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:
- Gods of Wandrossa – Design Notes
- Gods of Wandrossa – Playing a God
- Gods of Wandrossa – Daily Actions System
- 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
Originally, I was going to follow up the Gods of Trickery with Gods of the Grave, but one of the greater deities (there are two currently) specifically requested Order. I try to keep my greater deities happy! LOL
I went back and started balancing the Godly domains for follower rate and tying each domain to a certain strategy. For example, you’ll notice that order is heavily into converting followers. In addition, the game is balanced so that gods gain ranks every 1-2 months with only a few ranks being more difficult to achieve (5th, and all levels past 17th particularly).
Godly Domains
At 1st rank, a god gains the Godly Domain feature. The following Order domain options is available to a god in the Gods of Wandrossa game.
Order
Order represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it.
Domain Powers
The Order 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 | righteous path, discipline |
2nd | build courthouse, crusade |
3rd | coup, martial law |
4th | treaty, imprison |
5th | block power, enslave |
The Rule of Law
Starting at 1st level, if a location that contains one of your temples experiences civil unrest, you can use your bonus action to end the civil unrest. Immediately after you do, the settlement’s satisfaction score becomes 10.
Evangelism
At 1st level, your conversions are much more powerful. When you declare a conversion action, the amount of followers that your target loses and you gain is 20 times your might bonus instead of 10, and the number of atheists you convert is 10 times your might bonus instead of 5.
Improved Courthouses
Starting at 3rd level, your courthouses drive more mortals to put their faith in you. You gain an additional 20 followers at the end of each year for each settlement that contains both one of your temples and a courthouse.
Crusader
At 6th level, whenever you declare the conflict action you may take the convert action as a bonus action on the same day.
Fortress
At 10th level, you can build a fortress. Select a region that does not already contain a fortress. Place a fortress on a non-water hex in that region not already occupied by another location. The fortress has the following stats:
- Its Defense Value is 10. At 14th level, the DV for your fortress increases by 2 (DV 12) and again at 18th level (DV 14).
- It is managed by a warlord. The warlord is sworn to you and you alone. You cannot move the warlord from the fortress and if the fortress is destroyed, the warlord perishes with it.
- If the fortress is in a settlement’s area of effect, the settlement’s DV increases by 1.
- The fortress has 2 levels and 22 areas with 16 encounters offering an average of 6,000 XP per encounter to adventurers.
- As long as your fortress is standing, you gain an additional 250 followers at the end of each day.
You decide whether or not the fortress is home to evil or good creatures, however, they cannot be chaotic. If your fortress is destroyed, you can’t rebuild it for 20 years. Once the fortress is available again, you must use your daily action to rebuild it.
You can choose to have one of your chosen ones manage your fortress. At your option, the warlord can become second in command while your chosen one leads. Your chosen one adds its normal location bonuses to the fortress (if any).
If you are destroyed or demoted to 9th level or lower, your fortress turns to ruins.
Law of the Land
At 14th level, your followers’ devotion to order is so great it can affect an entire region. The region that contains your fortress comes under your permanent rule. While under your rule, the region gains the following benefits:
- The DV for each settlement in the region increases by 1. And if the settlement contains one of your temples, its DV increases by 1 instead. These bonuses are in addition to any provided by your fortress.
- Any time a settlement in the region falls under the effects of civil unrest, its DV remains unchanged.
- As a bonus action, you can improve the defenses of any settlement in the region (you must still pay the normal wealth costs in order to do so).
If you are destroyed or demoted to 13th level or lower, the Law of the Land ends.
New Divine Powers
The divine powers are presented in alphabetical order.
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 Courthouse
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 courthouse in that settlement. While the courthouse is in that settlement, the amount of attack surplus needed to Overthrow its leader is 2 + the settlement’s rank.
At Higher Levels. When you use this power using a power slot of 3rd level or higher, the wealth cost is reduced by 1 for each slot used above 4th (to a minimum of 1).
Coup
3rd-level divine power
Implementation Time: 1 bonus action
Duration: Instantaneous
Target one settlement that is under the effects of civil unrest. You automatically overthrow the leader.
Crusade
2nd-level divine power
Implementation Time: 1 daily action
Duration: 5 days
For the duration, you convert an additional 10 followers each time your conversions are successful.
At Higher Levels. When you use this power using a power slot of 3rd level or higher, the number of additional followers converted increases by 10 for each slot level above 2nd.
Discipline
1st-level divine power
Implementation Time: 1 action
Duration: 5 days
For the duration, any time another god attempts to convert your followers, the number of followers converted is half.
Enslave
5th-level divine power
Implementation Time: 1 action
Duration: 5 days
Choose two settlements. Reduce the first settlement’s population by half or by an amount equal to 100 times your might bonus (whichever is lower). Increase the second settlement’s population by the same amount the first settlement lost. Then, decrease the satisfaction score of both settlements by 2.
Imprison
4th-level divine power
Implementation Time: 1 action
Duration: 5 days
Select a chosen one whose god’s might is equal to or less than your own. For the duration, the chosen one cannot be moved, nor does it affect any location it is on.
Martial Law
3rd-level divine power
Implementation Time: 1 action
Duration: 20 days
Wealth Cost: 1 wealth for every 2 DV of the target settlement
Choose a settlement. For the duration, any time the target settlement falls under the effects of civil unrest, its DV remains unchanged.
Righteous Path
1st-level divine power
Implementation Time: 1 reaction, when a god tries to convert your followers
Duration: Instantaneous
If a god uses its action to convert your followers, the conversion attempt fails and has no effect. You can then convert the attacking god’s followers as part of the same reaction.
Treaty
4th-level divine power
Implementation Time: 1 action
Duration: 5 days
Choose a settlement. For the duration, the settlement cannot be the target of a conflict or any power or effect that would reduce its DV, wealth or population. If the settlement falls into civil unrest, this effect ends for it.
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Art by Wizards of the Coast.