Deity (5e Class)
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- 1 Deity
- 1.1 The Benefits of Godhood
- 1.2 Creating a Deity
- 1.3 Obtaining and Losing Godhood
- 1.4 Class Features
- 1.5 Spellcasting
- 1.5.1 Cantrips
- 1.5.2 Spells of 1st Level and Higher
- 1.5.3 Preparing and Casting Spells
- 1.5.4 Spellcasting Ability
- 1.5.5 Innate Spellcasting
- 1.5.6 Divine Charge
- 1.5.7 Portfolio
- 1.5.8 Resplendent Form
- 1.5.9 Ability Score Improvement
- 1.5.10 Extra Attack
- 1.5.11 Heavenly Veil
- 1.5.12 Grasp of Salvation
- 1.5.13 Legendary Presence
- 1.5.14 Judgement
- 1.5.15 Almighty Blessing
- 1.5.16 Omnipotence
- 1.6 Power
- 1.7 Nature
- 1.8 Sound
- 1.9 Decay
- 1.10 Knowledge
- 1.11 Life
- 1.12 Death-Necrotic
- 1.13 Time-Force
- 1.14 Divine Rank
- 1.15 Multiclassing
Full of confidence, a human cleric heads into the lair of what is rumored to be a few monsters. With no light to be found, he lights a torch, and is met with a hideous monstrosity only recognizable as a chimera. Before he can even draw his mace, it pounces at him, and he leaps out of harm's way. The torch falls to the ground into a puddle of water and is extinguished. He is surrounded by darkness, and knowing his end is near, he pulls out his holy symbol and prays to his god one last time, hoping for his life to be spared. Suddenly, a blinding flash of light erupts from within the beast, and it is no more. A mysterious trail leads him out of the cavern and back to the village, granting him the title of hero.
A group of adventures are traveling through icy mountains when they are suddenly attacked by a pack of white wolves. With coordinated attacks, they seem to gain the advantage on the party, and no one expected such tactics from mere beasts. Deciding it time to reveal his true power, an elf grabs one of the wolves and throws it several dozen feet away into a nearby chasm. He then lifts a massive boulder from beneath his feet and hurls it at the pack, crushing several of them. The rest scatter, and his comrades look at him with confusion. Shrugging it off as divine intervention, he suggests they get a move on.
The Benefits of Godhood
Having ascended to a higher state of existence than mere mortals at some point or another, you now have supernatural strength, speed, intelligence, and perhaps great wisdom to share with those you deem worthy. And not only that, your powers have only just begun to grow. You can ascend the Divine Ranks further to gain even greater power, which you could share with others, or keep to yourself, if you so desired. There are a plethora of abilities, perhaps an endless amount, at your disposal, but how you use them is entirely up to you, and others will most certainly desire this power as well.
Creating a Deity
You should consider the following questions when making your character. How did they attain their godhood, and how did they react when it happened? Did they slowly obtain their powers through a difficult journey, or were they gifted their godhood by another deity? And how have they been affected by their newfound powers, and if so, in what ways? Also, how do they use their powers? Do they share it with mortals, or do they discriminate between certain individuals? Or do they hoard it all to themselves, holding onto the power they worked so hard to obtain? Furthermore, consider how they treat their followers, should they amass a large enough following (or cult).
Obtaining and Losing Godhood
Should you lose your godhood by some means during your adventure, you must choose another class and begin at 1st level, If you regain your godhood, you forgo whatever class you chose and return to the state you were in when you initially lost this class. You do not carry over experience points or multiclass, the classes simply overwrite each other. You do keep any equipment you had, your ability scores decrease to maximum of 20 while you are mortal, but revert to their previous state when you become a Deity again, you keep spells so long as they are within your spell list, and you lose all of the benefits of your Divine Rank until you become a Deity again. Should you ascend to godhood, you can choose to stop playing your current class and play this one instead, if you so desire, using the previously mentioned rules.
- Quick Build
You can make a Deity quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Acolyte or Folk Hero background.
As a Deity you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) a martial weapon and a simple weapon or (c) 2 martial weapons
- (a) any light armor and a longbow with 20 arrows or (b) any medium armor that isn't Half-Plate or (c) any heavy armor that isn't Plate Mail
- (a) a dungeoneering kit or (b) an explorer's pack
- a holy symbol depicting you and a hooded robe
- If you are using starting wealth, you have 5d10x10 in funds.
