The world is barren. But not for long... Gods are coming...
CHARACTER CREATION
When you create your god, you must first choose a divine origin (either Nature or Conviction), which determines your source of power and the method to which you gain ability points, as well as choosing a specialty. Your god is a new creature on a barren world, but they can have backstory and be from different worlds. They consist of two components, their avatar form (their physical manifestation in the world) and their godly form (a mystical and unseen presence). Your avatar form uses the statblock listed below, and may be further upgraded as you gain more ability points using the Avatar Abilities, listed below.
Your god is incorporeal and cannot affect things outside of their domain of influence, such as damaging other creatures or being damaged. You may only physically interact with the world through your avatar such as speaking to mortal creatures and using the abilities on your statblock, though only your godly form may spend creation points. You will have one main avatar, as detailed above, but you may additionally spend creation points later to have more than one.
You have two sources of power to keep track of, Ability Points and Creation Points. Ability Points only apply to your avatar and your own set of abilities, while Creation Points focus on how you shape the world around you.
DIVINE ORIGIN
When you create your god, you choose one of the two Divine Origins below, which determines the method from which you gain strength and Ability Points. Once you choose this origin, you cannot change it.
Nature: Nature origin gods are champions of the more physical aspects of the world, such as life, the moon, the sea, metals, seasons, and more. Your god is representative of one of these domains, and your power is gained through the expansion of your territory. You start at Category 1 for size, listed below in the Divine Domain Sizes. You may spend the amount of Creation Points listed next to your territory size to upgrade to the next size category. When you do, you gain the amount of ability points listed by your new size category. As a creature tied to the natural world, your avatars are exposed to more risk as opposed to a conviction domain. If your avatar is reduced to 0 hp, your size category is reduced by 2 and you lose any ability points you would have gained from a higher size category, adjusting your statblock where needed.
When your god appears in the world, they have a sphere of influence equal to 1d6 multiplied by 30 sqft. You may establish any nonmagical plants or terrain that you would like within this territory, though you may only do this as soon as your god appears. Otherwise, you may change or add a single landmark within your territory once per day. While in this sphere of influence, you also gain access to lair actions and effects, detailed below.
Conviction: You represent a conviction or an abstract concept with this origin, such as love, war, patience, law, chaos, and more. Conviction origin gods gain strength through the devotion of their followers. Roll a 1d6 to determine the amount of starting followers you may have. You start at Category 1 for size, and when you reach a certain amount of followers, your category size increases by 1. When you determine the number of followers you have, you may choose their race either from an existing one in the world (if a god has created that race, you must have the permission from that god) or create a race of your own. This race follows the racial guidelines in the Creation section. If the number of followers you have falls below the threshold of your size class, your size class is reduced and you lose any ability points you may have gained from that size class.
MORTAL FOLLOWING
You have a follower die that is separate from your creation dice, detailed in the categories below. When you spend creation points on a new creation or miracle, you may roll your follower dice a number of times equal to however many that the creation act specifies. You then gain a number of followers equal to the amount you rolled. If you are of the Conviction divine origin, every week that you do not spend creation points you lose a number of followers equal to the number specified by your size category. You may not recruit followers from another god’s set of followers, but you may recruit from other creations that other gods make. To be a follower, a creature must be sentient (have an intelligence of 6 or more).
Your followers may raid other gods’ followers and lands, and each has a CR or level maximum equal to the amount specified in your size class. Individually, you may play one of your followers but they are unable to level more than your size class’s restrictions. Combat between followers and gods is detailed later, under the Combat section.
COMBAT
As an avatar, you can engage in combat as you wish, though if you have multiple avatars only one is able to participate in combat at a time. While one is in combat, no other avatars can make attacks or cast spells. Combat between avatars follows standard DND rules. Followers may also engage in combat, and can be grouped into swarms, detailed further in the statblocks below.
Each battalion has a certain creature type, classifying as either cavalry, infantry, or archery. When a battalion loses hp, you lose an amount of followers equal to half of the hp lost (rounded down). Singular creatures that are not god avatars may not contribute to the fight and instead become part of the swarm. However, Mythic creatures and demigods may act in the fight independently. An opposing army may choose to attempt to surrender, and if you accept, neither side loses followers from the battle. If you reduce an enemy swarm to 0, you gain a number of ability points equal to that swarm’s proficiency bonus. If you reduce a god’s avatar to 0 hp, you gain 5 ability points.
