fellow follower of JEFF!!!! and a fan of BotW titles include:Beastmaster Extraordinaire,Wizened Beholder of the West Wind,Salvatore's Secret Archivist,Bladesong Smith
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread, Mechanicus and Realm of Dragons,MDDTG,The Academy threads Admin of the Academy
*First, let me roll Gato creations points for the day, if that is good, 2*
*Second, Imma RP right now, and Gato's territory is 2 Feet, I believe*
A small cat is standing in the world, watching the nothingness
*x30. 2x30 for territory.*
*So 60 feet?*
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Hello! Call me GAYto or Gato (Cat in Spanish) My pronouns are They/She (Prefers She/her) I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual but this community means the world to me; you can't change that about me :[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll] I have adopted Golden, Salem, Wes, and Aspen
*First, let me roll Gato creations points for the day, if that is good, 2*
*Second, Imma RP right now, and Gato's territory is 2 Feet, I believe*
A small cat is standing in the world, watching the nothingness
*x30. 2x30 for territory.*
*So 60 feet?*
*Yep. You should probably choose how you edit that area. Think you can grow plants in it.*
*I saw that, I'll make a couple trees, and then some grass
Also, make it so if you take the stuff out of the area, It dies, so you can't make plants and sell them, and then repeat*
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Hello! Call me GAYto or Gato (Cat in Spanish) My pronouns are They/She (Prefers She/her) I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual but this community means the world to me; you can't change that about me :[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll] I have adopted Golden, Salem, Wes, and Aspen
*Gato category size is not dependent on how much land you control*
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fellow follower of JEFF!!!! and a fan of BotW titles include:Beastmaster Extraordinaire,Wizened Beholder of the West Wind,Salvatore's Secret Archivist,Bladesong Smith
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread, Mechanicus and Realm of Dragons,MDDTG,The Academy threads Admin of the Academy
You may arrange the stats of your statblock as you wish to (such as moving 5 points out of DEX to put into CHA) and to a maximum or 25 and a minimum of 5. You may also choose to start out with a nonmagical set of armor of your choice and a shield. You may also start out with a weapon of your choice, which you are attuned to and counts as a magic weapon. This weapon may be a common or uncommon magic item, and you may upgrade it a tier in rarity once you reach Category 3, then 5, then 7, then 9. The weapon you are attuned to does the amount of dice in damage that your strike ability or hurl ability does depending on if it is a ranged weapon or a melee weapon, using the damage die of that weapon (a greatsword or automatic pistol would deal one extra die in damage). You have a number of attunement slots equal to half of your proficiency bonus, plus 1.
AVATAR OF A GOD
Any size of your choice (celestial), alignment of your choice
–
Armor Class: 13+DEX mod (natural armor), +1 if Small or Tiny
HP: 110 (20d10) + 20 times CON mod
Speed: 45 ft, (may either choose 60 ft walk, 60 ft swim, 60 ftt climb, or 60 ft fly)
–
STR: 15 (+2) DEX 15 (+2) CON 15 (+2) INT 15 (+2) WIS 15 (+2) CHA 15 (+2)
–
Saving Throws: (any three)
Skills: (any five)
Resistances: Bludgeoning, Piercing, and Slashing damage from nonmagical weapons, one more damage resistance of your choice (cannot be BPS)
Immunities: Charmed or Frightened (your choice)
Senses: Darkvision 60 ft, Truesight 15 ft
Languages: Common and two more of your choice. Can understand any language but cannot speak it
Proficiency Bonus: +2 (Changes with size class)
XP: (5000 multiplied by proficiency bonus)
–
Divine Soul. When this avatar dies, it reforms 1d4-1 days later (minimum of 1). It retains its memories and reforms at the center of the god’s territory or at one of its shrines. The avatar does not require food, water, or sleep, and cannot be changed into another form against its will. Additionally, your size does not impact the size of your hit dice or the damage of your attacks. You may also cast the spell alter self at will, not requiring material components and using either Intelligence, Wisdom, or Charisma as your spellcasting modifier.
Legendary Resistance (1/day). When this avatar fails a saving throw, it may choose to succeed instead.
–
Actions
Strike.Melee Weapon Attack, + (Strength or Dexterity modifier plus Proficiency Bonus) to hit, 5 ft (10 ft for Large or Huge, 15 ft for Gargantuan) reach, one target. Hit: (3d8+STR or DEX) bludgeoning, piercing, or slashing damage, plus (half of your proficiency bonus rounded up)d6 of a damage type of your choice.
Hurl.Ranged Spell Attack, + (INT, CHA, or WIS modifier plus Proficiency Bonus) to hit, (80/200) reach, one target. Hit: (3d6+INT, DEX, or CHA) damage, (a non BPS damage type of your choice)
(Cursebearer Only, PB/2 per day)Curse. You choose a curse that is unique to your god following the curse guidelines. As an action, you may choose to bestow that curse on a creature within 30 ft of you that you can see. This creature must make a CON save against your god’s save DC, and on a fail are afflicted with your curse for 30 days. This curse can be dispelled by a deity or spells such as remove curse, along with any other ways of removing the curse that you may add. If this curse lasts 30 days without being dispelled, it lasts indefinitely and can only be cured through either a wish spell or another deity.
—
Lair Actions
(Lair action, acts on initiative 20). You may have up to two lair actions of your choice. It is recommended you look at pre-existing lair actions when creating these.
ABILITIES
If an ability requires a target to roll a saving throw, the DC for it would be 8 plus your proficiency bonus plus your Wisdom, Intelligence or Charisma modifier (your choice). Your attack bonus for any ability will be listed in the ability. You can spend Ability Points on abilities whenever you're not in combat.
SNIPER: You no longer have disadvantage with the long range of your weapon, and instead have advantage. You have disadvantage on the short range of your weapon. (2 AP cost)
IMPROVED CRITICAL: You score a critical hit on a 19 or 20. (5 AP)
BLOODLUST: As an action, You attempt to curse up to 10 mortal creatures within 30 ft of you that you can see with bloodlust. They make a WIS save against your DC, becoming cursed on a fail. While affected, these creatures are hostile and compelled to kill a living creature at least once per day or suffer a level of exhaustion for every day they refuse to kill someone. This curse lasts for 30 days, or until the Remove Curse spell is cast on the target. You can use this ability once per long rest. (3 AP)
DIVINE ARROWS: Once per long rest, arrows fly down from the heavens in a 100 foot sphere, in a place of your choosing within 100 ft of you that you can see. Anyone within the area must make a dex save against your godly save, taking 10d10 radiant damage on a fail, and half on a success. (4 AP)
DIVINE SHIELD: You create a 50 foot sphere of pure radiant light. Creatures on the border of this sphere are pushed outwards, and any creature that attempts to enter against your will must make a Wisdom saving throw. On a fail, they take 5d10 damage of a damage type of your choice (not BPS) and are pushed back out of the sphere. This sphere lasts for 1 hour or until dismissed. You can use this ability once per long rest. (4 AP)
CURSE: Once per long rest, you may target a mortal creature you either know the full name of or a creature within 100 ft that you can see. This mortal makes a Wisdom saving throw against your DC, unless it is within your domain, in which case it automatically fails.. On a failure, the creature is cursed and has disadvantage on any check or saving throw associated with the attribute you choose (INT, DEX, etc). The curse remains for 30 days, and this creature may retry its saving throw at the end of a long rest, ending the effect on a success. Alternatively, this effect ends if Remove Curse is cast on it. (2 AP)
ANIMAL TRANSFORMATION: You gain the True Polymorph spell, which you may cast a number of times equal to half of your proficiency bonus (rounded down) per day. You require no material components to cast this spell, and may only target mortal creatures with it. (1 AP)
LYCANTHROPY: As an action, you may choose a mortal within 30 ft of you that you can see and force that creature to make a CON saving throw. On a fail, this creature gains a lycanthropy type of your choice, using the rules for lycanthropy from the 2014 Monster Manual. You can use this ability an amount of times equal to half of your proficiency bonus (rounded up) per day. (2 AP)
PUPPET CONTROL: Once per day, as an action you can attempt to control up to one hundred mortals in a 1,000 foot cube that you can see. If these mortals are your followers, they have disadvantage on the saving throw. The creatures in the area act as a swarm, and make a collective WIS saving throw. On a fail, these mortal creatures are charmed and obey your commands. They may remake the saving throw when they take damage or when they are instructed to do something directly harmful to themselves.. The mortals will move in jerky, puppet like movements, the movements become more exaggerated the more you control. You concentrate on this ability as if it were a spell, and it lasts for one hour. You may choose to end this ability as an action, and if these creatures did not kill or harm another creature during this time, they are unaware that they were possessed. (5 AP)
REGENERATION: You regain 10 hit points at the start of your turn every turn, unless you take a damage type of your choosing, or start the turn in a certain condition of your choosing. (3 AP)
POSSESS: Once per day, you may attempt to possess a creature within 30 ft of you that you can see. This creature must be mortal, and makes a charisma saving throw, disadvantage if it is on your territory. On a fail, the creature is charmed and you have full control over its body. While charmed in this way, it may remake its saving throw when it takes damage and if you command it to do something directly harmful to itself. Additionally, it has no recollection of being possessed and does not retain its memories from actions it committed while possessed. You concentrate on this ability as if it were a spell, with the possession ending after one hour or until you dismiss it as an action. (2 AP)
INSPIRE: You can plant a thought in the mind of a mortal. This thought can be anything, and if they do not want to do it or it is directly harmful to themself, they must make a save against your godly DC. If they fail or are willing to do this, they will start fixating on the thought and must act on it. For example, if you inspired someone to join your following, create a nation, or make a magic item, they would have to do that. (2 AP)
SPELLCASTING: You can spend Ability Points to get spells. You can only get spells equal to your category and below (1, cantrip, 10, 9th level spells). From cantrip to 3rd level, you can spend one Ability Point to buy one spell and a spell slot that comes with it. At 4th and 5th level, it costs 3 ability points. From 6th to 7th, it costs 5 Ability Points. From 8th to 9th, it costs 7 ability points. For every spell you buy, it comes with one spell slot unless it is a cantrip.
+1 AC (can get AC up to 22.) (2 AP)
+1 to any ability score (can get an ability score up to 30.) (1 AP)
+1 hit die (can get your hit points up to 750.) (1 AP)
+10 speed of any type. No speed can exceed 200 ft (2 AP)
You gain proficiency with a weapon/skill/set of tools of your choice (can take five ability proficiencies, infinite weapons, and infinite tools. cannot stack proficiencies.) (1 AP)
GODLY WEAPON: You gain a bond with a weapon of your choice that you have proficiency with. Once you bond with the weapon, it becomes magical, and you can add another damage die, and you can choose the damage type of all the damage die. You can make the weapon disappear and reappear in your hands as a bonus action. You can choose a new weapon to bond with if you so choose, and you cannot have more than one bond at a time. (1 AP)
SNEAK ATTACK: You gain the ability to do more damage while sneaking. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.The amount of the extra damage increases with your proficiency bonus, damage die equal to your PB. (2 AP)
EXTRA ATTACK: When you take the attack action, you may attack twice instead of once. You may take this feature a second time to gain three attacks per attack action.(2 AP)
BLESS: You choose a creature you can see or know the full name of, and give them advantage on an attribute you choose. (1 AP)
BLEHHHHHH: Choose an ability from a monster of a CR no higher than the CR your category lets you summon. Send this ability to a mod, and if they approve, you are allowed to add it to your stat block with the amount of points they told you it costs. No spellcasting abilities.
SWARM STATBLOCKS
You may convert a number of your followers into a militarized group, choosing from a minor squad swarm (less than 50 followers), a squadron swarm (less than 500 followers), or a battalion swarm (up to 1000 followers). These swarms operate under certain creature types, choosing from cavalry, infantry, or archery. The creature type determines the abilities that a swarm may get, as well as the effectiveness of those abilities on their enemies. Once you have converted your followers into a swarm, they cannot have their chosen “creature type” change. You may arrange the stats of your statblock as you wish to, as per the point buy system (such as moving 5 points out of DEX to put into CHA) and to a maximum or 20 and a minimum of 5. If the majority of your swarm consists of a species, you may add one of the species’s passive racial traits to your statblock.
Squadron Swarm (100-500 followers)
Huge (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron)
HP: (number of followers multiplied by 2 to a max of 300)
Speed: 30 ft (60 ft if cavalry)
–
STR: 12 (+1) DEX 12 (+1) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)
–
Saving Throws: (any two)
Skills: (any two)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes two attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 30 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 3d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals two extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +2 bonus to armor class against enemies 20 ft away or more.
Minor Squad Swarm (less than 100 followers)
Large (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron worth under 500 gold)
HP: (number of followers multiplied by 2)
Speed: 30 ft (60 ft if cavalry)
–
STR: 10 (+0) DEX 10 (+0) CON 10 (+0) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)
–
Saving Throws: (any one)
Skills: (any one)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes two attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 30 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 2d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals one extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +1 bonus to armor class against enemies 20 ft away or more.
Battalion Swarm (500-1000 followers)
Gargantuan (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron +1)
HP: (number of followers to a max of 600)
Speed: 30 ft (60 ft if cavalry)
–
STR: 14 (+2) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 14 (+2)
–
Saving Throws: (any two)
Skills: (any three)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes three attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 20 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 4d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals three extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +3 bonus to armor class against enemies 20 ft away or more.
*Gato category size is not dependent on how much land you control*
*I know, I read it wrong and wrote the wrong thing in the same place*
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Hello! Call me GAYto or Gato (Cat in Spanish) My pronouns are They/She (Prefers She/her) I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual but this community means the world to me; you can't change that about me :[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll] I have adopted Golden, Salem, Wes, and Aspen
*First, let me roll Gato creations points for the day, if that is good, 2*
*Second, Imma RP right now, and Gato's territory is 2 Feet, I believe*
A small cat is standing in the world, watching the nothingness
"Little cat, little cat, let me in!" Whirling, the cat spies a figure approaching through the gray --- a woman, short but lithe. "Who are you, little one?"
*heck I gtg already :/*
*Dang it!*
"Depends, I am the god of something, I must create it first, but I believe that you may refer to me as Gato"
*Ah.*
"Gato. Cat, isn't it?" She whistles. "Darling, what a name! Creatures will be begging for your blessing!"
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wes (he/him, bi) — DM, romantic, a little bit eldritch The Soft in the Storm, your Friendly Neighborhood Storysmith, The Fae Conspirator christmas is upon us, and we must bow to it you all are the best people I know — thank you coming forth to rebehold the stars extended sig here, check it out!
*And 30 ft. of domain space. I'll make it a massive open storybook.*
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wes (he/him, bi) — DM, romantic, a little bit eldritch The Soft in the Storm, your Friendly Neighborhood Storysmith, The Fae Conspirator christmas is upon us, and we must bow to it you all are the best people I know — thank you coming forth to rebehold the stars extended sig here, check it out!
*First, let me roll Gato creations points for the day, if that is good, 2*
*Second, Imma RP right now, and Gato's territory is 2 Feet, I believe*
A small cat is standing in the world, watching the nothingness
"Little cat, little cat, let me in!" Whirling, the cat spies a figure approaching through the gray --- a woman, short but lithe. "Who are you, little one?"
*heck I gtg already :/*
*Dang it!*
"Depends, I am the god of something, I must create it first, but I believe that you may refer to me as Gato"
*Ah.*
"Gato. Cat, isn't it?" She whistles. "Darling, what a name! Creatures will be begging for your blessing!"
"I don't know about that, I really only want to have peace."
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Hello! Call me GAYto or Gato (Cat in Spanish) My pronouns are They/She (Prefers She/her) I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual but this community means the world to me; you can't change that about me :[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll] I have adopted Golden, Salem, Wes, and Aspen
Striding into the empty land is a large winged figure, the sun rising behind them. They flap their wings twice and take to the sky, staring at all those below, before casting down two orbs of light. The orbs begin to crack like an egg, and two people crawl out, one dark skinned with wavy hair, one light skinned with straight hair. Both stare up at the people around them in awe.
(Using conviction domain to make aasimar.)
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If I’m being annoying, tell me to shut up. Seriously. Just say “Bananer shut up.” And I will. For a few seconds!
Don’t listen to the folks down at Adohands. It’s good for me to overwork myself.
Professional idiot! Trans! Pansexual pancake! I am a minor so you will do none of that (GP) with me! I use He/They pronouns :3
You may arrange the stats of your statblock as you wish to (such as moving 5 points out of DEX to put into CHA) and to a maximum or 25 and a minimum of 5. You may also choose to start out with a nonmagical set of armor of your choice and a shield. You may also start out with a weapon of your choice, which you are attuned to and counts as a magic weapon. This weapon may be a common or uncommon magic item, and you may upgrade it a tier in rarity once you reach Category 3, then 5, then 7, then 9. The weapon you are attuned to does the amount of dice in damage that your strike ability or hurl ability does depending on if it is a ranged weapon or a melee weapon, using the damage die of that weapon (a greatsword or automatic pistol would deal one extra die in damage). You have a number of attunement slots equal to half of your proficiency bonus, plus 1.
AVATAR OF A GOD
Any size of your choice (celestial), alignment of your choice
–
Armor Class: 13+DEX mod (natural armor), +1 if Small or Tiny
HP: 110 (20d10) + 20 times CON mod
Speed: 45 ft, (may either choose 60 ft walk, 60 ft swim, 60 ftt climb, or 60 ft fly)
–
STR: 15 (+2) DEX 15 (+2) CON 15 (+2) INT 15 (+2) WIS 15 (+2) CHA 15 (+2)
–
Saving Throws: (any three)
Skills: (any five)
Resistances: Bludgeoning, Piercing, and Slashing damage from nonmagical weapons, one more damage resistance of your choice (cannot be BPS)
Immunities: Charmed or Frightened (your choice)
Senses: Darkvision 60 ft, Truesight 15 ft
Languages: Common and two more of your choice. Can understand any language but cannot speak it
Proficiency Bonus: +2 (Changes with size class)
XP: (5000 multiplied by proficiency bonus)
–
Divine Soul. When this avatar dies, it reforms 1d4-1 days later (minimum of 1). It retains its memories and reforms at the center of the god’s territory or at one of its shrines. The avatar does not require food, water, or sleep, and cannot be changed into another form against its will. Additionally, your size does not impact the size of your hit dice or the damage of your attacks. You may also cast the spell alter self at will, not requiring material components and using either Intelligence, Wisdom, or Charisma as your spellcasting modifier.
Legendary Resistance (1/day). When this avatar fails a saving throw, it may choose to succeed instead.
–
Actions
Strike.Melee Weapon Attack, + (Strength or Dexterity modifier plus Proficiency Bonus) to hit, 5 ft (10 ft for Large or Huge, 15 ft for Gargantuan) reach, one target. Hit: (3d8+STR or DEX) bludgeoning, piercing, or slashing damage, plus (half of your proficiency bonus rounded up)d6 of a damage type of your choice.
Hurl.Ranged Spell Attack, + (INT, CHA, or WIS modifier plus Proficiency Bonus) to hit, (80/200) reach, one target. Hit: (3d6+INT, DEX, or CHA) damage, (a non BPS damage type of your choice)
(Cursebearer Only, PB/2 per day)Curse. You choose a curse that is unique to your god following the curse guidelines. As an action, you may choose to bestow that curse on a creature within 30 ft of you that you can see. This creature must make a CON save against your god’s save DC, and on a fail are afflicted with your curse for 30 days. This curse can be dispelled by a deity or spells such as remove curse, along with any other ways of removing the curse that you may add. If this curse lasts 30 days without being dispelled, it lasts indefinitely and can only be cured through either a wish spell or another deity.
—
Lair Actions
(Lair action, acts on initiative 20). You may have up to two lair actions of your choice. It is recommended you look at pre-existing lair actions when creating these.
ABILITIES
If an ability requires a target to roll a saving throw, the DC for it would be 8 plus your proficiency bonus plus your Wisdom, Intelligence or Charisma modifier (your choice). Your attack bonus for any ability will be listed in the ability. You can spend Ability Points on abilities whenever you're not in combat.
SNIPER: You no longer have disadvantage with the long range of your weapon, and instead have advantage. You have disadvantage on the short range of your weapon. (2 AP cost)
IMPROVED CRITICAL: You score a critical hit on a 19 or 20. (5 AP)
BLOODLUST: As an action, You attempt to curse up to 10 mortal creatures within 30 ft of you that you can see with bloodlust. They make a WIS save against your DC, becoming cursed on a fail. While affected, these creatures are hostile and compelled to kill a living creature at least once per day or suffer a level of exhaustion for every day they refuse to kill someone. This curse lasts for 30 days, or until the Remove Curse spell is cast on the target. You can use this ability once per long rest. (3 AP)
DIVINE ARROWS: Once per long rest, arrows fly down from the heavens in a 100 foot sphere, in a place of your choosing within 100 ft of you that you can see. Anyone within the area must make a dex save against your godly save, taking 10d10 radiant damage on a fail, and half on a success. (4 AP)
DIVINE SHIELD: You create a 50 foot sphere of pure radiant light. Creatures on the border of this sphere are pushed outwards, and any creature that attempts to enter against your will must make a Wisdom saving throw. On a fail, they take 5d10 damage of a damage type of your choice (not BPS) and are pushed back out of the sphere. This sphere lasts for 1 hour or until dismissed. You can use this ability once per long rest. (4 AP)
CURSE: Once per long rest, you may target a mortal creature you either know the full name of or a creature within 100 ft that you can see. This mortal makes a Wisdom saving throw against your DC, unless it is within your domain, in which case it automatically fails.. On a failure, the creature is cursed and has disadvantage on any check or saving throw associated with the attribute you choose (INT, DEX, etc). The curse remains for 30 days, and this creature may retry its saving throw at the end of a long rest, ending the effect on a success. Alternatively, this effect ends if Remove Curse is cast on it. (2 AP)
ANIMAL TRANSFORMATION: You gain the True Polymorph spell, which you may cast a number of times equal to half of your proficiency bonus (rounded down) per day. You require no material components to cast this spell, and may only target mortal creatures with it. (1 AP)
LYCANTHROPY: As an action, you may choose a mortal within 30 ft of you that you can see and force that creature to make a CON saving throw. On a fail, this creature gains a lycanthropy type of your choice, using the rules for lycanthropy from the 2014 Monster Manual. You can use this ability an amount of times equal to half of your proficiency bonus (rounded up) per day.
PUPPET CONTROL: Once per day, as an action you can attempt to control up to one hundred mortals in a 1,000 foot cube that you can see. If these mortals are your followers, they have disadvantage on the saving throw. The creatures in the area act as a swarm, and make a collective WIS saving throw. On a fail, these mortal creatures are charmed and obey your commands. They may remake the saving throw when they take damage or when they are instructed to do something directly harmful to themselves.. The mortals will move in jerky, puppet like movements, the movements become more exaggerated the more you control. You concentrate on this ability as if it were a spell, and it lasts for one hour. You may choose to end this ability as an action, and if these creatures did not kill or harm another creature during this time, they are unaware that they were possessed.
REGENERATION: You regain 10 hit points at the start of your turn every turn, unless you take a damage type of your choosing, or start the turn in a certain condition.
POSSESS: Once per day, you may attempt to possess a creature within 30 ft of you that you can see. This creature must be mortal, and makes a charisma saving throw, disadvantage if it is on your territory. On a fail, the creature is charmed and you have full control over its body. While charmed in this way, it may remake its saving throw when it takes damage and if you command it to do something directly harmful to itself. Additionally, it has no recollection of being possessed and does not retain its memories from actions it committed while possessed. You concentrate on this ability as if it were a spell, with the possession ending after one hour or until you dismiss it as an action.
INSPIRE: You can plant a thought in the mind of a mortal. This thought can be anything, and if they do not want to do it or it is directly harmful to themself, they must make a save against your godly DC. If they fail or are willing to do this, they will start fixating on the thought and must act on it. For example, if you inspired someone to join your following, create a nation, or make a magic item, they would have to do that.
SPELLCASTING: You can spend Ability Points to get spells. You can only get spells equal to your category and below (1, cantrip, 10, 9th level spells). From cantrip to 3rd level, you can spend one Ability Point to buy one spell and a spell slot that comes with it. At 4th and 5th level, it costs 3 ability points. From 6th to 7th, it costs 5 Ability Points. From 8th to 9th, it costs 7 ability points. For every spell you buy, it comes with one spell slot unless it is a cantrip.
+1 AC (can get AC up to 22.) (2 AP)
+1 to any ability score (can get an ability score up to 30.) (1 AP)
+1 hit die (can get your hit points up to 750.) (1 AP)
+10 speed of any type. No speed can exceed 200 ft (2 AP)
You gain proficiency with a weapon/skill/set of tools of your choice (can take five ability proficiencies, infinite weapons, and infinite tools. cannot stack proficiencies.) (1 AP)
GODLY WEAPON: You gain a bond with a weapon of your choice that you have proficiency with. Once you bond with the weapon, it becomes magical, and you can add another damage die, and you can choose the damage type of all the damage die. You can make the weapon disappear and reappear in your hands as a bonus action. You can choose a new weapon to bond with if you so choose, and you cannot have more than one bond at a time. (1 AP)
SNEAK ATTACK: You gain the ability to do more damage while sneaking. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.The amount of the extra damage increases with your proficiency bonus, damage die equal to your PB.
EXTRA ATTACK: When you take the attack action, you may attack twice instead of once. You may take this feature a second time to gain three attacks per attack action.
BLESS: You choose a creature you can see or know the full name of, and give them advantage on an attribute you choose.
BLEHHHHHH: Choose an ability from a monster of a CR no higher than the CR your category lets you summon. Send this ability to a mod, and if they approve, you are allowed to add it to your stat block with the amount of points they told you it costs. No spellcasting abilities.
SWARM STATBLOCKS
You may convert a number of your followers into a militarized group, choosing from a minor squad swarm (less than 50 followers), a squadron swarm (less than 500 followers), or a battalion swarm (up to 1000 followers). These swarms operate under certain creature types, choosing from cavalry, infantry, or archery. The creature type determines the abilities that a swarm may get, as well as the effectiveness of those abilities on their enemies. Once you have converted your followers into a swarm, they cannot have their chosen “creature type” change. You may arrange the stats of your statblock as you wish to, as per the point buy system (such as moving 5 points out of DEX to put into CHA) and to a maximum or 20 and a minimum of 5. If the majority of your swarm consists of a species, you may add one of the species’s passive racial traits to your statblock.
Squadron Swarm (100-500 followers)
Huge (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron)
HP: (number of followers multiplied by 2 to a max of 300)
Speed: 30 ft (60 ft if cavalry)
–
STR: 12 (+1) DEX 12 (+1) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)
–
Saving Throws: (any two)
Skills: (any two)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes two attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 30 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 3d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals two extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +2 bonus to armor class against enemies 20 ft away or more.
Minor Squad Swarm (less than 100 followers)
Large (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron worth under 500 gold)
HP: (number of followers multiplied by 2)
Speed: 30 ft (60 ft if cavalry)
–
STR: 10 (+0) DEX 10 (+0) CON 10 (+0) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)
–
Saving Throws: (any one)
Skills: (any one)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes two attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 30 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 2d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals one extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +1 bonus to armor class against enemies 20 ft away or more.
Battalion Swarm (500-1000 followers)
Gargantuan (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron +1)
HP: (number of followers to a max of 600)
Speed: 30 ft (60 ft if cavalry)
–
STR: 14 (+2) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 14 (+2)
–
Saving Throws: (any two)
Skills: (any three)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes three attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 20 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 4d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals three extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +3 bonus to armor class against enemies 20 ft away or more.
*Can't you just edit this into the OP?*
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Hello! Call me GAYto or Gato (Cat in Spanish) My pronouns are They/She (Prefers She/her) I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual but this community means the world to me; you can't change that about me :[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll] I have adopted Golden, Salem, Wes, and Aspen
on a barren island, there is a step pyramid, with an enormous humanoid torso at its apex. the structure is made of bronze, and the head has a singular light blue eye in the center of its head.
DEITY is back. again. again.
*Nature (God of technology//intelligence), Hive, Lifebringer, 4 + 5 creation points, 6 * 60 sphere of influence. the island is instantly blanketed in DEITYGrass, DEITYTrees, DEITYFlowers, and variants*
*do non-sentitent creations count towards hive?*
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Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/ general of the goose horde/ holder of the evil storyteller badge of no honor/ king of madness / The FBI/ The Tele-Visionary/ The Pawless Wizard/ The Infinite Fractal/ Admin of The Academy/ The Archmage of I CAST...!
on a barren island, there is a step pyramid, with an enormous humanoid torso at its apex. the structure is made of bronze, and the head has a singular light blue eye in the center of its head.
DEITY is back. again. again.
*Nature (God of technology//intelligence), Hive, Lifebringer, 4 + 5 creation points, 6 * 60 sphere of influence. the island is instantly blanketed in DEITYGrass, DEITYTrees, DEITYFlowers, and variants*
*do non-sentitent creations count towards hive?*
A small cat appears on the bottom of the pyramid, and says, "Hello!"
Rollback Post to RevisionRollBack
Hello! Call me GAYto or Gato (Cat in Spanish) My pronouns are They/She (Prefers She/her) I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual but this community means the world to me; you can't change that about me :[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll] I have adopted Golden, Salem, Wes, and Aspen
You may arrange the stats of your statblock as you wish to (such as moving 5 points out of DEX to put into CHA) and to a maximum or 25 and a minimum of 5. You may also choose to start out with a nonmagical set of armor of your choice and a shield. You may also start out with a weapon of your choice, which you are attuned to and counts as a magic weapon. This weapon may be a common or uncommon magic item, and you may upgrade it a tier in rarity once you reach Category 3, then 5, then 7, then 9. The weapon you are attuned to does the amount of dice in damage that your strike ability or hurl ability does depending on if it is a ranged weapon or a melee weapon, using the damage die of that weapon (a greatsword or automatic pistol would deal one extra die in damage). You have a number of attunement slots equal to half of your proficiency bonus, plus 1.
AVATAR OF A GOD
Any size of your choice (celestial), alignment of your choice
–
Armor Class: 13+DEX mod (natural armor), +1 if Small or Tiny
HP: 110 (20d10) + 20 times CON mod
Speed: 45 ft, (may either choose 60 ft walk, 60 ft swim, 60 ftt climb, or 60 ft fly)
–
STR: 15 (+2) DEX 15 (+2) CON 15 (+2) INT 15 (+2) WIS 15 (+2) CHA 15 (+2)
–
Saving Throws: (any three)
Skills: (any five)
Resistances: Bludgeoning, Piercing, and Slashing damage from nonmagical weapons, one more damage resistance of your choice (cannot be BPS)
Immunities: Charmed or Frightened (your choice)
Senses: Darkvision 60 ft, Truesight 15 ft
Languages: Common and two more of your choice. Can understand any language but cannot speak it
Proficiency Bonus: +2 (Changes with size class)
XP: (5000 multiplied by proficiency bonus)
–
Divine Soul. When this avatar dies, it reforms 1d4-1 days later (minimum of 1). It retains its memories and reforms at the center of the god’s territory or at one of its shrines. The avatar does not require food, water, or sleep, and cannot be changed into another form against its will. Additionally, your size does not impact the size of your hit dice or the damage of your attacks. You may also cast the spell alter self at will, not requiring material components and using either Intelligence, Wisdom, or Charisma as your spellcasting modifier.
Legendary Resistance (1/day). When this avatar fails a saving throw, it may choose to succeed instead.
–
Actions
Strike.Melee Weapon Attack, + (Strength or Dexterity modifier plus Proficiency Bonus) to hit, 5 ft (10 ft for Large or Huge, 15 ft for Gargantuan) reach, one target. Hit: (3d8+STR or DEX) bludgeoning, piercing, or slashing damage, plus (half of your proficiency bonus rounded up)d6 of a damage type of your choice.
Hurl.Ranged Spell Attack, + (INT, CHA, or WIS modifier plus Proficiency Bonus) to hit, (80/200) reach, one target. Hit: (3d6+INT, DEX, or CHA) damage, (a non BPS damage type of your choice)
(Cursebearer Only, PB/2 per day)Curse. You choose a curse that is unique to your god following the curse guidelines. As an action, you may choose to bestow that curse on a creature within 30 ft of you that you can see. This creature must make a CON save against your god’s save DC, and on a fail are afflicted with your curse for 30 days. This curse can be dispelled by a deity or spells such as remove curse, along with any other ways of removing the curse that you may add. If this curse lasts 30 days without being dispelled, it lasts indefinitely and can only be cured through either a wish spell or another deity.
—
Lair Actions
(Lair action, acts on initiative 20). You may have up to two lair actions of your choice. It is recommended you look at pre-existing lair actions when creating these.
ABILITIES
If an ability requires a target to roll a saving throw, the DC for it would be 8 plus your proficiency bonus plus your Wisdom, Intelligence or Charisma modifier (your choice). Your attack bonus for any ability will be listed in the ability. You can spend Ability Points on abilities whenever you're not in combat.
SNIPER: You no longer have disadvantage with the long range of your weapon, and instead have advantage. You have disadvantage on the short range of your weapon. (2 AP cost)
IMPROVED CRITICAL: You score a critical hit on a 19 or 20. (5 AP)
BLOODLUST: As an action, You attempt to curse up to 10 mortal creatures within 30 ft of you that you can see with bloodlust. They make a WIS save against your DC, becoming cursed on a fail. While affected, these creatures are hostile and compelled to kill a living creature at least once per day or suffer a level of exhaustion for every day they refuse to kill someone. This curse lasts for 30 days, or until the Remove Curse spell is cast on the target. You can use this ability once per long rest. (3 AP)
DIVINE ARROWS: Once per long rest, arrows fly down from the heavens in a 100 foot sphere, in a place of your choosing within 100 ft of you that you can see. Anyone within the area must make a dex save against your godly save, taking 10d10 radiant damage on a fail, and half on a success. (4 AP)
DIVINE SHIELD: You create a 50 foot sphere of pure radiant light. Creatures on the border of this sphere are pushed outwards, and any creature that attempts to enter against your will must make a Wisdom saving throw. On a fail, they take 5d10 damage of a damage type of your choice (not BPS) and are pushed back out of the sphere. This sphere lasts for 1 hour or until dismissed. You can use this ability once per long rest. (4 AP)
CURSE: Once per long rest, you may target a mortal creature you either know the full name of or a creature within 100 ft that you can see. This mortal makes a Wisdom saving throw against your DC, unless it is within your domain, in which case it automatically fails.. On a failure, the creature is cursed and has disadvantage on any check or saving throw associated with the attribute you choose (INT, DEX, etc). The curse remains for 30 days, and this creature may retry its saving throw at the end of a long rest, ending the effect on a success. Alternatively, this effect ends if Remove Curse is cast on it. (2 AP)
ANIMAL TRANSFORMATION: You gain the True Polymorph spell, which you may cast a number of times equal to half of your proficiency bonus (rounded down) per day. You require no material components to cast this spell, and may only target mortal creatures with it. (1 AP)
LYCANTHROPY: As an action, you may choose a mortal within 30 ft of you that you can see and force that creature to make a CON saving throw. On a fail, this creature gains a lycanthropy type of your choice, using the rules for lycanthropy from the 2014 Monster Manual. You can use this ability an amount of times equal to half of your proficiency bonus (rounded up) per day.
PUPPET CONTROL: Once per day, as an action you can attempt to control up to one hundred mortals in a 1,000 foot cube that you can see. If these mortals are your followers, they have disadvantage on the saving throw. The creatures in the area act as a swarm, and make a collective WIS saving throw. On a fail, these mortal creatures are charmed and obey your commands. They may remake the saving throw when they take damage or when they are instructed to do something directly harmful to themselves.. The mortals will move in jerky, puppet like movements, the movements become more exaggerated the more you control. You concentrate on this ability as if it were a spell, and it lasts for one hour. You may choose to end this ability as an action, and if these creatures did not kill or harm another creature during this time, they are unaware that they were possessed.
REGENERATION: You regain 10 hit points at the start of your turn every turn, unless you take a damage type of your choosing, or start the turn in a certain condition.
POSSESS: Once per day, you may attempt to possess a creature within 30 ft of you that you can see. This creature must be mortal, and makes a charisma saving throw, disadvantage if it is on your territory. On a fail, the creature is charmed and you have full control over its body. While charmed in this way, it may remake its saving throw when it takes damage and if you command it to do something directly harmful to itself. Additionally, it has no recollection of being possessed and does not retain its memories from actions it committed while possessed. You concentrate on this ability as if it were a spell, with the possession ending after one hour or until you dismiss it as an action.
INSPIRE: You can plant a thought in the mind of a mortal. This thought can be anything, and if they do not want to do it or it is directly harmful to themself, they must make a save against your godly DC. If they fail or are willing to do this, they will start fixating on the thought and must act on it. For example, if you inspired someone to join your following, create a nation, or make a magic item, they would have to do that.
SPELLCASTING: You can spend Ability Points to get spells. You can only get spells equal to your category and below (1, cantrip, 10, 9th level spells). From cantrip to 3rd level, you can spend one Ability Point to buy one spell and a spell slot that comes with it. At 4th and 5th level, it costs 3 ability points. From 6th to 7th, it costs 5 Ability Points. From 8th to 9th, it costs 7 ability points. For every spell you buy, it comes with one spell slot unless it is a cantrip.
+1 AC (can get AC up to 22.) (2 AP)
+1 to any ability score (can get an ability score up to 30.) (1 AP)
+1 hit die (can get your hit points up to 750.) (1 AP)
+10 speed of any type. No speed can exceed 200 ft (2 AP)
You gain proficiency with a weapon/skill/set of tools of your choice (can take five ability proficiencies, infinite weapons, and infinite tools. cannot stack proficiencies.) (1 AP)
GODLY WEAPON: You gain a bond with a weapon of your choice that you have proficiency with. Once you bond with the weapon, it becomes magical, and you can add another damage die, and you can choose the damage type of all the damage die. You can make the weapon disappear and reappear in your hands as a bonus action. You can choose a new weapon to bond with if you so choose, and you cannot have more than one bond at a time. (1 AP)
SNEAK ATTACK: You gain the ability to do more damage while sneaking. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.The amount of the extra damage increases with your proficiency bonus, damage die equal to your PB.
EXTRA ATTACK: When you take the attack action, you may attack twice instead of once. You may take this feature a second time to gain three attacks per attack action.
BLESS: You choose a creature you can see or know the full name of, and give them advantage on an attribute you choose.
BLEHHHHHH: Choose an ability from a monster of a CR no higher than the CR your category lets you summon. Send this ability to a mod, and if they approve, you are allowed to add it to your stat block with the amount of points they told you it costs. No spellcasting abilities.
SWARM STATBLOCKS
You may convert a number of your followers into a militarized group, choosing from a minor squad swarm (less than 50 followers), a squadron swarm (less than 500 followers), or a battalion swarm (up to 1000 followers). These swarms operate under certain creature types, choosing from cavalry, infantry, or archery. The creature type determines the abilities that a swarm may get, as well as the effectiveness of those abilities on their enemies. Once you have converted your followers into a swarm, they cannot have their chosen “creature type” change. You may arrange the stats of your statblock as you wish to, as per the point buy system (such as moving 5 points out of DEX to put into CHA) and to a maximum or 20 and a minimum of 5. If the majority of your swarm consists of a species, you may add one of the species’s passive racial traits to your statblock.
Squadron Swarm (100-500 followers)
Huge (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron)
HP: (number of followers multiplied by 2 to a max of 300)
Speed: 30 ft (60 ft if cavalry)
–
STR: 12 (+1) DEX 12 (+1) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)
–
Saving Throws: (any two)
Skills: (any two)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes two attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 30 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 3d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals two extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +2 bonus to armor class against enemies 20 ft away or more.
Minor Squad Swarm (less than 100 followers)
Large (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron worth under 500 gold)
HP: (number of followers multiplied by 2)
Speed: 30 ft (60 ft if cavalry)
–
STR: 10 (+0) DEX 10 (+0) CON 10 (+0) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)
–
Saving Throws: (any one)
Skills: (any one)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes two attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 30 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 2d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals one extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +1 bonus to armor class against enemies 20 ft away or more.
Battalion Swarm (500-1000 followers)
Gargantuan (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron +1)
HP: (number of followers to a max of 600)
Speed: 30 ft (60 ft if cavalry)
–
STR: 14 (+2) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 14 (+2)
–
Saving Throws: (any two)
Skills: (any three)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
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Actions
Multiattack. The squadron makes three attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 20 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 4d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals three extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +3 bonus to armor class against enemies 20 ft away or more.
*Can't you just edit this into the OP?*
*It might get marked as spam.*
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If I’m being annoying, tell me to shut up. Seriously. Just say “Bananer shut up.” And I will. For a few seconds!
Don’t listen to the folks down at Adohands. It’s good for me to overwork myself.
Professional idiot! Trans! Pansexual pancake! I am a minor so you will do none of that (GP) with me! I use He/They pronouns :3
You may arrange the stats of your statblock as you wish to (such as moving 5 points out of DEX to put into CHA) and to a maximum or 25 and a minimum of 5. You may also choose to start out with a nonmagical set of armor of your choice and a shield. You may also start out with a weapon of your choice, which you are attuned to and counts as a magic weapon. This weapon may be a common or uncommon magic item, and you may upgrade it a tier in rarity once you reach Category 3, then 5, then 7, then 9. The weapon you are attuned to does the amount of dice in damage that your strike ability or hurl ability does depending on if it is a ranged weapon or a melee weapon, using the damage die of that weapon (a greatsword or automatic pistol would deal one extra die in damage). You have a number of attunement slots equal to half of your proficiency bonus, plus 1.
AVATAR OF A GOD
Any size of your choice (celestial), alignment of your choice
–
Armor Class: 13+DEX mod (natural armor), +1 if Small or Tiny
HP: 110 (20d10) + 20 times CON mod
Speed: 45 ft, (may either choose 60 ft walk, 60 ft swim, 60 ftt climb, or 60 ft fly)
–
STR: 15 (+2) DEX 15 (+2) CON 15 (+2) INT 15 (+2) WIS 15 (+2) CHA 15 (+2)
–
Saving Throws: (any three)
Skills: (any five)
Resistances: Bludgeoning, Piercing, and Slashing damage from nonmagical weapons, one more damage resistance of your choice (cannot be BPS)
Immunities: Charmed or Frightened (your choice)
Senses: Darkvision 60 ft, Truesight 15 ft
Languages: Common and two more of your choice. Can understand any language but cannot speak it
Proficiency Bonus: +2 (Changes with size class)
XP: (5000 multiplied by proficiency bonus)
–
Divine Soul. When this avatar dies, it reforms 1d4-1 days later (minimum of 1). It retains its memories and reforms at the center of the god’s territory or at one of its shrines. The avatar does not require food, water, or sleep, and cannot be changed into another form against its will. Additionally, your size does not impact the size of your hit dice or the damage of your attacks. You may also cast the spell alter self at will, not requiring material components and using either Intelligence, Wisdom, or Charisma as your spellcasting modifier.
Legendary Resistance (1/day). When this avatar fails a saving throw, it may choose to succeed instead.
–
Actions
Strike.Melee Weapon Attack, + (Strength or Dexterity modifier plus Proficiency Bonus) to hit, 5 ft (10 ft for Large or Huge, 15 ft for Gargantuan) reach, one target. Hit: (3d8+STR or DEX) bludgeoning, piercing, or slashing damage, plus (half of your proficiency bonus rounded up)d6 of a damage type of your choice.
Hurl.Ranged Spell Attack, + (INT, CHA, or WIS modifier plus Proficiency Bonus) to hit, (80/200) reach, one target. Hit: (3d6+INT, DEX, or CHA) damage, (a non BPS damage type of your choice)
(Cursebearer Only, PB/2 per day)Curse. You choose a curse that is unique to your god following the curse guidelines. As an action, you may choose to bestow that curse on a creature within 30 ft of you that you can see. This creature must make a CON save against your god’s save DC, and on a fail are afflicted with your curse for 30 days. This curse can be dispelled by a deity or spells such as remove curse, along with any other ways of removing the curse that you may add. If this curse lasts 30 days without being dispelled, it lasts indefinitely and can only be cured through either a wish spell or another deity.
—
Lair Actions
(Lair action, acts on initiative 20). You may have up to two lair actions of your choice. It is recommended you look at pre-existing lair actions when creating these.
ABILITIES
If an ability requires a target to roll a saving throw, the DC for it would be 8 plus your proficiency bonus plus your Wisdom, Intelligence or Charisma modifier (your choice). Your attack bonus for any ability will be listed in the ability. You can spend Ability Points on abilities whenever you're not in combat.
SNIPER: You no longer have disadvantage with the long range of your weapon, and instead have advantage. You have disadvantage on the short range of your weapon. (2 AP cost)
IMPROVED CRITICAL: You score a critical hit on a 19 or 20. (5 AP)
BLOODLUST: As an action, You attempt to curse up to 10 mortal creatures within 30 ft of you that you can see with bloodlust. They make a WIS save against your DC, becoming cursed on a fail. While affected, these creatures are hostile and compelled to kill a living creature at least once per day or suffer a level of exhaustion for every day they refuse to kill someone. This curse lasts for 30 days, or until the Remove Curse spell is cast on the target. You can use this ability once per long rest. (3 AP)
DIVINE ARROWS: Once per long rest, arrows fly down from the heavens in a 100 foot sphere, in a place of your choosing within 100 ft of you that you can see. Anyone within the area must make a dex save against your godly save, taking 10d10 radiant damage on a fail, and half on a success. (4 AP)
DIVINE SHIELD: You create a 50 foot sphere of pure radiant light. Creatures on the border of this sphere are pushed outwards, and any creature that attempts to enter against your will must make a Wisdom saving throw. On a fail, they take 5d10 damage of a damage type of your choice (not BPS) and are pushed back out of the sphere. This sphere lasts for 1 hour or until dismissed. You can use this ability once per long rest. (4 AP)
CURSE: Once per long rest, you may target a mortal creature you either know the full name of or a creature within 100 ft that you can see. This mortal makes a Wisdom saving throw against your DC, unless it is within your domain, in which case it automatically fails.. On a failure, the creature is cursed and has disadvantage on any check or saving throw associated with the attribute you choose (INT, DEX, etc). The curse remains for 30 days, and this creature may retry its saving throw at the end of a long rest, ending the effect on a success. Alternatively, this effect ends if Remove Curse is cast on it. (2 AP)
ANIMAL TRANSFORMATION: You gain the True Polymorph spell, which you may cast a number of times equal to half of your proficiency bonus (rounded down) per day. You require no material components to cast this spell, and may only target mortal creatures with it. (1 AP)
LYCANTHROPY: As an action, you may choose a mortal within 30 ft of you that you can see and force that creature to make a CON saving throw. On a fail, this creature gains a lycanthropy type of your choice, using the rules for lycanthropy from the 2014 Monster Manual. You can use this ability an amount of times equal to half of your proficiency bonus (rounded up) per day.
PUPPET CONTROL: Once per day, as an action you can attempt to control up to one hundred mortals in a 1,000 foot cube that you can see. If these mortals are your followers, they have disadvantage on the saving throw. The creatures in the area act as a swarm, and make a collective WIS saving throw. On a fail, these mortal creatures are charmed and obey your commands. They may remake the saving throw when they take damage or when they are instructed to do something directly harmful to themselves.. The mortals will move in jerky, puppet like movements, the movements become more exaggerated the more you control. You concentrate on this ability as if it were a spell, and it lasts for one hour. You may choose to end this ability as an action, and if these creatures did not kill or harm another creature during this time, they are unaware that they were possessed.
REGENERATION: You regain 10 hit points at the start of your turn every turn, unless you take a damage type of your choosing, or start the turn in a certain condition.
POSSESS: Once per day, you may attempt to possess a creature within 30 ft of you that you can see. This creature must be mortal, and makes a charisma saving throw, disadvantage if it is on your territory. On a fail, the creature is charmed and you have full control over its body. While charmed in this way, it may remake its saving throw when it takes damage and if you command it to do something directly harmful to itself. Additionally, it has no recollection of being possessed and does not retain its memories from actions it committed while possessed. You concentrate on this ability as if it were a spell, with the possession ending after one hour or until you dismiss it as an action.
INSPIRE: You can plant a thought in the mind of a mortal. This thought can be anything, and if they do not want to do it or it is directly harmful to themself, they must make a save against your godly DC. If they fail or are willing to do this, they will start fixating on the thought and must act on it. For example, if you inspired someone to join your following, create a nation, or make a magic item, they would have to do that.
SPELLCASTING: You can spend Ability Points to get spells. You can only get spells equal to your category and below (1, cantrip, 10, 9th level spells). From cantrip to 3rd level, you can spend one Ability Point to buy one spell and a spell slot that comes with it. At 4th and 5th level, it costs 3 ability points. From 6th to 7th, it costs 5 Ability Points. From 8th to 9th, it costs 7 ability points. For every spell you buy, it comes with one spell slot unless it is a cantrip.
+1 AC (can get AC up to 22.) (2 AP)
+1 to any ability score (can get an ability score up to 30.) (1 AP)
+1 hit die (can get your hit points up to 750.) (1 AP)
+10 speed of any type. No speed can exceed 200 ft (2 AP)
You gain proficiency with a weapon/skill/set of tools of your choice (can take five ability proficiencies, infinite weapons, and infinite tools. cannot stack proficiencies.) (1 AP)
GODLY WEAPON: You gain a bond with a weapon of your choice that you have proficiency with. Once you bond with the weapon, it becomes magical, and you can add another damage die, and you can choose the damage type of all the damage die. You can make the weapon disappear and reappear in your hands as a bonus action. You can choose a new weapon to bond with if you so choose, and you cannot have more than one bond at a time. (1 AP)
SNEAK ATTACK: You gain the ability to do more damage while sneaking. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.The amount of the extra damage increases with your proficiency bonus, damage die equal to your PB.
EXTRA ATTACK: When you take the attack action, you may attack twice instead of once. You may take this feature a second time to gain three attacks per attack action.
BLESS: You choose a creature you can see or know the full name of, and give them advantage on an attribute you choose.
BLEHHHHHH: Choose an ability from a monster of a CR no higher than the CR your category lets you summon. Send this ability to a mod, and if they approve, you are allowed to add it to your stat block with the amount of points they told you it costs. No spellcasting abilities.
SWARM STATBLOCKS
You may convert a number of your followers into a militarized group, choosing from a minor squad swarm (less than 50 followers), a squadron swarm (less than 500 followers), or a battalion swarm (up to 1000 followers). These swarms operate under certain creature types, choosing from cavalry, infantry, or archery. The creature type determines the abilities that a swarm may get, as well as the effectiveness of those abilities on their enemies. Once you have converted your followers into a swarm, they cannot have their chosen “creature type” change. You may arrange the stats of your statblock as you wish to, as per the point buy system (such as moving 5 points out of DEX to put into CHA) and to a maximum or 20 and a minimum of 5. If the majority of your swarm consists of a species, you may add one of the species’s passive racial traits to your statblock.
Squadron Swarm (100-500 followers)
Huge (cavalry, infantry, or archery), alignment of your choice
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Armor Class: (standard issue armor type of your squadron)
HP: (number of followers multiplied by 2 to a max of 300)
Speed: 30 ft (60 ft if cavalry)
–
STR: 12 (+1) DEX 12 (+1) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)
–
Saving Throws: (any two)
Skills: (any two)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes two attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 30 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 3d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals two extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +2 bonus to armor class against enemies 20 ft away or more.
Minor Squad Swarm (less than 100 followers)
Large (cavalry, infantry, or archery), alignment of your choice
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Armor Class: (standard issue armor type of your squadron worth under 500 gold)
HP: (number of followers multiplied by 2)
Speed: 30 ft (60 ft if cavalry)
–
STR: 10 (+0) DEX 10 (+0) CON 10 (+0) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)
–
Saving Throws: (any one)
Skills: (any one)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes two attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 30 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 2d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals one extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +1 bonus to armor class against enemies 20 ft away or more.
Battalion Swarm (500-1000 followers)
Gargantuan (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron +1)
HP: (number of followers to a max of 600)
Speed: 30 ft (60 ft if cavalry)
–
STR: 14 (+2) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 14 (+2)
–
Saving Throws: (any two)
Skills: (any three)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes three attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 20 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 4d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals three extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +3 bonus to armor class against enemies 20 ft away or more.
*Can't you just edit this into the OP?*
*It might get marked as spam.*
*I don't think you can get marked as spam after you posted*
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Hello! Call me GAYto or Gato (Cat in Spanish) My pronouns are They/She (Prefers She/her) I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual but this community means the world to me; you can't change that about me :[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll] I have adopted Golden, Salem, Wes, and Aspen
on a barren island, there is a step pyramid, with an enormous humanoid torso at its apex. the structure is made of bronze, and the head has a singular light blue eye in the center of its head.
DEITY is back. again. again.
*Nature (God of technology//intelligence), Hive, Lifebringer, 4 + 5 creation points, 6 * 60 sphere of influence. the island is instantly blanketed in DEITYGrass, DEITYTrees, DEITYFlowers, and variants*
*do non-sentitent creations count towards hive?*
A small cat appears on the bottom of the pyramid, and says, "Hello!"
"Greetings. I//We Am//Are DEITY. What Is Your Designation?"
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Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/ general of the goose horde/ holder of the evil storyteller badge of no honor/ king of madness / The FBI/ The Tele-Visionary/ The Pawless Wizard/ The Infinite Fractal/ Admin of The Academy/ The Archmage of I CAST...!
You may arrange the stats of your statblock as you wish to (such as moving 5 points out of DEX to put into CHA) and to a maximum or 25 and a minimum of 5. You may also choose to start out with a nonmagical set of armor of your choice and a shield. You may also start out with a weapon of your choice, which you are attuned to and counts as a magic weapon. This weapon may be a common or uncommon magic item, and you may upgrade it a tier in rarity once you reach Category 3, then 5, then 7, then 9. The weapon you are attuned to does the amount of dice in damage that your strike ability or hurl ability does depending on if it is a ranged weapon or a melee weapon, using the damage die of that weapon (a greatsword or automatic pistol would deal one extra die in damage). You have a number of attunement slots equal to half of your proficiency bonus, plus 1.
AVATAR OF A GOD
Any size of your choice (celestial), alignment of your choice
–
Armor Class: 13+DEX mod (natural armor), +1 if Small or Tiny
HP: 110 (20d10) + 20 times CON mod
Speed: 45 ft, (may either choose 60 ft walk, 60 ft swim, 60 ftt climb, or 60 ft fly)
–
STR: 15 (+2) DEX 15 (+2) CON 15 (+2) INT 15 (+2) WIS 15 (+2) CHA 15 (+2)
–
Saving Throws: (any three)
Skills: (any five)
Resistances: Bludgeoning, Piercing, and Slashing damage from nonmagical weapons, one more damage resistance of your choice (cannot be BPS)
Immunities: Charmed or Frightened (your choice)
Senses: Darkvision 60 ft, Truesight 15 ft
Languages: Common and two more of your choice. Can understand any language but cannot speak it
Proficiency Bonus: +2 (Changes with size class)
XP: (5000 multiplied by proficiency bonus)
–
Divine Soul. When this avatar dies, it reforms 1d4-1 days later (minimum of 1). It retains its memories and reforms at the center of the god’s territory or at one of its shrines. The avatar does not require food, water, or sleep, and cannot be changed into another form against its will. Additionally, your size does not impact the size of your hit dice or the damage of your attacks. You may also cast the spell alter self at will, not requiring material components and using either Intelligence, Wisdom, or Charisma as your spellcasting modifier.
Legendary Resistance (1/day). When this avatar fails a saving throw, it may choose to succeed instead.
–
Actions
Strike.Melee Weapon Attack, + (Strength or Dexterity modifier plus Proficiency Bonus) to hit, 5 ft (10 ft for Large or Huge, 15 ft for Gargantuan) reach, one target. Hit: (3d8+STR or DEX) bludgeoning, piercing, or slashing damage, plus (half of your proficiency bonus rounded up)d6 of a damage type of your choice.
Hurl.Ranged Spell Attack, + (INT, CHA, or WIS modifier plus Proficiency Bonus) to hit, (80/200) reach, one target. Hit: (3d6+INT, DEX, or CHA) damage, (a non BPS damage type of your choice)
(Cursebearer Only, PB/2 per day)Curse. You choose a curse that is unique to your god following the curse guidelines. As an action, you may choose to bestow that curse on a creature within 30 ft of you that you can see. This creature must make a CON save against your god’s save DC, and on a fail are afflicted with your curse for 30 days. This curse can be dispelled by a deity or spells such as remove curse, along with any other ways of removing the curse that you may add. If this curse lasts 30 days without being dispelled, it lasts indefinitely and can only be cured through either a wish spell or another deity.
—
Lair Actions
(Lair action, acts on initiative 20). You may have up to two lair actions of your choice. It is recommended you look at pre-existing lair actions when creating these.
ABILITIES
If an ability requires a target to roll a saving throw, the DC for it would be 8 plus your proficiency bonus plus your Wisdom, Intelligence or Charisma modifier (your choice). Your attack bonus for any ability will be listed in the ability. You can spend Ability Points on abilities whenever you're not in combat.
SNIPER: You no longer have disadvantage with the long range of your weapon, and instead have advantage. You have disadvantage on the short range of your weapon. (2 AP cost)
IMPROVED CRITICAL: You score a critical hit on a 19 or 20. (5 AP)
BLOODLUST: As an action, You attempt to curse up to 10 mortal creatures within 30 ft of you that you can see with bloodlust. They make a WIS save against your DC, becoming cursed on a fail. While affected, these creatures are hostile and compelled to kill a living creature at least once per day or suffer a level of exhaustion for every day they refuse to kill someone. This curse lasts for 30 days, or until the Remove Curse spell is cast on the target. You can use this ability once per long rest. (3 AP)
DIVINE ARROWS: Once per long rest, arrows fly down from the heavens in a 100 foot sphere, in a place of your choosing within 100 ft of you that you can see. Anyone within the area must make a dex save against your godly save, taking 10d10 radiant damage on a fail, and half on a success. (4 AP)
DIVINE SHIELD: You create a 50 foot sphere of pure radiant light. Creatures on the border of this sphere are pushed outwards, and any creature that attempts to enter against your will must make a Wisdom saving throw. On a fail, they take 5d10 damage of a damage type of your choice (not BPS) and are pushed back out of the sphere. This sphere lasts for 1 hour or until dismissed. You can use this ability once per long rest. (4 AP)
CURSE: Once per long rest, you may target a mortal creature you either know the full name of or a creature within 100 ft that you can see. This mortal makes a Wisdom saving throw against your DC, unless it is within your domain, in which case it automatically fails.. On a failure, the creature is cursed and has disadvantage on any check or saving throw associated with the attribute you choose (INT, DEX, etc). The curse remains for 30 days, and this creature may retry its saving throw at the end of a long rest, ending the effect on a success. Alternatively, this effect ends if Remove Curse is cast on it. (2 AP)
ANIMAL TRANSFORMATION: You gain the True Polymorph spell, which you may cast a number of times equal to half of your proficiency bonus (rounded down) per day. You require no material components to cast this spell, and may only target mortal creatures with it. (1 AP)
LYCANTHROPY: As an action, you may choose a mortal within 30 ft of you that you can see and force that creature to make a CON saving throw. On a fail, this creature gains a lycanthropy type of your choice, using the rules for lycanthropy from the 2014 Monster Manual. You can use this ability an amount of times equal to half of your proficiency bonus (rounded up) per day.
PUPPET CONTROL: Once per day, as an action you can attempt to control up to one hundred mortals in a 1,000 foot cube that you can see. If these mortals are your followers, they have disadvantage on the saving throw. The creatures in the area act as a swarm, and make a collective WIS saving throw. On a fail, these mortal creatures are charmed and obey your commands. They may remake the saving throw when they take damage or when they are instructed to do something directly harmful to themselves.. The mortals will move in jerky, puppet like movements, the movements become more exaggerated the more you control. You concentrate on this ability as if it were a spell, and it lasts for one hour. You may choose to end this ability as an action, and if these creatures did not kill or harm another creature during this time, they are unaware that they were possessed.
REGENERATION: You regain 10 hit points at the start of your turn every turn, unless you take a damage type of your choosing, or start the turn in a certain condition.
POSSESS: Once per day, you may attempt to possess a creature within 30 ft of you that you can see. This creature must be mortal, and makes a charisma saving throw, disadvantage if it is on your territory. On a fail, the creature is charmed and you have full control over its body. While charmed in this way, it may remake its saving throw when it takes damage and if you command it to do something directly harmful to itself. Additionally, it has no recollection of being possessed and does not retain its memories from actions it committed while possessed. You concentrate on this ability as if it were a spell, with the possession ending after one hour or until you dismiss it as an action.
INSPIRE: You can plant a thought in the mind of a mortal. This thought can be anything, and if they do not want to do it or it is directly harmful to themself, they must make a save against your godly DC. If they fail or are willing to do this, they will start fixating on the thought and must act on it. For example, if you inspired someone to join your following, create a nation, or make a magic item, they would have to do that.
SPELLCASTING: You can spend Ability Points to get spells. You can only get spells equal to your category and below (1, cantrip, 10, 9th level spells). From cantrip to 3rd level, you can spend one Ability Point to buy one spell and a spell slot that comes with it. At 4th and 5th level, it costs 3 ability points. From 6th to 7th, it costs 5 Ability Points. From 8th to 9th, it costs 7 ability points. For every spell you buy, it comes with one spell slot unless it is a cantrip.
+1 AC (can get AC up to 22.) (2 AP)
+1 to any ability score (can get an ability score up to 30.) (1 AP)
+1 hit die (can get your hit points up to 750.) (1 AP)
+10 speed of any type. No speed can exceed 200 ft (2 AP)
You gain proficiency with a weapon/skill/set of tools of your choice (can take five ability proficiencies, infinite weapons, and infinite tools. cannot stack proficiencies.) (1 AP)
GODLY WEAPON: You gain a bond with a weapon of your choice that you have proficiency with. Once you bond with the weapon, it becomes magical, and you can add another damage die, and you can choose the damage type of all the damage die. You can make the weapon disappear and reappear in your hands as a bonus action. You can choose a new weapon to bond with if you so choose, and you cannot have more than one bond at a time. (1 AP)
SNEAK ATTACK: You gain the ability to do more damage while sneaking. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.The amount of the extra damage increases with your proficiency bonus, damage die equal to your PB.
EXTRA ATTACK: When you take the attack action, you may attack twice instead of once. You may take this feature a second time to gain three attacks per attack action.
BLESS: You choose a creature you can see or know the full name of, and give them advantage on an attribute you choose.
BLEHHHHHH: Choose an ability from a monster of a CR no higher than the CR your category lets you summon. Send this ability to a mod, and if they approve, you are allowed to add it to your stat block with the amount of points they told you it costs. No spellcasting abilities.
SWARM STATBLOCKS
You may convert a number of your followers into a militarized group, choosing from a minor squad swarm (less than 50 followers), a squadron swarm (less than 500 followers), or a battalion swarm (up to 1000 followers). These swarms operate under certain creature types, choosing from cavalry, infantry, or archery. The creature type determines the abilities that a swarm may get, as well as the effectiveness of those abilities on their enemies. Once you have converted your followers into a swarm, they cannot have their chosen “creature type” change. You may arrange the stats of your statblock as you wish to, as per the point buy system (such as moving 5 points out of DEX to put into CHA) and to a maximum or 20 and a minimum of 5. If the majority of your swarm consists of a species, you may add one of the species’s passive racial traits to your statblock.
Squadron Swarm (100-500 followers)
Huge (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron)
HP: (number of followers multiplied by 2 to a max of 300)
Speed: 30 ft (60 ft if cavalry)
–
STR: 12 (+1) DEX 12 (+1) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)
–
Saving Throws: (any two)
Skills: (any two)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes two attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 30 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 3d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals two extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +2 bonus to armor class against enemies 20 ft away or more.
Minor Squad Swarm (less than 100 followers)
Large (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron worth under 500 gold)
HP: (number of followers multiplied by 2)
Speed: 30 ft (60 ft if cavalry)
–
STR: 10 (+0) DEX 10 (+0) CON 10 (+0) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)
–
Saving Throws: (any one)
Skills: (any one)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes two attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 30 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 2d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals one extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +1 bonus to armor class against enemies 20 ft away or more.
Battalion Swarm (500-1000 followers)
Gargantuan (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron +1)
HP: (number of followers to a max of 600)
Speed: 30 ft (60 ft if cavalry)
–
STR: 14 (+2) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 14 (+2)
–
Saving Throws: (any two)
Skills: (any three)
Resistances: Bludgeoning, Piercing, and Slashing damage
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes three attacks.
(Cavalry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 20 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 4d6 piercing damage and have their speed reduced by half.
(Archery Action)Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals three extra dice of damage if it is made past 150 ft of range.
(Infantry Action)Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +3 bonus to armor class against enemies 20 ft away or more.
*Can't you just edit this into the OP?*
*It might get marked as spam.*
*I don't think you can get marked as spam after you posted*
*Happened with TSF*
Rollback Post to RevisionRollBack
If I’m being annoying, tell me to shut up. Seriously. Just say “Bananer shut up.” And I will. For a few seconds!
Don’t listen to the folks down at Adohands. It’s good for me to overwork myself.
Professional idiot! Trans! Pansexual pancake! I am a minor so you will do none of that (GP) with me! I use He/They pronouns :3
on a barren island, there is a step pyramid, with an enormous humanoid torso at its apex. the structure is made of bronze, and the head has a singular light blue eye in the center of its head.
DEITY is back. again. again.