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Divine Rank, Divine Charge, Portfolio||2||1||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement, Extra Attack||2||4||4||3||—||—||—||—||—||—||—|
|5th||+3||Heavenly Veil, Divine Charge Improvement||2||5||4||3||2||—||—||—||—||—||—|
|6th||+3||Ability Score Improvement, Resplendent Form Improvement||2||6||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||3||8||4||3||3||2||—||—||—||—||—|
|9th||+4||Grasp of Salvation, Divine Charge Improvement||3||9||4||3||3||3||1||—||—||—||—|
|10th||+4||Portfolio Feature, Extra Attack||3||10||4||3||3||3||2||—||—||—||—|
|11th||+4||Resplendent Form Improvement||3||11||4||3||3||3||2||1||—||—||—|
|12th||+4||Ability Score Improvement||3||12||4||3||3||3||2||1||—||—||—|
|13th||+5||Judgement, Divine Charge Improvement||4||13||4||3||3||3||2||1||1||—||—|
|14th||+5||Ability Score Improvement||4||14||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement, Resplendent Form Improvement||4||16||4||3||3||3||2||1||1||1||—|
|17th||+6||Almighty Blessing, Divine Charge Improvement||5||17||4||3||3||3||2||1||1||1||1|
|18th||+6||Portfolio Feature, Extra Attack||5||18||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement, Judgement Improvement||5||19||4||3||3||3||3||2||1||1||1|
Upon reaching the status of a god and transcending your mortality, you've put yourself in a rather perplexing position. You can stay where you are, a mere demigod, or you can gather enough likeminded individuals who believe in your powers to start climbing the ranks of divinity. When creating a Deity, you begin with a Divine Rank of 0. Reaching higher Divine Ranks requires incredible effort and many followers, but provides strong benefits that will aid you in your quest, whatever it may be. Your Divine Rank cannot exceed your Deity level, as detailed at the end of the class description, and the benefits are detailed for each rank at the end of the class description.
Overflowing with not only divine but arcane power as well, you can cast cleric spells and spells from an additional spell list based on your Portfolio. The combination of your spell lists will be known as your Deity spell list. You may later receive additional spell lists, depending on your Portfolio. See Chapter 10 for the general rules of spellcasting and Chapter 11 for spell lists.
At 1st level, you know 2 Cantrips from your Deity spell list. You learn additional Cantrips of your choice at higher levels as shown in the Cantrips known column of the Deity table.
Spells of 1st Level and Higher
At 1st level, you know six 1st level spells from your Deity spell list. You learn additional spells of your choice at higher levels as shown in the Spells Known column of the Deity table.
Preparing and Casting Spells
The Deity table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended uses after a long rest.
You do not need to prepare spells, as you draw from your own well of power to cast them. You can cast any spell from your Deity spell list, including ritual spells, given that you have enough spell slots remaining and that you are capable of casting a spell of that level. Additionally, your spells do not harm you, even if you are caught within them.
Wisdom is your spellcasting ability for your Deity spells. The source of your power is none other than the strength of your very being, and when tempered over time it can be a devastating force. You use Wisdom whenever a Deity spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Deity spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
- Spell attack modifier = your proficiency bonus + your Wisdom modifier
Blessed with incredible magic prowess, you can cast spells at a spell level equal to half your level, rounded down, at will, and you do not need components, including gold, to cast spells.
You can summon your own incredible power to bolster an attack with sacred might. Whenever you or a creature within 30 feet of you makes any type attack, you can cause it to do an additional 1d6 damage of the damage type associated with your Portfolio. This damage is increased to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level. Alternatively, rather than dealing damage, you can restore hit points to an ally using the same damage dice. You can use this feature a number of time equal to your Wisdom score plus your Divine Rank, and regain uses after a short or long rest.
Upon becoming a Deity, you must decide what your Portfolio is. Choose between Power, Nature, Sound, Decay, Knowledge, Life, Death, or Unknown, all detailed near the end of the class description. You can expand upon your Portfolio and what exactly you control, but this determines the general context of what it is. Your choice grants you features at 1st level, and again at 3rd, 7th, 10th, 15th, and 18th level.
Perfection is an understatement when referring to your magnificence. Beginning at 2nd level, your ability scores now have a maximum of 22, if they are not already higher, and they all increase by 1. Additionally, you gain advantage on saving throws against conditions and your movement speed increase in 5 feet. At 6th level, your ability score maximums increase to 24 if they are not already higher and increase by 1. At 11th level, you can take a additional reaction every round, your ability score maximums increase to 26 if they are not already higher and increase by 1, and at 17th level you can take an additional action every round, your ability scores no longer have a maximum and increase by 1.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above its maximum using this feature.