Permanently killing a god is a much more difficult process, and changes depending on the origin of that god. All gods, upon creation, may choose a specific method for which they may be killed. Keep track of this method through an archive or sending it to a mod or DM. This method must be accomplishable by a god, character no greater than 3rd level (Or CR 1), and must be summarizable in a simple sentence of 10 words or less. If a method is not chosen, the god may only be killed through the destruction of all of its shrines, followers, and avatars. A god that is permanently killed in this manner may choose to transfer up to 10 ability points to you. You cannot have your own gods kill each other for points.
CREATING A RACE
A race you create may be an already existing race, or you may create one on your own. As a Conviction origin god, when you appear in the world for the first time, you may create a single species that makes up the followers you roll on your die. This species costs no creation points to make and is sentient. It can be Small or Medium when you create it, and it is a mortal species. You may evolve this species further through creation points, as labeled in the creation points section. If you are making this species into a statblock, it follows the CR constraints of your size category, and any homebrew you add must be reviewed by a mod or DM before you create the species.
When you create a sentient species as a playable race, it follows DND 2014 rules, and you must add the following: An ability score increase (2/1, 1/1/1, or 1/1), at least one language, a creature type, a speed (cannot exceed 50 ft), two passive traits, one trait that requires an action. You may add more than two passive traits, but you must send your homebrew to a mod to review before you play as this race or use any traits of it for your swarms.
MORE COMING!!!!!!! Please do not post until I say everything is posted.
Your specialty determines what your god is most efficient at, and you may choose two specialties during creation. This specialty cannot be changed once you have chosen it. You may choose another specialty when you reach 5th category size, and one more when you reach 10th.
Lifebearer: You are a master of creating living creatures and weaving together the strands of a soul. When you create a living creature, the cost of creating that creature is halved (rounded up, minimum of 1). You may also designate a number of mortal creatures that you have created equal to your proficiency bonus and grant them partial immortality. If these creatures would die of any reason other than old age, they are resurrected after 1d6+2 days.
Inspiring: Your passion has rallied your devotees and solidified their trust in you. You experience only half of the amount of decay in followers from lack of creations (rounded up), and when you would gather devotees from usage of an ability or an act of creation, you may gain additional devotees equal to your proficiency bonus. Additionally, your followers have advantage on ability checks, attack rolls, and saving throws while you are within eyesight of them.
Natural Affinity: Your god is closely intertwined with the spirit of the land. If you are a Nature Origin god, your sphere of influence increases by an amount equal to your proficiency bonus multiplied by 1000 in sqft. If you are not a Nature Origin god, you may gain a territory of land you influence on the physical world with the same area. You gain an extra lair effect, and may alter your terrain of influence up to three times per day. If you are a Nature Domain god, when you increase a size category for your land you may also roll your Creation Point dice once.
Volatile: You are a god with the capabilities of large scale devastation. When you initiate a harmful act that would reduce the number of devotees a god has (such as sending an army or natural disaster) you may roll a number of extra dice in damage equal to half of your proficiency bonus (rounded down). The cost of creating natural disasters is reduced by half of your proficiency bonus as well, to a minimum of 1. You may choose an elemental damage immunity for your avatar statblock and may additionally add that immunity as a resistance to your swarms.
Connected: You are able to more closely manifest as a creature that can be perceived, and you are able to communicate through your godly form. Your created creatures have a permanent telepathic link with you if you allow, and you are able to monitor their vitals and read their emotions. Additionally, when you create any sort of life, you may spend only one additional creation point to create this life as sentient.
Hive: You and your creations are merged as one. When you create a new form of sentient life, it automatically becomes one of your devotees, and you may possess and control any of your creations. Your avatar also gains the ability to sacrifice 10 followers once per day to roll one of your creation dice once. The cost of this ability goes up by 1 every time you use it.
Zealot: You live for conquest, and as such, are experienced in war. You may apply one 2014 feat to your swarm statblocks, and if your swarms win a battle, you lose no followers from engaging in that battle. Followers you have and creatures you make have proficiency in martial weapons and armor, and you ignore the cost restriction of armor on your swarms. When you reduce a swarm or avatar to 0 hp, you may also roll your creation dice a number of times equal to the proficiency bonus of the swarm you killed.
Peacemaker: Hostile mortal creatures that start their turn within your domain or within 30 ft of you are no longer hostile, which lasts until they leave your domain or presence or until they take damage. If you or your followers damage a creature that is not hostile, you take an amount of damage equal to what you dealt. This damage cannot be reduced in any way. Once per day, you may roll one creation die when you non-lethally pacify a hostile creature.
Diviner: You read the threads of fate and may deliver prophecies to your followers. Your followers gain the ability to communicate with divine beings regardless if they share a language, and you are aware of any creature that sets foot in your domain. When you roll your creation dice, you now gain 0 points off of a die when you roll a one and may double the points you gain from a die on a maximum roll.
