The Miracle of Gods.

Dungeons and Dragons gods are a strange lot of beings of near-limitless knowledge and power. Usually not claiming the creation of the world or its elements they instead carve out areas of interest as domains acting like the rulers of a substance and a moral outlook. At most, they create a race or a monster and a dominion in the planes. Most gods are looked at as entities of extreme power that by their very power are worshipped. Here I have written up my take on the high-level properties of gods: The beings of miracles and worship.

Gods: Gods are powerful entities that draw on the worship of people to fulfil their interests and are sustained by that worship. The more followers they have and the more devoted the followers are the more power that feeds the god. The god in turn is continually planting seeds of belief into its followers via granting spells to clerics and sometimes other great miracles. 

Perception: Gods are aware of anything that has happened at their temples as if the god had been physically present. They are unable to perceive directly into another God’s temple. Gods are aware of any mortal speaking or blaspheming their name within the prime material world. 

Miracles

Gods perform Miracles. This is power specifically only able to be directed to inspire, protect and sometimes punish followers. A god can evoke any spell that they would normally supply as a miracle or a different unique effect but at a dimension and duration that far exceeds mortal magic and that is only directed to its followers. The power can be cast across planes. Gods can maintain up to three miracles at any one time depending on their power.

Miracle of Spells: The god provides spell casting to its special capable followers so that they spread its influence and protect its followers and temples.

Miracle of the Afterlife: Provides an afterlife for its followers in space on another plane or a demi-plane of its own creation.

Miracle of Sustenance: Create food and water for hundreds to thousands of people. This may also have one of the effects of the hero’s feast. May also work across a span of time to sustain followers as they travel across harsh environments to a new land.

Miracle of Healing: The spontaneous healing of hundreds to thousands of followers of diseases or other debilitating affiliations. Usually used when some mass pandemic or curse is affecting people and this protects the gods’ followers.

Miracle of Transmutation: Rivers of water turning into blood and causing fear and years of hardship or into milk causing hope and abundance. Other strange mass changes of substance that bolsters or hinders followers over a large span of time.

Miracle of Control over Nature: Parting miles of water for safe travel, raising and lowering mountains, shielding habitats against the fury of a volcano, a vibrant healthy forest growing in the middle of a harsh arctic cold environment. 

Miracle of Damnation: Plagues of insects, rain of fire and brimstone, floods that drown entire kingdoms or armies of celestial servants sent to destroy a city. This is the most direct mass assault of a god’s power. Used against its own followers for causing a change in the religion large enough to threaten the god’s perceived ethos. Used sparingly due to the high probability of followers of other faiths getting caught in the conflict.

Miracle of Accession: Followers Gated to the god’s afterlife before death – the sight renewing the followers’ resolve and purpose.

Miracle of Creation: The god creates a new form of life fully formed such as a new race of humanoid. The god can only perform this once in its existence. If they lose their created race or are not powerful enough to create one they may try to corrupt or change a group of another race that has taken up their worship.

Rest and Slumber: Gods automatically regenerate their spell slots daily, but they still need to rest eventually despite their power. A god needs to rest for an hour every 7 days plus a day after every new miracle. During rest, they go into a trance-like state.

They can forgo that rest with a DC 10 Charisma saving throw. If they succeed they can hold off needing to rest until they expend another miracle in which case the DC increases by 5 each time. When they fail a saving throw by more than 5 they slumber for three times as long as their rest debt. If they fail by 10 or more then they slumber 100 times the rest of the debt. During rest, their miracles and provided powers still work but cannot initiate any new miracles. Some gods are known for having long rejuvenation periods or are even referred to as being a dreaming God after having expended so much power they rest for years.

Death of a God: Gods are extremely hard to kill permanently but not impossible. Gods can survive physical destruction as long as they retain enough worshipers. If a god is killed it will take it a season to rebuild itself, if it has lost a lot of followers during its absence it could drop in power to a lower form. It’s very hard for a god to recover from the loss and they may be changed in ethos and outlook from the trauma. The death of a god as a place as the lowest form can permanently mark the world with some strange magical effect. 

Any of the god’s Miracles in effect immediately start to deteriorate. Followers can no longer receive spells until the god rebuilds itself. Any followers with spell slots unused still retain that power until used and then it’s gone. Miracles of the afterlife start to fall apart and long-dead followers living in paradise can suddenly find themselves back in the material world possibly changed. 

Forms of Gods by Power

God as a Place: These gods live in the form of a physical location. They may be a standing stone, a great statue, a unique rock formation, or even an ancient tree. They are durable but immobile and unable to communicate directly.

God of Storms and Justice.
Karra-Kor -The Sebalan God of Justice, Storms and patron of Sailors.

