Deity (5e Class)

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Deity[edit]

The Benefits of Godhood[edit]

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[edit]

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).

Deity[edit]

Physical Description[edit]

All deities look different. Some look like humanoids, while others are dragons. Ultimately, how you look is up to you. But all deities go into a humanoid form as their avatar.

History[edit]

Deities all have different histories some were born of gods and some achieved godhood.

Society[edit]

Rather than deities being a part of a society, most create their own plane to live in. But when a deity is in their avatar they stay around their fateful.

Deity Names[edit]

Deities who are humanoid in appearance generally have names that are often chosen by members of their race, but ultimately this is at their own discretion.

Deity Traits[edit]

Ability Score Increase. All of your ability scores increase by 1. This trait can not raise your ability scores over 20.
Age. Deities are immortal and do not age. They can, however, make themselves look younger or older.
Alignment. Deities can be any alignment.
Size. The avatars of deities are usually size medium when in the material plane.
Speed. Your base walking speed is 30 feet. You have flying speed of 25 feet.
Shapechanger. You can use disguise self once using this trait.
Immortal. You are immortal. You cannot die of old age or be killed. If you are somehow killed, instead of dying you go back to your personal plane for 1d4 days.
Superior Darkvision. You have superior darkvision that has a range of 120 feet.
Personal plane. As a deity you have a personal plane you can shape a modify at your will. You cannot die here, can control everything that happens here, and no magic or creatures can enter without your permission. It takes an action to enter. You can choose where to appear if you exit this plane but it has to be 30ft from where you entered.

A creature has to willingly go into the plane without being forced by anything. The plane is 500 ft in every direction.
Languages. Deities can speak, read, and write common, celestial, and 1 other exotic language.

Quick Build

You can make a Deity quickly by following these suggestions. First, you have to be the deity race. Second Wisdom should be your highest ability score, followed by Strength. Third, choose the Acolyte or Folk Hero background.

Class Features

As a Deity you gain the following class features.

Hit Points

Hit Dice: 1d8 per Deity level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Deity level after 1st

Proficiencies

Armor: Light and Medium armor
Weapons: Simple weapons
Tools: A tool of your choice
Saving Throws: Wisdom, Strength
Skills: 2 skills of your choice

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Deity

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Divine Rank, Spellcasting, Divine Skin, Divine Charge, Portfolio 2 6 2
2nd +2 Resplendent Form 2 8 3
3rd +2 Portfolio Feature 2 10 4 2
4th +2 Ability Score Improvement 2 12 4 3
5th +3 Heavenly Veil, Divine Charge Improvement 2 14 4 3 2
6th +3 Ability Score Improvement, Resplendent Form Improvement, Extra Attack 2 16 4 3 3
7th +3 Portfolio Feature 2 18 4 3 3 1
8th +3 Ability Score Improvement 3 20 4 3 3 2
9th +4 Grasp of Salvation, Divine Charge Improvement 3 22 4 3 3 3 1
10th +4 Portfolio Feature, Extra Attack 3 24 4 3 3 3 2
11th +4 Resplendent Form Improvement, Legendary Presence 3 26 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 28 4 3 3 3 2 1
13th +5 Judgement, Divine Charge Improvement 4 30 4 3 3 3 2 1 1
14th +5 Ability Score Improvement 4 32 4 3 3 3 2 1 1
15th +5 Portfolio Feature 4 34 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Resplendent Form Improvement 4 36 4 3 3 3 2 1 1 1
17th +6 Almighty Blessing, Divine Charge Improvement 5 38 4 3 3 3 2 1 1 1 1
18th +6 Portfolio Feature, Extra Attack 5 40 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Judgement Improvement 5 42 4 3 3 3 3 2 1 1 1
20th +6 True Divinity 5 44 4 3 3 3 3 2 2 1 1

Divine Rank[edit]

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 Quasi-Deities, or you can gather enough like minded individuals who believe in your powers to start climbing the ranks of divinity. When creating a Deity, you begin with a Divine Rank of 1. 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, and the benefits are detailed for each rank below.