Cursebearer: You are immune to the effects of madness, and creatures that spend 24 hours or more on your terrain of influence must roll once on the short term madness table. Curses that you bestow on creatures last until dispelled, regardless of the original duration, and creatures you create are immune to disease and the effects of madness that are not given to them by you. Once per day, you may roll an extra creation die when a creature you have not created is affected by a curse you have bestowed. Additionally, creatures you make have the chance to have the monstrosity creature type and be cursed (either by lycanthropy, vampirism, or something else). Roll a 1d100. On a 30 or lower, they are cursed. You gain the ability to bestow a curse, which is detailed later on the avatar statblock.
Healer: Your avatars gain the regeneration trait, and at the start of their turn they regain a number of HP equal to twice your proficiency bonus, unless they have taken necrotic damage in the previous round. As an action, you may touch a creature and heal it a number of d10s equal to twice your proficiency bonus. Creatures healed this way may be cured of any disease, poison, or spell effect that is currently affecting them. Once a creature has benefitted from this feature, it may not gain the benefits again for the next 24 hours. As part of this action, you may also attempt to relieve a curse, and make a contested ability check of your choice with the creature that bestowed the curse. On a success, the curse is lifted for three days. After three successes, the curse is removed permanently. After three fails, you may not attempt to lift this curse again.
Gift Giver: You specialize in blessings, enhancing the world and people around you. The cost of enhancing mortals is reduced by a number equal to half of your proficiency bonus (rounded up), and when you enhance a mortal, that enhancement is passed down the creature’s bloodline indefinitely. You may also enhance other gods’ avatars, using an action to grant that avatar an ability from your statblock, which lasts for 24 hours. Sentient creatures that you create may also raise their ability scores over 20, to a maximum of 24.
Weaver: The maximum number of legendary items you can make is doubled, and the cost to create a new material is reduced by 2 (to a minimum of 0). You may also shape nonmagical items out of any material of your choice a number of times equal to twice your proficiency bonus per long rest. Your followers also gain the ability to create, and may each create one non-magical item per day, up to a maximum size of Large. Constructs also now count as mortal creatures to you for the purpose of abilities and spending creation points.
CREATION POINTS
Once per day, you may roll your creation dice (starting at 2d4 and increases as stated in the Size Categories) and you gain an amount of points equal to the number you rolled. You start out with 5 creation points. Once per day, other gods may spend 3 creation points to allow you to roll your creation dice again. You may also roll creation dice when you gain 5000 XP or more in one instance. A mod/DM may also allow you to roll a creation die as a reward for a certain task or similar, like the mileage leveling system.
You may spend your creation points for some of the following items below. Some of these acts may only be performed once per a certain timeframe, or only at a certain size category. Sentient creatures, for the purpose of this thread, are creatures with an INT stat of 6 or more that can understand at least one language. Mortals are creatures of the Humanoid, Beast, or Plant creature type. Demihumans are creatures of the Giant, Monstrosity, Ooze, Undead, Dragon, or Construct creature type. Extraplanars are creatures of the Aberration, Celestial, Fiend, Elemental, and Fey creature types. Supernatural creatures are ones that can have an attribute above the 20th level cap.The number of follower dice to roll is listed next to each size (listed as #F). You may also convert creation points into ability points, turning 10 creation points into one ability point.
Living Creatures:
When creating a living creature that requires a statblock, you may create this creature of a CR equal to or less than the maximum specified in your size category. You build your creature with the traits from below. Refer to the 2014 Dungeon Master’s Guide for recommended damage, health, and AC of creatures. Add together the total of the costs of the traits to determine the cost of the creature. When you make this creature (if it requires a statblock), it is a species, and you may make a number of this species equal to your proficiency bonus. After you create this species, it is assumed they are able to grow their own population. Creatures that you make are not automatically loyal to you, and do not automatically count as your followers. Creatures with Legendary and/or Mythic actions do not populate on their own, and you may only purchase a creature with Mythic actions up to 3 times. You may also spend points on an already existing race, such as increasing their size from medium to large or granting them demihuman status.
Tiny (1) [1F], Small (4) [2F], Medium (8) [4F], Large (20) [10F], Huge (30) [15F], Gargantuan (50) [20F]
You create a special material or item, and when you make one of these, you may make an amount equal to your proficiency bonus multiplied by 2. When you make a new material, such as a metal or wood or fabric, you may decide the properties of that new material within the range of the rarity chosen. You can only purchase the Legendary option up to 5 times.