God as an Animal: These gods live in the form of a common beast such as a bird, a deer, a rabbit being either indistinguishable from others of its kind or having a unique marking or colour. They are far more vulnerable physically but also more powerful and mobile and able to communicate directly.

God of Nature
Bel-orp -The God of Nature in Sebal.

God as a Humanoid: These strongest of gods live in the form of a humanoid, most often appearing as the same type of humanoid that has the most worshipers. Some have a humanoid form but are not of any particular race having strange colour, size or possibly extra limbs, etc. They have the greatest magical power and the most followers.

Goddess of Light, fire and sacrifice.
The Maiden of Mourning – The Sebalan Goddess of Fire, Sacrifice and Purity.

God as a Monster: These gods live in the form of a monster. It might be a unique monstrous form or a form of a known monster type. They usually have less magical power than a humanoid god but more physical power and a unique power associated with their type. They are normally a form of intelligent monster.

Spells: A god has access to all the spells it would supply to its clerics and paladins. They do not require any material, verbal or somatic components. 

Templates for Forms of Gods

God as a Place

Immobile: The god is immobile. Has a speed of zero and cannot deliver any touch spell unless it is touched. 
Perception: The god can perceive everything within a mile of its location as an action
Senses: Truesight 120 ft
Communication: Comprehend Languages always on. Cannot communicate directly with mortals.
Powers: Can perform one miracle at any time.
Divine Salvation: Can reverse any curse or effect that a Wish could only reverse by expending 1 spell slot. 
Spells: Casts spells as a 20th level power level. Has prepared all Cleric and Paladin lists.
Domain Powers: The god has all domain powers that they grant from their domain. As well as the Channel divinity Turn Undead and Divine Smite.
Domain Spells: Can cast all its domain spells at will.
Power of Faith: Has 30 slots of spells. The god can spend them on whatever spell in their list. Eg: could cast three 9th level spells and a third-level.
Spell Immunity: Is immune to the effects of spells 4th level and lower unless they chose to be affected. Immune to sleep and having thoughts detected.
Legendary Resistance: 4/day If the god fails a saving throw, it can choose to succeed instead.
Saving Proficiencies: Proficient in Constitution, Wisdom, and Charisma saving Throws
Damage Immunities: 3 Energy types and bludgeoning, piercing, and slashing from non-magical attacks
Damage Threshold: 10
Condition Immunities: blinded, charmed, deafened, frightened, poisoned, stunned, polymorphed, petrified, exhausted, unconscious 
Regeneration: They regain 15 hit points at the start of their turn if they have a least 1 hit point.
Godly focus: The god can hold concentration on two things at once. If they fail a concentration check they choose what drops.
Death: If brought to zero hit points it still makes death-saving throws. Needs to make two successful throws to stabilize or three failed to die. If stabilized it returns to 1 hit point. 
Legendary Actions: Can take 4 legendary actions per turn.

God as a Animal

Perception: The god can perceive everything that a creature of the same type within 100 miles can perceive. The god can perceive anything at one of its temples.
Communication: Comprehend Languages, Tongues, and Speak with Animals always on. 
Senses: Truesight 120 ft
Powers: Can perform two miracles at any time.
Divine Salvation: Can reverse any curse or effect that Wish could only reverse by expending 1 spell slot. 
Divine Command: As an Action can cast Command at 9th Level. The spell affects creatures normally immune to enchantment but they get to roll with advantage. A god’s command lasts a minute with creatures getting to make a new save at the start of their new turn.
Recall: The god can teleport to any of its temples as per Word of Recall as an action.
Spells: Casts spells as a 20th level power level. Has prepared all Cleric and Paladin lists.
Power of Faith: The god has 60 slots of spells. The god can spend them on whatever spell in their list. Eg: could cast six 9th level spells and a sixth-level.
Domain Powers: The god has all domain powers that they grant from their domain. As well as the Channel divinity Turn Undead and Divine Smite. 
Domain Spells: Can cast all its domain spells at will.
Spell Immunity: Is immune to the effects of spells 5th level and lower unless they chose to be affected. Immune to sleep and having thoughts detected.
Legendary Resistance: 5/day If the god fails a saving throw, it can choose to succeed instead.
Saving Proficiencies: Proficient in Constitution, Wisdom, Charisma, and one other.
Damage Immunities: 3 Energy types and bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities: blinded, charmed, deafened, frightened, poisoned, stunned, polymorphed, petrified, exhausted, unconscious 
Regeneration: They regain 15 hit points at the start of their turn if they have a least 1 hit point.
Godly focus: The god can hold the concentration of two things at once. If they fail a concentration check they choose what drops.
Divine Reaction: The god can react to each action instead of each round.
Death: If brought to zero hit points it still makes death-saving throws. Needs to make one successful throw to stabilize or four failed to die. If stabilized it returns to 1 hit point. 
Legendary Actions: Can take 4 legendary actions per turn.