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 1, 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 1-5
Creatures of this rank are sometimes called quasi-deities or hero deities. Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers. Ordinary mortals do not have a divine rank of 0. They lack a divine rank altogether. You do not age and cannot be aged magically.
Divine Rank 6-10
Called lesser deities, these entities grant spells and can perform more powerful deeds than demigods can. Lesser deities have anywhere from a few thousand to tens of thousands of worshipers and control larger godly realms than demigods. They also have keener senses where their portfolios are concerned. You can bestow three cantrips, and two first level spells a day to your followers.
Divine Rank 11-15
These entities are called intermediate deities. They have hundreds of thousands of mortal worshipers and control larger godly realms than demigods or lesser deities. You can bestow four cantrips, and two first level and two 2nd level spells a day. You may also have a few lesser gods you control.
Divine Rank 16-20
Called greater deities, these entities may have millions of mortal worshipers, and they command respect even among other deities. The most powerful of greater deities rule over other deities just as mortal sovereigns rule over commoners. You can bestow four cantrips, and two first level, two 2nd level, and one 3rd level spell(s) a day.
Divine Rank 20+
Your followers spellist and spellcasting becomes the same as a regular cleric character.

Spellcasting[edit]

Overflowing with not only divine but arcane power as well, you can cast Cleric and Wizard spells. The combination of your spell lists will be known as your Deity spell list. See Chapter 10 for the general rules of spellcasting and Chapter 11 for spell lists.

Cantrips

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. To learn a new spell you have to pray for a number of hours equal to the spells level.

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 can prepare a number of spells equal to your proficiency bonus + your wisdom modifier. To prepare spells you have to pray for 1 hour.

Spellcasting Ability

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
Innate Spellcasting

Blessed with incredible magic prowess, you can cast spells without components.

Divine Skin[edit]

At 1st level when you are not wearing armor or holding shields your AC becomes 11 + your Wisdom modifier

Divine Charge[edit]

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 times equal to your Wisdom modifier.

Portfolio[edit]

Upon becoming a Deity, you must decide what your Portfolio is. Choose between War, Nature, Death, Knowledge, Light, Arcane, or Life, 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. Each portfolio is associated with a damage type you get resistance against your portfolio's damage type.

Resplendent Form[edit]

Perfection is an understatement when referring to your magnificence. Beginning at 2nd level, you gain advantage on saving throws against conditions and your movement speed increases by 5 feet. At 11th level, you can take an additional reaction every round, and at 17th level you can take an additional action every round and you gain immunity against the damage of your portfolio.

Ability Score Improvement[edit]

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.

Extra Attack[edit]

Upon reaching 6th level, whenever you make an attack, you can make an additional attack as part of the same action.

Heavenly Veil[edit]

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[edit]

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. You can use this feature a number of times equal to your Wisdom modifier, and regain use after a long rest.

Legendary Presence[edit]

Your very being can only be described as "Legendary". Starting at 11th level, you gain new abilities. You can perform the following actions 3 times per day each (unless otherwise stated):

Legendary Offense

Upon failing an attack or spell attack roll, you can choose to reroll instead.

Legendary Resistance

Upon failing a saving throw, you can choose to reroll instead.

Legendary Boon

When a creature within 60ft of you fails an attack roll, saving throw, or ability check, you can choose to make them reroll with advantage instead.

Legendary Failure

When a creature within 60ft of you succeeds an attack roll, saving throw, or ability check, you can choose to make them reroll with disadvantage 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. You cannot use this feature more than once per turn.

Multiattack

You can make an extra attack or cast an extra spell with a casting time of one action. You cannot use this feature more than once per round.

You can use this feature 1 time, and at 15th level you get 2 uses, and at 20 level you can use it 3 times. Once you use this feature a number of times you have to take a long rest before using it again. You have to use the new roll .

Judgement[edit]

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 half of its hit points, you can choose to give it disadvantage on everything it does. Additionally, you gain a bonus to attack and damage rolls on that creature equal to your Divine Rank, and whenever you make an attack or cast a spell, you can use your Divine Charge to ensure that your attack or spell hits deals maximum damage. Once you do this, you can't do it again until you finish a long rest.

Almighty Blessing[edit]

You are truly powerful, and in recognition of their service to you, you are willing to share a small portion of your power with your 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 a +2 to proficiency bonuses. Additionally, you can grant allies a bonus to attack and damage rolls equal to your Wisdom modifier until the beginning of their next turn. You can do this feature twice, and you regain expended uses after a long rest.

True Divinity[edit]

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 whose 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 week. 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 receive 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. You can also use your creation to create anything but to create magical items it takes 10 hours.

War[edit]

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 bludgeoning damage type in the War Portfolio.

