God Rules (5e Variant Rule)
God Rules
Disclaimer: This isn’t April Fools content, but if used irresponsibility can destroy your campaign.
This variant rule is designed for player characters who are gods, or have somehow reached god-like status, without being 100% overpowered. This rule is based on the idea that you have a certain number of points, called Supernatural Points (SP). You have SP equal to how many Hit Dice you have, plus how many total spell levels you have. For example, if you are a level 3 Wizard, you have 3 Hit Die, 2 Level 2 spellslots, and 4 level 1 spellslots. Each level 1 spell slot is worth 1 SP, and each level 2 spell slot is worth 2, and so on. In this example, the Wizard has 11 SP. You regain all spent SP when you take a long rest.
You can spend SP on godly feats, which lets you use dice to deal damaged. First, choose a Divine Domain from below to determine your damage type. Once you pick, you must always stay in that Domain. If your Domain has multiple damage types, you can use either whenever you preform a godly feat. 7
Whenever you use a godly feat, make an ranged spell attack roll against a creature you can see within 60 ft. of you. Your relevant modifier is expended on your alignment, with good being Wisdom, evil being Charisma, and neutral being Intelligence. On a hit, the target takes a number of damage die equal to how many SP you spend, and the dice rolled is based on your level (Levels 1-4 are d6s, Levels 5-8 are d8s, Levels 9-12 are d10s, Levels 13-16 are d12s, Levels 17-20 are d20s). This damage counts as magical for the purposes of overcoming resistances. If your Domain is the life domain, you do not have to make an attack roll and automatically heal a creature the exact same as you would damage it if you were in another Domain.
Divine Domain | Damage Type | |||
---|---|---|---|---|
Death | Necrotic | |||
Forge | Fire | |||
Grave | Necrotic or Cold | |||
Knowledge | Psychic | |||
Life | Heal | |||
Light | Radiant | |||
Nature | Poison | |||
Tempest | Lightning and Thunder | |||
Trickery | Acid | |||
War | Bludgeoning, Piercing, or Slashing |
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