| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +17 |
| DEX | 18 | +4 | +13 |
| CON | 28 | +9 | +18 |
| Mod | Save | ||
|---|---|---|---|
| INT | 24 | +7 | +7 |
| WIS | 24 | +7 | +16 |
| CHA | 26 | +8 | +8 |
Divine Weapons. <Name of Deity>’s attacks with <Weapon Associated with Deity> are magical and treat immunity to damage as resistance instead.
Discorporation. When <Name of Deity> drops to 0 hit points or dies, <his or her> body is destroyed, but <his or her> essence travels back to <his or her> domain in the Nyx, and <he or she> is unable to take physical form for a time.
Innate Spellcasting. <Name of Deity>'s innate spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: Any spell of 6th level or lower
3/day: Any spell of 7th level or higher
Legendary Resistance (5/Day). If <Name of Deity> fails a Saving Throw, <he or she> can choose to succeed instead.
Regeneration. <Name of Deity> regains 15 Hit Points at the start of <his or her> turn and doesn't require air, food, drink, or sleep.
Multiattack. <Name of Deity> can use <his or her> Frightful Presence. <He or She> then makes three attacks with <Weapon Associated with Deity>.
<Weapon Associated with Deity>. Melee Weapon Attack: +17 to Hit, Reach 20ft., one target. Hit: 30 (4d10 +8) <Appropriate Damage Type> damage plus 14 (4d6) <Appropriate Damage Type> damage.
Frightful Presence. Each creature of <Name of Deity>’s choice that is within 240 feet of <Name of Deity> and aware of <him or her> must succeed on a DC 25 Wisdom Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, or the effect ends for it, the creature is immune to <Name of Deity>’s Frightful Presence for the next 24 hours.
Swift Deliverance (1/Day). <Name of Deity> uses its Innate Spellcasting feature to cast a spell with a casting time longer than 1 action as an action. If that spell has limited uses, doing so expends one use of its uses.
Change Shape. <Name of Deity> magically transforms into any Humanoid or Beast, while retaining <his or her> game statistics (other than size). This transformation ends if <Name of Deity> is reduced to 0 hit points or if <he or she> uses a bonus action to end it.
<Name of Deity> can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action option can be used at a time, and only at the end of another creature’s turn. <Name of Deity> regains spent Legendary Actions at the start of <his or her> turn.
Move (costs 1 action). <Name of Diety> moves up to <his or her> speed.
Holy Strike (costs 1 action). <Name of Deity> makes one attack with <Weapon Associated with Deity>.
Divine Inspiration (costs 2 actions). <Name of Diety> inspires one of their champions to take an extra turn immediately.
Description
This template is designed for a minor god in Theros. Stats/saving throws can be rearranged, skills changed, immunities added, and damage types modified to fit the flavor/design the desired Deity. Gods generally have many aspects each capable of acting independently. The collective abilities of a deity are likely not combatable.
Spell suggestions: Divine Word, Feeblemind, Control Weather, Earthquake, Meteor Swarm, Time Stop, True Polymorph, Gate, Wish, Foresight.
Previous Versions
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12/27/2022 4:52:41 PM
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11
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6/12/2025 8:59:38 PM
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44
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Coming Soon
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