Gods of Wandrossa (Arcana Godly Domain) | Optional Rules for Dungeons & Dragons Fifth Edition

Moving along, now that I know the basic mechanics of the game–the core engine and player classes–that I’m developing for my Patrons over on Patreon, it’s time to decide on the divine domains. If this the first you’ve stumbled onto the Gods of Wandrossa ruleset, be sure to read up on the first three parts:

  1. Gods of Wandrossa – Design Notes
  2. Gods of Wandrossa – Playing a God
  3. Gods of Wandrossa – Daily Actions System

Playtest Content

The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game.

Constructive feedback is welcome and appreciated in either comments or social media. If you can give me a valid reason with examples why something is off, 9/10 I’m likely to make changes to the content and credit you for doing so. Otherwise, feedback without anything to back it up gets ignored (or at most a smile emoji like this 🙂 ) Thanks!


Gods of Wandrossa Design Notes

Since I know that there are gods that gain levels and that they can take daily actions (and I know what those daily actions can be), it’s now time to shake things up some with the actual options that give players asymmetrical advantages.

This is where things always tend to get a little tricky because now I’m having to build out domains (which are each like a subclass onto themselves) along with the divine powers that go with ’em.

Got my work cut out for me, eh!

 

god-of-magic
Art by dcntrlzd on DeviantArt.

Godly Domains

At 1st rank, a god gains the Godly Domain feature. The following domain options are available to a god in the Gods of Wandrossa game.

Arcana

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. As a god of Arcana, you know the secrets and potential of magic intimately. You might see this magical knowledge as a great responsibility that comes with a special understanding of the nature of reality. Or you might see magic as pure power, to be used as you see fit.

Domain Powers

The Arcana domain lets you choose from an expanded list of powers when you learn a divine power. The following powers are added to the divine power list for you.

Power Level
Spells
1st arcane disruption, magic ward
2nd breakthrough, build academy
3rd create magic item, create monstrosity
4th create race, create spell
5th block power, gift of intelligence

Arcane Miracle

When you choose this domain at 1st rank, whenever you take the Divine Intervention action, the amount you increase the settlement’s satisfaction by is 2 + your might bonus instead of just your might bonus. The bonus to your might increases to 3 at 5th level, 4 at 11th level, and 5 at 17th level.

Arcane Miracle

When you choose this domain at 1st rank, you gain followers whenever you use one of your powers.

Improved Academies

Starting at 3rd level, your academies drive more mortals to put their faith in you. You gain an additional 20 followers at the end of each year if a settlement that contains one of your temples contains an academy, as well.

The Might of Magic

At 6th level, whenever one of your temples reaches 4th-level, you can use the build academy divine power for free targeting that settlement without expending a power slot. Once you use this feature, you can’t use it again until the end of a cycle.

Mage Tower

At 10th level, you can build a mage tower. Select a region that does not already contain a mage tower. Place a mage tower on a non-water hex in that region. The mage tower must not be within 12 miles (2 hexes) of a settlement. The mage tower has the following stats:

  • Its Defense Value is 10. At 14th level, the DV for your mage tower increases by 2 (DV 12) and again at 18th level (DV 14).
  • It is managed by an archmage. The archmage is sworn to you and you alone. You cannot move the archmage from the tower and if the tower is destroyed, the archmage perishes with it.
  • The tower has 4 levels and 22 areas with 16 encounters offering an average of 6,000 XP per encounter to adventurers.
  • As long as your mage tower is standing, you gain an additional 250 followers at the end of each year.

You decide whether or not the mage tower is home to evil or good creatures. If your mage tower is destroyed, you can’t rebuild it for 20 years. Once the tower is available again, you must use your daily action to rebuild it.

You can choose to have one of your chosen ones manage your tower. At your option, the archmage can become second in command while your chosen one leads. Your chosen one adds its normal location bonuses to the mage tower (if any).

If you are destroyed or demoted to 9th level or lower, your mage tower turns to ruins.

Create Arcane Rift

At 14th level, you imbue a region of the world with heightened magic power. Select a region that does not already contain an arcane rift. Place an arcane rift on a non-water hex that does not contain a settlement or location. The rift’s energies affect all settlements within 18 miles of the rift (3 hexes). Each settlement in the area gains one of your temples even if there are no further temple levels available. If one of your temples is already in a settlement within rift’s area when the rift appears, it automatically gains one level even if there are no further temple levels available. In addition, your temples within the rift’s area cannot be destroyed via conflict in that region unless the entire settlement is destroyed.

If you are destroyed or demoted to 13th level or lower, the rift closes.

 

New Divine Powers

The divine powers are presented in alphabetical order.

Arcane Disruption

1st-level divine power

Implementation Time: 1 bonus action

Duration: Instantaneous

Through one of your disciples, you hurl a devastating blast of eldritch power at a location’s defenses. Choose one location. You reduce the location’s DV by an amount equal to your might (to a minimum of 0).

