Obviously this is not something she will achieve during the campaign. But I thought it would be fine for it to be a goal she can attain by the end. Any ideas as to what that would entail? To give her some quests etc to make that achievement mean something more that just me narrating it happens at the end.
I would start with getting them to level 20, then have them do a series of epic quests (probably for whatever god they serve) as a means to gain blessings/boons, and finally you can have them do a bunch of quest where the defeat and take the power of a bunch of demigods/titans (most likely corrupt ones) essentially becoming a god themselves. Then you could have a mock campaign where they totally annihilate a bunch of enemies with the full power of the gods. Just for fun.
I’d say maybe find a way to make their god some kind of patron that they will kind of work under as a demigod. Maybe the pally has a chat with an angel type thing, working for the god, saying the god has noticed them, and they have the potential to be rewarded for their efforts. Then you can lay some kind of side quest on them to let them earn that next level.
As far as details, what is the pally’s oath. What kinds of gods do they believe in. That can help with ideas for what they might do.
Have their god already have a demigod - and the demigod has betrayed them, or fallen lazy, been dealing with demons, or whatever they need to do to be considered worth killing. The god tells the Paladin that if they slay this demigod, thye can take their place.
such a quest, however, screams of main character and spotlight hogging, and also would normally be considered something to do alone. You might be better off offering this as a solo adventure after level 20, or offering it to the party but letting them decide to go out on their own instead and get the same treatment of their characters life-goals - avoid making the main plot all about the paladin!
Alternatively, make their oath and such involve trials by this god. Make the lore in your world that the most devout of the god's servants can ascend to demigod. Then make notes throughout the campaign, in detail, of things the paladin has done which went for and against the god's teachings. Consider making trials for each transgression, so start thinking about them as the campaign goes so that you build up their final test. If they fall too far off the rails, the quest will be impossible. If they were very good and followed their mantra's properly, then the trials will be easy. Ensure that the player knows what their god expects of them at the start of the campaign, so that they don't feel like they are being screwed over.
Then chuck the adventure at them when your campaign wraps up and you think they are powerful enough - ideally Tier 4, to make it feel right!
I suppose it depends on what kind of demigod they want to be. It's important to remember that usually a demigod is just a child of a mortal and a god.
1. Theros demigod
2. Traditional demigod
3. Lesser God demigod
4. Baldurs Gate (video game) demigod
1. If it's of the Theros variety then there's already an easy set up for it from that Module and while they're a bit better than your standard PC, I don't think it'll break your campaign.
2. Traditional demigods were incredibly variable that ranged from regular people to full gods. A PC demigod could easily just be a skilled person whose parent just happened to sleep with a God. You could also say that their Paladin abilities come from that connection rather than a traditional Oath (though mechanically the same). If you were feeling particularly kind then giving them Lucky could signify their Godly heritage looking out for them a bit.
3. Lesser God would be end game stuff. And could be tied into a reward from the parent or "parent" if they weren't born to said God.
4. I would avoid this. Video game mechanics rarely translate well to DnD actual and tend to cause lack of fun for anyone who isn't that person.
Give out this quest to the Paladin at any level but they should expect to complete around about level 17 (ish) so they need to be aware its a long term commitment.
Enter an Arch-devil or Demonlord in whatever guise you wish (so may not appear to be fiendish in any way), they offer the paladin a deal/contract; Perform a series of tasks and if they are all succesful then the reward will be Demi-Godhood. The tasks can be anything from those based on the 12 tasks of hercules to visitng certain shrines and performing a ritual or even helping other party members achieve their goals.
The reward is actually very easy to give out, if successful the fiend casts a version of Wish or True Polymorph and transforms the paladin into an Empyrean (CR23 creatures and effectively children of gods), the twist is the Paladin gets transformed into the neutral evil variant of the Empyrean and becomes a general in the Blood War.
The small print in the contract dictates that should the Paladin die before completing the tasks or decide not to complete them then they agree as a rank and file soldier in the blood war for a period of (insert any timescale).
Are you familiar with the 12 Labours of Hercules? In a home game I rolled an Oath of Glory Paladin with that as my inspiration (well, that and the 300 Spartans). Ultimately, Zeus raises Hercules to the status of godhood once he completes the labours that Hera set before him.
The best part about the Labours is that they involve puzzles, epic fights, exploration and artifacts. Assuming godhood is something the player wants, why not stir up a hornets nest of drama with a god that sets them on the path! Set up the drama early on (tier 1) and the hook can take the party all the way to 20. Lets you deliver on the individual players goal while delivering something for everyone at your table.
Have their god already have a demigod - and the demigod has betrayed them, or fallen lazy, been dealing with demons, or whatever they need to do to be considered worth killing. The god tells the Paladin that if they slay this demigod, thye can take their place.
such a quest, however, screams of main character and spotlight hogging, and also would normally be considered something to do alone. You might be better off offering this as a solo adventure after level 20, or offering it to the party but letting them decide to go out on their own instead and get the same treatment of their characters life-goals - avoid making the main plot all about the paladin!
Alternatively, make their oath and such involve trials by this god. Make the lore in your world that the most devout of the god's servants can ascend to demigod. Then make notes throughout the campaign, in detail, of things the paladin has done which went for and against the god's teachings. Consider making trials for each transgression, so start thinking about them as the campaign goes so that you build up their final test. If they fall too far off the rails, the quest will be impossible. If they were very good and followed their mantra's properly, then the trials will be easy. Ensure that the player knows what their god expects of them at the start of the campaign, so that they don't feel like they are being screwed over.