Physical Prowess

Starting at 1st level, you gain proficiency in heavy armor, shields, and martial weapons. 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, your carrying capacity is one size larger than your current size. Also your unarmed strikes become 1d4 + 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 2 times your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 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 whose size is no larger than two sizes larger than yours, they have disadvantage when attempting to escape, and you can crush them in your grip, dealing 1d8 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 proficiency bonus, dealing 4d6 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 one size larger. Additionally, you can plunge your hand into the earth below you and toss a boulder at your foes within 60ft of you, dealing 6d6 bludgeoning damage in a 15ft sphere.

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 +4 bonus on all attack and damage rolls, and a +3 bonus to AC. You can do this a number of times equal to half of your proficiency bonus, rounded down, 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 maximum score for Strength becomes 22, your Strength increases by 2, 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. Furthermore, whenever you make a melee attack against a creature, you deal an additional 1d8 + your Strength modifier damage, and if the creature is the same size or smaller than you it is knocked prone if it fails a strength saving throw that is 8 + your proficiency bonus + an Strength modifier.

Nature[edit]

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 roll, 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 2d8 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 1d8 cold damage.
Lightning Spear - A javelin formed from pure electricity blasts forward, dealing 1d6 lightning damage and stunning the target.
Wildfire

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 proficiency bonus x your Deity level within 60ft of you for 1 minutes. These flames deal 2d6 fire damage to any creatures in them, and ignite creatures and objects, dealing an additional 1d8 fire at the start of their turn every turn. The area will double in size every minute, as long as there are flammable objects. Creatures can be extinguished by using an action or being submerged in water, and the damage is increased to 4d6 and 2d6 at 6th level, 6d6 and 3d6 at 11th level, and 8d6 and 4d6 at 16th level. You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses after a 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 sphere equal to your proficiency bonus x your Deity level within 65ft of you for 1 minute, dealing 3d10 cold damage to any creatures in the are 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 and have their move speed reduced to 5ft. 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 in a 15ft wide and 40ft tall Cylinder within 90ft of you with a bolt of lightning, dealing 6d8 lightning damage and are stunned 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 100ft of you. Creatures within (half of its size) excluding you are dragged inside for an amount of turns equal to half of your proficiency bonus, rounded down. They take 3d8 slashing damage and 4d8 bludgeoning damage, and at the end of the duration are flung outside the top of it. Creatures capable of flight must succeed a dexterity DC 8 + your proficiency bonus + your Dexterity modifier or be unable to get their bearings in the air and they will be able to fly on a passed save.

You can use this feature 1 time, and regain expended uses after a long rest.

Fissure

The earth is yours to shape. When you reach 15th level, you can cause an endlessly deep fissure whose size is your Deity level x your Wisdom modifier x your Divine Rank (minimum 1)ft to appear anywhere on the ground within 120ft of you, and it closes after 1 minute. Creatures within range must make Dexterity saving throw 8 + your proficiency bonus + your Dexterity modifier or fall within. Creatures caught within it when it closes are shoot out and take 4d10 bludgeoning. If a creature is too large to fall in but is partially trapped inside, it will take 3d10 bludgeoning damage at the beginning of its every turn until it succeeds a Strength DC 8 + your proficiency bonus + your strength modifier. 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.

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 get a +3 bonus to attack rolls. Furthermore, whenever a friendly creature within 60ft of you is damaged by one of those damage types, they instead take half the amount of points of damage.

Death[edit]

All things inevitably fall in the face of deadly toxins or corrosive acids, suffering a terrible, gruesome fate. You control the Poison and Acid damage types with the Death Portfolio.

Toxic Touch

Your very touch can be lethal. Whenever you make contact with a living creature, you deal 4 poison damage. This includes attacks made with melee weapons and touch based spells. Additionally, you have resistance to poison and acid damage.

Venom Spray

You can spray a potent venom from within, capable of feeling even the most resilient of foes. Starting at 3rd level, using an action, you can target a number of living creatures equal to your Wisdom modifier within 10ft of you and spit venom at them. They take 1d10 poison damage, and an additional 1d4 poison damage at the beginning of their next 2 turns. 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 30ft area. Acid rains from the sky, dealing 4d6 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. You can use this feature 1 time, 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 your face, paralyzing the creature with fear until the end of your next turn and forcing them to make a Wisdom DC 8 + proficiency bonus + your wisdom modifier or be frightened until they succeed. They can repeat the Wisdom save at the beginning of their turn. On a success, they cannot be affected by this feature again for 24 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. You deal 5d8 poison damage and they take an additional 2d6 poison damage at the start of their every turn and their AC is treated as 10 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 4d6 acid damage and 4d6 poison damage, and they take 3d4 poison damage at the start of their turn every turn for 1 minute. You can use this feature 1 time, and regain expended uses after a long rest.

