When will we get stats for the gods of the forgotten realms?
After reading about the deeds of the Dead Three, It got me wondering how they were able to hunt down Jergal and take his place in the pantheon in a sense.
Dead Three just sound like a party of 3 Player Characters who had an epic campaign to kill a god and basically succeeded.
You forgot expertise in all saving throws and immunity to all effects caused by non-divine beings. ;-)
On a more serious note: if you really want your players to challenge the gods that is a fair bit beyond level 20. And by extension a fair bit beyond the D&D 5 rules.
You should probably have a look at the "Epic Boons" in the DMG and the old 3.5 rules.
Although if you really wish to go that way I would just say the PCs are now gods and start at level 1, effectively switching the setting to the divine planes but keeping the normal 5th edition rules.
You could probably tweak some high-level celestial stat blocks like a Solar or Empyrean. For example, if you wanted to make a god of storms, replace some of the radiant damage spells with high-level versions of call lightning or thunderwave. You could also change the fiend tag on a Balor or Pit Fiend to celestial to make an evil god/goddess.
They would all be CR 30 or Higher. Tiamat is the only deity that has been stated.
And it should be noted that she's basically just an avatar in Rise of Tiamat. Defeating her in the module just sends her back to the Nine Hells and she can't take physical form for a time. All you can do is drive her off.
Facing a deity on their home plane is the only way to destroy them. On the home plane, they'll have an almost endless host of fiends, elementals, or celestials. Further, in most editions of the game, deities have complete control of their home plane. They could just transmute all the air within a mile into molten lead while moving all their allies to safety. Have fun! And if you get out of that they can dump an army of balors on your head. If you kill those... their power goes right back to the deity and the plane. They'll just make another one. That's why the Blood War is endless.
The reason they don't stat them is because you are never supposed to fight them.
I'd imagine that most gods are at least level 30, I'm currently developing levels above 20 and CR's up to 50, so most gods would fit in between CR 30-50. The Dead Three might be the exception, slightly lower challenge rating.
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Please check out my homebrew, I would appreciate feedback:
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
If the (insert name here) is targeted by a spell of 9th level or lower, the spell fails.
Innate Spellcasting.
The (insert name here)'s innate spellcasting ability is Intelligence (spell save DC 44, +36 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: all of them
Legendary Resistance.
If the (insert name here) fails a saving throw, it can choose to succeed instead.
Actions
Multiattack.
The (insert name here) makes one hundred attacks.
Unarmed Strike.
Melee Weapon Attack: +36 to hit, reach 100 ft., one target. Hit: instant death.
Legendary Actions
The monster can take infinite legendary actions, choosing from the options below.
Unarmed Attack.
The (insert name here) makes a Unarmed Stike attack.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
The gods in 5e are really meant to be unassailable using the stated rules/stats. Even Tiamat (a relatively minor god) has a CR of 30, and that challenge rating isn't to kill her, just banish her/keep her from re-forming for a time.
The Demon Lords and Archdevils are not gods in the normal sense, but even the most powerful archdevils (think Asmodeus and Mephistopheles) and demon lords (Lolth) skirt the edges of godhood and would blow right past CR 30 into levels that aren't published (and certainly aren't balanced for play).
Plus, the only way to kill them permanently would be to do so in their own realm, where they are said to have near limitless powers to warp their local reality.
They decided a while ago to never make official stat blocks for gods. Otherwise almost every player would be wanting to achieve that level of power and steal thor's hammer, etc. Basically having them it would change the power level players are expected to get to massively and so they decided not to do it. I think Matt Colville talks about it in his video on villains.
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We have stats for the Demon lords and Devils.
When will we get stats for the gods of the forgotten realms?
After reading about the deeds of the Dead Three, It got me wondering how they were able to hunt down Jergal and take his place in the pantheon in a sense.
Dead Three just sound like a party of 3 Player Characters who had an epic campaign to kill a god and basically succeeded.
100 AC, unlimited spells, 20000 health, 30s in all stats, there you go
You forgot expertise in all saving throws and immunity to all effects caused by non-divine beings. ;-)
On a more serious note: if you really want your players to challenge the gods that is a fair bit beyond level 20. And by extension a fair bit beyond the D&D 5 rules.
