Homebrew Deity Species Details
Deity Rarity. Deific
Deity Type. Acquired or Inherited
Deity Value. Deific
Deity Traits
Your Deity has these traits.Ability Score Increase
Maximize the 3 most relevant ability scores, all other scores become 24 unless they were already higher. All of a deity's ability scores can be increased to 30, instead of 24.
Age
Deities are immortal and ageless, having no age.
Speed
60ft, fly 60ft (hover), swim 60ft
Languages
All languages, Telepathy
Alter Reality
As an action, the deity can alter reality by its will alone. This ability functions similar to Wish but with a far grander scope and scale, in theory the deity can do almost anything. Alter Reality can be used only once per long rest. The limitations of alter reality include, but are not limited to:
- Ending the world. The deity cannot destroy an entire plane of existence by simple force of will alone, nor can the deity simply annihilate other deities. However, a deity could potentially destroy upwards of an entire city in mere seconds, though other deities may prevent a deity from doing so.
- Become more powerful. The deity cannot use Alter Reality to gain levels in other classes or arbitrarily make itself stronger in ways that don't make sense for that deity. For example, a deity of undeath is immune to necrotic as described in Divine Resilience because it makes sense for that deity, it would not make sense for that same deity to will itself to be immune to radiant damage as well. Likewise, a deity can grant and gain templates this way but only so long as it makes sense for that deity. A god of life and the sun cannot use this feature to transform others into constructs with the mechanized template.
- Alter/travel through time. The deity cannot travel through time to the extent it would be able to create potential time paradoxes. It may alter time in a similar fashion to Wish, however, with a scope of 1 minute instead of 1 round.
- Create artifacts. A deity can create any tier of magic item, though it cannot create anything equal to or greater than an artifact using this ability.
In short, alter reality can do anything that would make reasonable sense for that deity to be able to do. A god of nature granting his follows a blessing of lycanthropy is completely reasonable, a god of blacksmithing doing the same is not. Deity's are often hesitant to be overzealous with this ability and use it sparingly to avoid creating conflict with other deities. If the Crusader God starts turning all of his paladins into solars, what's stopping the God of Slaughter from turning all of his followers into balors? Regardless of their interests, deities understand that absolute conflict would bring about the end of all things and as such would leave them nothing to rule over.
Aura of Divinity
A deity radiates an aura of immense power. Every creature within 500 feet of the deity and that is aware of it is subject to one of two effects depending on the creature's relationship with the deity. While under the affects of the Aura of Divinity, a creature is aware that the deity is in fact a deity. The deity can suppress or resume this aura as a free action.
- Aura of Power. All hostile creatures in the aura make attack rolls, ability checks, and saving throws with disadvantage
- Aura of Shielding. The Deity and all allied creatures have advantage on all saving throws. Additionally, if an affected creature would take half damage on a successful save, it takes no damage and half damage on a failed save. All allied creatures excluding the deity also gain the benefits of a bless spell while in the aura.
Divine Being
The deity's creature type is Celestial (good), Fiend (evil), or Abberation (neutral).
Divine Nature
The deity does not need to eat, breath, or sleep. Additionally, a deity gains the benefit from a long rest in 1 hour, and a short rest in 10 minutes.
Divine Power
The deity is immune to being charmed, exhausted, frightened, or poisoned. In addition, any spell or effect created by a deity bypasses the damage and condition immunities and resistances of non-deity creatures.
Divine Realm
Each deity has a Divine Realm connected to the Ocean of Infinity (the astral plane) in a similar manner to how a Demiplane is connected to the Ethereal Plane. From the outside, these realms appear as massive opaque bubbles shimmering faintly. A Gate spell cast directly on the bubble while touching it can force an entryway into the deity's realm, otherwise a deity can choose whether or not a creature can enter its realm. While in its realm, a deity has no restrictions on its Alter Reality feature as long as the effects by that feature only target beings in the realm and the target isn't another deity or artifact. The exact size, shape, atmosphere, flora, and flow of time in the realm is determined by the deity (note: the flow of time has no bearing on the 30 days a deity cannot leave its realm should it be slain, the 30 days must pass in the material plane specifically).
Divine Resilience
A deity is immune to bludgeoning, piercing, and slashing damage from non-magical weapons that aren't at least Very Rare in rarity unless those attacks come from another deity. Any resistances the deity had become immunities, and it gains any number of new resistances or immunity that would make sense for the deity (for example, a deity of magic is likely immune to Force damage and a deity of undeath is likely immune to Necrotic damage)
Divine Wrath
(Mythic trait, recharges on a short or long rest). If the deity is reduced to 0 hit points, it doesn't die or fall unconscious. Instead its divine energy explodes outwards, and every hostile creature to it must succeed a DC 30 Constitution saving throw, taking 60d6 radiant damage on a failed save or half as much on a successful one. The deity then regains all of its hitpoints.