 

Block Power

5th-level divine power

Implementation Time: 1 reaction, whenever a god uses a power

Duration: Instantaneous

If a god uses its action to use a power of 4th level or lower, the power fails and has no effect.

At Higher Levels. When you use this power using a power slot of 5th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the power slot you used.

 

Build Academy

2nd-level divine power

Implementation Time: 1 action

Duration: Instantaneous

Wealth Cost: 5

Choose a settlement that contains one of your temples. You build an academy in that settlement. While the academy is in that settlement, destroying a temple requires an amount of attack surplus equal to 2 + the temple’s level instead of the just the temple’s level.

At Higher Levels. When you use this power using a power slot of 3rd level or higher, the attack surplus needed increases by 1 for each slot level above 2nd.

 

Breakthrough

2nd-level divine power

Implementation Time: 1 action

Duration: 1 year

Wealth Cost: 1

You bless the industry of a settlement with improved bounty for a year. Choose a settlement. The amount of wealth the settlement creates that year doubles.

 

Create Construct

3rd-level divine power

Implementation Time: 1 action

Duration: 5 years

You create a new construct of CR 4 or lower. In addition, choose one settlement. That settlement earns 2 additional wealth at the end of each year for 5 years.

At Higher Levels. When you use this power using a power slot of 5th level or higher, you can create a construct of CR 10 or lower and the chosen settlement earns 3 additional wealth each year. And when you use you this power using a power slot of 7th level or higher, you can create a construct of CR 17 or lower and the chosen settlement earns 4 additional wealth each year.

Create Magic Item

3rd-level divine power

Implementation Time: 1 action

Duration: 5 years

You create a new magic item of common or uncommon rarity. In addition, when you Assist/Oppose a conflict, you add/subtract an amount equal to 1 + your might bonus instead of just your might bonus for the next 5 years.

At Higher Levels. When you use this power using a power slot of 5th level or higher, you can create a magic item of rare rarity and you add 2 to your might bonus with assist or oppose actions in conflicts. And when you use this power using a power of 7th level or higher, you can create a magic item of very rare rarity and you add 3 to your might bonus with assist or oppose actions in conflicts.

 

Create Monstrosity

3rd-level divine power

Implementation Time: 1 action

Duration: 5 years

You create a new monstrosity of CR 4 or lower. In addition, choose one region. All attack pools created in that region have a -1 penalty for 5 years.

At Higher Levels. When you use this power using a power slot of 5th level or higher, you can create a monstrosity of CR 10 or lower and attack pools in the region have a -2 penalty. And when you use you this power using a power slot of 7th level or higher, you can create a monstrosity of CR 17 or lower and attack pools in the region have a -3 penalty.

 

Create Race

4th-level divine power

Implementation Time: 1 action

Duration: Instantaneous

You create a new playable race and you gain 2,000 followers.

At Higher Levels. When you use this power using a power slot of 5th-level or higher, you gain an additional 500 followers for each level of power slot you use.

 

Create Spell

4th-level divine power

Implementation Time: 1 action

Duration: 5 years

You create a new spell of 3rd level or lower. In addition, whenever you use your action to declare a Conflict for the next 5 years, you add an amount to the attack pool equal to 1 + your might bonus.

At Higher Levels. When you use this power using a power slot of 5th level or higher, you can create a spell of one level higher than 3rd and the amount you add to the attack pool increases by 1 for each level of power slot you use.

 

Magic Ward

1st-level divine power

Implementation Time: 1 action

Duration: 5 years

You bless a location with your divine might. Choose one location. The DV of that location increases by an amount equal to your might bonus for the duration.

 

Gift of Intelligence

5th-level divine power

Implementation Time: 1 action

Duration: Instantaneous

Select a CR 1 or lower creature with an Intelligence score of 3 or higher. You create a variant form of that creature that gains the following benefits:

  • The creature’s Intelligence score increases by 4.
  • If the creature’s Intelligence becomes 12 or higher, the creature can innately cast either two wizard cantrips or one 1st-level spell of your choice at will. It uses Intelligence as its spellcasting ability for these spells.
  • The creature’s alignment changes to match yours.
  • The creature gains 1 skill proficiency of your choice.
  • The creature learns 1 additional language of your choice.

In addition, you gain 2,500 followers.

At Higher Levels. When you use this power using a power slot of 6th-level or higher, you gain an additional 500 followers for each level of power slot you use.

 

Next: Death Domain

The game is really starting to take shape now. This is pretty exciting. As I was building this out, I just kept getting goosebumps at the possibilities such as getting the mage tower, the way divine powers work, and even the idea of creating a magic rift.

I can’t wait to see what happens with the Death Domain!

If you want to get in on this fun, be sure to sign up as a Patron.

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