Ascension, Godhood, and Divine Rank (5e Variant Rule)

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This content deviates from 5th edition standards; Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This is content intended to provide a very different experience, effectively allowing player characters to continue their adventures and troublemaking even longer, ascending into godhood and beyond. This is by no means an attempt to make an option balanced for standard 5th edition campaigns, and DM's should think very carefully before allowing this option.

Ascension, Godhood, and Divine Ranks[edit]

Ascension is typically achieved after epic or mythic level questing beyond 20th level. There are exceptions to this rule, such as those favored by gods, freak accidents, or just the whim of the gods. Typically, the DM is left to decide what options if any are available to ascend. Upon ascending, a creature gains the ability to advance in Divine Rank. Immediately after ascension, they are given a Divine Rank of 0 and gain the benefits of such. Typically you advance in Divine Rank with time and by gaining worshipers. The more believers, the more power the deity has.

Above 20th level, experience holds little meaning, but you still advance in Divine Rank rather than class levels. Divine Rank of 1-3 denotes a quasi-deity, 4-5 a demigod(differs from mortals with a divine parent), 6-10 a lesser deity, 11-15 through an intermediate deity, and 15-20 a greater deity. Ranks above 20 are possible, but extremely rare and denote an overdeity or similar being.

Explanation of this variant rule and its place: This rule is not meant for typical D&D campaigns, nor is it intended to be a widely used rule. This is something I am adapting from someone's previous work on Gods, Leviathans, and Titans, which was abandoned and taken over by me before realizing it fits better as a variant rule and would work better being adapted from 3.5's divine rank system. As mentioned in the disclaimer above, this is meant to fulfill a very niche purpose, for those players who want to continue their character into their ascension. Not every character should ascend, but not every character if roleplayed correctly would even seek such.

Divine Rank[edit]

Divine Rank 0[edit]

Upon ascension, there are several important changes to your being. These are detailed below. Those with a Divine Rank of 0 are typically considered Quasi-deities and are the recently ascended. Typically having no more than a few worshipers, and only being locally known to be a deity, they cannot grant spells, and they may increase ability scores over 20.

Ability Score Increase. Upon ascending to divinity, you may increase 2 ability scores by 2, 4 ability scores by 1, or 1 ability score by 2 and 2 ability scores by 1 each.
Immortality. With your ascension comes the benefit of immortality. They are no longer affected by age, disease, or poison. Effects that would age the character no longer have any effect and the character is considered ageless.
Immunities. Deities are immune to any effects not imposed by itself that would alter its form or mind, including but not limited to ability damage, polymorph, petrification, charm, dominate person or monster, or other such effects.
Resistances. You gain resistance to non-magical bludgeoning, piercing and slashing damage.

Divine Rank 1[edit]

Upon gathering a few hundred worshippers, a quasi-deity may embark on a quest to ascend further, to a demigod. These demigods begin to unlock the power of divinity as they increase in importance.

Immortality II. Upon reaching a Divine Rank of 1, you are no longer subject to massive damage, and in any case where you are slain in the mortal realm, your body reforms in 1d4 days, in addition to the other abilities granted by immortality.
Salient Abilities. Gods of Divine Rank 1 and higher gain a Salient Ability for each Divine Rank they possess. Refer to the section at the end of this page for elaboration on Salient Abilities.
Senses. Deities of Divine Rank 1 or higher have incredibly sensitive perception. Such a deity’s senses (including darkvision and truesight if the deity has them) extend out to a radius of one mile per divine rank. Perception is limited to the senses a deity possesses. A deity cannot see through solid objects without using its remote sensing ability.
Remote Sensing. You send your mind across space and dimensions, forming it into a quasi-real viewpoint from which you can see and hear some creature located at any distance from you, even if planar boundaries separate you. If the subject succeeds on a Wisdom save, the remote viewing attempt fails, and you cannot attempt to view that creature again for at least 24 hours. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Wisdom save.
Table - Remote Sensing
Knowledge or Connection Wisdom Save Modifier
None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) –5
Likeness or picture –2
Possession or garment –4
A body part, a lock of hair, a bit of nail, etc. –10
If the subject is on another plane of existence they gain an additional +5 to their saving throw.
*You must have some sort of connection to a creature you have no knowledge of.

Salient Abilities[edit]


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