Common (2)[1F], Uncommon (4)[2F], Rare (10)[5F], Very Rare (20)[10F], Legendary (30)[15F]
Terrain:
You may create a landmark, such as a mountain range or a lake or an ocean, and then further determine if it is hospitable or not. Small structures are about the size of a small building, Medium structures are about the size of a small biome, Large structures are around the size of a large lake, Huge structures are around the size of seas or mountains.
Small (2)[2F], Medium (10)[8F], Large (20)[16F], Huge (50)[35F]
Disaster:
You may cause a natural disaster to form at a point of your choosing, which forms when you choose for it too (immediately, or after a certain amount of time), and you may choose the damage type for the distaster. The size of this disaster correlates with the same sizes creating Terrain uses. If you use this during combat, you may only do so once per combat. The disaster you create is a physical force that moves up to 1 mile with a 100 times your PB ft width in a direction you choose. Disasters deal double damage to objects and structures, and each creature coming in contact with this disaster must make either a STR, DEX, or CON (your choice) save against your god’s save DC, taking full damage on a fail and half on a success. Small disasters do 10d6 damage, Medium disasters do 15d8 damage, Large disasters do 20d10 damage, Huge disasters do 25d12 damage.
Small (5), Medium (25), Large (35), Huge (50)
Divine:
Divine acts are things such as miracles, or creating more avatars. You may have a total number of avatars equal to your proficiency bonus. When you bestow a trait onto a mortal, you may choose to enhance them in some way, granting them an ability (either from another class, race, feat, or something you may on your own) that is unique to that specific creature. When you choose to enhance a mortal, you can choose an additional number of mortals to enhance with that same trait equal to your proficiency bonus. You may also ascend a mortal to divine status, granting them a new creature type as well as access to legendary and/or mythic actions. You may also perform a miracle, which may include curing an illness or healing a single creature or causing a light rainfall, any other small effect that doesn’t inflict damage. Larger miracles such as raising the dead require a higher cost, and you may only target a number of creatures equal to your proficiency bonus.
Small Miracle (2)[1F], Large Miracle(15)[10F], Enhance Mortal(10)[8F], Create Demigod(30), Avatar (30)
DIVINE DOMAIN SIZES
You start at Category 1 for size when you create your character. Each category specifies the number of devotees or creation points to be spent to upgrade your domain size. Your domain size affects your proficiency bonus and size of your creation die, also listed next to each category. You have access to lair actions while in your divine domain. You additionally gain one extra hit die every time you grow in a size category.
Gods may also send followers to spend the time constructing churches, temples, shrines, obelisks, or any other place of worship to spread your influence. God avatars are unable to set foot on your church grounds against your will. It takes one day to create a small shrine, which occupies the space of an 500 sq ft area, and three days for a larger shrine which occupies the space that a medium sized building would have, and a week for anything larger, up to the size of a mansion. Every building you make must have a dedicated statue or alter that hosts your divine essence, which should occupy either a small, medium, or large space. This area counts as your divine domain, and you are able to shape the terrain out to 30 ft from the building, as well as use lair actions and apply other lair effects. A small shrine has an AC of 15 and a number of hp equal to the followers that built it, up to 50. A medium shrine has an AC of 17 and following the constraints of the previous, up to 80 HP. A large shrine has an AC of 19 and up to 120 HP. Once these shrines are destroyed, the area that they were built in is no longer your domain.
Category 1: You start with 5 Ability Points, and your proficiency bonus is +2. The die you roll for creation points is a 1d4. Your follower die is 1d4. Max CR: 1, Max Lvl: 2
Nature- Your divine domain size is equal to the number you rolled. You may spend 15 creation points to upgrade to Category 2.
Conviction- You have a number of followers equal to the number you rolled. You increase a size category when you reach 30 followers. Your follower loss per week without a miracle or creation is 15.
Category 2: When you upgrade to Category 2, you gain 5 more ability points and your proficiency bonus is +3. Max CR: 4, Max Lvl: 4
Nature- You may spend 20 creation points to upgrade to Category 3 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 60 followers. Your follower loss per week without a miracle or creation is 30.
Category 3: When you upgrade to Category 3, you gain 5 more ability points and your proficiency bonus is +4. The die you roll for creation points is now a 1d6. Your follower die is 1d6. Max CR: 6, Max Lvl: 6
Nature- You may spend 30 creation points to upgrade to Category 4 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 100 followers. Your follower loss per week without a miracle or creation is 50. Category 4: When you upgrade to Category 4, you gain 5 more ability points and your proficiency bonus is +5. Max CR: 8, Max Lvl: 8
Nature- You may spend 40 creation points to upgrade to Category 5 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 150 followers. Your follower loss per week without a miracle or creation is 70.