Upon reaching 5th level, whenever you make an attack, you can make an additional attack as part of the same action. You can make a third attack at 11th level, and a fourth attack at 18th level.
Divine aura surrounds you like a protective shield, and it seems to affect your allies as well. Starting at 5th level, you gain an aura that grants you and allies within 30 feet of you +1 AC and a +1 bonus on all saving throws and ability checks. Furthermore, you and allies within range restore hit points equal to your Deity level plus your Divine Rank at the end of a short rest so long as they are still within range.
Grasp of Salvation
With you by their side, the thought of defeat doesn't even cross your allies' minds. Beginning at 9th level, whenever you or an ally within 30ft is attacked by any sort of attack, you can use your reaction to reduce the damage by an amount equal to your Deity level plus your Wisdom modifier and Divine Rank. Additionally, you can expend a use of your Divine Charge to make an attack, cast a spell, or use your Divine Charge (at the cost of a second use) against the attacker, so long as they are within range. You can use this feature a number of times equal to your Wisdom modifier, and regain uses after a long rest.
Your very being can only be described as "awesome". Starting at 11th level, you gain new abilities. You can perform the following actions:
- Legendary Offense
- Upon failing an attack or spell attack roll, you can choose to succeed instead.
- Legendary Resistance
- Upon failing a saving throw, you can choose to succeed instead.
- Legendary Boon
- When a creature within 60ft of you fails an attack roll, spell attack roll, saving throw, or ability check, you can choose to make it succeed instead.
- Legendary Failure
- When a creature within 60ft of you succeeds an attack roll, spell attack roll, saving throw, or ability check, you can choose to make it fail instead.
- Legendary Action
- During any turn, you can make an attack, cast a spell, or use Divine Charge on a creature within range of you. Costs two uses of Legendary Presence, and you cannot do so more than once per turn.
- You can make three attacks and cast one spell with a casting time of one action or cast two spells with a casting time of one bonus action or use Divine Charge. Costs two uses of Legendary Presence, and you cannot do so more than once per round.
You can use this feature once, being unable to do so until you finish a long rest.
You have uses of Legendary Presence equel to your wisdom modifier+ your Divine Rank.
You hold the lives of mortals in your hand, and can strip it away in an instant should they cross you. Upon reaching 13th level, whenever you reduce a creature to 30 hit points or less, you can choose to instantly kill it instead. This is increased to 100 hit points at 20th level. Additionally, you gain a bonus to attack and damage rolls equal to your Divine Rank, and whenever you make an attack or cast a spell, you can expend a use of your Divine Charge to ensure that your attack or spell hits and deals maximum damage.
Once you do this, you can't do it again until you finish a long rest.
You are truly powerful, and in recognition of their service to you, you are willing to share a small portion of your power with you allies. When you reach 17th level, you can use your action to give you and creatures within 30 feet of you gain advantage on attack rolls and spell rolls, and a +4 to proficiency bonuses. Additionally, you can grant allies a bonus to attack and damage rolls equal to your Wisdom modifier until the beginning of your next turn.
You can do this a number of times equal to your Wisdom modifier, and regain expended uses after a long rest.
Having obtained limitless power, nothing is beyond your control now. Once you reach 20th level, you can create or destroy life on a whim. If the creature you are targeting is not a deity, you can remove it from existence, regardless of any resistances or immunities it may have. This disregards anything that may prevent it from dying or protect it from such an act, unless it was made specifically to protect it from the wrath of a god. Conversely, you are capable of granting life as well. You can create a creature who's size is no larger than Large within 60ft of you. You can decide its race, alignment, etc., and whether it is a loyal subject of yours, or is free to do as it pleases. It does not gain any equipment or spells unless you bestow them to it upon creation. Additionally, creatures you create will spread your gospel, speaking of your magnificence, even if they are not loyal subjects. However, they do not count as worshippers towards increasing your Divine Rank. You can only do this a number of times equal to your Divine Rank, and regain expended uses after one month. Furthermore, when you make an attack or cast a spell, you can choose to cause it to affect all creatures within 60ft of the creature, and if you attack using a Divine Charge, the damage is maximized, creatures within 60ft of the target recieve half of the damage, and all allies within 60ft of you are healed for half of the damage dealt. Finally, if you are reduced below half of your hit point maximum, you explode with divine energy, dealing 8d10 damage associated with your Portfolio to all hostile creatures within 60ft of you. This cannot occur more than once in the same round.
