my name you shall call me
“Names hold tremendous power as you well know, and as mortals are quick to forget.”
Whenever someone calls you by name in a 24/48/90 miles radius around you, you become instantly aware of it ( like a mental Alarm spell) and know his or her direction but not distance. This name can be either the name you use or a title for which you are legendary, for good and ill. Depending on your reputation and the brazenness and piety of the surrounding areas this may happen more or less infrequently, which is relevant because depending on how often someone repeats your Name in a short span (1 minute) you gain access to different abilities:
The first time someone utters your name you can hear their voice, but muffled, distorted or faint like a whisper. You may then choose to gain the effects of Locate Creature against the loudmouth, except the range of the spell is 24/48/90 miles.
The second time someone utters your name you can clearly hear their voice, enough to recognize a familiar one. Additionally, you may expend 1 DP to gain the effects of Scrying on the target, the saving throw imposes the usual penalties or bonuses due to familiarity but mortals save at a disadvantage. Alternatively, you may expend 2 DPs to cast Dream.
The third time someone utters your name you can clearly hear him and get a perfect mental image of his appearance. Additionally, you may expend 3 DPs to teleport yourself within 30 feet of the target, accompanied by a suitably scenic effect using Thaumaturgy.
Any of these abilities can be cast even when a successive calling occurs: you may cast Locate Creature even at the 2nd repetition, and teleport even at the 5th, and so on. You can wait up to a minute before casting any of the appropriate spells and in any combination or order (you could scry and then teleport), if you wait any longer the opportunity is wasted.
Invest Divinity
“You may grant power overwhelming to those you deem worthy.”
You can perform a ritual that takes a minute to perform in order to gift another being with up to 1/2/3 DPs. This requires you to lose an equal amount of DPs. The same creature can’t benefit from more than one such ritual for each cycle.
Another Divine simply gains the gifted DPs while A mortal also benefits from additional effects:
A mortal recipient is then considered a (lesser) Divine gaining all the benefits of Divine Power, except those concerning death and rebirth (after all she is still mortal), instead, she becomes extremely long-lived, extending her average life span to 2/3/5 times its usual length. If you wish, you may also grant her one of your Scion Rank Divine Talents (you still retain its use).
Should she ever run out of DPs, she will immediately be revoked her godly status, reverting to a vanilla human (or whatever she was. This effect does not turn people into humans, stop).
There is no time limit on the divine points granted by this feat, and in many cases mortals granted such boons that survive the clashing of the Asura live long and prestigious lives, shaping the generations to come to their likeness. Having advantage on everything you do in your life does that. This is why this blessing is so sought after by mortals, eliciting greed, loyalty, awe and treachery in equal measure.
Intellectus
“While you are not omniscient, your clarity and farsight are the stuff of legends .”
You can cast Augury at will (remember the lines of text about special circumstances and cumulative casting!).
You may also expend 1 DP to cast Commune (again, cumulative casting!).
The knowledge from these spells comes from your own immortal Animus, not another deity. Your all-knowing nature may be limited to cryptic answers and vague predictions when dealing with other Divines and their machinations, but everything else in the material plane (or wherever the Cycles takes place) you know inside and out.
Improved Legendary Bond
“Your bond is not a simple side note to your legend: it deserves a ballad of its own!”
When taking this Divine Talent, choose one of your Legendary Bonds.
That bond is improved:
Firstly you can add up to 2 additional properties and add them to your bond.
Secondly, your bond receives additional properties depending on its type:
–Item: The item becomes an artifact. Roll 1 minor beneficial property, 1 minor detrimental property (it has no effect on you, its creator) and 1 major beneficial property (in the Artifact section of the DMG). You should also come up with a destruction condition, which will make it hard for your enemies (or the heroes, if you are the villain…) to destroy it! Should that happen, don’t worry, the artifact will still return to you in some fashion during the next cycle. Probably.
–Companion: The companion becomes divine by might and right! It gains 2/4/7 Divine Points, all the perks of Divine Power and gains 1 single Scion Rank Divine Feat of your choice.
Special: This feat may be taken multiple times, but you may not add any ability to an existing legendary bond already improved by this feat: you must improve another one.
Seven League Leap
“Horses and teleportation are overrated.”
Firstly, you gain resistance from falling damage and falling damage never makes you fall prone.
You can jump across entire countries. To do so you must spend a minute taking a running start, at which point you can take off with a mighty leap. When you do so, make an Athletics or Acrobatics check except you get a flat +5/+10/+20 bonus and then halve the total result: That’s the number of miles you can jump (but you may land sooner than that). The trip takes 1 round per mile traveled, and upon landing you can immediately rebound, performing another Seven League Leap. You take no falling damage from landing unless something went wrong and you hit an obstacle (see below).
Speaking of what could go wrong, you obviously need a clear arc in front of you to perform the leap (the apex of your jump has height equal to half the distance traveled, should it matter). If you impact against an obstacle mid-flight you both receive 1d8 bludgeoning damage x the miles left on your leap, at which point you stop if the damage was not enough to obliterate the obstacle, otherwise, you keep on going. It should be noted that only hardy stuff should count as an obstacle, like trees and dragons, stuff like birds and other small, squishy things pose no threat to a bounding Asura.
Finally you can spend 1 DP to roll a natural 20 on the leap’s Athletics or Acrobatics check, and when you do so you are able to accurately determine where you will land. Normally, the leap is not extremely precise and you always land 50 to 5000 feet (roll 5d100) away from your intended target (use a d8 for the offset direction, should it matter).
Avatar Tier
Dominator
“They shall serve you, or you shall make them.”
You may expend 3 DPs to cast Dominate Monster except that:
– This version of the spell can only be cast on mortals or unconscious Divines.