Category 5: When you upgrade to Category 5, you gain 5 more ability points and your proficiency bonus is +6. Your ability scores may now exceed 25. Your follower die is 1d8. Max CR: 10, Max Lvl: 10
Nature- You may spend 55 creation points to upgrade to Category 6 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 250 followers. Your follower loss per week without a miracle or creation is 100.
Category 6: When you upgrade to Category 6, you gain 5 more ability points and your proficiency bonus is +7. The die you roll for creation points is now a 1d8. Max CR: 12, Max Lvl: 12
Nature- You may spend 70 creation points to upgrade to Category 7 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 400 followers. Your follower loss per week without a miracle or creation is 200.
Category 7: When you upgrade to Category 7, you gain 5 more ability points and your proficiency bonus is +8. Your follower die is 1d10. Max CR: 14, Max Lvl: 14
Nature- You may spend 90 creation points to upgrade to Category 8 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 600 followers. Your follower loss per week without a miracle or creation is 300.
Category 8: When you upgrade to Category 8, you gain 5 more ability points and your proficiency bonus is +9. Max CR: 18, Max Lvl: 17
Nature- You may spend 125 creation points to upgrade to Category 9 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 1000 followers. Your follower loss per week without a miracle or creation is 500.
Category 9: When you upgrade to Category 9, you gain 5 more ability points and your proficiency bonus is +9. The die you roll for creation points is now a 1d10. Your follower die is 1d12. Max CR: 20, Max Lvl: 18
Nature- You may spend 160 creation points to upgrade to Category 10 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 2000 followers. Your follower loss per week without a miracle or creation is 700.
Category 10: When you upgrade to Category 10, you gain 5 more ability points and your proficiency bonus is +10. The die you roll for creation points is now a 1d12. Max CR: 28, Max Lvl: 20
Nature- Your territory size is increased by a factor of two (multiply your current size by 2).
Conviction- Your follower loss per week without a miracle or creation is 1000.
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
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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)
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STR: 15 (+2) DEX 15 (+2) CON 15 (+2) INT 15 (+2) WIS 15 (+2) CHA 15 (+2)
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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)
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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.
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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.
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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 WIP, PLEASE LET ME KNOW IF YOU'D LIKE TO HELP)
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)
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STR: 12 (+1) DEX 12 (+1) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)
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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.
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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)
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STR: 10 (+0) DEX 10 (+0) CON 10 (+0) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)
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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.
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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.
Roomba Knight, Architect of the Cataclysm, Kitsumiho! Dubbed The Fluffy Bowman by Golden. They/Them.
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love Korean Mythology. If you want to ask me about something, send me a PM!
Aig amannan bidh mi air mo ghlacadh ro mhòr an-dràsta...
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The world is barren. But not for long... Gods are coming...
CHARACTER CREATION
When you create your god, you must first choose a divine origin (either Nature or Conviction), which determines your source of power and the method to which you gain ability points, as well as choosing a specialty. Your god is a new creature on a barren world, but they can have backstory and be from different worlds. They consist of two components, their avatar form (their physical manifestation in the world) and their godly form (a mystical and unseen presence). Your avatar form uses the statblock listed below, and may be further upgraded as you gain more ability points using the Avatar Abilities, listed below.
Your god is incorporeal and cannot affect things outside of their domain of influence, such as damaging other creatures or being damaged. You may only physically interact with the world through your avatar such as speaking to mortal creatures and using the abilities on your statblock, though only your godly form may spend creation points. You will have one main avatar, as detailed above, but you may additionally spend creation points later to have more than one.
You have two sources of power to keep track of, Ability Points and Creation Points. Ability Points only apply to your avatar and your own set of abilities, while Creation Points focus on how you shape the world around you.
DIVINE ORIGIN
When you create your god, you choose one of the two Divine Origins below, which determines the method from which you gain strength and Ability Points. Once you choose this origin, you cannot change it.
Nature: Nature origin gods are champions of the more physical aspects of the world, such as life, the moon, the sea, metals, seasons, and more. Your god is representative of one of these domains, and your power is gained through the expansion of your territory. You start at Category 1 for size, listed below in the Divine Domain Sizes. You may spend the amount of Creation Points listed next to your territory size to upgrade to the next size category. When you do, you gain the amount of ability points listed by your new size category. As a creature tied to the natural world, your avatars are exposed to more risk as opposed to a conviction domain. If your avatar is reduced to 0 hp, your size category is reduced by 2 and you lose any ability points you would have gained from a higher size category, adjusting your statblock where needed.
When your god appears in the world, they have a sphere of influence equal to 1d6 multiplied by 30 sqft. You may establish any nonmagical plants or terrain that you would like within this territory, though you may only do this as soon as your god appears. Otherwise, you may change or add a single landmark within your territory once per day. While in this sphere of influence, you also gain access to lair actions and effects, detailed below.