Grant Spells
Deities grant spells to clerics. As appropriate, a deity may or may not also grant spells to paladins, druids, and rangers. A deity can, as an action, see the area surrounding a creature they grant spells to as though by the scrying spell (no save). Alternatively, a deity can view areas strongly dedicated to them (anything that would be viable as a sanctuary for Word of Recall) in the same fashion. A deity can only view one area or creature at a time.
Heightened Senses
A deity has True Sight out to a range of 300 feet and can see through objects as though wearing a ring of x-ray vision out to a range of 60 feet.
Innate Spellcasting
A deity can cast the following spells, requiring no material components. The deity's spellcasting modifier is Charisma:
- At will: Any Cleric spell of 3rd level or lower (cantrips as a 20th level caster). Some deities may also be able to cast Druid, Paladin, or Ranger spells. Among these include plane shift and divine word.
- 3/day each: Any Cleric spell of 6th level or lower. Some deities may also be able to cast Druid, Paladin, or Ranger spells.
- 1/day each: Any Cleric spell or 9th level or lower. Some deities may also be able to cast Druid, Paladin, or Ranger spells.
Legendary
A deity has 5 uses of Legendary Resistance per long rest. A deity has 5 legendary actions. These actions depend on the deity, but typical examples include:
- Attack. The deity makes a single weapon attack
- Move. The deity moves up to its speed without provoking attacks of opportunity
- Teleport. The deity teleports to a space it can see or visualize within 1000 feet of it.
Limited Magic Immunity
A deity is immune to spells or magical effects of 7th level or lower unless it wishes to be affected. Spells and effects created by other deities and artifacts bypass this immunity.
Magic Weapons
All weapon attacks made by a deity are considered magical.
Natural Armor
A deity's AC is 30, unless another source makes it higher.
Natural Weapons
A deity may or may not have natural weapons depending on its form. The exact nature of these weapons is dependent on the deity, but typically an attack from a deity should approximately 50 points of damage per hit. An example of this would be 7d12 + 10, which deals 55 points of damage on average.
Regeneration
A deity regains 30 hit points at the start of each of its turns.
Restoration
If a deity dies, its divine energy is returned to its divine realm where it instantly reforms. It cannot leave its divine realm for 30 days after being slain. If a deity dies in its divine realm, its energy condenses into a large sphere of raw divine energy. Any creature that enters or otherwise absorbs this sphere either becomes a deity or is destroyed utterly (only the absolute mightiest of beings can handle such intense power, at your option a DC 35 Constitution saving throw can be made where legendary resistance cannot be applied). The deity cannot be resurrected without the means of an incredibly powerful ritual. A deity that slays and absorbs the essence of another typically gains some of that deity's unique abilities.
Shapechanger
A deity's can use an action or bonus action to change its shape into that of any other creature of any size, or back into its true form which may be any size the deity wishes. The deity's statistics, other than its size, are the same in each form.
Supreme Durability
Regardless of its size or class, all of a deity's hit dice become d20s and each hit die is considered maximum. The deity also gains anywhere from 10 to 30 additional hit dice (averaging 20). More hit dice should be given to tougher, martially focused deities while less should be given to the more fragile magically focused ones.
Supreme Magic
A deity with spell slots has an unlimited number of 3rd and lower spell slots. Otherwise it has 4 times as many additional spell slots as it would normally have (This overrides gestalt rules, so a deity has 4 9th level slots and not 8).
Supreme Martial
A deity with the extra attack feature makes triple as many attacks as normal.
Unique Abilities
Every deity is unique, and as such, may have unique abilities relevant to their talents. A god of magic may have a stronger version of the supreme magic feature. A god of war might have unique abilities that allow it to cleave through armies with ease. These exact nature of these unique abilities is up to you, however they should be approximately equal (Either one major benefit or a variety of smaller benefits are both applicable.) Some examples may include:
- Otherwordly Presence. The deity is permanently under the effects of Glibness and has advantage on all Charisma checks.
- Exemplar of Magic. The deity has an unlimited number of spell slots of 6th level and below. It has triple the number of remaining spell slots.
- Divine Judgment. The deity knows if another creature is lying or otherwise being deceitful towards it.
- Godly Trickster. Nothing can determine that the deity is telling a lie or being deceitful. The deity is immune to all forms of true seeing unless it wishes to be affected.
- Unstoppable. The deity gains advantage on all attack rolls, ability checks, and saving throws when its hitpoints are at or below half. The deity is immune to instant death such as Power Word Kill or Disintegrate. When the deity takes damage that would reduce it to 0 hit points, the deity must succeed a DC 5 Constitution saving throw. On a successful save the deity is instead reduced to 1 hit point. The DC increases by 3 each subsequent use.
In the event of a contradiction, such as the one created by Divine Judgment and Godly Trickster, both effects cancel out. Thus, the deity with Divine Judgment would roll Insight versus the Godly Trickster's Deception to determine the outcome. These are only a few examples, get creative!