The world revolves around power, whether it is the strength of an individual or an entire kingdom. Knowing this, you sought to attain greater power, and after obtaining it are in the position to protect the weak or destroy the strong. You control the Slashing, Piercing, and Bludgeoning damage types in the Power Portfolio.
- Physical Prowess
Truly, your strength is something to behold. You can wield weapons with the heavy and two-handed properties with one hand, and you can wield weapons with the versatile property with one hand as though you were using two hands. Furthermore, you can use Huge weapons this way without disadvantage, and you deal an additional 2d12 damage when making a melee attack while using your Strength modifier.
- Forged in Steel
Being an invincible warrior has proven to be quite useful on your journey. At 3rd level, you gain immunity to the frightened condition. Additionally, your current hit point maximum increases by an amount equal four times your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 4 hit points.
- Shoulder the World
The weight of the world is nothing for your mighty body. Beginning at 7th level, whenever you attempt to grapple a creature who's size is no larger that two sizes larger than yours, you have advantage on the roll, they have disadvantage when attempting to escape, and can crush them in your grip, dealing 3d12 bludgeoning damage at the start of your turn every turn you hold them. You can also throw them a number of feet equal to your Strength modifier x your Deity level, dealing 4d12 bludgeoning damage on impact plus any damage they may have sustained from the fall.
- Titan's Disposition
You embody the essence of a colossus. Starting at 10th level, you are treated as though you were two sizes larger. Additionally, you can plunge your hand into the earth below you and toss a boulder at your foes within 120ft of you, dealing 5d10 bludgeoning damage in a 45ft area. Alternatively, you can tear a spear out of the ground and throw it at a creature, dealing 8d10 piercing damage. The creature is impaled, dragged back up to 30ft, and is attached to any wall it collides with and must succeed a DC12 + your Strength modifier Strength save to free itself or be unable to move.
- Furious Wrath
Angering a god is never a good idea, especially when that god is you. Upon reaching 15th level, you can call upon your inner wells of divine fury. You gain the following benefits for 1 minute: resistance to all damage, a +10 bonus on all attack, spell, and damage rolls, a +3 bonus to AC, and an extra attack when you take the attack action. You can do this a number of times equal to half of your proficiency bonus, rounded up, and regain expended uses after a long rest.
- Embodiment of Power
Gazing upon you evokes the majesty of true power. Once you reach 18th level, your Strength increases by half of your Strength score, rounded up, your Strength cannot be lowered by any means save for losing your godhood, and you can wield weapons of any size you are capable of wielding with one hand without suffering disadvantage while gaining the maximum benefits. Furthermore, whenever you make a melee attack against a creature, you deal an additional 3d12 + your Strength modifier damage, and if the creature the same size or smaller than you it is knocked prone.
The forces of the world can only be described as calamitous. Entire civilizations cave in the face of such disasters, and you control when and where they strike. You control fire, cold, and lightning damage types in the Nature Portfolio.
- Walking Disaster
Your very being causes the earth to quake, and the skies to tremble. Whenever you make an attack or cast a spell, and the damage type is one shared by your Portfolio, you can choose an additional effect to occur.
- Volcanic Eruption - A pillar of earth erupts from beneath the target and spews molten rocks, dealing 2d10 fire damage to the target and creatures within 15ft of it.
- Breath of Winter - Icy wind blasts forward within a 30ft cone in front of you, dealing 2d10 cold damage.
- Lightning Spear - A javelin formed from pure electricity blasts forward, dealing 2d10 lightning damage and stunning the target.
The most primal fear has and will always be fire, and you now control it. Starting at 3rd level, you can cause a wall of flames to erupt in an area equal to your Wisdom modifier x your Deity level within 300ft of you for 10 minutes. These flames deal 2d12 fire damage to any number of creatures of your choice, and ignite creatures and objects, dealing an additional 1d10 fire at the start of their turn every turn. The area will double in size every minute, so long as there are flammable obejects. Creatures can be extinguished by using an action or being submerged in water, and the damage is increased to 4d12 and 2d10 at 6th level, 6d12 and 3d10 at 11th level, and 8d12 and 4d10 at 16th level. You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses after a short or long rest.
