Voltron (5e Deity)

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Voltron, The Five Faced King[edit]

Alignment. Chaotic Good
Domains. War, Knowledge
Divine Rank. Greater Deity




History of Voltron

A primordial beast born in the heart of the feywilds, Voltron gradually rose in power as a force of good, despite his at times, chaotic nature. This chaotic nature is due to the 5 minds dwelling in his main head, the heads on his shoulders, and the heads on his shins, that deliberate on his own brand of justice. This beast king, however is not all noble intentions and good will to all. He can be rather spiteful and unyielding at times and to make matters more complicated, if one of his heads presents an an incredibly honest and valid argument that the other four can’t immediately find fault with, his view on certain topics could change drastically, only to be possibly changed again. This process can be seen as fickle, but has lead to a sound foundation of incredible logic that is very hard to logically counter or overrule. Going through basic ideas and information in such a five sided scrutinizing manner has earned him the title of Five Faced King. Even with such a complex system of choosing the best ideals to foster, his overall goal to do good leads him to continue putting forth extraordinary effort until the outcomes he focuses on are better than the situations that preceded them. This has garnered the attention of many other titans, fey, gods, and other beings. Despite what at first would seem a rigid and lawful persona, it doesn’t take long to discover how open and understanding he can actually be. Being able to see things from more than one perspective allows him an advantage when it comes to communicating and understanding others. Although he has become known for his generally model behavior to his followers, Voltron’s bestial side also makes him more likely to not only turn a blind eye to the occasional bout of mild debauchery, he might even encourage or adjust circumstances so that they lead to it from time to time. This Archfey’s influence has continually grown and he has gradually become known in the material plane. As more information about him and the powers he lends is spread, the more he has garnered a small but steadily growing following of paladins in recent times.

Appearance

Height: 36 ft

Weight: 9780 lbs

Eyes: Bronze

Hair/Fur: Silver white fur, with very earthen & almost onyx like black facial fur and mane (accented with two large almost dragon like horns). That mane runs down his back and across his shoulders until it meets the heads on each one. His right arm has blazing red and orange fur, the left arm as swirling vortexes of several different shades of green. The left leg has brightly radiant yellows mixed with darker golden fur, and right leg has deep and light shades of blue with slight shades of gray, creating an image of crashing tides. From his shoulder blades rise short, almost wing like protrusions, that yield no feathers or membranes that would indicate a use for flight. The protrusions look to be made of some combination of basic horn like bone and heavy accumulations of various metallic minerals often found in the bloodstream of living things.

Costume: A deeply silvered and bronzed suit of armor, with maps of his five favorite places etched into different parts of it (each marked in the color of the lion part that love the area).

Weapons: A giant silver and gold halo like ring floats behind voltron and gradually rotates clockwise as he moves. when engaged in combat, the ring splits in half and each side folds in an origami style fashion, becoming a shield for his left hand and a katana-like sword for his right. The spirits of wind are called to the shield to increase its defensive ability while spirits of flame, ignite the blade allowing it to smite his foes in purifying flame.

Avatar: Voltron’s size and appearance make it difficult for him to travel around the material plane unnoticed. So he created an avatar of warrior clad in both steel and fur armor (the fur always being that of a lion, though the color and amount of the fur can vary). He often visits both holy places and less holy places like taverns and arenas. After remaining on the material plan for some time, he begins to miss his true height, and will find a large structure to climb or enter and take in the sights from on high. Regardless to the hair color or length he chooses, (red, blue, green, yellow, or black) his eyes are always a metallic bronze color and he is never less than 6 feet tall, because he becomes more uncomfortable the greater the difference he goes from his normal size.

Followers: Voltron does not seek the most pious or most virtuous for his followers, but will gladly accept those who are. He simply seeks a heart that knows right from wrong and although flawed, is striving to do better, to become better. The followers were originally scattered and many didn't realize that they weren't the only worshiper of this deity, until one of their peers wrote a book called the "Order of 5 Lions". Once Voltron's followers ran across this book and figured out that the deity depicted in the story was their patron, they began to seek one another out. Less than a year after the book was published, the first real Order of Lions was established.

