User:Quincy/Divine Abilities
Deific Ability[edit]
You have honed one of your abilities to a point even few other gods can hope to achieve. Choose one ability score. Your maximum score for your chosen ability is 40, rather than 30.
Deific Fortitude[edit]
Your hit point maximum increases by 200.
Deific Pact Magic[edit]
Prerequisites: Pact Magic feature You gain two extra spell slots, and you can cast your arcanum spells twice before a long rest, rather than once.
Deific Presence[edit]
You can use a bonus action to radiate an aura of divine awe or fear. When you do so, each creature within 500 feet of you that can see or hear you must succeed on a Wisdom saving throw or be charmed or frightened by you (your choice) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your presence for the next 24 hours.
Deific Protection[edit]
You gain a +2 bonus to AC and to all saving throws.
Deific Size[edit]
You can use your action to alter your size by one category in either direction, to a minimum of half your height and a maximum of twice your height. For example, if you are a Medium creature, you can change your size anywhere from Small to Large. This effect cannot be suppressed or dispelled - in effect, you are able to change your "true" size at will.
Deific Size, Greater[edit]
You can use your action to alter your size by up to two categories in either direction from your base size, to a minimum of one-quarter your height and a maximum of four times your height. For example, if you are a Medium creature, you can change your size anywhere from Tiny to Huge. This effect cannot be suppressed or dispelled - in effect, you are able to change your "true" size at will.
Deific Speed[edit]
All forms of speed you possess are multiplied by ten.
Deific Spellcasting[edit]
Prerequisites: Spellcasting feature You gain an extra spell slot for each level of spell that you can cast.
Deific Teleport[edit]
You can use your action to instantly transport yourself and any number of creatures or objects within 60 feet of you to a destination that you select. Objects you target must be able to fit entirely inside a 60-foot cube, and can't be held or carried by an unwilling creature. You can teleport to a location on the same plane or to a different plane; in any case there is no chance of error. Once you have used this feature twice, you can't use it again until you finish a long rest.
Deific Warcraft[edit]
You gain a +2 bonus to attack rolls. When you take the Attack action on your turn, the number of attacks that you can make increases by one. In addition, your weapon attacks deal double damage.
Greater Blasting[edit]
Your blasts can affect a 120-foot radius burst within 1 mile of you, a 180-foot cone, a 300-foot line that is 10 feet wide, or a 600-foot line that is 5 feet wide. Your blasts now deal 20d6 elemental damage and 20d6 radiant or necrotic damage (your choice).
Power of Fire[edit]
You gain immunity to fire damage, and you can use your action to create a blast of divine fire. The blast of fire can affect a 60-foot radius burst within 500 feet of you, a 90-foot cone, a 150-foot line that is 10 feet wide, or a 300-foot line that is 5 feet wide. Each creature within the area must make a Dexterity saving throw, taking 10d6 fire damage and 10d6 radiant or necrotic damage (your choice) on a failed save, or half as much damage as a successful one. Once you have fired three blasts of fire, you can't fire any more blasts until you finish a short or long rest.
Power of Ice[edit]
You gain immunity to cold damage, and you can use your action to create a blast of divine cold or ice. The blast of cold can affect a 60-foot radius burst within 500 feet of you, a 90-foot cone, a 150-foot line that is 10 feet wide, or a 300-foot line that is 5 feet wide. Each creature within the area must make a Dexterity saving throw, taking 10d6 cold damage and 10d6 radiant or necrotic damage (your choice) on a failed save, or half as much damage as a successful one. Once you have fired three blasts of cold, you can't fire any more blasts until you finish a short or long rest.
Power of Lightning[edit]
You gain immunity to lightning damage, and you can use your action to create a blast of divine lightning. The blast of lightning can affect a 60-foot radius burst within 500 feet of you, a 90-foot cone, a 150-foot line that is 10 feet wide, or a 300-foot line that is 5 feet wide. Each creature within the area must make a Dexterity saving throw, taking 10d6 lightning damage and 10d6 radiant or necrotic damage (your choice) on a failed save, or half as much damage as a successful one. Once you have fired three blasts of lightning, you can't fire any more blasts until you finish a short or long rest.
Power of Water[edit]
You gain immunity to water damage, and you can use your action to create a blast of divine water. The blast of water can affect a 60-foot radius burst within 500 feet of you, a 90-foot cone, a 150-foot line that is 10 feet wide, or a 300-foot line that is 5 feet wide. Each creature within the area must make a Dexterity saving throw, taking 10d6 water damage and 10d6 radiant or necrotic damage (your choice) on a failed save, or half as much damage as a successful one. Once you have fired three blasts of water, you can't fire any more blasts until you finish a short or long rest.
Power of Wind[edit]
You gain immunity to wind damage, and you can use your action to create a blast of divine wind. The blast of wind can affect a 60-foot radius burst within 500 feet of you, a 90-foot cone, a 150-foot line that is 10 feet wide, or a 300-foot line that is 5 feet wide. Each creature within the area must make a Dexterity saving throw, taking 10d6 wind damage and 10d6 radiant or necrotic damage (your choice) on a failed save, or half as much damage as a successful one. Once you have fired three blasts of wind, you can't fire any more blasts until you finish a short or long rest.