Conviction: You represent a conviction or an abstract concept with this origin, such as love, war, patience, law, chaos, and more. Conviction origin gods gain strength through the devotion of their followers. Roll a 1d6 to determine the amount of starting followers you may have. You start at Category 1 for size, and when you reach a certain amount of followers, your category size increases by 1. When you determine the number of followers you have, you may choose their race either from an existing one in the world (if a god has created that race, you must have the permission from that god) or create a race of your own. This race follows the racial guidelines in the Creation section. If the number of followers you have falls below the threshold of your size class, your size class is reduced and you lose any ability points you may have gained from that size class.
MORTAL FOLLOWING
You have a follower die that is separate from your creation dice, detailed in the categories below. When you spend creation points on a new creation or miracle, you may roll your follower dice a number of times equal to however many that the creation act specifies. You then gain a number of followers equal to the amount you rolled. If you are of the Conviction divine origin, every week that you do not spend creation points you lose a number of followers equal to the number specified by your size category. You may not recruit followers from another god’s set of followers, but you may recruit from other creations that other gods make. To be a follower, a creature must be sentient (have an intelligence of 6 or more).
Your followers may raid other gods’ followers and lands, and each has a CR or level maximum equal to the amount specified in your size class. Individually, you may play one of your followers but they are unable to level more than your size class’s restrictions. Combat between followers and gods is detailed later, under the Combat section.
COMBAT
As an avatar, you can engage in combat as you wish, though if you have multiple avatars only one is able to participate in combat at a time. While one is in combat, no other avatars can make attacks or cast spells. Combat between avatars follows standard DND rules. Followers may also engage in combat, and can be grouped into swarms, detailed further in the statblocks below.
Each battalion has a certain creature type, classifying as either cavalry, infantry, or archery. When a battalion loses hp, you lose an amount of followers equal to half of the hp lost (rounded down). Singular creatures that are not god avatars may not contribute to the fight and instead become part of the swarm. However, Mythic creatures and demigods may act in the fight independently. An opposing army may choose to attempt to surrender, and if you accept, neither side loses followers from the battle. If you reduce an enemy swarm to 0, you gain a number of ability points equal to that swarm’s proficiency bonus. If you reduce a god’s avatar to 0 hp, you gain 5 ability points.
Permanently killing a god is a much more difficult process, and changes depending on the origin of that god. All gods, upon creation, may choose a specific method for which they may be killed. Keep track of this method through an archive or sending it to a mod or DM. This method must be accomplishable by a god, character no greater than 3rd level (Or CR 1), and must be summarizable in a simple sentence of 10 words or less. If a method is not chosen, the god may only be killed through the destruction of all of its shrines, followers, and avatars. A god that is permanently killed in this manner may choose to transfer up to 10 ability points to you. You cannot have your own gods kill each other for points.
CREATING A RACE
A race you create may be an already existing race, or you may create one on your own. As a Conviction origin god, when you appear in the world for the first time, you may create a single species that makes up the followers you roll on your die. This species costs no creation points to make and is sentient. It can be Small or Medium when you create it, and it is a mortal species. You may evolve this species further through creation points, as labeled in the creation points section. If you are making this species into a statblock, it follows the CR constraints of your size category, and any homebrew you add must be reviewed by a mod or DM before you create the species.
When you create a sentient species as a playable race, it follows DND 2014 rules, and you must add the following: An ability score increase (2/1, 1/1/1, or 1/1), at least one language, a creature type, a speed (cannot exceed 50 ft), two passive traits, one trait that requires an action. You may add more than two passive traits, but you must send your homebrew to a mod to review before you play as this race or use any traits of it for your swarms.
MORE COMING!!!!!!! Please do not post until I say everything is posted.
he/they
SPECIALTIES
Your specialty determines what your god is most efficient at, and you may choose two specialties during creation. This specialty cannot be changed once you have chosen it. You may choose another specialty when you reach 5th category size, and one more when you reach 10th.
CREATION POINTS
Once per day, you may roll your creation dice (starting at 2d4 and increases as stated in the Size Categories) and you gain an amount of points equal to the number you rolled. You start out with 5 creation points. Once per day, other gods may spend 3 creation points to allow you to roll your creation dice again. You may also roll creation dice when you gain 5000 XP or more in one instance. A mod/DM may also allow you to roll a creation die as a reward for a certain task or similar, like the mileage leveling system.
