Godling (3.5e Prestige Class)

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Godling[edit]

Some men worship the gods, others seek to become them. You are in the latter group. Almost any can walk this path, but you must be sure of yourself and your power.

Becoming a Godling[edit]

Those who seek the path of the godling are those who wish to rule from the heavens. No given ability score is important to a godling, but they need to be good at something.

Entry Requirements
Abilities: 18 in three ability score. Magic items may not be counted for this.
Attack bonus: +3
Skills: 13 in any 3 skills.
Special: Must have been to another plane or is from originally another plane.

Table: The Godling

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Class Features
Fort Ref Will
1st +0 +2 +0 +0 Divine Spark, Worshipers, Legendary Weapon.
2nd +1 +3 +0 +0 Divine Gift, Sanctify Relic +1 level of existing class
3rd +2 +3 +1 +1 Worshiper's Tribute, Domain Control
4th +3 +4 +1 +1 Divine Gift, Divine Realm +1 level of existing class
5th +3 +4 +1 +1 Worshiper's Tribute, True Prayer
6th +4 +5 +2 +2 Divine Gift, Domain Control +1 level of existing class
7th +5 +5 +2 +2 Worshiper's Tribute, Divine Call
8th +6 +6 +2 +2 Divine Gift, Call the Fallen +1 level of existing class
9th +6 +6 +3 +3 Worshiper's Tribute, Domain Control
10th +7 +7 +3 +3 Divine Gift, Ascend +1 level of existing class

Class Skills (6 + Int modifier per level)
The godling’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Godling.

Class Features: At each even numbered level, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming an godling, you must decide to which class to add each level for the purpose of determining class features.

Legendary Weapon: At first level, Godling is granted Epic Weapon Focus and Epic Weapon Specialization to the chosen weapon that qualifies for them. This weapon becomes the weapon the Acolyte of the Gods is known for. All further weapon based enhancements granted from this class only effect this weapon.

Epic Weapon Specialization:Add +4 to all damage the character deals using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet.

Epic Weapon Focus:Add a +2 bonus to all attack rolls the character makes using the selected weapon.


Divine Spark (Ex): You seize a small spark of divine power. You now gain a number of divine ranks equal to your base attack bonus. You are now a valid source for providing divine spells, offering the domains of your alignments and 3 other domains of your choice (If you are true neutral, you may select 4 domains instead of three). You also need to choose your favored weapon. In addition, you are also immune to aging, becoming ageless. Finally, you gain immunity to all diseases and poisons. (If you are a cleric, you may change the source of your divine spells changes to you.)

Worshipers (Ex): Every god needs followers, and so you need them as well. Your sliver of divine power sparks out into the minds of some. Within a week, small churches spring up in various places around the world. Choose 10 cities with a population of at least 1,000. A small church you you is built in each of these cities within a week. If one of these churches is destroyed, a new one will be built within a week within the same city. If one of the cities is destroyed, you need to pick a new one.

Within each of these churches, you will find the high cleric of that church, who is a third level cleric of you. They will do as you request (including providing shelter and food and up to 10 gp of non-magical resources), but can not leave the city. If they should die, someone will take their place within a week. If a high cleric of yours holds that title for 1 uninterrupted year, their level increases by 2. You may decide what the code of conduct is for your church.

Divine Gift (Su): On reaching 2nd level, your divine spark grows more powerful. You gain the ability of your choice from the following list:

  • Hand of Creation: Minor Creation 2/day (CL 2, Duration changed to Instantaneous).
  • Fluid Form: Alter self at will (CL 5).
  • Divine Life: Fast healing 2, Cure Moderate Wounds 3/day (CL 3).
  • Call Follower: 1/day summon a first level warrior (all scores 10, has leather armor and dagger, 1/min duration).
  • Eyes of Gods: You get a +6 sacred/profane (choose when taken) bonus on all Spot/Search/Sense Motive checks.
  • Commanding Voice: Command 2/day (Save DC 17).
  • Retribution Bolt: Lightning Bolt 2/day (CL 5, Save DC 17)

At levels 4, 6, 8, and 10, you may select an additional ability from this list.

Worshiper's Tribute (Ex): On reaching 3rd level, your church grows more powerful. They gain the ability of your choice from the following list:

  • Grand Cleric: The high cleric of each church increases in level by 2, and they further have 2 level 2 cleric students.
  • Improved Resources: Due to contacts with merchants, your church can provide a non-magical item worth 100 gp or less to you once per day.
  • Spreading Faith: New churches are founded. You may select 10 more cities in which to put churches.
  • Arcane Patronage: You gain some non-typical followers. Each of your churches gains a wizard who visits once a week. The level of this wizard matches the level of the high cleric of that church. He will cast spells you request, but can not leave the city or spare any resources. If he dies, someone replaces him within a week.
  • Divine Protection: Your spark shelters your followers. Any worshiper of you within one of your churches gets a +10 sacred/profane (choose when taken) bonus to AC.

At levels 5, 7 and 9, you may select an additional ability from this list.

