I'm starting a homebrew campaign pretty soon and I have a couple holy characters. I want to allow my players to loosely interact with their gods and ultimately gain favor with them or allow them to fall from their favor. My original idea for doing this was to have it on a table like the factions with the adventurer's league where they went up a "rank" as they gained "favor points" with their chosen deity and as they ascend, up to "rank 5" they get unique buffs or gifts from their gods/goddesses as well as being asked to carry out special quests. My question here is, does anyone have any ideas for what the gods might gift players? Example: One of my players is a Paladin following a nature god who has become obscure. In the future I want to allow him to cast a couple of nature based spells in exchange for him setting up an alter for his god in a couple cities. Any other generalized ideas?
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I don't run from evil. Evil runs from me.
-Vimul "Fiend-fisher" Thulinaga, Goliath Bloodhunter, Order of the Lycan
I'd suggest switching the Paladins damage for abilities to a type that matches their God, eg instead of radiant damage swop it for necrotic for a death God or one of the elements for anyone else. This change wouldn't be game breaking as your just swopping a type and not increasing actual damage. If you want to use 'Piety' as a measure simply give them access to spells they don't normally get- maybe select some from other domains to again keep the spells of new appropriate level. Another idea may be to give the +1 sword/armour but increase to +2 and eventually +3 based on actions (and an appropriate level) and demote then damage for misbehavior
One of the players in a campaign I run plays a warlock. Periodically if the character does something that pleases or upsets his patron I'll tinker with his pact abilities for a short time. For example, I've reduced the temporary HP he gains by 3 until the next long rest, or increased the damage of his Eldritch Blast by +1 on his next 1d6 attacks. Also nothing wrong with providing inspiration.
I think in this case expanding the spell list with some nature based spells makes sense. I'd also think about providing an animal companion that would be relevant to this god.
Alright, that helps a good bit. Thanks for the examples.
I didn't think of changing the damage types, that's a good idea that I really like. I can also do the armor pretty easily too, plus that adds on a nice quest for the group too.
Inspiration and temporary hp is a nice thing to toss out every now and then as a token of a deity's approval.
One of my players is worshiping a water goddess so I figured at some point granting him a higher swim speed and maybe water breathing as well.
I'd suggest switching the Paladins damage for abilities to a type that matches their God, eg instead of radiant damage swop it for necrotic for a death God or one of the elements for anyone else. This change wouldn't be game breaking as your just swopping a type and not increasing actual damage. If you want to use 'Piety' as a measure simply give them access to spells they don't normally get- maybe select some from other domains to again keep the spells of new appropriate level. Another idea may be to give the +1 sword/armour but increase to +2 and eventually +3 based on actions (and an appropriate level) and demote then damage for misbehavior
It could be game breaking as radiant damage is important against many types of enemies, and so you could effectively be penalizing the character without realizing it, especially if your game is going to focus on the monsters where radiant damage is important.
This is an important oversight now that you mention it. I'm Ultimately going to be having my Player facing some pretty nasty god type creatures at the end of each arc. Vecna for one and a champion of Orcus, if not Orcus himself, for another and for each of those Radiant Damage would be pretty important there I feel (Since there's no official monster block for either of those that i know of). By that time though each of them would have found the special holy armor and/or weapon of their deities so maybe i can work something there.
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I don't run from evil. Evil runs from me.
-Vimul "Fiend-fisher" Thulinaga, Goliath Bloodhunter, Order of the Lycan
This is an important oversight now that you mention it. I'm Ultimately going to be having my Player facing some pretty nasty god type creatures at the end of each arc. Vecna for one and a champion of Orcus, if not Orcus himself, for another and for each of those Radiant Damage would be pretty important there I feel (Since there's no official monster block for either of those that i know of). By that time though each of them would have found the special holy armor and/or weapon of their deities so maybe i can work something there.
I'm planning to have the party fight Jubilex in one of my games, and the campaign I'm planning to do in real life will feature a Chosen of Baphomet, Avatars of Tiamat and Grolantor, and the creator of the tarrasque, but I could really use some help with the stat blocks for some of the more powerful ones.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I'm planning to have the party fight Jubilex in one of my games, and the campaign I'm planning to do in real life will feature a Chosen of Baphomet, Avatars of Tiamat and Grolantor, and the creator of the tarrasque, but I could really use some help with the stat blocks for some of the more powerful ones.
Same. Something tells me I'm just going to have to come up with something on my own. That's a long ways off so by that time I should have plenty of experience with creating my own creatures and/or altering existing ones to serve the purpose. With it being a "God" the CR is going to be very high. CR 20 at least.
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I don't run from evil. Evil runs from me.