You may spend your creation points for some of the following items below. Some of these acts may only be performed once per a certain timeframe, or only at a certain size category. Sentient creatures, for the purpose of this thread, are creatures with an INT stat of 6 or more that can understand at least one language. Mortals are creatures of the Humanoid, Beast, or Plant creature type. Demihumans are creatures of the Giant, Monstrosity, Ooze, Undead, Dragon, or Construct creature type. Extraplanars are creatures of the Aberration, Celestial, Fiend, Elemental, and Fey creature types. Supernatural creatures are ones that can have an attribute above the 20th level cap.The number of follower dice to roll is listed next to each size (listed as #F). You may also convert creation points into ability points, turning 10 creation points into one ability point.
Living Creatures:
When creating a living creature that requires a statblock, you may create this creature of a CR equal to or less than the maximum specified in your size category. You build your creature with the traits from below. Refer to the 2014 Dungeon Master’s Guide for recommended damage, health, and AC of creatures. Add together the total of the costs of the traits to determine the cost of the creature. When you make this creature (if it requires a statblock), it is a species, and you may make a number of this species equal to your proficiency bonus. After you create this species, it is assumed they are able to grow their own population. Creatures that you make are not automatically loyal to you, and do not automatically count as your followers. Creatures with Legendary and/or Mythic actions do not populate on their own, and you may only purchase a creature with Mythic actions up to 3 times. You may also spend points on an already existing race, such as increasing their size from medium to large or granting them demihuman status.
Tiny (1) [1F], Small (4) [2F], Medium (8) [4F], Large (20) [10F], Huge (30) [15F], Gargantuan (50) [20F]
Mortal (1), Demihuman (10)[2F], Extraplanar (20) [5F]
Not sentient (0), Sentient (4), Supernatural (10)
Legendary Actions (20), Mythic Actions (50)
Material or Item:
You create a special material or item, and when you make one of these, you may make an amount equal to your proficiency bonus multiplied by 2. When you make a new material, such as a metal or wood or fabric, you may decide the properties of that new material within the range of the rarity chosen. You can only purchase the Legendary option up to 5 times.
Common (2)[1F], Uncommon (4)[2F], Rare (10)[5F], Very Rare (20)[10F], Legendary (30)[15F]
Terrain:
You may create a landmark, such as a mountain range or a lake or an ocean, and then further determine if it is hospitable or not. Small structures are about the size of a small building, Medium structures are about the size of a small biome, Large structures are around the size of a large lake, Huge structures are around the size of seas or mountains.
Small (2)[2F], Medium (10)[8F], Large (20)[16F], Huge (50)[35F]
Disaster:
You may cause a natural disaster to form at a point of your choosing, which forms when you choose for it too (immediately, or after a certain amount of time), and you may choose the damage type for the distaster. The size of this disaster correlates with the same sizes creating Terrain uses. If you use this during combat, you may only do so once per combat. The disaster you create is a physical force that moves up to 1 mile with a 100 times your PB ft width in a direction you choose. Disasters deal double damage to objects and structures, and each creature coming in contact with this disaster must make either a STR, DEX, or CON (your choice) save against your god’s save DC, taking full damage on a fail and half on a success. Small disasters do 10d6 damage, Medium disasters do 15d8 damage, Large disasters do 20d10 damage, Huge disasters do 25d12 damage.
Small (5), Medium (25), Large (35), Huge (50)
Divine:
Divine acts are things such as miracles, or creating more avatars. You may have a total number of avatars equal to your proficiency bonus. When you bestow a trait onto a mortal, you may choose to enhance them in some way, granting them an ability (either from another class, race, feat, or something you may on your own) that is unique to that specific creature. When you choose to enhance a mortal, you can choose an additional number of mortals to enhance with that same trait equal to your proficiency bonus. You may also ascend a mortal to divine status, granting them a new creature type as well as access to legendary and/or mythic actions. You may also perform a miracle, which may include curing an illness or healing a single creature or causing a light rainfall, any other small effect that doesn’t inflict damage. Larger miracles such as raising the dead require a higher cost, and you may only target a number of creatures equal to your proficiency bonus.
Small Miracle (2)[1F], Large Miracle(15)[10F], Enhance Mortal(10)[8F], Create Demigod(30), Avatar (30)
DIVINE DOMAIN SIZES
You start at Category 1 for size when you create your character. Each category specifies the number of devotees or creation points to be spent to upgrade your domain size. Your domain size affects your proficiency bonus and size of your creation die, also listed next to each category. You have access to lair actions while in your divine domain. You additionally gain one extra hit die every time you grow in a size category.