Then chuck the adventure at them when your campaign wraps up and you think they are powerful enough - ideally Tier 4, to make it feel right!
Ooooh! This might actually work with a twist.
The campaign BBEG is Asmodeus who has this master plan to win the blood war and take over the Abyss. The party is trying to stop it. I could easily have some celestial involvement and then have them betray the party. They will want to kill it. And she can get rewarded by being offered their place. This way its not too spotlighty.
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Obviously this is not something she will achieve during the campaign. But I thought it would be fine for it to be a goal she can attain by the end. Any ideas as to what that would entail? To give her some quests etc to make that achievement mean something more that just me narrating it happens at the end.
I would start with getting them to level 20, then have them do a series of epic quests (probably for whatever god they serve) as a means to gain blessings/boons, and finally you can have them do a bunch of quest where the defeat and take the power of a bunch of demigods/titans (most likely corrupt ones) essentially becoming a god themselves. Then you could have a mock campaign where they totally annihilate a bunch of enemies with the full power of the gods. Just for fun.
I’d say maybe find a way to make their god some kind of patron that they will kind of work under as a demigod. Maybe the pally has a chat with an angel type thing, working for the god, saying the god has noticed them, and they have the potential to be rewarded for their efforts. Then you can lay some kind of side quest on them to let them earn that next level.
As far as details, what is the pally’s oath. What kinds of gods do they believe in. That can help with ideas for what they might do.
A series of epic quests tailored to her Oath
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Step one: kill a god
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Have their god already have a demigod - and the demigod has betrayed them, or fallen lazy, been dealing with demons, or whatever they need to do to be considered worth killing. The god tells the Paladin that if they slay this demigod, thye can take their place.
such a quest, however, screams of main character and spotlight hogging, and also would normally be considered something to do alone. You might be better off offering this as a solo adventure after level 20, or offering it to the party but letting them decide to go out on their own instead and get the same treatment of their characters life-goals - avoid making the main plot all about the paladin!
Alternatively, make their oath and such involve trials by this god. Make the lore in your world that the most devout of the god's servants can ascend to demigod. Then make notes throughout the campaign, in detail, of things the paladin has done which went for and against the god's teachings. Consider making trials for each transgression, so start thinking about them as the campaign goes so that you build up their final test. If they fall too far off the rails, the quest will be impossible. If they were very good and followed their mantra's properly, then the trials will be easy. Ensure that the player knows what their god expects of them at the start of the campaign, so that they don't feel like they are being screwed over.
Then chuck the adventure at them when your campaign wraps up and you think they are powerful enough - ideally Tier 4, to make it feel right!
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I suppose it depends on what kind of demigod they want to be. It's important to remember that usually a demigod is just a child of a mortal and a god.
1. Theros demigod
2. Traditional demigod
3. Lesser God demigod
4. Baldurs Gate (video game) demigod
1. If it's of the Theros variety then there's already an easy set up for it from that Module and while they're a bit better than your standard PC, I don't think it'll break your campaign.
2. Traditional demigods were incredibly variable that ranged from regular people to full gods. A PC demigod could easily just be a skilled person whose parent just happened to sleep with a God. You could also say that their Paladin abilities come from that connection rather than a traditional Oath (though mechanically the same). If you were feeling particularly kind then giving them Lucky could signify their Godly heritage looking out for them a bit.
3. Lesser God would be end game stuff. And could be tied into a reward from the parent or "parent" if they weren't born to said God.
4. I would avoid this. Video game mechanics rarely translate well to DnD actual and tend to cause lack of fun for anyone who isn't that person.
(semi serious response)
Give out this quest to the Paladin at any level but they should expect to complete around about level 17 (ish) so they need to be aware its a long term commitment.
Enter an Arch-devil or Demonlord in whatever guise you wish (so may not appear to be fiendish in any way), they offer the paladin a deal/contract; Perform a series of tasks and if they are all succesful then the reward will be Demi-Godhood. The tasks can be anything from those based on the 12 tasks of hercules to visitng certain shrines and performing a ritual or even helping other party members achieve their goals.
The reward is actually very easy to give out, if successful the fiend casts a version of Wish or True Polymorph and transforms the paladin into an Empyrean (CR23 creatures and effectively children of gods), the twist is the Paladin gets transformed into the neutral evil variant of the Empyrean and becomes a general in the Blood War.
The small print in the contract dictates that should the Paladin die before completing the tasks or decide not to complete them then they agree as a rank and file soldier in the blood war for a period of (insert any timescale).
Are you familiar with the 12 Labours of Hercules? In a home game I rolled an Oath of Glory Paladin with that as my inspiration (well, that and the 300 Spartans). Ultimately, Zeus raises Hercules to the status of godhood once he completes the labours that Hera set before him.
The best part about the Labours is that they involve puzzles, epic fights, exploration and artifacts. Assuming godhood is something the player wants, why not stir up a hornets nest of drama with a god that sets them on the path! Set up the drama early on (tier 1) and the hook can take the party all the way to 20. Lets you deliver on the individual players goal while delivering something for everyone at your table.
https://en.m.wikipedia.org/wiki/Labours_of_Hercules
Don't they all?
Paladins, amirite?
🤣
You know the whole campaign is geared towards defeating Asmodeus. So maybe
Ooooh! This might actually work with a twist.
The campaign BBEG is Asmodeus who has this master plan to win the blood war and take over the Abyss. The party is trying to stop it. I could easily have some celestial involvement and then have them betray the party. They will want to kill it. And she can get rewarded by being offered their place. This way its not too spotlighty.