Homebrew Fallen Deity Species Details
Once divine, you now walk the world bound in mortal flesh. Though much of your power has faded, echoes of godhood linger in you.
Ability Score Increase. Your Charisma score increases by 2, your strength increases by 1, you gain proficiency in two skills of your choice, and one other ability score of your choice increases by 1.
Speed. Your base walking speed is 30 feet.
Divine Resilience. You have resistance to necrotic and radiant damage.
Shroud of the Fallen. Starting at 3rd level, you can unleash your broken divinity for 1 minute, sprouting spectral wings and turning your eyes into pools of darkness. Creatures within 10 feet must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + Charisma modifier) or be frightened until the end of your next turn. Once on each of your turns during this state, you can deal extra necrotic damage equal to your level. This feature recharges after a long rest.
Omen of Loss. As a bonus action, you can pluck a nail, tooth, or lock of hair and imbue it with magic until your next long rest. While within 10 miles of the token, you can send telepathic messages (25 words) to its bearer or, as an action, see and hear through it for 1 minute. When the effect ends, the token crumbles harmlessly. You can create one token per long rest.
Celestial Outcast. Your creature type is both celestial and humanoid. If slain while still exiled from the heavens and without a patron, your soul is barred from return; only wish can restore you.
Echo of Worship. Once per long rest, you can call upon the remnants of mortal prayers. For 1 minute, you gain advantage on Persuasion checks and saving throws against fear.
Burden of Mortality. The fall has scarred you. You are immune to diseases, but magical healing restores only half as many hit points to you.
Judgment Strike. Once per long rest, when you hit a creature with an attack or damaging spell, you can channel a flash of divine wrath. The attack deals an additional 2d8 radiant or necrotic damage (your choice).
Faded Vigil. You no longer require sleep, entering instead a divine trance of fading visions of your lost realm. This trance lasts 4 hours and provides the benefits of a long rest. You also no longer need to eat or drink, though you can if you wish; your lingering divinity sustains you.
Divine Sense. You can see in darkness (magical and nonmagical) up to 60 feet, and once per long rest you can open your inner eye to gain truesight for 1 minute. While in contact with the ground, you can sense vibrations with tremorsense (10 feet). You can detect the presence of celestials, fiends, and undead within 30 feet a number of times equal to your proficiency bonus per long rest. Additionally, you always know if a creature is observing you within 60 feet, even if you cannot see them.
Planar Exile. Spells that restore life (revivify, raise dead, resurrection) automatically fail on you unless the caster succeeds on a DC 15 spellcasting ability check. Only wish always works.
Aura of the Fallen. Your mere presence unsettles mortals. You have disadvantage on Stealth checks when within 30 feet of another creature, as a faint radiance or shadow clings to you.
Planar Rift. The material plane resists your presence. When you roll initiative, roll a d6. On a 1, you start the combat with disadvantage on your first attack or spell.
Shifting. You can shapeshifter into a creature of your choice. If killed as this creature, you are unconscious.
Fallen Deity Traits
As a Fallen Deity, your mortal form still bears fragments of divine essence. These lingering sparks set you apart from other mortals, granting you supernatural resilience and power tied to your lost domain.Ability Score Increase
Your Charisma score increases by 2, your strength increases by 1, you gain proficiency in two skills of your choice, and one other ability score of your choice increases by 1.
Speed
Your base walking speed is 30 feet.
Divine Resilience
You have resistance to necrotic and radiant damage.
Shroud of the Fallen
Starting at 3rd level, you can unleash your broken divinity for 1 minute, sprouting spectral wings and turning your eyes into pools of darkness. Creatures within 10 feet must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + Charisma modifier) or be frightened until the end of your next turn. Once on each of your turns during this state, you can deal extra necrotic damage equal to your level. This feature recharges after a long rest.
Omen of Loss
As a bonus action, you can pluck a nail, tooth, or lock of hair and imbue it with magic until your next long rest. While within 10 miles of the token, you can send telepathic messages (25 words) to its bearer or, as an action, see and hear through it for 1 minute. When the effect ends, the token crumbles harmlessly. You can create one token per long rest.
Echos of Worship
Once per long rest, you can call upon the remnants of mortal prayers. For 1 minute, you gain advantage on Persuasion checks and saving throws against fear.
Burden of Mortality
The fall has scarred you. You are immune to diseases, but magical healing restores only half as many hit points to you.
Judgement Strike
Once per long rest, when you hit a creature with an attack or damaging spell, you can channel a flash of divine wrath. The attack deals an additional 2d8 radiant or necrotic damage (your choice).
Faded Vigil
You no longer require sleep, entering instead a divine trance of fading visions of your lost realm. This trance lasts 4 hours and provides the benefits of a long rest. You also no longer need to eat or drink, though you can if you wish; your lingering divinity sustains you.
Divine Senses
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You can see in darkness (magical and nonmagical) up to 60 feet, and once per long rest you can open your inner eye to gain truesight for 1 minute.
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While in contact with the ground, you can sense vibrations with tremorsense (10 feet).
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You can detect the presence of celestials, fiends, and undead within 30 feet a number of times equal to your proficiency bonus per long rest.
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Additionally, you always know if a creature is observing you within 60 feet, even if you cannot see them.
Aura of the Fallen
Your mere presence unsettles mortals. You have disadvantage on Stealth checks when within 30 feet of another creature, as a faint radiance or shadow clings to you.
Planar Rift
The material plane resists your presence. When you roll initiative, roll a d6. On a 1, you start the combat with disadvantage on your first attack or spell.
Languages
You speak Common and Celestial
Shifting
Shifting. You can shapeshifter into a creature of your choice. If killed as this creature, you are unconscious.
Previous Versions
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9/25/2025 4:51:33 PM
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