God’s Chosen
Favored by one god, a Hero is chosen and by virtue of this selection begins their heroic journey and starts their Noble Calling. Some view this selection as an honor or a source of great annoyance or dismay. God’s Chosen are the most common of the Heroes as it is one way the overgod Ao allows gods to interact with the mortal planes. The journey of each of God’s Chosen is rather unique since the power involved can take liberties with how the Hero grows and progresses. Only a few gods are sanctioned by Ao and each has their own way of interacting with their chosen Heroes. You can either roll to determine your deity or discuss with your DM to choose one that suits your character.
God’s Journey: A God’s Chosen Hero’s Journey is a very straightforward one. The god who chose you knows your Journey and will aid you in knowing its path and warning you when you depart it.
Sanctioned Deities
| 1D12 | Deity | Relationship with Hero | Feature |
|---|---|---|---|
| 1 | Athena, LG Goddess of Wisdom | Athena only chooses smart female Heroes and is distant, offering them trials and tests in order for them to grow. | You learn two additional skills or languages or one Tool. |
| 2 | Bahumat, LG God of Good Dragons | Bahumat chooses amusing Heroes and sends servants to scare, erm enlighten them. | You learn Draconic and Good Aligned Dragons see you as an ally or at least not food. |
| 3 | Dol Dorn, CG God of Strength at Arms | Dol Dorn chooses honorable Heroes who prefer to fight for what is right and proactively prescribes training regimens more so than wisdom. | You are proficient with Heavy Armor and your unarmed attacks deal 1D4 Bludgeoning damage from your “blessing” (Training). |
| 4 | Heironeous, LG God of Chivalry and Valor | Heironeous chooses Heroes following his tenants: Protect the weak. Obey him. Be true to your beloved. He is less divine patron and more taskmaster. | You have advantage on saving throws against being Diseased. |
| 5 | Hercules, CG God of Adventure | Hercules chooses fun loving Heroes who are searching for happiness. He can be equally kind and savage to those he chooses. | You have a +1 bonus to STR. |
| 6 | Paladine, LG God of Guardians | Paladine chooses Heroes that never cease striving for greatness. He is stern yet merciful and helps Heroes that do not give up. | You know the Spare the Dying cantrip. |
| 7 | Re-Horakhty, LG God of the Sun | Re-Horakhty chooses Heroes that fight the forces of Chaos. His motives are hard to discern with many of his chosen Heroes only seeing his hand in things later in their journey. | Once per long rest when you have disadvantage on a D20 test you can roll normally. |
| 8 | The Silver Flame, LG Deity of Protection | The Silver Flame only chooses Heroes that stand strictly on the side of good and law. He speaks through abstract signs as his voice is too powerful for mortals to hear. | You know the Sacred Flame cantrip. |
| 9 | Trithereon, CG God of Liberty | Trithereon chooses Heroes who treasure freedom and hate tyranny. He is the easiest going of the gods chosen by Ao, often coming into conflict with them due to his pursuit of pure freedom. | You have advantage on skill checks to escape being Grappled or Restrained. |
| 10 | Thor, CG God of Thunder | Thor chooses warrior Heroes that fight on the front line of conflicts. He is as jovial as he is frightening though he cuts his Heroes a large degree of slack. | You know the Thunderclap cantrip. |
| 11 | Torm, LG God of Self Sacrifice | Torm values loyal Heroes who are true to their word. He can be kind and gentle or stern depending on if he chooses to visit his Heroes in his young or old form. | You can touch a creature as an action and sacrifice 10 of your hit points to end the Poisoned condition on the target. |
| 12 | Zeus, N God of Lightning | Zeus chooses powerful Heroes full of pride and self assurance. He is equally distant and loving. His past Heroes have both reported feelings of being abandoned and being smothered. | You know the Shocking Grasp cantrip. |
| Effect | Offering | Frequency |
|---|---|---|
| Identify | A trophy from your journey that shows your progress. | Once every three days. |
| Augury | Food, drink, and coin totalling 1 GP + 1 GP for each Augury performed before. | Once per long rest. |
| Borrowed Knowledge | One hour of fervent worship to the god that chose you. | Twice per week. |
| God | Attack |
|---|---|
| Athena | Unfailing Spear Pierce: You hurl a silvery spear at a target you can see within 300 ft of you, you automatically hit the target dealing 32 magical Piercing damage + 36 Radiant damage. You throw an additional spear each time you use this attack. |
| Bahumat | Platinum Breath: A massive dragon head appears and unleashes a torrent of radiant platinum flames in a 90 ft cone forcing each creature in the area to make a DEX saving throw taking 8D10 Radiant damage on a failed save or half as much on a successful one. |
| Dol Dorn | Spinning Silver Sword: You summon a silvery 16 ft tall longsword that soars through the battlefield slashing your foes. You can target any number of foes within 60 ft of you making an attack with the silvery longsword on each. The longsword has +10 to hit and deals 2D8 magical Slashing damage + 2D10 Force damage. |
