You used to be on top of the world. Lesser beings would devote their lives to worshipping you. They would offer tribute, and carry out tasks in your name. For better or for worse, a great many would even be willing to kill in your name.
Those days are behind you now.
For one reason or another, you have been deprived of your status as a deity. You are no longer spoken of and regarded by the masses. Instead, those who speak your name are now associated with the occult, the heretical, and/or the insane.
You long for the power you lost, and the promise of a return to greatness is now your primary driving force.
However, in your quest for regained power, you must err on the side of caution, for your lack of deific power has rendered you more vulnerable, not unlike the mortals that once looked up to you.
- Skill Proficiencies: Religion
One other skill of your choice. This skill is meant to represent what kind of god you used to be. For example, a god of trickery may have proficiency in Deception or Sleight of Hand.
- Tool Proficiencies: Any tool that accurately represents your prior status as a god.
For example, a god of war may have proficiency in martial weapons. Alternatively, a god of the forge may be proficient with a smithing hammer.
It may be the case that no tools accurately represent your status as a god. Therefore, you would not have any tool proficiency from this background. Consult your GM about exploring alternatives to gaining a tool proficiency.
- Languages: You are able to speak, read, and write fluently in two of the following languages: Abyssal, Celestial, Draconic, Deep Speech, Infernal, Primordial, Sylvan, and Undercommon.
Additionally, you are able to speak, read, and write one other language commonly used by your former followers if you do not already speak that language. (For example, if you are a gnomish fallen deity and you were once revered by elves, you would be able to speak/read/write in Elvish, as many of your followers would often pray to you in their native tongue).
- Equipment: Deific Robes
You may don the robes you wore once as an indicator of your status. These robes have a certain divine quality to them. They cannot be torn or tattered by non-magical means.
While wearing these robes, your AC is 10 + your highest stat modifier, and you have advantage on Persuasion (CHA), Intimidation (CHA), and Deception (CHA) checks against your followers. If your followers are not aware that you are wearing your robes, or are otherwise convinced that you are not the fallen deity you claim to be, you do not have advantage on these rolls.
Religious Artifact
At your or the GM's discretion, you may also possess a fragment of a religious artifact that represents you. This artifact, being heavily damaged, is not able to fully supply to you the power of a god. It is not without purpose, though, as with it in your possession, you are able to ignore one component of your choice when casting a spell (Verbal, Somatic, or Material, at your own discretion).
If you are able to fully repair or recover your religious artifact, you gain the ability to ignore all components of spell when casting. Your fully repaired religious artifact will synergize with this background's feat, Next to Godliness, at later levels.
Your religious artifact can be anything you wish it to be, GM permitting. For example, it wouldn't be out of the question for a god of war's artifact to be a sword or shield, but it could also be a small amulet worn on the hip or around the neck.
Alternative
Alternatively, you may wish to forego these benefits and venture on as a deity who has been completely and utterly stripped of his former glory, with nothing of his past to help him. Be warned that you will not receive the benefits of your broken religious artifact nor your robes if you choose to play this way, but you may find and acquire one or both of these things throughout your adventure.
Guidelines for what god you may want your character to be. At most, this is a set of recommendations for if you're unsure what you want to be a god of.
Here you are, mortal, alone, cold, and hungry. You are everything your followers were, and now you must strive to regain your former glory.
This feat develops as you do, and its effects become stronger as you level up.
1st Level
You are weak, feeble, mortal. You are everything your followers were. But not all is lost, for you have acquired certain skills that both transcend are are further enabled by divinity.
You gain a +1 modifier to all Religion (INT) checks at 1st level, 2nd level, and every second character level thereafter (up to +11).
5th Level
You can feel a fraction of your deific powers returning to you. You suddenly feel a heightened sense of fortitude, as if you could shrug off a hit to the head with a mace! No, wait... two hits!
You resist all physical damage from non-magical sources.
Additionally, you resist certain damage types based on your character alignment. If your alignment is any Good alignment, you resist all Radiant damage. If your alignment is Evil, you resist all Necrotic damage.
If your character alignment is Neutral, they do not benefit from additional resistances... yet.
If your alignment is changed for any reason, willing or otherwise, your resistances will change accordingly. (For example, if your alignment is changed from Chaotic Good to Neutral Evil, you will resist Necrotic damage instead of Radiant damage)
8th Level
If your character alignment is Lawful, True, or Chaotic Neutral, you resist all Force and Thunder damage.
10th Level
Your physical body does not feel as feeble as it once did. In fact, you feel even more resilient.