Artifacts: The Globus Harm, Voltron’s folding halo weaponry.

Spells: Voltron can provide a variety of options for oath spells and channel divinity magic if you choose to create your own system. The base system is paladin & cleric as the primary magic sources, followed by druid, and lastly warlock.

Court: Voltron's court in the feywild is a neutral zone, not involved with the conflicts between the Summer (Seelie) and Winter (Unseelie) courts. His court is currently rather small but is a beautiful space full of wonder and whimsy. The court is called Phantasee, & the sun and the moon share the sky all day. The side that the sun is on is brighter than the side that the moon is on, but the stars are clearly visible on the moonlit side. The only true darkness occurs when the sun and moon meet in the middle of the sky, seemingly canceling each other out. They then reappear three to five hours later, having swapped places in the sky as they prepare for the dimly lit sun and moon sets. This place also bolsters the nature creatures of the realm and normally unintelligent creatures that remain in his court for at least one full day, gain the ability to speak for the duration of the rest of their visit, & for 1d4 days after they leave. Voltron has set up the location of his soon to be completed home, Feyfury Castle, in the heart of the Crawling Forest. This is a place with trees and shrubbery that can actively walk around to get more sunlight and fresh water. Offering the right tribute to these plants leads to them moving so that you can take a straight path into or out of the forest. once past the forest, there are the Flitter Hills. These hills have shimmering specks of strange crystal that alter the gravity of the area at different times. The gravity there lessens during the midday darkness and many children play around in the area during this time. The gravity strengthens during the dim light of the setting sun & moon. Many hopeful warriors train during the greater gravity, hoping to get the most of their training during those four hours of twilight. The nature of this court fits the chaotic nature of his powers & tenets perfectly. Although an Archfey by nature, he holds within him elements of both an Aberration and Fiend. The appearance of those elements is moderately rare in most cases, but those close to him have whispered that nature often shifts in sync with the moon cycle of the material plane.

Religion: While Voltron did not ever establish any specific religious belief system on the material plane, one of his first followers did. The religion is called "Five Sided Circle" & it is built upon Life, Love, Harmony, Understanding, & Pain. The faith began as a pamphlet provided to those who suffered a great tragedy to help them find peace and eventually happiness again. After that very follower completed the "Trial of Lions" he was rewarded with a fey artifact that Voltron decided to name, the five sided circle.


Tenets of Voltron (Archfey Element), The Five Faced King

Red Lion of Valor: If an ally or other force of good should raise a call to arms, you must come to their aid, always. Should retreat become the only option left with danger upon you, you are to be the last to make an escape.

Green Lion of Ambition: You must take every opportunity to learn, to grow, to train, or otherwise improve yourself that you are able to. When not otherwise engaged, seek some aspect of personal growth or share what you have learned with others.

Yellow Lion of Charity: The less fortunate are your brethren as much as any other. Support at least one charity per month either with 3 days of volunteer work or by donating at least one gold to 3 different charitable causes of your choice.

Blue Lion of Victory: Defeating an enemy is not always the best answer. Strive to reach an outcome that has the most lives saved, brings the most loved ones back together, & that can bring peace of mind to the fearful, whenever and wherever possible.

Black Lion of Law: If there is a chance that you are able to turn someone away from the darkness, you must do your best to do so. if you encounter a force of pure evil and destruction that refuses to see the light, you must do your best to destroy it.

Unified Lion Oath Spells

Level Spells

3rd: Bless (5e Spell), Divine Favor (5e Spell)

5th: Enhance Ability (5e Spell), Shatter (5e Spell)

9th: Wind Wall (5e Spell), Call Lightning (5e Spell)

13th: Death Ward (5e Spell), Banishment (5e Spell)

17th: Hallow (5e Spell), Raise Dead (5e Spell)


