Homebrew Deity Species Details

Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark sacrifices in subterranean lairs, and shining paladins stand like beacons against the darkness, it’s hard to be ambivalent about the deities and deny their existence.

Deity Traits

Most deities are level twenty with several epic boons under their belt. Only rarely does a creature ever ascend to divinity and be weaker. That being considered, a level 1 human fighter is just as qualified to gain Divine Rank 0 as a level 20 human fighter. Granted, the two will be vastly different in their knowledge of fighting, warfare, worldly knowledge etc. Each deity with a Divine Rank, even Divine Rank 0, has the following characteristics. Some of these characteristics require certain Divine Rank. Pay particular attention to features that only become available to certain ranks.

DIVINE RANKS

Divine Rank. This is a numerical ranking system that reflects two things: power and amount of worshipers. In most cases, Divine Rank reflects the amount of mortals that worship a deity, which imbues the deity with more and more power and influence in the cosmos. Throughout this text, any creature referred to as a "deity" is a creature that has Divine Rank of at least 0.

SUPREME DEITIES
DIVINE RANK (11+)
This is a category not worth mentioning or attempting to create rules for. These are the gods that are beyond mortal understanding or even deity understanding. These gods do not exist on a plane, for they exist everywhere. The best example in Forgotten Realms of a supreme deity is Ao. Usually supreme deities stay out of mortal affairs and only once a millennium even consider their existence. They may be worshiped, but usually not directly.

GREATER DEITIES
DIVINE RANK (6-10)
These gods are more powerful than lesser deities, but are still involved in the interests of mortals. They are concerned with their worshipers, usually. At the very least, they care for their worshipers only to preserve their own existence, for without them they would lose their power. At most, they are sympathetic and may directly involve themselves in the happenstances of the mortal world. Usually though, this involvement is indirect.

LESSER DEITIES
DIVINE RANK (1-5)
Lesser deities are the newly ascended, even by a few hundred millennium.These are the gods who may have little worshipers but desire greatness. These gods are the most likely to be granting spells to mortals, interfering in their affairs, or even just observing the mortal realms. Often, lesser deities are so new in their divinity that they cannot shake their interests in mortality. It may take several centuries of divinity to feel beyond it. Lesser deities are sometimes created from greater deities, as avatars or extensions of their will.

QUASI-DEITIES
DIVINE RANK (0)
Quasi-deities possess enough divinity to be spectacularly powerful, but lack worshipers, cannot answer prayers, grant spells to clerics, or control aspects of mortal life. There are different types of quasi-deities, yet all of them have a Divine Rank of 0.

AVATARS
Deities who create another being, or extension of themselves, create avatars. See the Feats of the Gods section for details on these beings. Some avatars have greater Divine Rank than Divine Rank 0.

ASCENDED MORTALS
Mortals that ascend to godhood by some awe-inspiring ritual or immensely powerful method begin at Divine Rank 0. Often when a mortal slays a deity, the latent divine energies are absorbed by the mortal, infusing them with divinity.

DEMIGODS
Born from the union of a deity and a mortal being, demigods have some divine attributes, but their mortal parentage makes them perhaps the weakest of deities. Hercules is a good example of a demigod.

TITANS
Some deities are so powerful that they may create other beings of immense strength that are filled with divine energy. These are the titans, beings that are feared by mortals.

VESTIGES
When a deity dies in a permanent way, they usually end up in the astral plane, stripped of most of their divine energy to the point that they are only a vestige of their previous existence. It is possible with old and ancient rituals to contact these beings and draw on their latent power.

HIT POINTS

Damage is different for gods; it takes a lot to make you consider anything as hurtful or wounding. You receive maximum hit points for each Hit Dice you have.
    Also, your divine form is infused with energy that makes you far more durable. You gain additional hit points equal to your Constitution modifier multiplied by your Divine Rank.

SPEED

Deities are far faster than any mortal could hope to be. Your speed is increased from your normal speed, based on your Divine Rank, in the following the chart below.
    If you are a creature that is a quadruped, you double the divine speed bonus.

DIVINE SPEED

Divine Rank
Speed Bonus
0 +15 ft.
1-5 +30 ft.
6-10 +50 ft.

DIVINE ARMOR CLASS

Gods are shrouded in divine energy and permeate a supremely powerful aura. Thus, you are very difficult to strike. As you grow in Divine Rank, as does the strength of this aura.
    You have a divine armor class of 10 + your Divine Rank or half of your proficiency bonus rounded down (whichever is higher) + your Dexterity modifier. You may use a shield when you use this armor class. If you have a different armor class, use the higher of the two.