- Frozen Tempest
Life is susceptible to the chilling grasp of winter, and whether or not to grant such a cruel destiny is your choice. Beginning at 7th level, you can create a blizzard in an area equal to your Wisdom modifier x your Deity level within 300ft of you for 1 minute, dealing 6d12 cold damage to any number of creatures of your choice and halving the move speed of the victims caught within. Creatures who end their turn within take damage again at the beginning of their next turn, have their move speed reduced to 5ft, and are Blinded and Deafened until they end their turn outside of the blizzard. You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses after long rest.
- Heavenly Storm
The breath of the skies is volatile, granting light to people one day, and tearing the land asunder the next. Such disasters are truly capable of great destruction. At 10th level, you can call upon the wrath of the heavens, and can do so in one of two ways.
- Lightning Bolt - Strike all creatures of your choice within 300ft of you with a bolt of lightning, dealing 6d12 lightning damage and stunning them until the end of their next turn.
- Tornado - You can create a tornado whose size is your Wisdom modifier x half of your Deity level and twice as tall, and place it anywhere within 300ft of you. Creatures within (half of its size)ft excluding you are dragged inside for an amount of turns equal to half of your proficiency bonus, rounded down. They take 3d10 slashing damage and 5d12 lightning damage, and at the end of the duration are flung outside the top of it. Creatures capable of flight must succeed a DC12 + your Divine Rank Dexterity save or be unable to get their bearings in the air and fly on a failed save.
You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses after a long rest.
The earth is yours to shape. When you reach 15th level, you can cause an endlessly deep fissure who's size is your Deity level ft by your Wisdom modifier x your Divine Rank (minimum 1)ft to appear anywhere on the ground within 300ft of you, and it closes after 1 minute. Creatures within range must make DC15 + half your Deity level, rounded down, Dexterity save or fall within. Creatures caught within it when it closes are never seen again, trapped for all eternity. If a creature is too large fall in but is partially trapped inside, it will take 10d12 bludgeoning damage at the beginning of its every turn until it succeeds a DC 15 + your Wisdom modifier Strength save. You can use this feature a number of times equal to half of your Wisdom modifier, rounded up, and regain expended uses after a long rest.
- Elemental Incarnate
You can only be perceived as a raging inferno of the elements, wreaking havoc on those unworthy of mercy. Once you reach 18th level, you gain immunity to fire, cold, and lightning damage and your damage for those damage types is maximized, then doubled. Furthermore, whenever a friendly creature within 60ft of you is damaged by one of those damage types, they instead take 0 points of damage.
Many creatures rely on sound more than they do with sight, and without it they would likely perish. However, it can be just as devastating a weapon as it can a blessing to those without sight. You control the Thunder damage type in the Sound Portfolio.
- Sonic Influence
With sound being one of the driving forces in existence, you can control a number of things utilizing it. You gain an additional 30ft of all types of movement speed you possess, and this increases newly obtained movement speeds. Additionally, your movement speed cannot be reduced by any means and you cannot be targeted by opportunity attacks.
- Heavenly Haste
You can now break the sound barrier to cause devastating damage. When you reach 3rd level, you can dash in a straight line your Deity level x your Wisdom modifier ft long. Creatures within 30ft of you receive 3d10 thunder damage. If you have moved at least half of your total move speed, it instead deals 6d10 thunder damage, knocks prone, and Deafens. You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses after a long rest.
- Seraphic Song
The sound of your voice can soothe the spirit just as easily as it can cripple the body. Beginning at 7th level, you can sing a song that affects all creatures within 60ft of you that can hear you. The following conditions take effect depending on whether or not the creature is friendly towards you:
- Friendly Creature - +3 AC, +3 bonus to all rolls, advantage on all rolls, move speed is doubled
- Hostile Creature - -3 AC, -3 penalty to all rolls, disadvantage on all rolls, move speed is halved
You can use this feature a number of times equal to your proficiency bonus, and regain expended uses after a long rest.
- Undulating Blast
The volume of your voice varies depending on your mood, and so does the risk to the surrounding area. Starting at 10th level, you can cause your voice to spike to unbearable levels, dealing 8d10 thunder damage to all creatures in front of you in a 90ft cone. Creatures damaged by this are deafened, and suffer disadvantage on attack rolls, spell attacks, ability checks, and saving throws until the end of your next turn. Objects that are Large or smaller can be damaged using this feature. You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses after a long rest.
- Sonic Agony
You voice heralds doom, and so does your servants'. Upon reaching 15th level, whenever you make any sort of attack, you can screech as part of that action, dealing an additional 5d12 thunder damage. Furthermore, allies within 60ft of you can screech as part of any sort of attack as well, but only deal an additional 2d12 thunder damage. Finally, whenever you damage a creature with thunder damage, that creature becomes vulnerable to thunder damage for 1 minute.