Knowledge[edit]

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.

Premonition

You can glimpse into the future, gaining insight into events that will occur soon. As an action, you can foresee 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 of events that will occur in the future and somewhat detailed information about them, but not their potential outcomes. You can do this 1 time, and regain expended uses after a long rest.

Arcane Smithing

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 one additional spell list, and you can now use Intelligence as your spellcasting ability. 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 3d10 psychic damage and are stunned until the end of your next turn. Additionally, they must succeed a Intelligence save or have their Intelligence, Wisdom, and Charisma reduced to 1 for 1 minute on a failed save. They can repeat the save at the beginning of a round, and must wait another round on a failed save. Creatures can't have their ability scores lowered for 1 day on a successful save. You can use this feature 1 time, and regain expended uses after a long rest.

Mental Fortress

Your mind is an unbreakable wall, impossible to penetrate. 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, 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 6d8 psychic damage to the attacker, bypassing any resistances or immunities it may have. Creatures damaged by this feature are stunned until the start 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.

Omniscience

There are no boundaries to your knowledge, as you know everything there is to know. Upon reaching 18th level, your Intelligence ability score increases by 2 and your Intelligence ability score maximum increases to 22, and you double your modifier when using Intelligence now instead of their base values. Additionally, your Intelligence score cannot be lowered by any means save for losing your godhood. Also you can use the spell Foresight at will.

Light[edit]

You have control over the Light. A force that is unstoppable and will consume all is in your hands to manipulate at your will. You have control over the Radiant damage type with the Light Portfolio.

Radiant Journey

At 1st level, As an action, you can create a Large solar chariot within 10 feet of you. The chariot is pulled by two solar steeds and has a walking speed of 40 feet and a flying speed of 30 feet. While mounted, you can command it to move (no action required). The chariot has an AC of 15, hit points equal to 5 times your deity level, and immunity to radiant damage. When it is reduced to 0 hit points it vanishes in a burst of light and creatures in 20 ft radius take 3d6 radiant damage. A creature can mount or dismount from the chariot by using 5 feet of movement. Up to two Medium creatures can be mounted at once. While mounted, a creature is treated as having half cover, and when you are mounted, the chariot sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Divine Radiance

At 3rd level, as an action you can shoot bolts of radiant energy the bolt does 1d8 radiant damage. These bolts also provide a 5-foot radius of dim light.

Divine Strike

At 7th level, as an action you can use your power to channel the power of light to make your spells burn brighter and more fiercely than ever before. When you roll radiant damage, you can use your power to deal maximum damage instead of rolling. Additionally you gain the ability to infuse your weapon with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. You can use the maximum damage feature once, to regain this feature you have to take a long rest.

Corona of Light

At 10th level, as an action you can use your action to activate an aura of light that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 30-foot radius and dim light 15 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals radiant damage.

Burning Light Light

At 15th level, when you cast a spell that deals radiant damage your skin burns hot enough to melt steel, add your Wisdom modifier to that damage. You also gain resistance to bludgeoning, piercing, and slashing damage from weapon attacks till your next round.

Radiance of the Gods

At 18th level, you can use your power to harness light, banishing darkness and dealing radiant damage to your foes. As an action, any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes 6d10 radiant damage on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. You can use this feature a number of times equal to your proficiency bonus.

Arcane[edit]

You can use the powerful magic of the arcane. A force that is unstoppable and can control all forces. You have control over the Force damage type with the Arcane Portfolio.

Mystic Theurge

When you choose this portfolio at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips do not count against your deity cantrips.

Arcane Control

At 3rd level, whenever you cast a spell or cantrip, the studies and the mastery you have lets you combine your spells or cantrips, you gain the following benefits:

Whenever you cast a spell or cantrip, you can combine your spell with another spell or cantrip with another cantrip of the same type (Healing, utility and Offensive divided, GM description for what is combinable) you have to expend spell slots for the second spell as well, they also have to be of the same spell level. Cantrips can only be cast this way once per long rest and increases by one every 4th, 8th, 12th, 16th, and 19th level. if you cast the same spell or cantrip twice depending on the type of the spell or cantrip you gain:

Offensive: You deal double the damage dice of the spell or cantrip but the spell save is reduced by -1 plus your proficiency bonus. You can try to save both of the spell slots or cantrip use expended by succeeding a DC 12 + spell level spell casting save for each of the spells (cantrips count as level one for this purpose and only require one roll).

