Gods of Wandrossa (Forge 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 pieces:

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

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

This was a fun one to make. I had to really think about the 4th level powers (those always seem to slow me down), but I think I got some pretty cool options there. The Forge god relies heavily on defensive powers and can create all kinds of cool constructs. Changing up the 14th level power, I thought it’d be cool if the forge god made a volcano erupt, a sort of middle finger to the other gods in a region. Oddly, I created that power before I found this perfect image (from MTG) of a forge god.

 

god-of-the-forge

Godly Domains

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

Forge

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object.

Domain Powers

The Forge 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
Power
1st
motherlode, technological advantage
2nd breakthrough, build workshop
3rd create construct, create magic item
4th missionaries, superior defenses
5th
gift of technology, wrath

Blessings of the Forge

When you choose this domain at 1st rank, whenever you take the Improve Settlement action to Improve Defenses, the settlement does not decrease its satisfaction. In addition, the wealth cost is reduced by 2 (minimum of 1).

Improved Workshops

Starting at 3rd level, your workshops 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 a workshop, as well.

Defensive Maneuvers

At 6th level, whenever another god declares a conflict in a settlement containing one of your temples, you can use your reaction to declare the oppose action against that conflict.

Masterwork Mine

At 10th level, you can build a masterwork mine. Select a region that does not already contain a masterwork mine. Place a masterwork mine on a mountain hex in that region not already occupied by another location. The masterwork mine has the following stats:

  • Its Defense Value is 8. At 14th level, the DV for your masterwork mine increases by 2 (DV 10) and again at 18th level (DV 10).
  • It is managed by an iron golem except with the following changes:
    • Its Intelligence score is 13 and its Charisma score is 12.
    • The iron golem can speak the same languages that you know.
    • The iron golem’s alignment is the same as yours.
  • The iron golem is sworn to you and you alone. You cannot move the iron golem from the mine and if the mine is destroyed, the iron golem perishes with it.
  • If the masterwork mine is in a settlement’s area of effect, the settlement gains 5 wealth at the end of each day.
  • The mine has 3 levels and 22 areas with 16 encounters offering an average of 6,000 XP per encounter to adventurers.
  • As long as your mine is standing, you gain an additional 250 followers at the end of each year.

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

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

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

Volcanic Eruption

At 14th level, as a show of your divine might, you cause a volcano to erupt. Select a region that does not already contain a volcano. Place a volcano in a mountain-hex that does not contain a settlement or location. Upon eruption, the volcano spews magma, ash, and poisonous gas decimating life within 18 miles (3 hexes) of it. Each settlement in the area reduces its population by 1,000. If this reduces a settlement’s population to 0, the settlement is destroyed and turns to ruins. Each location in the area reduces its defensive value by 3. If this reduces an location’s defensive value to 0, the location is destroyed and turns to ruins. While the volcano remains, it is active, and new settlements or locations cannot be placed within the volcano’s area of effect unless done so by a god whose might is higher than your own.

If you are destroyed or demoted to 13th level or lower, the volcano becomes dormant.

 

New Divine Powers

The divine powers are presented in alphabetical order.

 


Breakthrough

2nd-level divine power

Implementation Time: 1 action

Duration: 1 year

Wealth Cost: 1

You bless the industry of a settlement with an improved bounty for a year. Choose a settlement. The amount of wealth the settlement creates that year increases by an amount equal to your might.


Build Workshop

2nd-level divine power

Implementation Time: 1 action

Duration: Instantaneous

Wealth Cost: 5

Choose a settlement that contains one of your temples. You build a workshop in that settlement. While the workshop is in that settlement, the DV of the settlement increases by an amount equal to the number of mines within 6 miles (1 hex) of the settlement.

At Higher Levels. When you use this power using a power slot of 4th level or higher, the effective range increases to 12 miles (2 hexes), and when you use a slot of 6th level or higher, the effective range increases to 18 miles (3 hexes).


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.


Gift of Technology

5th-level divine power

Implementation Time: 1 action

Duration: Instantaneous

Select a CR 1 or lower beast, humanoid, giant, or monstrosity. You create a variant form of that creature that gains the following benefits:

  • The creature’s type becomes construct.
  • The creature no longer requires air, food, drink or sleep.
  • The creature gains natural armor equal to 18.
  • The creature has 18 hit dice.
  • The creature’s Constitution score becomes 18.
  • The creature’s alignment changes to match yours.
  • The creature gains immunity to poison and psychic damage, as well as bludgeoning, piercing, and slashing from nonmagical weapons not made with adamantine weapons.
  • The creature is immune to charmed, exhaustion, frightened, paralyzed, petrified, and poisoned conditions.
  • The creature gains darkvision out to 120 feet.
  • The creature gains the following traits:
    • Immutable Form. The creature is immune to any spell or effect that would alter its form.
    • Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
    • Magic Weapons. The creature’s weapon attacks are magical.

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.


Missionaries

4th-level divine power

Implementation Time: 1 action

Duration: Instantaneous

Choose two settlements. You build a 1st-level temple in each settlement. If you already have a temple in either settlement, increase the temple’s level by 1. The normal settlement temple level restrictions apply.

At Higher Levels. When you use this power using a power slot of 6th-level or higher, you can choose one additional settlement (three). And when you use this power using a power slot of 8th-level or higher, you can choose two additional settlements (four).


Motherlode

1st-level divine power

Implementation Time: 1 action

Duration: Instantaneous

Choose a settlement. Its wealth increases by 3.


Superior Defenses

4th-level divine power

Implementation Time: 1 action

Duration: 1 year

Choose a region. Every settlement in the region increases its DV by 4 until the start of the next day.

At Higher Levels. When you use this power using a power slot of 5th-level or higher, the settlements’ DVs increase by an additional 1 point for each power slot used beyond 4th.


Technological Advantage

1st-level divine power

Implementation Time: 1 reaction, after you declare an Assist/Oppose or Conflict action

Duration: Instantaneous

When you Assist/Oppose a conflict or declare a Conflict, you can use your reaction to add/subtract an additional 2 to the attack pool.

Higher Levels. When you use this power using a power slot of 2nd level or higher, you add/subtract an additional 1 to the attack pool for each slot beyond 1st.


Wrath

5th-level divine power

Implementation Time: 1 action

Duration: Instantaneous

Choose a settlement. Its population is reduced by an amount equal to 100 times your might bonus. If this reduces a settlement’s population to less than 100, it becomes 100 instead.

 

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Art by Wizards of the Coast.

2 thoughts on “Gods of Wandrossa (Forge Godly Domain) | Optional Rules for Dungeons & Dragons Fifth Edition

  1. you forgot to replace mage tower with masterwork mine in that ability when describing the defense value, I am so excited to start this game

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