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
I just created the rules for the Arcana Godly Domain. That laid for the foundation for how much of the game will work, which I love. Now it’s just a matter of jumping into the other ones.
Over on Patreon, the Patrons (soon-to-be Gods) voted on the domains that they want to see me make next. You can view the list over on Patreon (available to the public).
Godly Domains
At 1st rank, a god gains the Godly Domain feature. The following Trickery domain options is available to a god in the Gods of Wandrossa game.
Trickery
Gods of trickery are mischief makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators.
Domain Powers
The Trickery 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
|
Powers |
1st | quick move, sabotage |
2nd |
build underground network, treachery
|
3rd | assassination, festival |
4th | create feat, divine domination |
5th | gift of dexterity, slipstream |
Divine Larceny
Starting when you choose this godly domain at 1st level, as a bonus action, you can steal wealth from one settlement and give it to another. Choose two settlements in the same region. The first target settlement’s wealth is reduced up to an amount equal to your half your might (minimum of 1). This effect cannot drop a settlement’s wealth below 0. Then, the second target settlement’s might increases by an equal amount. You can use this feature a number of times equal to your might bonus. You regain expended uses at the end of a cycle (first of the month).
The Virtue of Sin
At 1st level, whenever you use your divine larceny feature you gain a number of followers equal to 50 times the wealth you gained.
Improved Underground Networks
Starting at 3rd level, your underground networks 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 one of your temples and an underground network, as well.
The Trickster’s Trap
At 6th level, any time you build a new temple or improve an existing temple, you can use your divine larceny feature even if you do not have any uses of it remaining that cycle. The settlement that you steal from must be in the same region where you built your temple and the settlement that contains the temple you built or improved is the one that benefits from the theft.
Den of Villainy
At 10th level, you can build a den of villainy. Select a region that does not already contain a den of villainy. Place the den on a non-water hex in that region. The den must not be within 12 miles (2 hexes) of a settlement. The den has the following stats:
- Its Defense Value is 5. At 14th level, the DV for your den increases by 2 (DV 7) and again at 18th level (DV 9).
- The den’s location is difficult to find. While the den is obscured, it cannot be subjected to conflicts. To find the den, a god with a might bonus of 5 or higher must use its daily action to reveal its location. Once it is discovered, any god is free to create a conflict there (including on the day it is revealed). You can use your bonus action to obscure the hideout again.
- It is managed by an assassin. The assassin is sworn to you and you alone. You cannot move the assassin from the den and if the den is destroyed, the assassin perishes with it.
- The den produces 2 wealth each day. As a bonus action, you can donate the wealth that the hideout produces to any settlement of your choice in the same region. If you do not donate the wealth, it disappears at the end of the day.
- The den has 2 or 3 levels (your choice) and 22 areas with 16 encounters offering an average of 2,250 XP per encounter to adventurers. It is a 5th-level adventure.
- As long as your den is standing, you gain an additional 250 followers at the end of each year.
Your den cannot be home to lawful creatures. If your den is destroyed, you can’t rebuild it for 20 years. Once the den is available again, you must use your daily action to rebuild it.
You can choose to have one of your chosen ones manage your den. At your option, the assassin can become second in command while your chosen one leads. Your chosen one adds its normal location bonuses to the den (if any).
If you are destroyed or demoted to 9th level or lower, your den turns to ruins.
Epic Illusion
At 14th level, you can use your divine power to cast a permanent illusion over a region of your choice that contains one of your temples and does not already contain an epic illusion. While your illusion remains, any god whose might is 4 or less cannot start a conflict against any settlement containing one of your temples in that region. In addition, as a bonus action each day, you can select any chosen one in the same region as your illusion and place them on any non-water hex in that region of your choice.
If you are destroyed or demoted to 13th level or lower, the illusion fades away.
New Divine Powers
The divine powers are presented in alphabetical order.
Assassination
3rd-level divine power
Implementation: 1 daily action
Duration: Instantaneous
Choose a settlement. You kill its leader. If the settlement’s satisfaction score is 10 or greater, the settlement’s satisfaction score becomes 9. Otherwise, the settlement’s satisfaction score increases by 2.
Build Underground Network
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 underground network in that settlement. When you first place the underground network, the settlement’s satisfaction score goes down by 3. While the underground network is in that settlement, the settlement produces an extra 2 wealth at the end of each day.
At Higher Levels. When you use this power using a power slot of 3rd level or higher, the extra wealth the settlement creates at the end of each day increases by 1 for each slot level above 2nd.
Create Feat
4th-level divine power
Implementation Time: 1 daily action
Duration: 5 days
You create a new feat. In addition, your followers gain resistance to conversion attempts for 5 days.
Divine Domination
4th-level divine power
Implementation Time: 1 action
Duration: 1 day
Choose one chosen one whose god’s might is equal or less than your own. That chosen one is under your control until the end of the next day.
Festival
3rd-level divine power
Implementation Time: 1 daily action
Wealth Cost: 5 wealth
Choose a settlement with a satisfaction score of 10 or higher. That settlement’s satisfaction score becomes 20.
Gift of Dexterity
5th-level divine power
Implementation Time: 1 action
Duration: Instantaneous
Select a CR 1 or lower creature. You create a variant form of that creature that gains the following benefits:
- The creature’s Dexterity score increases by 4.
- The creature gains a trait that allows it to take one of the following actions as a bonus action on each of its turn: Dash, Hide, or Dodge.
- The creature’s alignment changes to match yours.
- The creature gains 1 of the following skill proficiencies of your choice: Acrobatics, Sleight of Hand, or Stealth. Alternatively, if the creature already possesses proficiency in any of these skills but it is not already doubled, you can double its proficiency in that skill.
- The creature’s movement speed increases by 5 feet.
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.
Quick Move
1st-level Divine Power
Implementation Time: 1 reaction, after you take a daily action or bonus action following at least one other god’s action or bonus action
Duration: Instantaneous
After you declare a daily action or bonus action, you can use this power to move the declared action or bonus up in initiative order as if you had declared your daily action or bonus action before the previous god’s.
Sabotage
1st-level divine power
Implementation Time: 1 bonus action
Duration: Instantaneous
Choose one mine or lumber mill. It is destroyed.
Slipstream
5th-level divine power
Implementation Time: 1 daily action
Duration: Instantaneous
Select one god whose might is equal to or less than your own that has already declared its daily action for the day. That god’s daily action counts as occurring after all other gods have declared their actions. If more than one god’s actions are affected by slipstream, the god whose action was slipstreamed first goes before the others.
Treachery
2nd-level Divine Power
Implementation Time: 1 bonus action
Duration: 1 day
During the resolution phase, any assist declaration that you made that day count as an oppose declaration and vice versa.
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Art by Wizards of the Coast.