The Blazing Swords

Falling from grace with Voltron can be a rather complicated affair. Not because he doesn’t hold his followers to certain ideals, but because of his own chaotic nature. He may require those who are truly repentant to take certain actions in acts of redemption, but in most cases that is more for the follower’s benefit than his. Whether you serve Voltron diligently or halfheartedly he is just as likely to accept you either way. However, the way he treats you depends on which side of that spectrum you fall on. The faithful followers have an experience, much like any other cleric, paladin, or warlock. In fact, in many cases he could be considered somewhat fatherly. The fallen, however are a different story. Although a being that speaks of and enforces order, Voltron takes delight in chaos when he thinks no one is watching. He will take his fallen followers and lead them through various ordeals or areas just in utter turmoil, so that he can have his own little reality show to watch. Sometimes they are just lead to the most random of places to encounter bizarre circumstances that they are forced to struggle against. Other times they are manipulated into unintentionally quelling uprisings, removing cruel rulers from power, taking out a completely out of control fallen follower, and other events, that if traced back to him could be claimed as acts performed for the sake of the greater good. He calls these followers blazing swords and he uses them to cut away or burn off unsightly things in as amusing of ways that he can imagine.

Path of the Blazing Sword: Oath of Vengeance (5e Subclass)


TRIALS OF THE LIONS

Voltron watches the actions of his champions closely and considers rewarding good behavior, often times unbeknownst to the follower. To qualify for the rewards of the trials, the follower must complete 1-4 great deeds, and the more deeds completed, the greater the reward. The rewards range from earning a cantrip for one deed, up to the equivalent of or a fifth level spell for 4 deeds. Alternately, a deeper connection (original spell/ability) can be rewarded. The deeper connection abilities grant can lead to more power if the follower completes all presented deeds & gain all 5 deeper connection abilities (as listed or modified by the DM). The united Deeper Connection abilities unlock the enchantment series called Mark of the Beast King. These marks represent semi Boon like special effects. Each set of challenges and the rewards for completing them are based on one of the five aspects of the Five Faced King, red for fire element or damage boosting spells/abilities, green for air element or purification spells/abilities, yellow for thunder element or recovery spells/abilities, blue for water element or , and black for radiant/necrotic element or divination spells/abilities. By completing the challenges for the Red Aspect for example, the follower gains a reward that is selected from the Red Aspect list (or one chosen by the DM) and can be used once a day. If the Green Aspect trials are then completed, then the follower is granted a second reward, this one from the Green Aspect list. The follower also gains a second reward slot. The slots can be used to cast/use each reward once or one of the rewards twice, & all expended uses of the granted reward slot(s) are recovered at dawn. This pattern will continue until all 5 sets of challenges are completed or until the challenges have been abandoned.

Crimson Aspect (Red Lion) Trial: "Warrior for the World"

Possible Challenges

_________________

Vanquish 100 Monsters/Demons/Aberrations

Defend the lives of 100 innocents

Engage in a holy war vs a force of pure evil

Survive a one on one battle against a greater demon, devil, or fiend.

Possible Rewards

_________________

1. Word of Radiance (5e Spell)

2. Spiritual Weapon (5e Spell)

3. Guardian of Nature (5e Spell)

Deeper Connection: Sacred Hunting: A radiant damage version of Hex (burns a Glowing red Lion paw print onto the target) that instead of causing disadvantage on enemy ability checks, it grants a +1 bonus to melee attack rolls as long as the caster doesn't use magic on or attack any enemy other than the primary target. Duration: Concentration, up to 1 hour


Verdant Aspect (Green Lion) Trial: "Scholar for the Future"

Possible Challenges

__________________

Learn 100 new things in 6 months

Use purification magic 100 times

Raise 100 bountiful harvests

Aid in the recovery of a devastated landscape

Possible Rewards

_________________

1. druidcraft (5e Spell)

2. earthbind (5e Spell)

3. speak with plants

Deeper Connection: Aura of the Hearth: Creates a twenty foot radius sphere of temperate climate. The caster and those that remain within the aura are shielded from harsh weather conditions including extreme cold, heat, heavy downpours, duststorms, & biting insects. Duration: Concentration, up to 1 hour


Amber Aspect (Yellow Lion) Trial: "Mender for the People"

Possible Challenges

___________________

Heal the sick and or injured 100 times

Remove status ailments 100 times

Dedicate 100 hours to volunteer work

Donate up to 1000GP to charity


Possible Rewards

_________________

1. spare the dying

2. mass healing word

3. beacon of hope

Deeper Connection: Channel Divinity -Wave of Restoration- You present your holy symbol, speak the divine words, & for the next 3 rounds any healing, protection, or restoration magic cast have either their material component cost or spell slot level/mana point cost reduced by half, to the nearest whole number.