Your base AC increases by 1, and you resist all Poison damage.
Additionally, you are immune to the detrimental effects of intoxication.
12th Level
You can feel your former divinity channeling within you, and the people around you have begun to notice.
If you are undisguised and wearing your divine robes, Stealth (DEX) checks automatically fail when attempting to hide within or among a group of people.
Additionally, you are immune to all physical damage, magical and non-magical.
15th Level
Your godlike power is becoming increasingly apparent, for better and for worse.
You are immune to Radiant damage or Necrotic damage based on your alignment. However, you are now vulnerable to Necrotic or Radiant damage in return. (For example, a Good-aligned character is immune to Radiant damage, but vulnerable to Necrotic damage, and vice versa for an Evil-aligned character).
If your alignment is Neutral, you gain no vulnerabilities. Instead, you become immune to Force damage and resist Psychic damage.
You may now imbue your weapons (or fists) with Radiant, Necrotic, or Force damage, based on your alignment (Good, Evil, and Neutral, respectively).
17th Level
You have nigh attained the durability of a demigod.
You are immune to all non-magical damage, and you resist all Fire, Cold, and Lightning damage.
If your alignment is Neutral, you are immune to all Thunder and Psychic damage.
20th Level
You resist all Acid damage.
Your base AC increases by 4.
You have unconditional advantage on two saving throws of your choice.
When you interact with a follower, for whatever purpose, they are considered willing creatures.
When making a skill check of any kind against any of your followers, you may choose to automatically succeed the check without rolling for it. (Doing so is not considered a critical success, you would still have to roll a d20 for that)
Anything that requires a long rest to replenish (e.g, spell slots) is replenished after a short rest instead.
This is it.
Struggle after struggle, you've come out on top.
You have returned to your former glory!
...Almost.
You are, by all means, a demigod now, but you are still limited. You cannot fully ascend to godhood without a complete religious artifact.
20th Level + Restored Religious Artifact
You have regained your right to divinity, at long last.
You are immune to all damage types (magical and non-magical) with some exceptions.
Good Alignment: Not immune to Force damage, resist Psychic and Thunder damage, remain vulnerable to all Necrotic damage.
Evil Alignment: Not immune to Force damage, resist Psychic and Thunder damage, remain vulnerable to all Radiant damage.
Neutral Alignment: Not immune to Radiant or Necrotic damage.
You can concentrate on two spells at once. If you fail a concentration roll, both concentration spells will end.
You gain one Legendary Action. This action can only be replenished by taking a long rest in the Outer Plane.
You are able to enter a different plane outside of battle at will.
In battle, you can use your action to create a portal to a different plane of your choice. You can enter & exit the portal and traverse the plane on the other side using your movement. The portal will expire after 30 seconds (5 turns), or you can close it manually by expending an action. You may also close a portal to another plane that has been made by another entity.
If at any point you lose your religious artifact, or it is significantly damaged, you return to your demigod form, and you will lose control of any portals you had open. The portals will not immediately dissipate. They will still expire naturally after 30 seconds, but you will no longer be able to manually open or close them.
Spell List
This background provides one additional spell slot than what is traditionally allowed for each class at any given level.
This additional spell slot can be occupied by any spell type (Wizard, Druid, etc.).
| Spell Level | Spells |
|---|
Suggested Characteristics
Having once been a god, you are likely to initally feel and assume that you are better than everyone else. Earlier in the campaign, this outlook may be quick to backfire on you, as you are both unpopular and unrecognized in your current state.
You may favour your followers more than you value your party members, if they are not followers themselves.
| d2 | Personality Trait |
|---|---|
| 1 | I believe I am better than those around me. After all, I come from a higher power! |
| 2 | I see these people as individuals, and every life is more interesting than the last! |
| d2 | Ideal |
|---|---|
| 1 | All lower beings should respect me, even if I'm not quite as powerful as I once was. |
| 2 | All other religions are a disease, and I am the cure. |
| d2 | Bond |
|---|---|
| 1 | My followers are my strength, I must always have more. |
| 2 | I am good friends with another god of my religion, our followers unite to form a greater whole. |
| d2 | Flaw |
|---|---|
| 1 | My judgement is clouded by arrogance and pride. How can a mere goblin stand between me and my goals?! How DARE a mere goblin stand between me and my goals! |
| 2 | I am a brazenly avaracious, duplicitious, larcenous ursine-- I mean, god... former god... |
Contacts
You may know some gods personally, such as Tiamat. Your relation with these gods is up to you and your GM to discuss.
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