Prerequisite: Requires level 20 Character
To become a god, the very first step – and by far, the easiest – is to first become an “Outsider.” for those who have not been born or made into an outsider, there
exists a ritual which grants the outsider type to those who undergo it. The Ritual of Transifguration is an ancient and occult ritual used to transform a willing (or
unwilling in some cases) creature to become a particularly powerful outsider through primoridal essence and concentrated magic. This magic can only be cast as
a ritual, and the chance of coming across the spell itself is rare indeed, as only those versed in ancient magic and dark rituals will know what to make of it. (This
spell can also be used on pre-existing outsiders to mutate them further with planar energies.)
Ritual of Transfiguration
9th-level transmutation (ritual)
Casting Time: 12 Hours
Range: 30 Feet Components: V, S, M (The Blood of an Outsider in quantity equal to half your size, 10,000 Gold in materials appropriate to the plane the subject
will be tethered, An Androsphinx's body fat turned into oil, A Black Lotus Flower)
Duration: Instantaneous
At the Start of the ritual, the subject is anointed with the Androsphinx Oil, and the appropriate ground fine dust of planar materials are applied to the individual.
The Subject consumes the Black Lotus, and lays in a basin of the outsider's blood, and remains there for the duration of the ritual.
At the end of the Ritual, the individual is struck by a massive surge of planar energy. The blood and all materials vaporize in a massive burst of smoke and steam.
The Individual's body is now bonded to their soul forever, and are considered an Outsider of the associated blood type. They gain the following effects:
Outsider You are now considered one of the following as well as your original type: (aberration, celestial, elemental, fey, fiend, or undead)
Truesight Out to 30 feet
Superior Darkvision Out to 60 feet
Detect Evil & Good Can cast at Will
Proficiencies:
2 Weapons of your Choice (simple/martial).
2 Cantrips of your Choice (any school - Charisma based)
Light and Medium Armor.
One skill of your choice.
One Language (mainly the one associated with your outsider type)
Unnatural Body You no longer need to eat or sleep - but may if you wish to do so. You gain minor physical features of your choice. The features should reflect the
outsider whose blood was used. (Ex. Horns, faint halo, third eye, scaly skin, illuminated tattoos, glowing eyes, sparkling blood, perfect/cracked skin, etc.)
Prerequisite: Level 20 Character, The Feat Ritual of Transfiguration
NOTE: Anything Highlighted in green you must add yourself to your sheet. Anything added in orange, there is no way to add it to your sheet you must
remember. Blue is purely cosmetic.
You have absorbed a divine spark and have reached godhood. You Gain the following features.
Divine Proficiency Speed Divine Godly Domains Features
Rank Bonus Feats Actions
Known
0 +1 +30ft 1 1 1 Title of Quasideity, Immortality, Godly Form
1, Divine Spellcasting
1 +1 +60ft 2 2 2 Title of Lesser Deity, Divine Aura (1 mile x
DR), Divine Senses, Divine Congregation
Feature 1, Deific Communication, Portfolio
Sensing 1, Divine Travel 1, Godly Realm 1
2 +2 +90ft 4 2 2 Automatic Actions
3 +2 +120ft 6 3 3 Divine Congregation Feature 2
4 +3 +150ft 8 3 3 Divine Travel 2, Godly Form 2, Portfolio
Sensing 2, Godly Realm 2
5 +3 +180ft 10 4 4 Divine Congregation Feature 3, Effortless
Chances 1
6 +4 +210ft 12 4 4 Title of Greater Deity, Divine Aura (10 miles
x DR), Godly Form 3, Portfolio Sensing 3,
Godly Realm 3
7 +4 +240ft 14 5 5 Divine Congregation Feature 4
8 +5 +270ft 16 5 5 Godly Form 4
9 +5 +300ft 18 6 6 Divine Aura (100 miles x DR), Divine
Congregation Feature 5, Portfolio Sensing 4,
Godly Realm 4
10 +6 +320ft 20 6 6 Effortless Chances 2
11+ ? ? ? ? ? Title of Over-Deity
Hit Dice: Maxed HP per every Hit Die you previously had + 50 per divine rank x (Con. Modifier x Divine Rank)(at rank 0 its +50hp)
Regeneration: At Divine rank 0, deities regain 50 HP at the start of their turn. This increases to 75 HP at Divine Rank 1, and 100 HP at Divine rank 6. If your head is
severed from your body, you maintain consciousness for a number of rounds equal to your Divine Rank (minimum 1). You may also reattach your severed limbs -
or head - which immediately reattach after 1 round. When you expend hit dice in this way, it counts as though you used it for a short rest.
Saving Throws: Deities are supremely resistant. You may add half your Divine Rank (rounded down) as a bonus to any saving throw. Deities of Divine Rank 6 or
higher are proficient in all saving throws - count all saving throws previously proficient in as having expertise in those skills
Divine Armor class: Gods are shrouded in divine energy and permeate a supremely powerful aura. Thus, you are very difficult to strike. As you grow in Divine
Rank, so does the strength of this aura. You have a divine armor class of (12 + your Divine Rank (min. 1) + your proficiency bonus + your Dexterity modifier). You
may use a shield and non-armor AC items (Ex: Bracers/Cloak of Protection) when you use this armor class. If you have a different armor class, use the higher of
the two.
Cosmic Protection: Even if a damaging attack connects with you, simple strikes seem to melt off of you - requiring mass amounts of power to even damage you.
At Divine Rank 0, all forms of damage dealt to you are reduced by 5 points. This increases to 10 at Rank 2, 20 at Rank 4, 30 at Rank 6, 40 at Rank 8, and 50 at Rank
10.
Condition Immunities: Conditions that might normally affect mortals are shrugged off by deities. If you have Divine Rank 0, you are immune to the Charmed,
Frightened, and Poisoned conditions. If you have Divine Rank 1 or higher, you are immune to exhaustion, shapechanging effects (unless you choose to be
affected), and instant-death effects.
Damage Resistances: If you have have Divine Rank 0, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical items. If you have Divine
Rank 1 or higher, you are resistant to all forms of damage, even those done by magic or magical items.
Magical Superiority: Divinity serves as a natural ward to magic. You have advantage on saving throws against spells and other magical effects, and spell attacks
against you have disadvantage. Additionally - and unless a god wishes to be affected - divine beings are immune to the effects of certain levels of spells (and
below them):
Divine Rank Spell Level Immunity
0 1st level
1-3 3rd level
Divine Rank Spell Level Immunity
4-6 5 level
7-9 7 level
10 9 level
11+ all
Supernatural Attunement: Divinity ties ones Silver Cord (now referred to as a Golden Thread as a Deity) directly to the weave. This allows the attunement of
additional items on top of the original 3 base attunement slots. You gain an additional attunement slot equal to half your divine rank rounded down (minimum
1).
Divine Strikes: Divine energy ripples through deities, bestowing magical energy to any weapon they wield. All melee, ranged, and unarmed attacks from you are
considered magical - and all attacks deal max damage per hit. A Deity's attacks count as a certain level of enchanted weaponry, representing their deepened ties
to the cosmic fabric of reality. Refer to the following table to determine what level a deity's base strikes and nonmagical weaponry become when used by them.
(Note, this bonus does not stack with previously enchanted weaponry - use the higher level of the 2.)
Divine Rank Enchantment Level
0 +1
1-3 +2
4-6 +3
7-9 +4
10 +5
11+ ????
Divine Ability Score Improvement: Deities are more capable than mortals. Raise all ability scores to a minimum of 17 that were 16 or below (after character
creation). When you gain Divine Rank and as you increase in Divine Rank, you gain a number of points that you may add to any ability score of your choice, not to
exceed the maximum score listed. Consult the chart below to see, based on your Divine Rank, the amount of points you can apply to your ability scores. If you
have reached the max of points to spend on each ability - you may instead:
acquire a feat for 1 point.
acquire an Epic Boon (or Epic Maneuver) for 2 points.
acquire an additional Divine Feat for 4 points.
save them for later
Divine total ability score points Max Score
Rank
0 6 22
1 10 24
2 14 26
3 18 28
4 22 30
5 26 32
6 30 34
7 34 36
8 38 38
9 42 40
10 46 42
11+ ? ?
Divine Titles As a deity's divine rank increases, they gain an associated title that bestows upon them not only the privilege of acknowledgment, but also benefits
of that title's distinction, most namely: the benefit of certain variations of resurrection in the case of said deity's demise. These variations of resurrection increase
in potency as a god's rank increases.
Title of Quasideity (0): As a quasideity, you do not gain a form of innate resurrection as the other title's do; however, at this level, you choose a Divine Anathema
- which is an object, or happenstance that depowers you when you are within it's presence. Every god has at least 3 Divine Anathema, and is typically associated
with the opposing forces of that deity. Consult with your DM to determine what could be considered the Divine Anathema of your God. When a God is presented
with its Divine Anathema, it's effective Divine Rank for determining it's godly features is reduced by 1 (Min 1) for every Anathema in it's presence.