- Roar of Silence
You cannot be heard, as what you say can no longer be comprehended by mere mortals, save for destruction. At 18th level, you can no longer be understood by or hear others, unless you desire to, and your sound-based attacks now affect creatures who cannot hear. You deal maximum damage with thunder damage, and creatures are deafened when struck by it. You also gain immunity to thunder damage and the deafened condition, your move speed is doubled, and whenever you make an attack using thunder damage, the attack succeeds. Finally, you can roar out in a 90ft area, centered on you. Creatures within the radius take 10d12 thunder damage and are knocked prone, or are knocked unconscious if it reduces them to half of their hit point maximum or less. You can do this a number of times equal to your Wisdom modifier, and regain expended uses after a long rest.
All things inevitably fall in the face of deadly toxins or corrosive acids, suffering a terrible, gruesome fate. Being the patron of such horrors, you decide whether victims live or die in an instant, or over agonizing days. You control the Poison and Acid damage types with the Decay Portfolio.
- Toxic Touch
Your very touch can be lethal. Whenever you make contact with a living creature, you can deal 2d10 poison damage. The creature takes this damage at the beginning of its every turn until it succeeds a DC10 + your Deity level Constitution save. This includes attacks made with melee weapons and touch based spells. Additionally, you are immune to poison and acid damage, and allies within 60ft of you share this immunity as well.
- Venom Spray
You can spray a potent venom from within, capable of felling even the most resilient of foes. Starting at 3rd level, you can target a number of living creatures equal to your Wisdom modifier within 60ft of you and spit venom at them. They take 3d10 poison damage, and an additional 1d10 poison damage at the beginning of their every turn for 1 minute. You can use this feature a number of times equal to your Wisdom modifier + your Divine Rank, and regain expended uses after a short or long rest.
- Acid Rain
The very sky pours corrosive acid that melts through whatever it touches. Beginning at 7th level, you can summon a cloud that covers a 300ft area. Acid rains from the sky, dealing 4d10 acid damage to hostile creatures and lowering their AC by 2 (to a minimum of 10) at the beginning of every turn they are inside of range for 1 minute, refreshing the duration upon receiving damage. Additionally, any water source that is no larger than a lake that was partially within range becomes tainted and becomes an acid version of what it once was, dealing 4d10 acid damage should a creature make contact, or 8d10 acid damage if they become fully submerged. You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses after a long rest.
- Decrepit Visage
When creatures gaze upon your face, they see one of horror, and you seem to have attained a ghastly presence at one point or another. Once you reach 10th level, creatures who can see you have disadvantage against your Intimidation checks, and you gain a bonus to them equal to your Wisdom modifier. Additionally, whenever you succeed an Intimidation check, you can cause acid to ooze from you face, paralyzing the creature with fear until the end of your next turn and forcing them to make a DC12 + your Deity level Wisdom check or be frightened until they succeed. They can repeat the save at the beginning of their turn. On a success, they cannot be affected by this feature again for 1 hour. You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses after a long rest.
- Touch of Death
You can strip away life with a single touch. At 15th level, you can touch a living creature and sap away their life in an instant. You deal 12d12 poison damage and they take an additional 6d12 poison damage at the start of their every turn, their AC is treated as 10, their move speed is halved, and they suffer disadvantage on all rolls for 1 minute. You can use this feature a number of times equal to half of your proficiency bonus, rounded down, and regain expended uses after a long rest.
- Corrode Soul
Not only the body, but the mind, and even the soul of a creature is susceptible to your ever-hungry toxins. Upon reaching 18th level, you can melt a creature from within. You deal 12d12 acid damage and 8d10 poison damage, and they take 8d10 poison damage at the start of their turn every turn for 1 minute. If they are reduced to 0 hit points, they are killed instantly and their soul is destroyed, having been broken down by phantasmal forces. Finally, you restore hit points equal to the damage dealt. You can use this feature a number of times equal to half of your Wisdom modifier, rounded down, and regain expended uses after a long rest.
The pursuit of knowledge is an endless one, and no single person can truly know everything, except for you. With limitless intelligence, you can grant or revoke it at whim. You control the Psychic damage type with the Knowledge Portfolio.
