Miracles (Pathfinder Godling Miracle)

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Miracle[edit]

At 1st, 2nd level, and then again every 2 levels thereafter (up to 18th level), a god learns how to preform a new Miracle. Unless otherwise noted, a god cannot select an individual Miracle more than once. Some Miracles can only be made if the god has met certain prerequisites first, such as learning other Miracles. The DC of any saving throw called for by a Miracle is equal to 10 + the gods’s level + the god’s Wisdom modifier. A god may use a feat to learn an extra Miracle. Miracles do not need material components for any spells it replicates unless otherwise stated. A god has a caster level equal to their level


Water to Wine: Use Tears to Wine at Will.

Smite: Target one creature within 30 feet, they must make reflex save or take 1d4 per two levels + Wisdom mod lightning damage as you unleash a bolt of lightning. On a successful save they take half damage

Divine Aide: All allies within 10 feet per level gain +1 to attacks, saves, damage, and skill checks, every other level past third this bonus gives an additional +1. A god must be at least level 3 before they can take this.

Skillful: Add wisdom to skill points rather than intelligence for this class. Skill points per level increases to 6. This is retroactive. A god must be level 6 before selecting this miracle.

Hearty: Add wisdom to hp rather than constitution for this class. Your hit die increases to d8 from d6. This is retroactive. A god must be level 10 before selecting this miracle.

Divine Intervention: Change any 1d20 roll as it happens to either a 1 or a 20. This must be done before the effect of the roll is known. The roller must be within 50 feet of you to use this effect. You may use this once per day and gain an additional use at level 10, 15, and 20. You must be level 6 to select this miracle.

Divine Healing: Touch a creature, they heal for 1d6 per two levels + Wisdom mod. This may be used a number of times a day equal to you level + Wisdom modifer.

Quick Recovery: A god gains the ability to heal very rapidly from their injuries, more so than normal. Gain fast healing 1. You may select this Miracle up to 3 times. You must know Divine healing to learn this Miracle.

Negative energy conduit: You are healed by both positive and negative energy. As a standard action you may release a burst a negative energy affecting everything within your normal reach (without weapons) dealing 1d4+Wisdom negative energy. There is no save or attack. This feature does not heal you.

Undead Traits: Requires Negative energy conduit and a Death Domain to take this miracle. A god gains the following traits; Immunity to death effects, disease, paralysis, poison, sleep effects, stunning, and all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

Greater Undead Traits: Requires Undead Traits Miracle. A god is not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). And dark vision 60. If the god already has dark vision the range increases by 30 feet.

Avatar: You may bless a single creature in a 1 hour ritual. If they are not willing they must be helpless. This creature gains your fast healing and DR gained from this class and any you may have from your race. They also gain the spell resistance from this class. As a free action you may use the senses of this creature. You may also use remote sensing through them. You must be level 10 to take this Miracle.

Bountiful Harvest: Plants form around you growing into food. This will grow through any cracks, and underground but not through completely solid material. This functions as the spell create food and water. Must be at least level 2 before selecting this miracle.

Plant Growth: Use entangle, spike growth, and speak with plants at will. Requires plant domain and Bountiful Harvest.

Greater Smite: Your smite now affects a radius of 5 feet per 2 levels and the dice size increases to d8. The radius is an optional effect. You must be at least level 8 to take this Miracle and have the Smite Miracle.

Lighting Strike Create a bolt of lighting in your hand, and throw it at a target within 100 feet. This does 2d8 damage per 2 levels +Wis lightning damage and can be used again in 1d6 rounds


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