Gods may also send followers to spend the time constructing churches, temples, shrines, obelisks, or any other place of worship to spread your influence. God avatars are unable to set foot on your church grounds against your will. It takes one day to create a small shrine, which occupies the space of an 500 sq ft area, and three days for a larger shrine which occupies the space that a medium sized building would have, and a week for anything larger, up to the size of a mansion. Every building you make must have a dedicated statue or alter that hosts your divine essence, which should occupy either a small, medium, or large space. This area counts as your divine domain, and you are able to shape the terrain out to 30 ft from the building, as well as use lair actions and apply other lair effects. A small shrine has an AC of 15 and a number of hp equal to the followers that built it, up to 50. A medium shrine has an AC of 17 and following the constraints of the previous, up to 80 HP. A large shrine has an AC of 19 and up to 120 HP. Once these shrines are destroyed, the area that they were built in is no longer your domain.
Category 1: You start with 5 Ability Points, and your proficiency bonus is +2. The die you roll for creation points is a 1d4. Your follower die is 1d4. Max CR: 1, Max Lvl: 2
Nature- Your divine domain size is equal to the number you rolled. You may spend 15 creation points to upgrade to Category 2.
Conviction- You have a number of followers equal to the number you rolled. You increase a size category when you reach 30 followers. Your follower loss per week without a miracle or creation is 15.
Category 2: When you upgrade to Category 2, you gain 5 more ability points and your proficiency bonus is +3. Max CR: 4, Max Lvl: 4
Nature- You may spend 20 creation points to upgrade to Category 3 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 60 followers. Your follower loss per week without a miracle or creation is 30.
Category 3: When you upgrade to Category 3, you gain 5 more ability points and your proficiency bonus is +4. The die you roll for creation points is now a 1d6. Your follower die is 1d6. Max CR: 6, Max Lvl: 6
Nature- You may spend 30 creation points to upgrade to Category 4 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 100 followers. Your follower loss per week without a miracle or creation is 50.
Category 4: When you upgrade to Category 4, you gain 5 more ability points and your proficiency bonus is +5. Max CR: 8, Max Lvl: 8
Nature- You may spend 40 creation points to upgrade to Category 5 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 150 followers. Your follower loss per week without a miracle or creation is 70.
Category 5: When you upgrade to Category 5, you gain 5 more ability points and your proficiency bonus is +6. Your ability scores may now exceed 25. Your follower die is 1d8. Max CR: 10, Max Lvl: 10
Nature- You may spend 55 creation points to upgrade to Category 6 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 250 followers. Your follower loss per week without a miracle or creation is 100.
Category 6: When you upgrade to Category 6, you gain 5 more ability points and your proficiency bonus is +7. The die you roll for creation points is now a 1d8. Max CR: 12, Max Lvl: 12
Nature- You may spend 70 creation points to upgrade to Category 7 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 400 followers. Your follower loss per week without a miracle or creation is 200.
Category 7: When you upgrade to Category 7, you gain 5 more ability points and your proficiency bonus is +8. Your follower die is 1d10. Max CR: 14, Max Lvl: 14
Nature- You may spend 90 creation points to upgrade to Category 8 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 600 followers. Your follower loss per week without a miracle or creation is 300.
Category 8: When you upgrade to Category 8, you gain 5 more ability points and your proficiency bonus is +9. Max CR: 18, Max Lvl: 17
Nature- You may spend 125 creation points to upgrade to Category 9 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 1000 followers. Your follower loss per week without a miracle or creation is 500.
Category 9: When you upgrade to Category 9, you gain 5 more ability points and your proficiency bonus is +9. The die you roll for creation points is now a 1d10. Your follower die is 1d12. Max CR: 20, Max Lvl: 18
Nature- You may spend 160 creation points to upgrade to Category 10 and your territory size is increased by a factor of four (multiply your current size by 4).
Conviction- You increase a size category when you reach 2000 followers. Your follower loss per week without a miracle or creation is 700.
Category 10: When you upgrade to Category 10, you gain 5 more ability points and your proficiency bonus is +10. The die you roll for creation points is now a 1d12. Max CR: 28, Max Lvl: 20
Nature- Your territory size is increased by a factor of two (multiply your current size by 2).
Conviction- Your follower loss per week without a miracle or creation is 1000.
he/they
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 WIP, PLEASE LET ME KNOW IF YOU'D LIKE TO HELP)
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: –
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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.
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TIMELINE
To be added to
CREATION LOG
To be added to
Please pretty please let me know if you're confused, I can help or answer questions.
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EVERYTHING IS POSTED, YALL MAY NOW POST (if you havent already :( )
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Poof!
Need to recreate Ren
Hiya! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Kitsumiho! Dubbed The Fluffy Bowman by Golden. They/Them.
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love Korean Mythology. If you want to ask me about something, send me a PM!
Aig amannan bidh mi air mo ghlacadh ro mhòr an-dràsta...