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View Full Version : D&D 5e/Next If You Stat It: Template for Physical D&D Deities!



DiceDiceBaby
2016-11-08, 04:11 AM
Hello, Giants!

I've always been fascinated by Fantasy Pantheons, and the idea of gods and goddesses in RPGs. As such, I was trying to find a way to create a physical avatar for said deities, and came up with a template for it, by refluffing the only official 5e stat block for a D&D god or goddess.

The template below is designed to be used so that DMs would be able to easily create a generic, physical (and therefore killable) avatar of a member in the D&D Pantheon. How this Deity will manifest in the story is up to the DM, but for an epic boss fight or a constant plot device to help move the story along, I felt a superpowerful NPC might do the trick.

Here is the template (again, this is a modified re-fluff):

<Name of Deity>
<Size> (Suggested: Gargantuan) <Type> (Suggested: Celestial, Fey, or Fiend), <Alignment> (Suggested: See the PHB for alignments of Deities in D&D)

Armor Class: 25 (Suggested: Natural Armor or some other Divine Armor Equipment)

Hit Points: 615 (30d20 + 300) (Suggested: 900 HP for a “difficult” encounter, 330 for an “easy” one; the Hit Points here assume a base Gargantuan size, which is the likely decision if the PCs really intend to fight a physical avatar of a god or goddess, as a DM can always opt to have the Deity use Change Shape for other matters, such as guiding the party, spying on them, etc., as seen below)

Speed: 60ft., fly 120ft. (Fly speed can be substituted for Swim speed for Deities of the Water or the Sea; one could assume all other Deities would otherwise “hover” at will)

STR 30 (+10), DEX 10 (+0), CON 30 (+10), INT 26 (+8), WIS 26 (+8), CHA 28 (+9)

Saving Throws: Strength +19, Dexterity +9, Wisdom +17 (Adjust depending on Deity)

Skills: Arcana +17, Perception +26, Religion +17 (Adjust depending on Deity)

Damage Immunities: <Five Thematically Appropriate Damage Types>; Bludgeoning, Piercing, and Slashing from Nonmagical Weapons

Condition Immunities: Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned

Senses: Darkvision 240ft., Truesight 120ft., passive Perception 36
Languages: Common, <One Typical Language of Worshippers>, <One Appropriate Language of the Higher Planes> (Suggested: Abyssal, Celestial, Infernal, or Sylvan)

Challenge Rating: 30 (155,000 XP)

Abilities:

Discorporation. When <Name of Deity> drops to 0 hit points or dies, <his or her> body is destroyed, but <his or her> essence travels back to <his or her> domain in <Home Plane>, and <he or she> is unable to take physical form for a time.

Innate Spellcasting (3/Day). <Name of Deity> can innately cast <Any 7th Level Spell or Higher> (Suggestion: The default choice would be Divine Word, but spells like Control Weather, Earthquake, Meteor Swarm, Time Stop, and True Polymorph are all great choices, depending on the Domain, or pick Wish if one wants to go all-powerful) (Spell Save DC 26) (For spells that require it). <His or Her> spellcasting ability is Charisma.

Legendary Resistance (5/Day). If <Name of Deity> fails a Saving Throw, <he or she> can choose to succeed instead.

Limited Magic Immunity. Unless <he or she> wishes to be affected, <Name of Deity> is immune to spells of 6th level or lower. <He or She> has advantage on saving throws against all other spells and magical effects.

Magic Weapons. <Name of Deity>’s weapon attacks are magical.

Multiple Reactions. <Name of Deity> can take one reaction per turn, rather than only one per round. <He or She> also has advantage on saving throws against being knocked unconscious. If <he or she> fails a saving throw against an effect that would stun a creature, one of <his or her> unspent Legendary Actions is spent.

Regeneration. <Name of Deity> regains 30 Hit Points at the start of <his or her> turn.

