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The Old Gods


spyrosbaldr

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The Old Gods

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Fire, Air, Water, and Earth... it all began with these four, and from them, thirty-three.


Known Astral Forms

The Astral PlaneHovering inside a shimmering rift in space.

EmotionsFloating naked in a torrent of color.

StrengthMuscled, oiled and holding a globe several times their size.

TimeStanding on the edge of a clock's hand.

WillWearing a crown made of many diamonds.


Known Divinities

Please note that this page will list what is found in the Worldbook, and will reflect our homebrew edits once they are finalized.

Beasts

Belonging to: Madrobela

Class Features

Level Features
1 Beastmaster
2 Locate Animals
3 Animal Messenger
4 Shard of Ova
5 Wildshape (CR 2)
6 Giant Insect
7 Hold Beasts
8 Anti-Creature Shell
9 +1 CON
10 Wildshape (CR 5)
11 Awaken Beasts
12 Insect Plague
13 +1 CHA
14 Greater Wildshape
15 Wildshape (CR 10)
16 Creature Stride
17 +1 CON
18 Animal Shapes
19 +1 CHA
20 Wildshape (CR 15)
Beastmaster

Always active, permanent.

All animals treat the God of Beasts as a trusted friend. Any animal within 120ft of the god will respond to their commands and will rally to defend the god if they are attacked. All animals will perform tasks requested by the god to the best of their abilities. Creatures hostile to the god’s friends will cease hostilities when they are present.

This divinity also provides the God of Beasts with the ability to communicate with any animal they can see.

Locate Animals

1 Action, V/S, Concentration.

The God of Beasts can describe or name a particular kind of beast and learn the direction and distance to the closest creature of that kind within 5 miles, if any are present.

Animal Messenger

1 Action, V/S, 30ft range, 24 hours.

The God of Beasts can use an animal to deliver a message.  The god chooses a Tiny beast they can see within range, such as a squirrel, a blue jay, or a bat. The god specifies a location, which they must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." The god also speaks a message of up to 25 words. The target beast travels toward the specified location for the duration, covering 50 miles per 24 hours for a winged messenger, or 25 miles for other animals.

When the messenger arrives, it delivers the god's message to the creature that they described, replicating the sound of the god's voice. The messenger speaks only to a creature matching the description that was given. If the messenger doesn't reach its destination before the divinity ends, the message is lost, and the beast makes its way back to where the god cast this divinity.

At Higher Levels: The duration increases to 48 hours at 6th level, 1 week at 9th level, 1 month at 12th level, and 1 year at 15th level.

Shard of Ova

1 hour, V/S/M (food that would appeal to the beast called), 1 mile, Instantaneous.

By concentrating for 1 hour and laying out food the creature would enjoy, the God of Beasts summons one of the many avatars created by Ova. The shard arrives in the form of an animal of CR 2 or less and is forever bound to the god.

At the end of the hour, a shard appears and gains all benefits listed below. The God of Beasts can only have one animal companion at a time.

If the shard is ever slain, the magical bond with the god allows them to return it to life. By concentrating for 8 hours and laying out a feast the animal would enjoy, the god calls forth the shard's spirit and uses their divinity to create an astral body of their flesh. By adding a godstone to this ethereal form, the god anchors that spirit and returns the shard to life, consuming the godstone in the process.  The god can return a shard to life in this manner even if they do not possess any part of its body.

Wildshape

1 Action, S, Self, Special.

The God of Beasts can use their action to assume the shape of a beast that they have seen before that are CR 2 or lower. The god can stay in a beast shape for as long as they wish and revert to their normal form at any time as a bonus action. The god automatically reverts if they fall unconscious, drop to 0 hit points, or die.

While the god is transformed, The God of Beast’s game statistics are replaced by the statistics of the creature they have chosen, but retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. The god also recalls all of their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as the god and the bonus in its stat block is higher than the god’s, use the creature’s bonus instead of theirs. If the creature has any legendary or lair actions, the god can’t use them.

If the God of Beasts is wounded while in a beast form and assumes the shape of another creature before taking a short rest, that creature is equally wounded. For example: if the god was fighting as a bear and lost 25 hit points while in bear form, and then turned into a tiger, that tiger would also be down 25 hit points. The god cannot turn into an animal with a hit point maximum that is less than the damage they have received while in beast form. Upon taking a short rest, this damage resets to zero.

When the God of Beasts transforms, they assume the beast’s hit points and hit dice. When the god reverts to their normal form, they return to the number of hit points they had before they transformed. However, if they revert as a result of dropping to 0 hit points, any excess damage carries over to their natural form. If the god is reduced to 0 hit points while in a beast form, they cannot assume another beast form until they have taken a short rest.

The God of Beasts can cast spells, invoke divinities, and speak as normal, but any action that requires their hands is limited to the capabilities of their beast form. Transforming doesn’t break their concentration on a divinity they have cast or divinity they have enacted, nor does it prevent them from taking actions that are part of a spell or divinity, such as call lightning, that they’ve already cast.

The God of Beasts retains the benefit of any features from their class, race, or other source and can use them if the new form is physically capable of doing so. However, they can’t use any of their special senses, such as darkvision, unless their new form also has that sense.

The God of Beasts chooses whether their equipment falls to the ground in their space, merges into their new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. The god’s equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with their new form; such equipment has no effect until the god leaves the form.

At Higher Levels: At 8th level the God of Beasts gains the ability to Greater Wildshape, allowing the god to become a Monstrosity. The god can also use all of their special abilities, but not lair or legendary abilities. The challenge rating of creatures the God of Beasts can transform into increases at 10th level (CR 5), 15th level (CR 10) and 20th level (CR 15).

Giant Insect

1 Action, V/S/M (a handful of insects), 30ft range, Concentration.

The God of Beasts can transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys the god’s verbal commands, and in combat, they act on their turn each round. A creature remains in giant size until the god reverts it to its natural size as a bonus action or until it drops to 0 hit points.

 

Dreams

 

Emotions

 

Life

 

Luck

 

Magic

 

Plants

 

Strength

 

Vitality

 

The Wild

 

Will

 

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