Striped of your divinity and forced down to the material plane whether by your own free will or by force to atone for a (literally) unspeakable act. You now walk amongst mortals and attempt to make the best of your situation.
- Skill Proficiencies: Chose a Skill you are proficient with and double the proficiency bonus.
- Tool Proficiencies: Choose 1 Tool to become proficient with
- Equipment: Choose a Weapon you are proficient with and double your proficiency bonus while using this weapon
Choose a set of Armor you are proficient with and add +1 to your AC while using this armor
Start with 17gp
With your Exile from the heavens, you've shaken the foundations of the universe causing you to be nearly erased in the minds of mortals. However, a few still remember you and will try to follow you though they may be referred to as cultists or madmen.
When you enter a town make a Charisma check DC depends on town size
- 5 Metropolis (1d4 + Cha)
- 10 Cities (1d6 + Cha)
- 15 Towns (1d8 + Cha)
- 20 Villages (1d10+ Cha)
- 25 Hamlet (1d12 + Cha)
- 30 Thorps (1d20+ Cha)
Should you make the DC, you will be found by a number of followers (listed in the parenthesis) and they will offer free food and lodging, along with any other benefits per GM discretion
Suggested Characteristics
Your newfound mortality is at times hard for you to grasp at times
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Posted Apr 19, 2022Sent down from this guy
https://www.dndbeyond.com/backgrounds/30171-exiled-god
Maybe give a follow?
https://www.youtube.com/channel/UCJBEEZc7QDlu3Hbz6m--J3A
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Posted May 29, 2023The other one was better, I mean, only proficient with ONE tool? Even proficiency with every weapon, armour and knowing every language is underpowered! Maybe give it access to all spells at level one to balance it…?
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Posted Sep 8, 2023Yeah am i right. Almost no customibility.