*Nature (God of technology//intelligence), Hive, Lifebringer, 4 + 5 creation points, 6 * 60 sphere of influence. the island is instantly blanketed in DEITYGrass, DEITYTrees, DEITYFlowers, and variants*
*do non-sentitent creations count towards hive?*
A small cat appears on the bottom of the pyramid, and says, "Hello!"
"Greetings. I//We Am//Are DEITY. What Is Your Designation?"
"What is your definition of designation?"
Rollback Post to RevisionRollBack
Hello! Call me GAYto or Gato (Cat in Spanish) My pronouns are They/She (Prefers She/her) I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual but this community means the world to me; you can't change that about me :[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll] I have adopted Golden, Salem, Wes, and Aspen
To post a comment, please login or register a new account.
*x30. 2x30 for territory.*
If I’m being annoying, tell me to shut up. Seriously. Just say “Bananer shut up.” And I will. For a few seconds!
Don’t listen to the folks down at Adohands. It’s good for me to overwork myself.
Professional idiot! Trans! Pansexual pancake! I am a minor so you will do none of that (GP) with me! I use He/They pronouns :3
Extended Signature!
*ARCHIVES ARE OPEN*
fellow follower of JEFF!!!! and a fan of BotW titles include:Beastmaster Extraordinaire,Wizened Beholder of the West Wind,Salvatore's Secret Archivist,Bladesong Smith
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread, Mechanicus and Realm of Dragons,MDDTG,The Academy threads Admin of the Academy
PM me the word avocado :P
Extended sig
*So 60 feet?*
Hello! Call me GAYto or Gato (Cat in Spanish)
My pronouns are They/She (Prefers She/her)
I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual
but this community means the world to me; you can't change that about me
:[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll]
I have adopted Golden, Salem, Wes, and Aspen
*Yep. You should probably choose how you edit that area. Think you can grow plants in it.*
If I’m being annoying, tell me to shut up. Seriously. Just say “Bananer shut up.” And I will. For a few seconds!
Don’t listen to the folks down at Adohands. It’s good for me to overwork myself.
Professional idiot! Trans! Pansexual pancake! I am a minor so you will do none of that (GP) with me! I use He/They pronouns :3
Extended Signature!
*I saw that, I'll make a couple trees, and then some grass
Also, make it so if you take the stuff out of the area, It dies, so you can't make plants and sell them, and then repeat*
Hello! Call me GAYto or Gato (Cat in Spanish)
My pronouns are They/She (Prefers She/her)
I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual
but this community means the world to me; you can't change that about me
:[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll]
I have adopted Golden, Salem, Wes, and Aspen
*Gato category size is not dependent on how much land you control*
fellow follower of JEFF!!!! and a fan of BotW titles include:Beastmaster Extraordinaire,Wizened Beholder of the West Wind,Salvatore's Secret Archivist,Bladesong Smith
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread, Mechanicus and Realm of Dragons,MDDTG,The Academy threads Admin of the Academy
PM me the word avocado :P
Extended sig
AVATAR STAT BLOCK
You may arrange the stats of your statblock as you wish to (such as moving 5 points out of DEX to put into CHA) and to a maximum or 25 and a minimum of 5. You may also choose to start out with a nonmagical set of armor of your choice and a shield. You may also start out with a weapon of your choice, which you are attuned to and counts as a magic weapon. This weapon may be a common or uncommon magic item, and you may upgrade it a tier in rarity once you reach Category 3, then 5, then 7, then 9. The weapon you are attuned to does the amount of dice in damage that your strike ability or hurl ability does depending on if it is a ranged weapon or a melee weapon, using the damage die of that weapon (a greatsword or automatic pistol would deal one extra die in damage). You have a number of attunement slots equal to half of your proficiency bonus, plus 1.
AVATAR OF A GOD
Any size of your choice (celestial), alignment of your choice
–
Armor Class: 13+DEX mod (natural armor), +1 if Small or Tiny
HP: 110 (20d10) + 20 times CON mod
Speed: 45 ft, (may either choose 60 ft walk, 60 ft swim, 60 ftt climb, or 60 ft fly)
–
STR: 15 (+2) DEX 15 (+2) CON 15 (+2) INT 15 (+2) WIS 15 (+2) CHA 15 (+2)
–
Saving Throws: (any three)
Skills: (any five)
Resistances: Bludgeoning, Piercing, and Slashing damage from nonmagical weapons, one more damage resistance of your choice (cannot be BPS)
Immunities: Charmed or Frightened (your choice)
Senses: Darkvision 60 ft, Truesight 15 ft
Languages: Common and two more of your choice. Can understand any language but cannot speak it
Proficiency Bonus: +2 (Changes with size class)
XP: (5000 multiplied by proficiency bonus)
–
Divine Soul. When this avatar dies, it reforms 1d4-1 days later (minimum of 1). It retains its memories and reforms at the center of the god’s territory or at one of its shrines. The avatar does not require food, water, or sleep, and cannot be changed into another form against its will. Additionally, your size does not impact the size of your hit dice or the damage of your attacks. You may also cast the spell alter self at will, not requiring material components and using either Intelligence, Wisdom, or Charisma as your spellcasting modifier.
Legendary Resistance (1/day). When this avatar fails a saving throw, it may choose to succeed instead.
–
Actions
Strike. Melee Weapon Attack, + (Strength or Dexterity modifier plus Proficiency Bonus) to hit, 5 ft (10 ft for Large or Huge, 15 ft for Gargantuan) reach, one target. Hit: (3d8+STR or DEX) bludgeoning, piercing, or slashing damage, plus (half of your proficiency bonus rounded up)d6 of a damage type of your choice.
Hurl. Ranged Spell Attack, + (INT, CHA, or WIS modifier plus Proficiency Bonus) to hit, (80/200) reach, one target. Hit: (3d6+INT, DEX, or CHA) damage, (a non BPS damage type of your choice)
(Cursebearer Only, PB/2 per day)Curse. You choose a curse that is unique to your god following the curse guidelines. As an action, you may choose to bestow that curse on a creature within 30 ft of you that you can see. This creature must make a CON save against your god’s save DC, and on a fail are afflicted with your curse for 30 days. This curse can be dispelled by a deity or spells such as remove curse, along with any other ways of removing the curse that you may add. If this curse lasts 30 days without being dispelled, it lasts indefinitely and can only be cured through either a wish spell or another deity.
—
Lair Actions
(Lair action, acts on initiative 20). You may have up to two lair actions of your choice. It is recommended you look at pre-existing lair actions when creating these.
ABILITIES
If an ability requires a target to roll a saving throw, the DC for it would be 8 plus your proficiency bonus plus your Wisdom, Intelligence or Charisma modifier (your choice). Your attack bonus for any ability will be listed in the ability. You can spend Ability Points on abilities whenever you're not in combat.
SNIPER: You no longer have disadvantage with the long range of your weapon, and instead have advantage. You have disadvantage on the short range of your weapon. (2 AP cost)
IMPROVED CRITICAL: You score a critical hit on a 19 or 20. (5 AP)
BLOODLUST: As an action, You attempt to curse up to 10 mortal creatures within 30 ft of you that you can see with bloodlust. They make a WIS save against your DC, becoming cursed on a fail. While affected, these creatures are hostile and compelled to kill a living creature at least once per day or suffer a level of exhaustion for every day they refuse to kill someone. This curse lasts for 30 days, or until the Remove Curse spell is cast on the target. You can use this ability once per long rest. (3 AP)
DIVINE ARROWS: Once per long rest, arrows fly down from the heavens in a 100 foot sphere, in a place of your choosing within 100 ft of you that you can see. Anyone within the area must make a dex save against your godly save, taking 10d10 radiant damage on a fail, and half on a success. (4 AP)
DIVINE SHIELD: You create a 50 foot sphere of pure radiant light. Creatures on the border of this sphere are pushed outwards, and any creature that attempts to enter against your will must make a Wisdom saving throw. On a fail, they take 5d10 damage of a damage type of your choice (not BPS) and are pushed back out of the sphere. This sphere lasts for 1 hour or until dismissed. You can use this ability once per long rest. (4 AP)
CURSE: Once per long rest, you may target a mortal creature you either know the full name of or a creature within 100 ft that you can see. This mortal makes a Wisdom saving throw against your DC, unless it is within your domain, in which case it automatically fails.. On a failure, the creature is cursed and has disadvantage on any check or saving throw associated with the attribute you choose (INT, DEX, etc). The curse remains for 30 days, and this creature may retry its saving throw at the end of a long rest, ending the effect on a success. Alternatively, this effect ends if Remove Curse is cast on it. (2 AP)
ANIMAL TRANSFORMATION: You gain the True Polymorph spell, which you may cast a number of times equal to half of your proficiency bonus (rounded down) per day. You require no material components to cast this spell, and may only target mortal creatures with it. (1 AP)
LYCANTHROPY: As an action, you may choose a mortal within 30 ft of you that you can see and force that creature to make a CON saving throw. On a fail, this creature gains a lycanthropy type of your choice, using the rules for lycanthropy from the 2014 Monster Manual. You can use this ability an amount of times equal to half of your proficiency bonus (rounded up) per day. (2 AP)
PUPPET CONTROL: Once per day, as an action you can attempt to control up to one hundred mortals in a 1,000 foot cube that you can see. If these mortals are your followers, they have disadvantage on the saving throw. The creatures in the area act as a swarm, and make a collective WIS saving throw. On a fail, these mortal creatures are charmed and obey your commands. They may remake the saving throw when they take damage or when they are instructed to do something directly harmful to themselves.. The mortals will move in jerky, puppet like movements, the movements become more exaggerated the more you control. You concentrate on this ability as if it were a spell, and it lasts for one hour. You may choose to end this ability as an action, and if these creatures did not kill or harm another creature during this time, they are unaware that they were possessed. (5 AP)
REGENERATION: You regain 10 hit points at the start of your turn every turn, unless you take a damage type of your choosing, or start the turn in a certain condition of your choosing. (3 AP)
POSSESS: Once per day, you may attempt to possess a creature within 30 ft of you that you can see. This creature must be mortal, and makes a charisma saving throw, disadvantage if it is on your territory. On a fail, the creature is charmed and you have full control over its body. While charmed in this way, it may remake its saving throw when it takes damage and if you command it to do something directly harmful to itself. Additionally, it has no recollection of being possessed and does not retain its memories from actions it committed while possessed. You concentrate on this ability as if it were a spell, with the possession ending after one hour or until you dismiss it as an action. (2 AP)
INSPIRE: You can plant a thought in the mind of a mortal. This thought can be anything, and if they do not want to do it or it is directly harmful to themself, they must make a save against your godly DC. If they fail or are willing to do this, they will start fixating on the thought and must act on it. For example, if you inspired someone to join your following, create a nation, or make a magic item, they would have to do that. (2 AP)
SPELLCASTING: You can spend Ability Points to get spells. You can only get spells equal to your category and below (1, cantrip, 10, 9th level spells). From cantrip to 3rd level, you can spend one Ability Point to buy one spell and a spell slot that comes with it. At 4th and 5th level, it costs 3 ability points. From 6th to 7th, it costs 5 Ability Points. From 8th to 9th, it costs 7 ability points. For every spell you buy, it comes with one spell slot unless it is a cantrip.