PROFICIENCY BONUS

Divine energy is knowledge of the cosmos, of reality itself. With that infusion of energy comes proficiency at, well, anything. Because of this, as you grow in Divine Ranks, you also grow in your capabilities. See the chart below to see how much your proficiency bonus increases. For example, if you are a 20th level character with a Divine Rank 8, your Proficiency bonus would now be +9.

DIVINE PROFICIENCY

Divine Rank
Proficiency Bonus Increase
0-1 +1
2-3 +2
4-5 +3
6-8 +4
9-10+ +5

SAVING THROWS

Deities are supremely resistant. You may add half your Divine Rank (rounded down) as a bonus to any saving throw that you are not proficient in. Deities of Divine Rank 6 or higher are proficient in all saving throws.

DAMAGE RESISTANCES

If you have have Divine Rank 0, you are resistant to bludgeoning, piercing, and slashing damage from non-magical items.
    If you have Divine Rank 1 or higher, you are resistant to all forms of damage, even those done by magic or magical
    items.

DAMAGE IMMUNITIES

Normal weapons do not even phase gods. If you have at least Divine Rank 1, you are immune to bludgeoning, piercing, and slashing damage from non-magical items.

CONDITION IMMUNITIES

Conditions that might normally effect mortals are shrugged off by deities. If you have Divine Rank 0, you are immune to the Charmed, Frightened, and Poisoned conditions. If you have Divine Rank 1 or higher, you are also immune to exhaustion.

MAGIC RESISTANCE

Divinity is a natural ward to magic. You have advantage on saving throws against spells and other magical effects.

MAGIC WEAPONS

Divine energy ripples through deities, bestowing magical energy to any weapon they wield. All weapon attacks and unnarmed attacks from you are considered magical.

DIVINE FEATS

Every deity has additional power, known as divine feats. You gain divine feats based on twice your Divine Rank (a minimum of 1). Thus, a Divine Rank 0 deity would have 1 divine feat and a Divine Rank 1 deity would have 2 divine feats. In order to acquire a divine feat you must meet the prerequisites. You can never have more divine feats than your proficiency bonus.

(These feats can be found in the Homebrew Feats section by typing Feats of the God's)

DOMAIN POWERS & SPELLS

Gods grant powers to mortals, and from this its clear that they themselves have these powers. If you have Divine Rank 1 or higher, you have all class archetype features from the Divine Domain(s) that you can grant. Additionally, you know all spells that your Divine Domain grants and can cast them at will. You are limited in the number of Divine Domains you can grant mortals by your Divine Rank.

GRANT DIVINE DOMAINS

Divine Rank
Number of Divine Domains
0 0
1-3 1
4-5 2
6-8 3
9-10+ 4

IMMORTALITY

All deities are immortal. You cannot die from natural causes. You do not age, eat, sleep, or breathe. You still must take short and long rests, however. The only way for you to die is through magical or physical combat.

SENSES

Deities of Divine Rank 1 or higher have incredibly sensitive perceptions. Your senses (including darkvision or normal vision), extend out to a radius of 1 mile per Divine Rank. In effect, then, a deity of Divine Rank 10 can see, hear, touch, and smell at a distance of 10 miles. Perception is, however, limited to the senses you would normally possess. If you have blindsight, for example, this extends. You can not see through solid objects without using a remote sense ability (see below) or some sort of x-ray vision or power. Any senses granted by divine feats are not affected by this increase in distance of senses.

Remote Sensing
Omniscience is a defining feature of divinity and you are no exception. As an action, so long as you have Divine Rank 1 or higher, you can perceive everything within 1 mile per Divine Rank around any of your worshipers, holy sites, or other objects or locales sacred to you. This supernatural ability can also be centered on any place where someone speaks your name or title for up to 1 hour after it is spoken and at any location when an event related to your portfolio occurs (see the Portfolio Sensing section below).
    The remote sensing power can cross planes and penetrate any barrier except a divine shield or an area otherwise blocked by a deity of Divine Rank equal or higher than your own. Remote sensing is not fooled by any spell or magical effect that normally prevents divination spells or effects from working. Also, it does not create a magical sensor that can be detected by other beings or magical spells or effects (as the scrying spell does).
    You can extend your locations to 2 places or more simultaneously, depending on your Divine Rank.