| Heironeous | Pouring the Lost Chalice: You summon the lost Chalice of Heironeous and pour its contents out upon the battlefield. The golden liquid washes out in a 90 ft diameter around you forcing each enemy you designate to make a CON saving throw taking 6D8 Radiant damage on a failed save or half as much on a successful one. Each ally you designate gains 6D8 temporary hit points. |
| Hercules | The Twelve Labors: You choose one target and they are teleported to a demiplane until the end of your turn where they relive the Twelve Labors of Hercules. They must make a series of saving throws taking 1D8 of each damage type or half as much on a success. Bludgeoning, Piercing, and Slashing damage from this attack is considered magical. |
| Paladine | Platinum Breath: A blinding portal appears and unleashes a torrent of radiant platinum flames in a 90 ft cone forcing each creature in the area to make a DEX saving throw taking 8D10 Radiant damage on a failed save or half as much on a successful one. |
| Re-Horakhty | Sun’s Fury: You unleash a concentrated ray of the sun’s power. It flashes out in a 5 ft wide, 60 ft line originating from you. Each creature in the line must make a CON saving throw or take 3D8 Radiant damage + 3D8 Fire damage and is Blinded until the start of your next turn. On a successful save, it takes half as much damage and isn’t Blinded. |
| The Silver Flame | Silvery Flame: You release a burst of silvery flames that seem to lash out and attack on their own accord. Each creature of your choice within 60 ft of you must make a DEX saving throw taking 2D6 Force damage and is either pulled 20 ft toward you or pushed 20 ft away from you. On a successful save it takes half as much damage and is not moved. |
| Trithereon | Open the Scriptures: You summon and open the Scriptures of Trithereon and their contents bless your weapons and the weapons of your allies. For the next minute each weapon blessed this way has +3 to hit and deals an additional 1D8 Radiant damage on a hit. |
| Thor | Hammer of Thor: The hammer of Thor appears in the sky and lightning blasts from its surface. You choose 3 targets, launch a bolt of lightning at each target, each target must make a DEX save dealing 6D8 Lightning damage on a failed save or half as much on a successful save. Each bolt then arc to one other creature of your choice within 15 ft of the original target. |
| Torm | Grasp of Torm: A brilliant white gauntlet appears and grabs a Huge or smaller target you can see within 120 ft of you. The target must make a CON saving throw taking 8D6 Force damage on a failed save or half as much on a successful save. The gauntlet then can throw the target up to 60 ft in a direction of your choice. |
| Zeus | The Master Bolt: A facsimile of the original bolt of lightning is thrown from on high from unseen hands. You target a point within 300 ft of you and the bold streaks to it and explodes forcing each creature in 100 ft to make a CON saving throw taking 5D6 Lightning damage + 5D6 Thunder damage on a failed save or half as much on a successful save. |
| Trial | Saving Throw | Damage Types |
|---|---|---|
| Lion and Hydra | STR | Slashing, Acid |
| Hind and Boar | CON | Piercing, Bludgeoning |
| Stables and Birds | WIS | Poison, Thunder |
| Bull and Mares | DEX | Force, Fire |
| Belt and Cattle | CHA | Cold, Radiant |
| Apples and Cerberus | INT | Psychic, Necrotic |
Subclass Features
Heroic Presence
Your presence as a chosen Hero draws the attention of many powers and deities. You can make offerings in order to divine the will of your god to aid your journey or another power if your god is displeased with you or otherwise engaged. While offerings are appreciated, too many offerings is annoying and makes them cheap and discourages a Hero from treading their own path on their journey. As such your chosen god blocks divine communication at times.
Divining Knowledge
Limit Break- Golden Strike
You can place your own wellbeing on the line to make a powerful strike that sunders the foul and evil. You can offer 1-7 levels of Exhaustion to empower your next attack. On a hit, you deal XD8 Radiant damage on the hit where X is the amount of Exhaustion levels offered.
Backlash: Using such divine power places great strain on your mortal body. Upon making an attack using your Limit Break feature, you gain the amount of levels of Exhaustion that you offered.
You can use your Limit Break feature once per long rest.
Heroic Spirit
You are blessed by divine protection. You are able to force yourself to surpass mortal limits. You can gain 2 special levels of Exhaustion that do not count toward the debilitating effects of Exhaustion (For instance, if you have 3 levels of Exhaustion, you suffer the effects of having one level of Exhaustion).
True Limit Break- Divine Strike
You tap into the true power that god has bestowed you with. The damage die for your Limit Break feature becomes 1D12 and deals twice as many damage dice as Exhaustion sacrificed.
You can use your Limit Break feature three times per long rest.
Legendary Attack- God’s Strike
You can call upon the power of god and recreate an inferior version of their mythical attack. You can use an action to make an attack corresponding to the god who chose you. Any saving throw for an attack with this feature has a DC of 20.
You regain the use of this feature after using your Limit Break feature and by sacrificing one level of Exhaustion.