Cerulean Aspect (Blue Lion) Trial: "Ally for the Peacekeepers"

Possible Challenges

___________________

Use enhancement/buff magic 100 times

End 100 conflicts without violence

Spread the faith of the Five Faced King in 100 places

Aid in the recovery of a devastated civilization

Possible Rewards

_________________

1. resistance (5e Spell)

2. enhance ability

3. Freedom of Movement (5e Spell)

Deeper Connection: Channel Divinity -Prism of Faith- the next time the user of this ability expends a spell slot/mana points for an enhancement/support spell, the level of the slot/mana points used at the time of casting determines the number of targets a single target support spell can effect for its duration.


Ebony Aspect (Black Lion) Trial: "Keeper for the Graves"

Possible Challenges

____________________

Destroy 100 undead enemies

Perform 100 burials or revivals

Resist Charm, confusion, & fear 100 times

Use detection/divination abilities 100 times

Possible Rewards

_________________

1. locate animals or plants

2. clairvoyance (5e Spell)

3. divination (5e Spell)

Deeper Connection: Starlight Smite: Calling upon 5 stars of the Constellation Leo (Regulus, Algieba, Zosma, Adhafera, Rasalas), you present your holy symbol and speak the divine words. choose an enemy that you can see within 60 ft of you and make a melee spell attack. on a hit, 5 sparks of colored radiant energy (red, green, yellow, blue, & black) fire down, seemingly from those stars. Together these blasts deal 5d8 Radiant damage & the target must make a DC 15 dexterity saving throw. On a failed save the target takes an additional 5d4 fire damage and is set ablaze. The target takes 1d6 fire damage at the start of their turn until the flames are extinguished. On a successful save, the target only takes the 5d8 radiant damage.


Mark Of The Beast King

The followers that fully complete the trial of lions & earn five Deeper Connection abilities that bring them closer to all 5 aspects of the patron, are then marked by the patron. These marks appear in the form of tattoos & are colored based on the nature of the benefit that the follower receives (red for a melee attack bonus mark for example). The character must be level 15 to be eligible and have no less than 12 levels in the paladin, cleric or warlock class. The marks share the 5 reward slots with the Deeper Connection rewards, but their effects last up to 8 hours per use. The marks require a bonus action to activate and give off a faint glow for their duration.

Eyes of the Beast King

gain darkvision up to 90ft. if you already have darkvision and its range is under 90ft, your darkvision range becomes 90ft. Duration: up to 8 hours

Vicious Trap-jaw

gain a bite attack that deals 1d8 + strength modifier piercing damage. Duration: up to 1 hour

Primal Sprint

gain a bonus 10 ft of movement speed when dashing and the ability to ignore a total of 20ft of difficult terrain by leaping across the hazards. Duration: up to 1 minute

Lion Vitality

regain an additional 3 hp per spell level when healed by a magical means that requires a spell slot to be spent for its use. Duration: Concentration, up to 1 minute

Pridelands Prowler

temporary cancels the disadvantage granted to stealth checks by wearing heavy armor. Duration: Concentration, up to 1 hour

Aura of the Alpha

gain a +1 to initiative, to melee attack rolls, saving throws, and ac for the duration. Duration: up to 10 minutes

Aura of the Hunter

make intimidation checks using strength instead of charisma. if you roll a crit for intimidation during the duration, 1 enemy of your choice within 30ft of you, is afraid of you until the end of its next turn. Duration: up to 10 minutes

Cornered Beast

when you are below half of your maximum hp, choose one enemy that you have targeted with at least one melee attack and deal 3 additional points of damage to that enemy per attack. The damage type is the same as the type of the weapon that was used for melee combat upon the activation of this ability. This ability can be moved to a new target as a bonus action, as long as the user has targeted one melee attack toward that target. Duration: Concentration, up to 1 minute



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