Healing: You deal the max numbers of the dice on each healing spell or cantrip + spell level of each spell (Cantrips count as level one for this purpose) and you can overheal the target. The overhealing is gained as temporary hit points. The target, however, cannot be healed by any magical means for 1d4 turns. Once the unit can be healed again, the temporary hit points are removed.

Utility: You can either extend the duration by double the original amount of the spell or cantrip, or you can target additional creatures by the base amount of the spell or cantrip multiplied by 2. You maintain 1 concentration on the entire spell or cantrip if either requires concentration.

If you combine different level of spells you gain:

Offensive: You deal the sum of the dice of the spells but the spell save is reduced by -1 plus your proficiency bonus. You can try to save the spell slots by succeeding a DC 12 + spell level spell casting save for each of the spells.

Healing: You heal the sum of the dice of each spell + spell level of each spell.

Utility: You can either extend the duration by the sum the original amount of the spell and the second spell or you can target additional creatures up to the spell sum. You maintain 1 concentration on the entire spell if the spell requires concentration.

(GM Description - Optional) If you cast two DIFFERENT spells or cantrips, you can combine it's effects.

Ex: You can combine cloud of daggers with a cold spell, creating a ice rain on the foe. the effects it's created are up to the GM Description and the damage, effects on it or the result is entirely up to the GM. You can try to create powerful type of magics trough experimentation and combination. You keep these spells and cantrips in a notebook, recording the way they should be cast.

Additionally, when casting two different spells or cantrips you can try to save both of the spell slots or cantrip use expended by succeeding a DC 12 + spell level spell casting save for each spell (cantrips count as level one for this purpose and only require one roll).

Arcane Attacker

You are a specialist in combat magic. Starting at 7th level, you gain the following benefits:

Whenever you cast a spell of 1st-level or higher that requires an attack roll and you miss the attack, you deal half damage for that spell, instead of no damage. You must complete a long rest before using this trait again.

When you cast a cantrip that requires an attack roll, that require you to roll multiple dice for the damage roll, instead of making only one spell attack, you can split the dice, making one spell attack for each die. For example, a 5th level spellcaster casting a fire bolt could fire two bolts, instead of one, dealing 1d10 damage with each bolt.

Arcane Creator

Beginning at 10th level, as an action you can use your action to mold two spell slots you possess, expending them, to create two specific prepared spells which may be used only once, at which time it is expended. The prepared spells must be from the Wizard class list, and one spell level below that of the expended spell slot. The prepared spell uses Wisdom as its casting ability, and is considered to be a deity spell for you when you cast it. You may have no more than 4 spells prepared in this way at any given time, and you cannot regain the spell slots expended until you either use the prepared spells, you use an action to dismiss this effect, or are slain. You cannot prepare a 9th level spells in this manner.

Arcane Disjunction

At 18th level, your understanding of the Weave has grown to allow you to unravel even the most complex magic. As an action, a single magical effect or magical item within 30 feet of you that you target is disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as if a 9th level dispel magic spell), and a permanent magic item must make a successful Wisdom save against your spell save DC or be turned into a normal item. An item in a creature’s possession uses its own Wisdom save bonus or its possessor Wisdom save bonus, whichever is higher. You also have a 20% chance of destroying an antimagic field. Even artifacts are subject to disjunction, though there is only a 5% chance of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Wisdom save or lose all spellcasting abilities for 1d6 days, facing three levels of exhaustion. You regain your abilities once you recover from your exhaustion. Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device. You can use this ability once per long rest.

Life[edit]

You can control the legendary force of life. You have control over Radiant damage type with the Life Portfolio.

Natural Recovery

Starting at 1st level, you have learned to regain some of your magical energy by communing with life around you. Once per day when you finish a long Rest, you can choose a expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your deity level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level deity, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.

Disciple of The Divine

Starting at 3th level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 4 + the spell's level.

Divine Healer

Starting at 7th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 6 + the spell's level.

Divine Vigor

Starting at 10th level, you have learned how to release a soothing aura around you. As an action, you may release a burst of magical healing energy that affects all creatures of your choice within 30 ft of you. Those creatures affected by a curse or disease, or that are blinded, deafened, paralyzed, or poisoned have the condition removed and gain 15 temporary hit points. You regain use of this feature after you finish a long rest.

Fount of Divine Life

Starting at 15th level, whenever you roll initiative, you regain 2d8 hit points also you can give these hit points to one other creature in a 35ft range.

Divinity of Healing

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. You can use this feature a number of times equal to your Wisdom modifier.

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