Divine Feats: Every deity has additional powers, known as divine feats. Divine feats are shows of magnificent will and grandiose ability. You gain divine feats
based on twice your Divine Rank (a minimum of 1). Thus, a Divine Rank 0 deity would have 1 divine feat and a Divine Rank 1 deity would have 2 divine feats. In
order to acquire a divine feat you must meet the prerequisites.
Godly Actions: Deities are exceptional, supremely powerful beings. Because of this, they can take far more actions per round than normal creatures can. At the
end of a creature's turn, you may take one action. You regain all uses of your godly actions at the beginning of your turn. Some divine feats require an expended
use of a godly action during your turn as part of an ability or action. You may do this a number of times per round depending upon your Divine Rank as shown in
the class table. When you are in your godly realm, you may take a number of godly actions equal to your Divine Rank per round. (whichever amount is higher)
These actions can be used in conjunction with Legendary Actions, if you possess any. For example, if Tiamat - a Divine Rank 7 deity - were to take actions after a
creature's turn, she could utilize a Legendary action as well as a Godly action within the same time span - so long as she had enough actions to do so, and only if
she utilized legendary action points for legendary actions themselves - in this regard, a legendary god creature is much more terrifying and deadly.
Domain Powers and Spells Gods grant powers to mortals, and from this its clear that they themselves have these powers. You gain all the Archetype Features
(not base class features unrelated to the Archetype Features, such as Destroy Undead or Divine Intervention) from the Divine Domain(s) that you can grant. (Up
to level 20) Additionally, you know all spells that your Divine Domain grants and can cast them at will.
Spellcasting Ability. Your Divine Rank is your spellcasting ability for your domain spells. The power of your spells stems directly from your divinity. You
use your Divine Rank whenever a domain spell refers to your spellcasting ability. In addition, you use your Divine Rank when setting the saving throw
DC for a domain spell you cast and when making an attack roll with one. Because you are a deity, your domain spellcasting is more powerful than
normal, and much harder for others to escape. (These spell saves and attack modifiers only apply to the domain spells you gain....Unless you are a
Cleric Deity, then this applies to all your spellcasting)
Spell save DC = 15 + double your proficiency bonus + your Divine Rank
Spell attack modifier = double your proficiency bonus + your Divine Rank
Immortality: All deities are immortal. You cannot die from natural causes. You stop aging and rejuvenate back to your prime. You do not eat, sleep, or breathe -
But may if you wish. You are immune to the effects of Extreme Heat and Cold, and environmental conditions such as vacuum and high/low gravity. You still must
take short and long rests, however - typically through meditation, studying, or sparring. The only way for you to die is through magical or physical combat.
Godly Form Because deities are infused with divine energies, they cannot be considered humanoid. Additionally, they are beyond that of aberrations celestials,
elementals, fey, fiends, or undead - But still may be recognized as such from spells such as "Detect Evil & Good." Instead, they are referred to as "Divine." Your
type changes to Divine. You retain all physical appearances that you had before your Divine Ranks, although your appearance can change, based upon your
Divine Rank and approval of your DM. The changes made reflect your true form and are permanent, unless you ascend to a higher Divine Rank in the chart
below:
Divine Rank Form Change
0-3 Minor
4-5 Intermediate
6-7 Major
8+ Any Form
Imaginable
Minor. Minor changes could be glowing or flaming eyes, a more muscular form, skin tone, elongated ears, a halo, or simply extremely tall. It also may be any
combination of this or other minor changes that is purely cosmetic. This change is permanent.
Divine Spellcasting Deities are not as limited as mortals when they manipulate reality and magic. For every Divine Rank that you possess, you gain 1000 gp in the
form of Divine Energy that you may use to cast your spells as spell components. You regain this amount when you take a long rest. Additionally, if you have Divine
Rank 1 or higher, spells you cast do not require somatic, verbal, or material components (unless the material component has a gp value, in which you may be able
to use your divine energy to cast). For example, a 20th level Cleric with a Divine Rank of 2 has 2,000gp that they may use to cast any spell that has a gp spell
component. When they take a long rest, they regain their 2,000gp that they may use to cast spells. Deities who have a certain number of worshipers may grant
spells to them. You must have Divine Rank 1 or higher to grant spells to mortals. You may, at any time, refuse to grant spells to mortals. Mortals who have
prepared spells do not lose them; instead, they cannot prepare any additional spells until you permit them to do so again.
NOTE: Anything Highlighted in green you must add yourself to your sheet. Anything added in orange, there is no way to add it to your sheet you must
remember. Blue is purely cosmetic.