-Vimul "Fiend-fisher" Thulinaga, Goliath Bloodhunter, Order of the Lycan
There probably isn't a stat block for Vecna, but maybe if we beg Matt Mercer (Critical Role, really should watch it especially the final campaign arc involving vecna) he will eventually post his stats for Vecna. I believe Orcus is in the monster manual. A champion of Orcus probably has an artifact from Orcus.
Gods should be much higher than CR 20. I think Orcus is ranging at CR 20+ and he isn't technically a god in 5th edition.
I'm planning to have the party fight Jubilex in one of my games, and the campaign I'm planning to do in real life will feature a Chosen of Baphomet, Avatars of Tiamat and Grolantor, and the creator of the tarrasque, but I could really use some help with the stat blocks for some of the more powerful ones.
Same. Something tells me I'm just going to have to come up with something on my own. That's a long ways off so by that time I should have plenty of experience with creating my own creatures and/or altering existing ones to serve the purpose. With it being a "God" the CR is going to be very high. CR 20 at least.
I'm reskinning a solar for the Avatar of Grolantor (bludgeoning damage, anyone?); I'll use an ancient black dragon for the Avatar of Tiamat; and Baphomet's Chosen will be based on a plain, ordinary minotaur, but much more dangerous (maybe with a bit of goristro thrown in, or maybe just a goristro). I'm at a loss for the others, though.
Rise of Tiamat adventure might help you if you have access to it. I haven't bought it yet, so I can't specify what it actually contains and what it doesn't.
In my game My players have a very open line with the gods. Often asking them for Guidance and gaining " Gifts" in battle, a good way of describing it is read the Percy Jackson / Heroes of Olympus series.
Some of the ways my group deals with gods
Prayer : Praying is really the best way to get a Gods attention having something with their symbol on it that asks like a phone
Sleep : Dreams in most cases allows certain classes to travel places ( Mainly Mages) Dreams are good way to talk to the gods
Near Death Experience : Say they are about to die they failed two death saves Have their God save them while asking them to do something in return
Rise of Tiamat adventure might help you if you have access to it. I haven't bought it yet, so I can't specify what it actually contains and what it doesn't.
I don't have Rise of Tiamat, but the ancient black dragon fits the storyline. I just need a Blessed Hydra.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
The reverse could also be true- the paladin May never face an enemy weak to his attacks- if a DM is changing his damage type im sure he would make sure he gives the paladin the opportunity to use new damage type. I maintain that swopping one damage type for another is never going to be so crippling or overpowering that in the long run it makes a difference- it's simply a flavour change for helping characterise the PC more that minimises balance adjustments. Yes if they are mainly fighting undead they will miss the radiant damage, but if they swop to something like fire damage then plant based enemies and trolls will all feel it. My suggestion is not made to make the paladin more or less powerful, simply more unique
Regarding the damage type swap, would it be too game breaking to let the paladin choose between the two types when they make their attack roll? My initial thought was to allow the attack to be a dual damage type. Either way you'd be adding an extra layer of complexity for the player and for your encounter design.
I'd maybe argue that doing duel damage like that would give only benefit ( no drawbacks) so is more suited to a higher level character facing tougher opponents. Maybe give a choice after each long rest so it's not too overpowered- give him choice of prayers each day to modify the damage type of his paladin abilities- as he adventures more he finds ancient texts and scrolls with prayers detailed
I'd maybe argue that doing duel damage like that would give only benefit ( no drawbacks) so is more suited to a higher level character facing tougher opponents. Maybe give a choice after each long rest so it's not too overpowered- give him choice of prayers each day to modify the damage type of his paladin abilities- as he adventures more he finds ancient texts and scrolls with prayers detailed
I like that quite a bit. Adds a bit of versatility into the role and gives the player a reason to get more into their character and think about preying to their god/dess more frequently.
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I don't run from evil. Evil runs from me.
-Vimul "Fiend-fisher" Thulinaga, Goliath Bloodhunter, Order of the Lycan
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I'm starting a homebrew campaign pretty soon and I have a couple holy characters. I want to allow my players to loosely interact with their gods and ultimately gain favor with them or allow them to fall from their favor. My original idea for doing this was to have it on a table like the factions with the adventurer's league where they went up a "rank" as they gained "favor points" with their chosen deity and as they ascend, up to "rank 5" they get unique buffs or gifts from their gods/goddesses as well as being asked to carry out special quests. My question here is, does anyone have any ideas for what the gods might gift players? Example: One of my players is a Paladin following a nature god who has become obscure. In the future I want to allow him to cast a couple of nature based spells in exchange for him setting up an alter for his god in a couple cities. Any other generalized ideas?