You can glimpse into the future, gaining insight into events that will occur soon. As an action, you can forsee events that will happen up to 1 day in the future. At 6th level, you can see 1 week, at 11th level you can see 1 month, and at 16th level you can see 1 year into the future. This grants you knowledge to events that will occur in the future and somewhat detailed information of them, but not their potential outcomes. You can do this a number of times equal your Wisdom modifier, and regain expended uses after a long rest. Additionally, at the end of a long rest, you roll 3d20. You can switch any roll a creature makes, including your own, with one of these rolls, but the die is lost in the process. Remaining dice are replaced with the new ones during a long rest.
- Arcane Smithing
With extensive knowledge of not only the arcane arts, but smithing as well, you can create magical weapons, armor, and items, if you have a mundane version to use as a catalyst. Beginning at 3rd level, if you devote 6 hours of your time to forging an item, you can create a magical item of uncommon rarity (if you have a non-magical longsword, you could dedicate 6 hours of your time to turn it into a flametongue, for example). At 8th level, you can dedicate 12 hours to create an item of rare rarity, at 13th level you can dedicate 18 hours to create an item of very rare rarity, and at 17th level you can dedicate 24 hours to create an item of legendary rarity.
- Divine Intellect
No spell is outside of your grasp, and you control all of them with equal ease. At 7th level, you gain access to all spell lists, and you can now use Intelligence as your spellcasting ability, if it is higher. Additionally, the amount of spells you can know at a time is increased by an amount equal to your Divine Rank, and you regain expended spells on a short or long rest now.
- Psychological Shatter
You can destroy the stability of a creature's mind in an instant. Starting at 10th level, you can choose a creature within 90ft of you. They take 10d10 psychic damage and are stunned until the end of your next turn. Additionally, they must succeed a DC15 + your Intelligence or Wisdom modifier (whichever is higher) Intelligence save or have their Intelligence, Wisdom, and Charisma reduced to 1 for 1 month on a failed save. They can repeat the save at the beginning of a long rest, and must wait another month on a failed save. Creatures can't have their ability scores lowered for 1 day on a successful save. You can use this feature a number of times equal to your proficiency bonus, and regain expended uses after a long rest.
- Mental Fortress
Your mind is an unbreakable wall, impossible to penetrate, and your allies have taken after you as well. Once you reach 15th level, you become immune to all effects that would allow a creature to read your mind or communicate telepathically with you, unless you allow them to do so. Additionally, you and friendlybcreatures within 60ft of you become immune to psychic damage, and whenever you or a creature within 60ft of you is subject to an attack that deals psychic damage, you can use your reaction to deal 10d10 psychic damage to the attacker, bypassing any resistances or immunities it may have. Creatures damaged by this feature are stunned until the end of their next turn. You can use this feature a number of times equal to your proficiency bonus, and regain expended uses after a long rest.
There are no boundaries to your knowledge, as you know everything there is to know. Upon reaching 18th level, you automatically succeed Intelligence, Wisdom, and Charisma saving throws and ability checks, those ability scores all increase by 10, and you add triple your modifier when using them now instead of their base values. Additionally, your Intelligence, Wisdom, and Charisma scores cannot be lowered by any means save for losing your godhood.
All creatures born into this world are given life, and it is by your hand that they have the chance to experience the wondrous adventures that await them. You have control over the Radiant damage type with the Life Portfolio.
- Birth of Mortality
With the existence of mortalkind, it is your duty to shepherd them towards a successful future. Whenever a creature within 60ft of you is reduced below half of its hit point maximum, you can use your reaction to restore its hit points by an amount equal to your Deity level + your Divine Rank. You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses after a short or long rest.
- Sacred Guard
The shield of intervention you bestow upon your allies protects them from misfortune. Starting at 3rd level, you and friendly creatures within 60ft of you gain resistance to slashing, piercing, and bludgeoning damage. Additionally, whenever a friendly creatures within 30ft of you is reduced to 0 hit points, they are reduced to 1 hit point instead, and those creatures cannot be instantly killed when this effect occurs. You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses after a long rest.
Your generosity for your subjects knows no bounds. Upon reaching 7th level, you can sacrifice any amount of hit points you have remaining that would not reduce you below 1 hit point. All friendly creatures within 90ft of you restore that amount of hit points + your Deity level, and are cured of any negative conditions and penalties they may have. Furthermore, if you sacrificed at least half of your remaining hit points, you receive the effect at the beginning of your next turn. You can use this feature a number of times equal to half of your Wisdom modifier, rounded down, and regain expended uses after a long rest.
You have control over the mysteries power of time. A force that is unstoppable and will consume all is in your hands to manipulate at your will. Changes in the flow of time come with devastating effects.