Domain Control (Ex/Su/Sp): On reaching 3rd level, your control over your domains grows. Select one of the domains you offer. You gain the granted powers of that domain, usable as a cleric of twice your godling level. At levels 6 and 9, you may select another domain you offer and gain its granted powers as well.

Divine Realm (Su): On reaching 4th level, your spark forms a plane for you to rule from. You gain access to a small demi-plane 200 feet in radius, which increases in radius by 50' for every additional Godling level you take. The planar traits of this plane match your home plane. This plane begins as a flat empty field of dirt with breathable air (which magically replaces itself when used), but you can declare certain features to exist:

  • Water and wind: The plane contains bodies of water (the exact placement is up to you) along with a proper water cycle and weather.
  • Pure Water (Requires Water and Wind): The plane's atmosphere is replaced with water.
  • Green Waves (Requires Water and Wind): Grass is planted in the layer of dirt.
  • Stone and fire: The plane has thick stone below the surface of the dirt, and there are bodies of lava in the stone (the exact placement is up to you).
  • Hellfire (Requires Stone and Fire): The dirt layer is removed and the lava/stone comes to the top.
  • Sun and stars: The plane has a day/night cycle (the length of which is up to you).

You select these features upon attaining the demi-plane, and you can change them via a 1 week ritual (which costs nothing but time). Changing any feature results in resetting the plane, which destroys anything built up on it (Creatures on the plane are unharmed).

This plane is lying coterminous to one spot in the Astral Plane, but only those allowed in by you can enter. You gain a limited Plane Shift SLA which you can use 2/day, and which can only take you to your demi-plane or your home plane.

True Prayer (Sp): On reaching 5th level, the connection between you and your follower's grows stronger. Each of your high clerics gains a special Sending SLA they can use 1/day, which may only target you and which has a casting time of 1 minute. In addition, you gain a special Sending SLA you can use 1/day, which may only target one of your high clerics and which has a casting time of 1 minute.

Divine Call (Ex): On reaching 7th level, your spark calls out to the multiverse and some outsiders heed the call, coming to your aid. 2 others (here on called your outsider assistants) somehow find their way to your demi-plane. These two are either Aasimar or Tiefling (choose upon receiving this ability, they need not match). Both are third level, one is an adept and the other is a warrior. They will do as you request, but can not leave the demi-plane. If they should die, someone will show up to take their place within a week.

Call the Fallen (Ex): On reaching 8th level, your divine realm calls out to your most faithful. Whenever a divine caster who draws their spells from you dies, you may choose to claim their soul. If you do, they become a solid soul on your demi-plane, which acts as their afterlife. They retain all memory of life, but do not retain their abilities from life. Instead, their stats undergo the following changes:

Ability Scores stay the same. All class levels except the first divine casting level are lost. Their hit dice become 2d8. Their BAB is set to +2. They retain all skills they had in life. They lose all Ex, Su and Sp abilities/attacks. Their type changes to outsider. They can not leave your demi-plane. They are immune to mind-affecting effects.

If someone so changed is restored to life (as this is their afterlife), they are restored to their previous form. For each soul you accept into your plane, the radius of the plane increases by 5 feet. You are expected to provide places for them in your plane. If you have at least 30 souls in your plane, your outsider assistants increase in level by 2.

In addition, your soul is also pulled to your plane. If you die, you become a greater solid soul on your demi-plane. You are changed as per the list of changes above, but retain all godling class features as well.


Ascend (Ex): On reaching 10th level, your spark reaches its fullest power. With this increase in power, all of your ability scores gain an inherent +2 bonus. In addition, you may treat your creature type as outsider or your normal type, which ever is more convenient. Also, your high clerics and outsider assistants increase by 2 levels. Furthermore, the enhancement bonus of your minor relic increases to +2. Lastly, you no longer count as a mortal for the effects of salient divine abilities.

Campaign Information[edit]

Playing a Godling[edit]

Playing a godling is for those who want to play a god or goddess without breaking their game or becoming overpowered.

Combat: A godlings role in combat is mostly determined by the levels you had before becoming a godling.

Advancement: The only advancement path for becoming a better godling is more levels in the class. The other main advancement path for godlings is more levels in their former class.

Resources: A godlings church is their biggest resource.

Godlings in the World[edit]

Two godlings have almost nothing in common with each other. They have no generic place in the world.

NPC Reactions: Most NPC's react to a godling as the class they were before becoming a godling. Their followers of course treat them as you would expect.

Godling Lore[edit]

Characters with ranks in Knowledge (Religion) can research godlings to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion)
DC Result
11 Godlings are minor gods.
16 They start as simply a mortal who is skilled at something.
21 They have their own small plane they can rule from.
26 Those that reach this level of success can research specific godlings, their domains, ideals, churches, and plans.

Godlings in the Game[edit]

The godling is meant to allow players to become gods without breaking the game.

Godlings have no predefined place in the world of the game, forging their own path.

Adaptation: The godling fits into most any campaign, as long as the basic concept of a mortal becoming a god works in the setting.

Sample Encounter: I still need to write this. Please wait while I do...

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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