I don't run from evil. Evil runs from me.
-Vimul "Fiend-fisher" Thulinaga, Goliath Bloodhunter, Order of the Lycan
I'd suggest switching the Paladins damage for abilities to a type that matches their God, eg instead of radiant damage swop it for necrotic for a death God or one of the elements for anyone else. This change wouldn't be game breaking as your just swopping a type and not increasing actual damage. If you want to use 'Piety' as a measure simply give them access to spells they don't normally get- maybe select some from other domains to again keep the spells of new appropriate level. Another idea may be to give the +1 sword/armour but increase to +2 and eventually +3 based on actions (and an appropriate level) and demote then damage for misbehavior
One of the players in a campaign I run plays a warlock. Periodically if the character does something that pleases or upsets his patron I'll tinker with his pact abilities for a short time. For example, I've reduced the temporary HP he gains by 3 until the next long rest, or increased the damage of his Eldritch Blast by +1 on his next 1d6 attacks. Also nothing wrong with providing inspiration.
I think in this case expanding the spell list with some nature based spells makes sense. I'd also think about providing an animal companion that would be relevant to this god.
Alright, that helps a good bit. Thanks for the examples.
I didn't think of changing the damage types, that's a good idea that I really like. I can also do the armor pretty easily too, plus that adds on a nice quest for the group too.
Inspiration and temporary hp is a nice thing to toss out every now and then as a token of a deity's approval.
One of my players is worshiping a water goddess so I figured at some point granting him a higher swim speed and maybe water breathing as well.
I don't run from evil. Evil runs from me.
-Vimul "Fiend-fisher" Thulinaga, Goliath Bloodhunter, Order of the Lycan
This is an important oversight now that you mention it. I'm Ultimately going to be having my Player facing some pretty nasty god type creatures at the end of each arc. Vecna for one and a champion of Orcus, if not Orcus himself, for another and for each of those Radiant Damage would be pretty important there I feel (Since there's no official monster block for either of those that i know of). By that time though each of them would have found the special holy armor and/or weapon of their deities so maybe i can work something there.
I don't run from evil. Evil runs from me.
-Vimul "Fiend-fisher" Thulinaga, Goliath Bloodhunter, Order of the Lycan
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I don't run from evil. Evil runs from me.
-Vimul "Fiend-fisher" Thulinaga, Goliath Bloodhunter, Order of the Lycan
There probably isn't a stat block for Vecna, but maybe if we beg Matt Mercer (Critical Role, really should watch it especially the final campaign arc involving vecna) he will eventually post his stats for Vecna. I believe Orcus is in the monster manual. A champion of Orcus probably has an artifact from Orcus.
Gods should be much higher than CR 20. I think Orcus is ranging at CR 20+ and he isn't technically a god in 5th edition.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Rise of Tiamat adventure might help you if you have access to it. I haven't bought it yet, so I can't specify what it actually contains and what it doesn't.
In my game My players have a very open line with the gods. Often asking them for Guidance and gaining " Gifts" in battle, a good way of describing it is read the Percy Jackson / Heroes of Olympus series.
Some of the ways my group deals with gods
Prayer : Praying is really the best way to get a Gods attention having something with their symbol on it that asks like a phone
Sleep : Dreams in most cases allows certain classes to travel places ( Mainly Mages) Dreams are good way to talk to the gods
Near Death Experience : Say they are about to die they failed two death saves Have their God save them while asking them to do something in return
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
The reverse could also be true- the paladin May never face an enemy weak to his attacks- if a DM is changing his damage type im sure he would make sure he gives the paladin the opportunity to use new damage type. I maintain that swopping one damage type for another is never going to be so crippling or overpowering that in the long run it makes a difference- it's simply a flavour change for helping characterise the PC more that minimises balance adjustments. Yes if they are mainly fighting undead they will miss the radiant damage, but if they swop to something like fire damage then plant based enemies and trolls will all feel it. My suggestion is not made to make the paladin more or less powerful, simply more unique
Regarding the damage type swap, would it be too game breaking to let the paladin choose between the two types when they make their attack roll? My initial thought was to allow the attack to be a dual damage type. Either way you'd be adding an extra layer of complexity for the player and for your encounter design.
I'd maybe argue that doing duel damage like that would give only benefit ( no drawbacks) so is more suited to a higher level character facing tougher opponents. Maybe give a choice after each long rest so it's not too overpowered- give him choice of prayers each day to modify the damage type of his paladin abilities- as he adventures more he finds ancient texts and scrolls with prayers detailed
I don't run from evil. Evil runs from me.
-Vimul "Fiend-fisher" Thulinaga, Goliath Bloodhunter, Order of the Lycan