You are a god of a certian body of water. That water is magical and is not only the source of your power, but it's the source of your imortality and the place of your greatest strength. While in your domian, your power rivals that of major gods. But while far enough outside it, you have only a fraction of your imortality and power.
Normaly gods of your like don't leave their domians, but you left either because you needed power to further deffend your home from the increasing attacks or because you need power to face an even greater threat, one you could not possibly face in your curent state.
So now you are an adventurer, infused with only a fraction of your divine and arcane magic and with a special ability that allows you to come home when your water is under seige.
- Skill Proficiencies: You gain proficency with one martial weapon of your chosing and the Religion skill.
- Tool Proficiencies: You gain no extra tool proficiencies.
- Languages: You gain the Supernal language. Aditionaly, your DM may allow you to gain the Druidic language.
- Equipment: You start off with a legendary waterskin, called (name of your lake here) waterskin. Whenever your sacred water is drank, you take 50 force damage, which cannot be reduced in any way. However, when that water is poured onto the head of any creature with an alingment, they are transported on the eastern shore of your divine body of water. When full, this waterskin counts as an arcane and a divine focus.
Roll a d8. Whatever you roll determines your alignment. If you roll a 8, reroll untill you get a number besides 8. You also may chose from the table.
1: Chaotic Evil. You wish for the prosperity of your water and the destruction of everything else.
2: Lawful Evil. You have a master of a chaotic evil alingment. You wish for nothing except for your water to be left alone and you carry out your master's bidding to ensure the saftey of your water. But, personaly, you like your job.
3: Neuteral Evil. Something goes near your water, and you kill it. There is no warrning. Only death.
4: Lawful Neuteral. You have made a deal with a few of the surounding countries. They stay away from your lake, and you serve them, regardless of the order.
5: Chaotic Neuteral. You only care for your water, and everthing you do is for it. You're a good person, kind and caring, yet you tell no one about your lake. And whenever someone goes near it, no matter who it is, you kill.
6: Neuteral. You realy are only concered for yourself and your lake. You protect your colleages because they help you gain power, but you only care for that reason. However, when someone comes near your lake, you give them a warning. Then you kill.
7: Nuteral Good. You don't care who knows about your lake, and you give chances for people to turn away. Then, you wait at your lake to see if they come. If they do, you fight and beat them unconsince. Then, you take the sleepers and drop them at the edge of the forest.
No matter where you are, you know where every creature within 2 miles of your lake is. If they are intellegent creatures, you know exactly who they are and their intentions of being there. Then, assuming you are in a location where you're able to telleport, you may instantaniously telleport to wherever on the shore of your body of water.
Within one mile of your body of water, you have imunity to all damage and cannot die. You cannot gain dissease or have the poisoned condition while within 1 mile of your body of water. Also, while within that range, you have infinite spell slots of which you have spell levels for. You can concentrate on up to three spells at once. Also, all your ability scores are 22 while within 2 miles of your body of water.
While farther than 1 mile away from your domian, you still cannot age and you cannot gain or die from dissease. Otherwise, you are a normal adventurer.
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