– All targets fail their saving throw automatically.
– You may expend 1 additional DP if the spell succeeds to change the duration from ‘concentration’ to ‘permanent’.
– You may expend additional DPs to have the dominated creatures fight and act with their full mental faculties (and abilities), without needing to constantly order them around. This requires an expenditure of 1 DP if the creature is CR/level 4 or lower, 2 DPs if the creature is between CR 5 and 10, 3 DPs if it is between CR 11 and 16, and 1 additional DP per level after that. This cost can be paid as the creature is dominated or later on, but in the latter case it requires an action and a touch.
– The victim does not get a new saving throw when receiving damage unless the damage comes from you or by your orders (assuming he or she can hear you).
Should you ever be slain (even if later brought back to life within the same cycle) all of your thralls get a new saving throw to snap out of their bondage.
Invincible
“The folks that tell your tale think you are invulnerable, unshakable, indestructible, and you give them ample reason to believe that.”
When you take this Divine Talent select either a part of your body (heel, head, heart, right eye…), element (fire, cold, radiant, necrotic…), or material (wood, cold iron, silver, holy water… ). This is your Bane.
P.S.: the Bane material can be uncommon, even rare like dragon bone, but not impossible to find such as a piece of rock from Mars. It must be something that could be found on the material plane (or on the plane where you incarnate, in general).
You gain immunity to any damage from non-divine sources, you also gain resistance to any damage from divine sources, however, your Bane bypasses this protection, afflicting you in a way specific to that kind of Bane, as shown below:
-Body part: If an enemy would score a critical hit against you and he is aware of your Bane, he may instead hit you in your weak spot. When this happens you have two options: either focus all your power to stay alive, expending 1 DP and suppressing the protection granted by this feat for 1 minute (-5 rounds per additional DP spent, minimum 1 round), or make a death saving throw. A failure sends you unconscious and dying while a success means you simply suffer a critical hit that bypasses all your resistances and immunities. Don’t worry if you roll a natural 1 on this saving throw: you are already dead!
-Element: You don’t have resistance or immunity to your Bane element, you have vulnerability to that element instead. Whenever you would need to save against a divine spell or effect that deals your Bane element as damage, you make any roll at a disadvantage unless you expend 3 DPs.
-Material: Any attacks performed using your chosen Bane material bypass all your resistances and immunities while also rolling with advantage. When wielding or touching even small amounts of your Bane material (such as a ring) you are considered Poisoned. This poisoning cannot be prevented or cured in any way and goes away as soon as you stop touching your Bane (stop touching your Bane!). Every round of full immersion or exposure to your Bane gives you a level of exhaustion that cannot be prevented unless you expend 3 DPs.
The penalties (such as vulnerabilities) imposed by Banes supersede any and all form of protection, so a character with a fire Bane may never obtain fire resistance or immunity in any way and so on.
True Form
“You can make the terrible power of your animus come forth and manifest bare.”
Select three creatures from any available manual, the first up to CR 5, the second up to CR 11, and the second up to CR 20. These creatures must be of the same creature type as you and once chosen can never be changed.
You have the constant benefit of a Shapechange spell except for the following distinctions:
-This effect can never be dispelled and you don’t require concentration.
-You may only turn into either your base form or one of the forms chosen above, but you MUST still meet the level to CR requirements in order to transform to a monstrous form (so a Champion may turn into either of the first two forms, but not the CR 20 one).
-These forms are not generic members of their respective species, instead, they are all unique and Divine versions of them: they bear your mark and signature look in some way or another, though the CR 5 and 11 one may be more covert in that aspect, if you have a Loki-esque trickster thing going on.
-Transforming into the first form costs 1 DP, transforming into the second costs 2 DPs and transforming into the third costs 5 DPs. Transforming back is free.
Wishmaker
“As you will so it shall be.”
You may cast Wish by expending 3/6/12 DPs , except the casting time is 10 minutes and you suffer no stress from casting it.
The wish cast through this talent is empowered by your divine animus, enlarging its range to up to an area of 24/48/90 miles around you.
If the Wish was made to duplicate another spell, this new radius becomes its range and you can target as many targets within it as you desire, the same applies to the alternate effects of a wish if applicable.
If the Wish was made to create a custom effect, then you can alter the landscape within range and all its inhabitants to suit your needs. As a rule of thumb, the effect should be more contained if you are a Scion and quite powerful if you are an Avatar, you can either affect a few things with great impact (turning the inhabitants of a single town to stone, or into pigs, or making them rich, creating an army of constructs) or a large number of things with a lesser impact (granting the kingdom bountiful harvests for a 100 years, cursing the firstborns of a bloodline to have nightmares about you, calling forth all the animals and birds). Mortals cannot resist such awesome power, but Divines are utterly unaffected unless you are within 60 ft. of them as per the wishing and they are the sole target, at that point, they save at a disadvantage.
Alternatively, you may grant someone else your wish. To do so you must spend an action to formally ask someone what they desire (this replaces your casting time of 10 minutes), then they may answer or decline. The wisher must either be divine, be at least level 11 (or CR 11) or be of noble blood (feel free to add other setting relevant parameters, of course).
Assuming they do answer if they are divine, you two may share the cost of casting (half the cost each, rounded down for him and up for you). If they are not, you need to pay the cost alone but the DP cost is halved (rounded down), the rest is supplied by the wishful nature of mortals (whom you can totally trust are definitely not the corrupted Asura’s minions, no sir).
Once you formally ask another being for a wish you may not retract the offer, it must be replied to or declined, nor can you veto the wish if you do not like it, though you are of course allowed to twist and play with his or her words (that’s the fun part!).
If the creature asked for a wish is under any kind of duress, control, enchantment, or domination then the wish does not work (but the used DPs are not consumed).