- Absorb Time
At first Level you can manipulate the time of objects and creatures. You are able to age or rejuvenate objects up to your Divine Rank x your Wisdom modifier in years. Your Attacks and spells tear the life time of creatures you age them up to your Wisdom modifier in years. For every year they lose they take 1 damage and you regain 1Hp. If you can not regain Hp you get temporary Hp. Additionally your Immune against effects that would change time in any way like Time Stop unless you wish to be effected.
- Perfect Dodge
Ar Level 3 you are able to evade all attacks or effects as a reaction you move yourself to the past or future for a short time. After the Attack or effect you reappear in the present in the same place. you have uses of this equel to your Wisdom modifier + your Divine Rank and regain all at a short rest.
Also at Level 3 you are able to control your time with greter effect. If you are are under a status condition you can reverse your flow of time to end the condition immediately, you can do this at will and have uses of this feature equel to your Wisdom modifier + your Divine Rank. you regain all uses after a short rest. At 10 realize that time can heal all wounds. you can move your time forward to heal yourself to max Hp for 2 uses of Unaffectable
- Timeline destruction
At Level 7 as an bonus Action you can Attack the present,past and future of one creature until the end of your turn you deal your damage 3 times to this creature. The damage dealt to the past and future of the creature is changed to Psychic damage. The Absorb Time feature only works on the preseant version. You have uses of this ability up to your Wisdom modifier and regain them at a long rest.
- Time Warp
As your power over the Time grows your ability to manipulate it grows. At 10 Level you can choose if you want to speed up your own time or slow down the time for your enemies. You can change this as an action. For 1 minute as an action you can slow down creatures of your choice within a 30 feet radius. They have disadvantage at attack rolls and dexterity saves, their movement is halved and cretures have advantage on attack rolls against them. The radius increases to 60 feet if you reach a Divine Rank of 10 and 100 feet at 20. or as a Action you speed up your time for a minute. You gain advantage on attack rolls and dex saves, another Action in your turn, creatures have disadvantage on attack rolls against you, your movement is doubled and you gain a +5 to AC. At Divine Rank 10 your movement is trippeld and you gain a +7 to AC. At Divine Rank 20 your movement is quadrupled and you gain a +10 to AC. You have uses of this ability equel to your Wisdom modifier (rounded down) and you regain all uses after a long rest.
- Time freeze
At level 15 you can destroy the balance of time. You stop the flow of time im a area up to your Deity Level + your Deity Rank and then times your Wisdom modifier feet radius. Cratures in this area are frozen unable to do anything. This effect can only be removed by you an deity of the same or higher level or the Wish spell. The Wish spell is only able to free on creature at a time. You have one use of this ability and regain it after a long rest.
- Master of Time
At 18 Level you have full controll over the forces of time and gained the knowledge of all times. This knowledge helped you to develop your powers even further. All of your Ability scores are increased by 10 and your proficency bonus by 4. Additionally you are permanent under the effect of the spell Foresight.
Your strength as a deity is determined by your Divine Rank, which can be increased by amassing followers or claiming divinity from other gods. You will always begin with a Divine Rank of 0, but from that point forward it is your choice on whether or not you increase it. However, do keep in mind that your Divine Rank cannot exceed your Deity level. Should you gain enough followers for your Divine Rank to match your Deity level, you cannot amass anymore followers until you increase your Deity level. Then you can increase your Divine Rank, thus causing the two to equal each other once more, and providing you with the same problem.
Divine Rank 0 = You do not age, cannot be aged magically, you gain resistance to non-magical slashing, piercing, bludgeoning damage, immunity to extreme heat and cold, and 5ft of reach. Divine Rank 1 = You can bestow two Cantrips, and one 1st level spell a day to your followers. These spells change if you decide to change them the following day at dawn, and are regained on a long rest. Wisdom is the ability score used to cast them. Divine Rank 2 = Divine Rank 3 = Divine Rank 4 = Divine Rank 5 = Divine Rank 6 = Divine Rank 7 = Divine Rank 8 = Divine Rank 9 = Divine Rank 10 = Divine Rank 11 = Divine Rank 12 = Divine Rank 13 = Divine Rank 14 = Divine Rank 15 = Divine Rank 16 = Divine Rank 17 = Divine Rank 18 = Divine Rank 19 = Divine Rank 20+ =
Prerequisites. To qualify for multiclassing into the Deity class, you must meet these prerequisites: Godhood
Proficiencies. When you multiclass into the Deity class, you gain the following proficiencies: none