You should probably have a look at the "Epic Boons" in the DMG and the old 3.5 rules.
https://www.amazon.com/-/de/dp/0786926546/ref=mp_s_a_1_2?keywords=d & d deities and demigods&qid=1577482549&sr=8-2
Although if you really wish to go that way I would just say the PCs are now gods and start at level 1, effectively switching the setting to the divine planes but keeping the normal 5th edition rules.
They would all be CR 30 or Higher. Tiamat is the only deity that has been stated.
You could probably tweak some high-level celestial stat blocks like a Solar or Empyrean. For example, if you wanted to make a god of storms, replace some of the radiant damage spells with high-level versions of call lightning or thunderwave. You could also change the fiend tag on a Balor or Pit Fiend to celestial to make an evil god/goddess.
And it should be noted that she's basically just an avatar in Rise of Tiamat. Defeating her in the module just sends her back to the Nine Hells and she can't take physical form for a time. All you can do is drive her off.
Facing a deity on their home plane is the only way to destroy them. On the home plane, they'll have an almost endless host of fiends, elementals, or celestials. Further, in most editions of the game, deities have complete control of their home plane. They could just transmute all the air within a mile into molten lead while moving all their allies to safety. Have fun! And if you get out of that they can dump an army of balors on your head. If you kill those... their power goes right back to the deity and the plane. They'll just make another one. That's why the Blood War is endless.
The reason they don't stat them is because you are never supposed to fight them.
I'd imagine that most gods are at least level 30, I'm currently developing levels above 20 and CR's up to 50, so most gods would fit in between CR 30-50. The Dead Three might be the exception, slightly lower challenge rating.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Unless you want a really, really, really minor god, don't stat them. Ex: the god of dndbeyond forum games (gargantuan abomination, chaotic evil)
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Ok, made a god stat block.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
(insert name here)
Gargantuan God, any alignment
Armor Class
beyond mortal comprehension
Hit Points
61000 (1000d100 + 10000)
Speed
400 ft., burrow 400 ft., climb 400 ft., fly 400 ft., swim 400 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws
Str +36, Dex +36, Con +36, Int +36, Wis +36, Cha +36
Skills
Acrobatics +62, Animal Handling +62, Arcana +62, Deception +62, History +62, Insight +62, Intimidation +62, Investigation +62, Medicine +62, Nature +62, Perception +62, Performance +62, Persuasion +62, Religion +62, Sleight of Hand +62, Stealth +62, Survival +62
Damage Immunities
damage
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, invisible, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses
blindsight 1000 ft., darkvision 1000 ft., tremorsense 1000 ft., truesight 1000 ft., passive Perception 72
Languages
All, telepathy 10000 ft.
Challenge
99 (??? XP)
Always Succeed.
If the (insert name here) is targeted by a spell of 9th level or lower, the spell fails.
Innate Spellcasting.
The (insert name here)'s innate spellcasting ability is Intelligence (spell save DC 44, +36 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Legendary Resistance.
If the (insert name here) fails a saving throw, it can choose to succeed instead.
Actions
Multiattack.
The (insert name here) makes one hundred attacks.
Unarmed Strike.
Melee Weapon Attack: +36 to hit, reach 100 ft., one target. Hit: instant death.
Legendary Actions
Unarmed Attack.
The (insert name here) makes a Unarmed Stike attack.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Devils are like asmodeus right.
and asmodeus is a counts as a god so what cr level are devils.
o m g I am so rong.
The gods in 5e are really meant to be unassailable using the stated rules/stats. Even Tiamat (a relatively minor god) has a CR of 30, and that challenge rating isn't to kill her, just banish her/keep her from re-forming for a time.
The Demon Lords and Archdevils are not gods in the normal sense, but even the most powerful archdevils (think Asmodeus and Mephistopheles) and demon lords (Lolth) skirt the edges of godhood and would blow right past CR 30 into levels that aren't published (and certainly aren't balanced for play).
Plus, the only way to kill them permanently would be to do so in their own realm, where they are said to have near limitless powers to warp their local reality.
They decided a while ago to never make official stat blocks for gods. Otherwise almost every player would be wanting to achieve that level of power and steal thor's hammer, etc. Basically having them it would change the power level players are expected to get to massively and so they decided not to do it. I think Matt Colville talks about it in his video on villains.