God as a Humanoid

Perception: The god can perceive anything at one of its temples and knows anything perceived by its followers that receive spells or some other power.
Communication: Effectively has Comprehend Languages, Tongues and Speak with Animals always on. May have another communication like Speak with plants depending on their nature.
Senses: Truesight 120 ft
Powers: Can perform three miracles at any time.
Divine Salvation: Can reverse any curse or effect that Wish could only reverse by expanding 1 spell slot. 
Divine Command: As an Action can cast Command at 9th Level. The spell affects creatures normally immune to enchantment but they get to roll with advantage. A god’s command lasts a minute with creatures getting to make a new save at the start of their new turn.
Recall: The god can teleport to any of its temples as per Word of Recall as an action.
Spells: Casts spells as a 20th level power level. Has prepared all Cleric and Paladin lists.
Power of Faith: The god has 90 slots of spells. The god can spend them on whatever spell in their list. Eg: could cast six 9th level spells and a sixth-level.
Domain Powers: The god has all domain powers that they grant from their domain. As well as the Channel divinity Turn Undead and Divine Smite. 
Domain Spells: The god can cast all its domain spells at will.
Spell Immunity: Is immune to the effects of spells 6th level and lower unless they chose to be affected. Immune to sleep and having thoughts detected.
Legendary Resistance: 6/day If the god fails a saving throw, it can choose to succeed instead.
Saving Proficiencies: Proficient in Constitution, Wisdom, Charisma, and two others.
Damage Immunities: 4 Energy types and bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities: blinded, charmed, deafened, frightened, poisoned, stunned, polymorphed, petrified, exhausted, unconscious 
Regeneration: They regain 20 hit points at the start of their turn if they have a least 1 hit point.
Godly focus: The god can hold concentration on three things at once. If they fail a concentration check they choose what drops.
Divine Reaction: The god can react to each action instead of each round.
Death: If brought to zero hit points it still makes death-saving throws. Needs to make one successful throw to stabilize or five failed to die. If stabilized it returns to 1 hit point. 
Legendary Actions: Can take 5 legendary actions per turn.

God as a Monster

Perception: The god can perceive anything at one of its temples and knows anything perceived by its followers that receive spells or some other power. Has knowledge and perception of the same monster type it is.
Communication: Effectively has Comprehend Languages, Tongues and Speak with Animals always on. May have another communication like Speak with plants depending on their nature.
Senses: Truesight 120 ft
Powers: Can perform two miracles at any time.
Divine Salvation: Can reverse any curse or effect that a Wish could only reverse by expending 1 spell slot. 
Divine Command: As an Action can cast Command at 9th Level. The spell affects creatures normally immune to enchantment but they get to roll with advantage. A god’s command lasts a minute with creatures getting to make a new save at the start of their new turn.
Recall: The god can teleport to any of its temples as per Word of Recall as an action.
Spells: Casts spells as a 20th level power level. Has prepared all Cleric and Paladin lists.
Power of Faith: The god has 20 slots of spells. The god can spend them on whatever spell in their list. Eg: could cast six 9th level spells and a sixth-level.
Domain Powers: The god has all domain powers that they grant from their domain. As well as the Channel divinity Turn Undead and Divine Smite. 
Domain Spells: The god can cast all its domain spells at will.
Spell Immunity: Is immune to the effects of spells 6th level and lower unless they chose to be affected. Immune to sleep and having thoughts detected.
Legendary Resistance: 6/day If the god fails a saving throw, it can choose to succeed instead.
Saving Proficiencies: Proficient in Strength, Dexterity, Constitution, and two others.
Damage Immunities: 5 Energy types and bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities: blinded, charmed, deafened, frightened, poisoned, stunned, polymorphed, petrified, exhausted, unconscious 
Regeneration: They regain 30 hit points at the start of their turn if they have a least 1 hit point.
Godly focus: The god can hold concentration on three things at once. If they fail a concentration check they choose what drops.
Divine Reaction: The god can react to each action instead of each round.
Death: If brought to zero hit points it still makes death-saving throws. Needs to make one successful throw to stabilize or five failed to die. If stabilized it returns to 30 hit points.
Legendary Actions: Can take 5 legendary actions per turn.
Legendary Power: If the gods monster form has an energy damage type then it ignores the opponent’s immunity and instead acts like they are only resistant. Saves are made at a disadvantage.

-Gavin The Thomson

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