Actions:

Change Shape (1/Day). <Name of Deity> magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than <his or her> own, or back into <his or her> true form. When <Name of Deity> drops to 0 hit points or dies, <his or her> body is destroyed, but <his or her> essence travels back to <his or her> domain in <Home Plane>, and <he or she> is unable to take physical form for a time. Any equipment <he or she> is wearing or carrying is absorbed or borne by the new form (<Name of Deity>’s choice). In a new form, <Name of Deity> retains <his or her> Ability Scores, Alignment, Hit Points, Hit Dice, Innate Spellcasting, Legendary Resistance, Limited Magical Immunity, ability to speak, Senses, Proficiencies, as well as this Action, but <his or her> AC, movement modes, and other Actions and Legendary Actions are replaced by those of the new form, and <Name of Deity> gains any statistics and capabilities (except Class Features, Legendary Actions, and Lair Actions) that the new form has but that <Name of Deity> lacks.

Multiattack. <Name of Deity> can use <his or her> Frightful Presence. <He or She> then makes three attacks: two with <his or her> <fists, claws or other limb>, and one with <his or her> <foot, tail or other appendage>.

<Fist or Claw>. Melee Weapon Attack: +19 to Hit, Reach 15ft., one target. Hit: 24 (4d6 +10) <Bludgeoning or Slashing> Damage

<Foot or Tail>. Melee Weapon Attack: +19 to Hit, Reach 25ft., one target. Hit: 28 (4d8 +10) <Bludgeoning or Piercing> Damage

Frightful Presence. Each creature of <Name of Deity>’s choice that is within 240 feet of <Name of Deity> and aware of <him or her> must succeed on a DC 26 Wisdom Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, or the effect ends for it, the creature is immune to <Name of Deity>’s Frightful Presence for the next 24 hours.

Legendary Actions:

<Name of Deity> can take 5 Legendary Actions, choosing from the options below. Only one Legendary Action option can be used at a time, and only at the end of another creature’s turn. <Name of Deity> regains spent Legendary Actions at the start of <his or her> turn.

<Name of Deity>’s Legendary Action options are associated with <Fluff Reason> (Suggestion: Let each damage type and ability reflect the Deity’s Domains; personally, I’d choose the standard one to be a melee weapon associated with the deity, and the rest can be elemental attacks that the same weapon can emit). Once <Name of Deity> chooses a Legendary Action option for one of <Fluff Reason>, <he or she> can’t choose another one associated with that <Fluff Reason> until the start of her next turn.

<Weapon Associated with Deity>. Melee Weapon Attack: +19 to Hit, Reach 20ft., one target. Hit: 32 (4d10 +10) <Appropriate Damage Type> Damage plus 14 (4d6) <Appropriate Damage Type> Damage (<Weapon Aspect 1>), <Appropriate Damage Type> Damage (<Weapon Aspect 2>), <Appropriate Damage Type> Damage (<Weapon Aspect 3>), <Appropriate Damage Type> Damage (<Weapon Aspect 4>), or <Appropriate Damage Type> Damage (<Weapon Aspect 5>)

<Weapon Aspect 1>: <Appropriate Damage Type Aspect> (Costs 2 Actions). <Weapon Associated with Deity> emits <Appropriate Damage Type> in a 120 foot line that is 10 feet wide. Each creature in that line must make a DC 27 <Appropriate Ability Score> Saving Throw, taking 67 (15d8) <Appropriate Damage Type> Damage on a failed save, or half as much damage on a successful one.

<Weapon Aspect 2>: <Appropriate Damage Type Aspect> (Costs 2 Actions). <Weapon Associated with Deity> emits <Appropriate Damage Type> in a 120 foot line that is 10 feet wide. Each creature in that line must make a DC 27 <Appropriate Ability Score> Saving Throw, taking 88 (16d10) <Appropriate Damage Type> Damage on a failed save, or half as much damage on a successful one.