+1 AC (can get AC up to 22.) (2 AP)
+1 to any ability score (can get an ability score up to 30.) (1 AP)
+1 hit die (can get your hit points up to 750.) (1 AP)
+10 speed of any type. No speed can exceed 200 ft (2 AP)
You gain proficiency with a weapon/skill/set of tools of your choice (can take five ability proficiencies, infinite weapons, and infinite tools. cannot stack proficiencies.) (1 AP)
GODLY WEAPON: You gain a bond with a weapon of your choice that you have proficiency with. Once you bond with the weapon, it becomes magical, and you can add another damage die, and you can choose the damage type of all the damage die. You can make the weapon disappear and reappear in your hands as a bonus action. You can choose a new weapon to bond with if you so choose, and you cannot have more than one bond at a time. (1 AP)
SNEAK ATTACK: You gain the ability to do more damage while sneaking. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.The amount of the extra damage increases with your proficiency bonus, damage die equal to your PB. (2 AP)
EXTRA ATTACK: When you take the attack action, you may attack twice instead of once. You may take this feature a second time to gain three attacks per attack action.(2 AP)
BLESS: You choose a creature you can see or know the full name of, and give them advantage on an attribute you choose. (1 AP)
BLEHHHHHH: Choose an ability from a monster of a CR no higher than the CR your category lets you summon. Send this ability to a mod, and if they approve, you are allowed to add it to your stat block with the amount of points they told you it costs. No spellcasting abilities.
SWARM STATBLOCKS
You may convert a number of your followers into a militarized group, choosing from a minor squad swarm (less than 50 followers), a squadron swarm (less than 500 followers), or a battalion swarm (up to 1000 followers). These swarms operate under certain creature types, choosing from cavalry, infantry, or archery. The creature type determines the abilities that a swarm may get, as well as the effectiveness of those abilities on their enemies. Once you have converted your followers into a swarm, they cannot have their chosen “creature type” change. You may arrange the stats of your statblock as you wish to, as per the point buy system (such as moving 5 points out of DEX to put into CHA) and to a maximum or 20 and a minimum of 5. If the majority of your swarm consists of a species, you may add one of the species’s passive racial traits to your statblock.
Squadron Swarm (100-500 followers)
Huge (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron)
HP: (number of followers multiplied by 2 to a max of 300)
Speed: 30 ft (60 ft if cavalry)
–
STR: 12 (+1) DEX 12 (+1) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)
–
Saving Throws: (any two)
Skills: (any two)
Resistances: Bludgeoning, Piercing, and Slashing damage
Immunities: Charmed, Grappled, Restrained, Petrified, Paralyzed, Prone
Senses: –
Languages: Common and one more of your choice.
Proficiency Bonus: +4
XP: –
–
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes two attacks.
(Cavalry Action) Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 30 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 3d6 piercing damage and have their speed reduced by half.
(Archery Action) Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals two extra dice of damage if it is made past 150 ft of range.
(Infantry Action) Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +2 bonus to armor class against enemies 20 ft away or more.
Minor Squad Swarm (less than 100 followers)
Large (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron worth under 500 gold)
HP: (number of followers multiplied by 2)
Speed: 30 ft (60 ft if cavalry)
–
STR: 10 (+0) DEX 10 (+0) CON 10 (+0) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)
–
Saving Throws: (any one)
Skills: (any one)
Resistances: Bludgeoning, Piercing, and Slashing damage
Immunities: Charmed, Grappled, Restrained, Petrified, Paralyzed, Prone
Senses: –
Languages: Common and one more of your choice.
Proficiency Bonus: +3
XP: –
–
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes two attacks.
(Cavalry Action) Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 30 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 2d6 piercing damage and have their speed reduced by half.
(Archery Action) Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals one extra dice of damage if it is made past 150 ft of range.
(Infantry Action) Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +1 bonus to armor class against enemies 20 ft away or more.
Battalion Swarm (500-1000 followers)
Gargantuan (cavalry, infantry, or archery), alignment of your choice
–
Armor Class: (standard issue armor type of your squadron +1)
HP: (number of followers to a max of 600)
Speed: 30 ft (60 ft if cavalry)
–
STR: 14 (+2) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 14 (+2)
–
Saving Throws: (any two)
Skills: (any three)
Resistances: Bludgeoning, Piercing, and Slashing damage
Immunities: Charmed, Grappled, Restrained, Petrified, Paralyzed, Prone
Senses: –
Languages: Common and one more of your choice.
Proficiency Bonus: +5
XP: –
–
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.
(Cavalry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Infantry creature type.
(Archer Passive) Damage done by this swarm ignores any damage resistances from swarms with the Cavalry creature type.
(Infantry Passive) Damage done by this swarm ignores any damage resistances from swarms with the Archer creature type.
–
Actions
Multiattack. The squadron makes three attacks.
(Cavalry Action) Melee Weapon Attack, +(STR mod + PB) to hit, 15 ft reach, one target. Hit: (number of followers/10)d8+STR mod piercing damage. If moved 20 ft or more towards the target, they must make a DC (STR+PB+8) Strength saving throw or take an additional 4d6 piercing damage and have their speed reduced by half.
(Archery Action) Ranged Weapon Attack, +(DEX mod + PB) to hit, 150/600 range, one target. Hit. (number of followers/10)d6+DEX mod piercing damage. This attack deals three extra dice of damage if it is made past 150 ft of range.
(Infantry Action) Melee Weapon Attack, +(STR mod + PB) to hit, 10 ft reach, one target. Hit: (number of followers/10)d10+STR mod piercing damage. Creatures that take opportunity attacks from this swarm have their speed reduced to 0 until the end of their next turn. The infantry gains a +3 bonus to armor class against enemies 20 ft away or more.
If I’m being annoying, tell me to shut up. Seriously. Just say “Bananer shut up.” And I will. For a few seconds!
Don’t listen to the folks down at Adohands. It’s good for me to overwork myself.
Professional idiot! Trans! Pansexual pancake! I am a minor so you will do none of that (GP) with me! I use He/They pronouns :3
Extended Signature!
*I know, I read it wrong and wrote the wrong thing in the same place*
Hello! Call me GAYto or Gato (Cat in Spanish)
My pronouns are They/She (Prefers She/her)
I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual
but this community means the world to me; you can't change that about me
:[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll]
I have adopted Golden, Salem, Wes, and Aspen
*Ah.*
"Gato. Cat, isn't it?" She whistles. "Darling, what a name! Creatures will be begging for your blessing!"
wes (he/him, bi) — DM, romantic, a little bit eldritch
The Soft in the Storm, your Friendly Neighborhood Storysmith, The Fae Conspirator
christmas is upon us, and we must bow to it
you all are the best people I know — thank you
coming forth to rebehold the stars
extended sig here, check it out!
*And 30 ft. of domain space. I'll make it a massive open storybook.*
wes (he/him, bi) — DM, romantic, a little bit eldritch
The Soft in the Storm, your Friendly Neighborhood Storysmith, The Fae Conspirator
christmas is upon us, and we must bow to it
you all are the best people I know — thank you
coming forth to rebehold the stars
extended sig here, check it out!
"I don't know about that, I really only want to have peace."
Hello! Call me GAYto or Gato (Cat in Spanish)
My pronouns are They/She (Prefers She/her)
I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual
but this community means the world to me; you can't change that about me
:[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll]
I have adopted Golden, Salem, Wes, and Aspen
Striding into the empty land is a large winged figure, the sun rising behind them. They flap their wings twice and take to the sky, staring at all those below, before casting down two orbs of light. The orbs begin to crack like an egg, and two people crawl out, one dark skinned with wavy hair, one light skinned with straight hair. Both stare up at the people around them in awe.
(Using conviction domain to make aasimar.)
If I’m being annoying, tell me to shut up. Seriously. Just say “Bananer shut up.” And I will. For a few seconds!
Don’t listen to the folks down at Adohands. It’s good for me to overwork myself.
Professional idiot! Trans! Pansexual pancake! I am a minor so you will do none of that (GP) with me! I use He/They pronouns :3
Extended Signature!
*Can't you just edit this into the OP?*
Hello! Call me GAYto or Gato (Cat in Spanish)
My pronouns are They/She (Prefers She/her)
I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual
but this community means the world to me; you can't change that about me
:[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll]
I have adopted Golden, Salem, Wes, and Aspen
*re-introing, cuz the last one was bad*
on a barren island, there is a step pyramid, with an enormous humanoid torso at its apex. the structure is made of bronze, and the head has a singular light blue eye in the center of its head.
DEITY is back. again. again.
*Nature (God of technology//intelligence), Hive, Lifebringer, 4 + 5 creation points, 6 * 60 sphere of influence. the island is instantly blanketed in DEITYGrass, DEITYTrees, DEITYFlowers, and variants*
*do non-sentitent creations count towards hive?*
Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/ general of the goose horde/ holder of the evil storyteller badge of no honor/ king of madness / The FBI/ The Tele-Visionary/ The Pawless Wizard/ The Infinite Fractal/ Admin of The Academy/ The Archmage of I CAST...!
Alignment: Neutral Evil
Currently rampaging through life
A small cat appears on the bottom of the pyramid, and says, "Hello!"
Hello! Call me GAYto or Gato (Cat in Spanish)
My pronouns are They/She (Prefers She/her)
I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual
but this community means the world to me; you can't change that about me
:[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll]
I have adopted Golden, Salem, Wes, and Aspen
*It might get marked as spam.*
If I’m being annoying, tell me to shut up. Seriously. Just say “Bananer shut up.” And I will. For a few seconds!
Don’t listen to the folks down at Adohands. It’s good for me to overwork myself.
Professional idiot! Trans! Pansexual pancake! I am a minor so you will do none of that (GP) with me! I use He/They pronouns :3
Extended Signature!
*I don't think you can get marked as spam after you posted*
Hello! Call me GAYto or Gato (Cat in Spanish)
My pronouns are They/She (Prefers She/her)
I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual
but this community means the world to me; you can't change that about me
:[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll]
I have adopted Golden, Salem, Wes, and Aspen
"Greetings. I//We Am//Are DEITY. What Is Your Designation?"
Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/ general of the goose horde/ holder of the evil storyteller badge of no honor/ king of madness / The FBI/ The Tele-Visionary/ The Pawless Wizard/ The Infinite Fractal/ Admin of The Academy/ The Archmage of I CAST...!
Alignment: Neutral Evil
Currently rampaging through life
*Happened with TSF*
If I’m being annoying, tell me to shut up. Seriously. Just say “Bananer shut up.” And I will. For a few seconds!
Don’t listen to the folks down at Adohands. It’s good for me to overwork myself.
Professional idiot! Trans! Pansexual pancake! I am a minor so you will do none of that (GP) with me! I use He/They pronouns :3
Extended Signature!
"What is your definition of designation?"
Hello! Call me GAYto or Gato (Cat in Spanish)
My pronouns are They/She (Prefers She/her)
I am a teenager. I have ADHD, Depression, and anxiety. I'm also Genderfae, Trans, Aromantic, and Asexual
but this community means the world to me; you can't change that about me
:[roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll]
I have adopted Golden, Salem, Wes, and Aspen