REMOTE SENSING LOCATIONS

Divine Rank
Number of Remote Senses
1-5 2
6-8 Half your Divine Rank (rounded down)
9-10+ 1 per Divine Rank


Once you choose a location to sense, you automatically receive sensory information from that location until you choose a new location, dismiss it, or until you cannot sense it any longer (when the 1 hour elapses, for example).

BLOCK SENSING
Deities are capable of blocking the senses of other deities. As an action, if you possess Divine Rank 1 or higher, you can block the remote sensing abilities of other deities of your Divine Rank or lower. The power to do so extends for a radius of 1 mile per your Divine Rank, or within the same distance around a temple or other locale sacred to the deity, or the same distance around a portfolio-related event. You can block two remote locations at once, plus the area within one mile of itself. The blockage lasts 1 hour per your Divine Rank.

PORTFOLIO SENSING

Every deity with Divine Rank 1 or higher has at least limited knowledge and control over some aspect of mortal existence. This is reflected in portfolios. A deity's connection to its portfolio gives it a number of powers, one of which is to sense the area around events related to it. Additionally, they may choose, when they sense the event, to apply a remote sensor to it to ascertain the details or intervene in some way. Divine Rank increases this portfolio sensing ability.
    Depending upon your Divine Rank, you may sense events related to your portfolio and apply a remote sensor, but you may only apply the sensor if there are a certain number of mortals, worshipers, or creatures involved. Thus Poseidon knows when a storm is over the ocean and may view it if he wishes. He may not, though, know when an avalanche is falling along a mountain. Mountains are beyond his portfolio sensing abilities. When a deity senses an event, it merely knows that the event is occurring and where it is. The deity receives no sensory information about the event. Thus Poseidon may know that a storm is over an ocean and where at over the ocean, but may not know how bad the storm is or what direction it is headed from or to, that is, until he uses his remote sensing power to perceive the event.

Divine Rank 1-3. Most lesser deities can only sense the most significant of events. You automatically sense any event that involves one thousand or more people. Thus, if no creatures are involved in the event, it cannot be sensed. This ability is limited to the present.

Divine Rank 4-5. As deities grow in strength and worshipers, their omniscient powers grow. You automatically sense any event that involves your portfolio that affects twenty or more people that is taking place in the present.

Divine Rank 6-8. Greater deities can sense many things, even when not tethered to creatures. You automatically sense any event that involves your portfolio, regardless of the number of people involved. In addition, your senses extend one week into the past for every Divine Rank you have. Thus, you may look into the past and perceive what occurred regarding your portfolio.

Divine Rank 9-10+. Some deities become the epitome of omniscience. You automatically sense any event that involves your portfolio, regardless of the number of people involved. In addition, your senses extend one week into the past and one week into the future for every Divine Rank you have.

EFFORTLESS CHANCES

Greater deities are immensely powerful and are not under the same sway of chaos that mortals are, let alone weaker gods. If you have Divine Rank 6 or higher, whenever you roll below a 10, count that roll as if you had rolled a 10 on any check, saving throw, or attack roll. Also, maximize your damage rolls instead of rolling for them when damaging a creature that is lower Divine Rank than you. Calculate successes, failure, or other effects accordingly. You should roll a d20 anyway and use that roll to check for automatic success, failures, or critical hits.

DIVINE AURA

The mere presence of a deity of Divine Rank 1 or higher can deeply affect mortals and beings of lower Divine Rank, who might find the experience either uplifting, or unsettling, depending on the deity's mood and their relationship with the deity.
    Mortals and other deities of lower rank can resist your divine aura's effects with a successful Wisdom saving throw DC is 12 + your Divine Rank + your Charisma modifier. Deities are immune to the auras of deities of equal or lower Divine Rank. Any being who makes a successful saving throw against your divine aura power becomes immune to your aura for 24 hours.
    Divine aura is an emanation that extends around you in a radius that is reflected by your divine rank. You may choose the size of the radius and can change it at will. If you choose a radius of 0 feet, your divine aura is effectively non-functional. When two or more deities' auras cover the same area, only the aura that belongs to the deity with the highest Divine Rank functions. If Divine Ranks are equal, the auras coexist. The higher the Divine Rank, the greater the radius of the divine aura:

DIVINE AURA

Divine Rank
Radius of Divine Aura
1-5 10 ft. per Divine Rank
6-8 100 ft. per Divine Rank
9-10+ 1 mile per Divine Rank


You can make your own worshipers and beings of your alignment immune to the effect of your divine aura. Once affected by an aura power, creatures remain affected as long as they remain within the aura's radius.
    Choose from the following effects of your divine aura each round to apply to those who failed their saving throw: Blinded, Charmed, Frightened, or Stunned.

GRANT SPELLS

Deities who have a certain number of worshipers may grant spells to them. You must have Divine Rank 1 or higher to grant spells to mortals. You may, at any time, refuse to grant spells to mortals. Mortals who have prepared spells do not lose them; instead, they cannot prepare any additional spells until you permit them to do so again.

COMMUNICATION

If you have Divine Rank 1 or higher, you can understand, speak, and read any language, including nonverbal languages.
    Additionally, you can speak to any being within one mile per Divine Rank of yourself. Finally, you gain the ability to extend your ability to communicate through remote communication.

REMOTE COMMUNICATION
As an action, if you have Divine Rank 1 or higher, you can send a communication to a remote location. You can speak to any of your own worshipers and to anyone within one mile per Divine Rank away from a site dedicated to you (such as a temple, shrine, or sacred grove), or within one mile per Divine Rank away from a statue or other likeness of you.
    The creature being contacted can receive a telepathic message that only it can hear. Alternatively, your voice can seem to issue from the air, the ground, or from some object of your choosing (but not an object or locale dedicated to another deity of equal or higher Divine Rank than you). In the latter case, anyone within earshot of the sound can hear it.
    You can also send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication can vary, of course, but it usually involves some visible phenomenon such as a beam of light, a change in the weather, a gathering of animals, or almost anything else that is indirect and symbolic.
    Your communication power can cross planes and penetrate any barrier. Once communication is initiated, you can continue communicating at will until you decide to end the communication.
    You can carry on the same number of remote communications simultaneously as you can remote sensory(s) (see above).

GODLY REALM

If you have a Divine Rank 1 or higher, you have a number of locations equal to your Divine Rank that serves as a workplace, personal residence, audience chamber, or perhaps as a retreat or fortress. You may abandon a godly realm, leaving behind any conditions or alterations you have made. To do so requires an action. You may not go within the godly realms of other deities that are your Divine Rank or higher without that deity's permission.
    You have some control over the environment within your realm, controlling the temperature and minor elements of the environments such as smells and background sounds. The radius of this control is a function of your Divine Rank and whether the realm is located on the Material Plane or some other plane of existence.

RADIUS OF CONTROL

Divine Rank
Radius of Control on Other Planes
1-3 100 ft. per Divine Rank
4-5 1 mile
6-8 10 miles
9-10+ 100 miles


You may only have a radius of control of godly realms that reside on the Material Plane equal to 100 ft. per Divine Rank of the realm.
    Within this radius of control, you can set any temperature that is normal for the plane where the realm is located and fill the area with scents and sounds as you see fit. Sounds can be no louder than one hundred humans could make; you could create the sounds of an invisible choir, a battle, a jungle full of raucous birds, or similar sounds, but not intelligible speech or harmful sound. Your ability to create scents is similar to the ability to create sounds. If you have Divine Rank 6 or higher, you can create the sounds of intelligible speech. Additionally, as your Divine Rank grows in number, as does the abilities you possess to manipulate and control your godly realm(s). You gain the following divine abilities and the subsequent ones, as your Divine Rank increases:

Divine Rank 1-3. You can erect buildings and alter the landscape, but must do so through your own labor, through magic, or through your divine feats.

Divine Rank 4-5. Not only do you have control over the environment, but you also control links to the Astral Plane (assuming the cosmology where the godly realm lies has an Astral Plane). Manipulating a realms astral links can render teleportation and similar effects useless within the godly realm, if you so wish. You can designate certain locales within the realm where astral links remain intact. Likewise, you can block off the realm from planar portals or designate locations where portals are possible.

Divine Rank 6-8. At this stage, you can erect buildings as desired and alter terrain within ten miles to become any terrain type found on the Material Plane, by the sheer will of your divine authority. These buildings and alterations are manifestations of your control over the realm.

Divine Rank 9-10+. You can also perform any one of the following acts:

  • Change or alter the gravity within the realm in general or specific ways.
  • Change or alter the elements, energy, or damage types within the realm in general or specific ways.
  • Change or alter time within the realm in general or specific ways.
  • Alter the way magic is performed in the realm, such as certain spells, spells from a particular school of magic, or prevent certain spells from functioning. Your own spells and abilities must not be limited by these restrictions.

Once you set the conditions in your godly realm, they are permanent, though you can change them. As an action, you can specify a new environmental condition. The change gradually takes effect over the next 10 minutes.
    Changing astral links, planar travel, or terrain requires more effort, and you must labor for a year and a day to change them. During this time, you must spend 8 hours a day on the project. During the remaining 16 hours of each day, you can perform any action you desire, so long as you remain within the godly realm. While terrain features may slowly shift and alter as you work, planar travel and astral links remain unchanged until the labor is done.

GODLY ACTIONS

Deities are exceptional, supremely powerful beings. Because of this, they can take far more actions per round than normal creatures can. At the end of a creature's turn, you may take one action. You regain all uses of your godly actions at the beginning of your turn. Some divine feats require an expended use of a godly action during your turn as part of an ability or action. You may do this a number of times per round depending upon your Divine Rank:

GODLY ACTIONS

Divine Rank
Number of Divine Domains
0 0
1-3 1
4-5 2
6-8 3
9-10+ 5


When you are in your godly realm, you may take a number of godly actions equal to your Divine Rank per round.

TRAVEL

If you have Divine Rank 1 or higher, you can use the spell teleport as an action, except that you can only transport yourself and up to 100 pounds of objects per your Divine Rank. If you have Divine Rank 4 or higher, you can cast plane shift (no gp cost) as an action, except that you can only transport yourself and up to 100 pounds of objects per your Divine Rank.

DIVINE TYPE & APPEARANCE

Because deities are infused with divine energies, they cannot be considered a humanoid. Additionally, they are beyond that of celestials, fiends, or fey. Instead, they are simply divine.
    Your type changes to divine. You retain all physical appearances that you had before your Divine Rank, although your appearance can change, based upon your Divine Rank and approval of your DM. The changes made reflect your true form and are permanent, unless you ascend to a higher Divine Rank in the chart below:

DIVINE FORM

Divine Rank
Significant Change
0-3 Minor
4-5 Major
6+ Any form imaginable


Minor.
Minor changes could be glowing eyes, a more muscular form, skin tone, elongated ears, or simply extremely tall. It also may be any combination of this or other minor changes that is purely cosmetic. This change is permanent.

Major. Major changes include cosmetic changes as well as functional new forms. Examples of major changes are multiple limbs, wings, tail, claws, fangs, etc. Your DM should consult with you as to the mechanics of your new appearance and features, but these changes must reflect your portfolio and be a meaningful change. For example, if your portfolio is wronged women, yet you were a male and had to consistently polymorph or illusion into female form until you grew enough followers, it would make sense for your new form to be a female. Since you focused on wronged women, it would be justifiable that your face softened and became even more beautiful and beneath the long hair on the back of your skull resided another face, one with fangs and an elongated tongue. Additionally, you could gain the ability to switch faces, with your DMs approval.

DIVINE SPELLCASTING

Deities are not as limited as mortals when they manipulate reality and magic. For every Divine Rank that you possess, you gain 500 gp that you may use to cast your spells as spell components. You regain this amount when you take a long rest.
    Additionally, if you have Divine Rank 1 or higher, spells you cast do not require somatic, verbal, or material components (unless the material component has a gp value, in which you may be able to use your divine energy to cast). For example, a 20th level Cleric with a Divine Rank of 2 has 1,000gp that she may use to cast any spell that has a gp spell component. When she takes a long rest, she regains her 1,000gp that she may use to cast spells.

DIVINE ABILITY SCORE IMPROVEMENT

Deities are more capable than mortals. Raise all ability scores to a minimum of 17 that were 16 or below (after character creation). When you gain Divine Rank and as you increase in Divine Rank, you gain a number of points that you may add to any ability score of your choice, not to exceed the maximum score listed. Consult the chart below to see, based on your Divine Rank, the amount of points you can apply to your ability scores.

DIVINE ABILITY SCORE IMPROVEMENT

Divine Rank
Total Ability Score Points
Maximum Score
0 6 22
1 10 24
2 14 24
3 16 24
4 20 26
5 24 26
6 30 28
7 32 28
8 34 30
9 38 30
10+ 40 32

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