<Weapon Aspect 3>: <Appropriate Damage Type Aspect> (Costs 2 Actions). <Weapon Associated with Deity> emits <Appropriate Damage Type> in a 90 foot cone. Each creature in that area must make a DC 27 <Appropriate Ability Score> Saving Throw, taking 77 (22d6) <Appropriate Damage Type> Damage on a failed save, or half as much damage on a successful one.

<Weapon Aspect 4>: <Appropriate Damage Type Aspect> (Costs 2 Actions). <Weapon Associated with Deity> emits <Appropriate Damage Type> in a 90 foot cone. Each creature in that area must make a DC 27 <Appropriate Ability Score> Saving Throw, taking 91 (26d6) <Appropriate Damage Type> Damage on a failed save, or half as much damage on a successful one.

<Weapon Aspect 5>: <Appropriate Damage Type Aspect> (Costs 2 Actions). <Weapon Associated with Deity> emits <Appropriate Damage Type> in a 90 foot cone. Each creature in that area must make a DC 27 <Appropriate Ability Score> Saving Throw, taking 72 (16d8) <Appropriate Damage Type> Damage on a failed save, or half as much damage on a successful one.


Here is a sample usage of the template:

Thor
Gargantuan Celestial, Chaotic Good

Armor Class: 25 (Godly Dwarven Armor)

Hit Points: 615 (30d20 + 300

Speed: 60ft., fly 120ft.

STR 30 (+10), DEX 10 (+0), CON 30 (+10), INT 26 (+8), WIS 26 (+8), CHA 28 (+9)

Saving Throws: Strength +19, Dexterity +9, Constitution +19

Skills: Athletics +19, Perception +26, Religion +17

Damage Immunities: Fire, Force, Radiant, Thunder, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Weapons

Condition Immunities: Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned

Senses: Darkvision 240ft., Truesight 120ft., passive Perception 36

Languages: Common, Dwarven, Celestial

Challenge Rating: 30 (155,000 XP)

Abilities:

Discorporation. When Thor drops to 0 hit points or dies, his body is destroyed, but his essence travels back to his domain in Asgard, and he is unable to take physical form for a time.

Innate Spellcasting (3/Day). Thor can innately cast Control Weather. His spellcasting ability is Charisma.

Legendary Resistance (5/Day). If Thor fails a Saving Throw, he can choose to succeed instead.

Limited Magic Immunity. Unless he wishes to be affected, Thor is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Thor’s weapon attacks are magical.

Multiple Reactions. Thor can take one reaction per turn, rather than only one per round. He also has advantage on saving throws against being knocked unconscious. If he fails a saving throw against an effect that would stun a creature, one of his unspent Legendary Actions is spent.

Regeneration. Thor regains 30 Hit Points at the start of his turn.

Actions:

Change Shape (1/Day). Thor magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than his own, or back into his true form. When Thor drops to 0 hit points or dies, his body is destroyed, but his essence travels back to his domain in Asgard, and he is unable to take physical form for a time. Any equipment he is wearing or carrying is absorbed or borne by the new form (Thor’s choice). In a new form, Thor retains his Ability Scores, Alignment, Hit Points, Hit Dice, Innate Spellcasting, Legendary Resistance, Limited Magical Immunity, ability to speak, Senses, Proficiencies, as well as this Action, but his AC, movement modes, and other Actions and Legendary Actions are replaced by those of the new form, and Thor gains any statistics and capabilities (except Class Features, Legendary Actions, and Lair Actions) that the new form has but that Thor lacks.
Multiattack. Thor can use his Frightful Presence. He then makes three attacks: two with his fists, and one with his foot.

Fist. Melee Weapon Attack: +19 to Hit, Reach 15ft., one target. Hit: 24 (4d6 +10) Bludgeoning Damage

Foot. Melee Weapon Attack: +19 to Hit, Reach 25ft., one target. Hit: 28 (4d8 +10) Bludgeoning Damage

Frightful Presence. Each creature of Thor’s choice that is within 240 feet of Thor and aware of him must succeed on a DC 26 Wisdom Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, or the effect ends for it, the creature is immune to Thor’s Frightful Presence for the next 24 hours.

Legendary Actions:

Thor can take 5 Legendary Actions, choosing from the options below. Only one Legendary Action option can be used at a time, and only at the end of another creature’s turn. Thor regains spent Legendary Actions at the start of his turn.

Thor’s Legendary Action options are associated with the power of his weapon, Mjolnir, his Hammer. Once Thor chooses a Legendary Action option for one of Mjolnir’s powers, he can’t choose another one associated with that power until the start of her next turn.

Mjolnir’s Smite. Melee Weapon Attack: +19 to Hit, Reach 20ft., one target. Hit: 32 (4d10 +10) Bludgeoning Damage plus 14 (4d6) Fire Damage (Forge Aspect), Force Damage (Iron Aspect), Radiant Damage (Brilliance Aspect), Lightning Damage (Bolt Aspect), or Thunder Damage (Storm Aspect)

Forge Aspect: Fire Bolt (Costs 2 Actions). Mjolnir emits Fire in a 120 foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity Saving Throw, taking 67 (15d8) Fire Damage on a failed save, or half as much damage on a successful one.

Iron Aspect: Force Smite (Costs 2 Actions). Mjolnir emits Force in a 120 foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity Saving Throw, taking 88 (16d10) Force Damage on a failed save, or half as much damage on a successful one.

Brilliance Aspect: Radiant Stream (Costs 2 Actions). Mjolnir emits Radiant Light in a 90 foot cone. Each creature in that area must make a DC 27 Constitution Saving Throw, taking 77 (22d6) Radiant Damage on a failed save, or half as much damage on a successful one.

Bolt Aspect: Lightning Wave (Costs 2 Actions). Mjolnir emits a Wave of Lightning in a 90 foot cone. Each creature in that area must make a DC 27 Dexterity Saving Throw, taking 91 (26d6) Lightning Damage on a failed save, or half as much damage on a successful one.

Storm Aspect: Thunder Boom (Costs 2 Actions). Mjolnir emits a Thunder Boom in a 90 foot cone. Each creature in that area must make a DC 27 Constitution Saving Throw, taking 72 (16d8) Thunder Damage on a failed save, or half as much damage on a successful one.


Note that, with enough tweaking, a DM could use the sample Thor to do the same and stat an Avatar of Zeus or Poseidon (using a Lightning Bolt or Trident as a weapon, respectively, and swapping out the one spell for Earthquake, and one damage type for Acid instead). But why stop there? St. Cuthbert (with his mace), Azuth (with magic) or Gruumsh (with his spear) could all be converted the same way, in about 10 minutes.

What do you all think? :smallsmile:

Bharaeth
2016-11-08, 05:25 AM
This is great stuff! The idea of the avatar kicking a dragon to death amuses me greatly!

Why the once per day though, on the change shape? I can imagine gods from the Greek stories flowing through multiple forms in the space of a minute, if they chose

DiceDiceBaby
2016-11-08, 08:14 PM
This is great stuff! The idea of the avatar kicking a dragon to death amuses me greatly!

Why the once per day though, on the change shape? I can imagine gods from the Greek stories flowing through multiple forms in the space of a minute, if they chose

Thank you so much! I am glad that the things added gave something new to the work. :smallsmile:

Oh, right! Well, when I first drafted it, I thought that giving the avatars unlimited Change Shape would be too unfair (and also because that some gods in D&D don't like changing their form so readily, while others do), but upon reading it again, I think that letting them keep their HP and Hit Dice and not letting them have their Damage Immunities or AC or other Actions in a new form balances it out to make it an unlimited at-will thing.

I suppose I can remove the once per day thing, but I am not sure if it feels right. It would allow said god to walk among mortals without their powers (a DMPC), but still make them formidable in combat without having to go Gargantuan for a fight though.

What abilities do you think they should keep, lose, or gain when they Change Shape? Thoughts on this would be greatly appreciated, please. :smallsmile: