You are on page 1of 2

Supreme God Class At 3rd level, you choose an Aspect:

Class Features Aspect of Creation


Hit Points Focus on aspects related to creation, life, and
1d12 per Supreme God level nurturing.
Hit Dice:
12 + your Constitution
Hit Points at 1st Level:
Gain abilities to heal, protect, and create.
modifier Aspect of Destruction
Hit Points at Higher Levels: 1d12 (or 7) + your Wield the devastating forces of destruction
Constitution modifier per Supreme God level and decay.
after 1st Gain powers to obliterate enemies and
Proficiencies structures.
Armor: All armor, shields Aspect of Balance
Weapons: All weapons Maintain the balance between creation and
Tools: All tools destruction.
Saving Throws: All Gain abilities that manipulate time, space, and
Skills: Choose any four energy.
Equipment
Spellcasting
The Supreme God does not require mundane
equipment but can create any item as needed. Cantrips
You know all cantrips from the cleric and
Class Abilities wizard spell lists.
Spell Slots
Divine Domain
The Supreme God class uses the same spell
Choose a domain (e.g., Life, War, Knowledge) at 1st slots progression as the wizard class.
level. Your chosen domain grants you abilities at 1st and Spells Known
additional benefits at 7th, 14th, and 20th level. You know all spells from the cleric and wizard
spell lists but must prepare them after a long
Divine Intervention rest.
At 1st level, can call upon divine intervention once per
long rest. The nature and extent of the intervention Leveling Up
depend on your character’s current predicaments, Ability Score Improvement (ASI)
aspirations, or desires. When you reach 4th level, and again at 8th,
12th, 16th, and 19th level, you can increase
Omniscience one ability score of your choice by 2, or you
Starting at 5th level, you can tap into your divine can increase two ability scores of your choice
knowledge to gain insight into the future, understanding by 1.
complex problems, or deciphering ancient languages. Multiclassing
Divine Form Prerequisites

At 10th level, you can assume a Divine Form once per Multiclassing into or out of the Supreme God
long rest, granting you tremendous power for a short class requires a significant event in the
duration, such as increased size, altered appearance, or campaign narrative, due to the exceptional
additional abilities related to your domain. nature of divine beings.
Proficiencies Gained
Supreme Command
At 15th level, your mere presence can cause creatures If you multiclass into the Supreme God class,
to become charmed or frightened. Additionally, you can you gain no additional proficiencies.
communicate telepathically and your words can be
understood by any creature.
Creator/Destroyer
At 20th level, you can create or obliterate on a cosmic
scale, such as generating new life, establishing celestial
bodies, or wiping out entire regions.
Subclasses
Supreme God
Medium celestial, any alignment

Armor Class 30 (divine armor)


Hit Points 999 (divine vitality)
Speed 60ft., fly 120ft.

STR DEX CON INT WIS CHA


30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Condition Immunities charmed, exhausted, frightened,


paralyzed, petrified
Senses truesight 120 ft., passive Perception 30
Languages all
Challenge 30 (155,000 XP)

Divine Awareness. The god knows if it hears a lie.

Immutable Form. The god is immune to any spell or effect that


would alter its form.

Magic Resistance. The god has advantage on saving throws


against spells and other magical effects.

Magic Weapons. The god’s weapon attacks are magical.

Actions
Multiattack. The god can use its Divine Smite and makes three
attacks.

Divine Smite. Melee Weapon Attack: +19 to hit, reach 5 ft., one
target. Hit 50 (8d8 + 10) radiant damage.

Divine Wrath (Recharge 5-6). The god targets a point it can see
within 300 feet of it. Each creature in a 20-foot radius sphere
centered on that point must make a DC 27 Constitution saving
throw, taking 70 (20d6) radiant damage on a failed save, or half
as much damage on a successful one.

Legendary Actions
Divine Command. The god commands a creature it can see
within 60 feet of it. The commanded creature must succeed on
a DC 27 Wisdom saving throw or follow the god’s command
on its next turn.

Cast a Cantrip. The god casts a cantrip.

Divine Movement (Costs 2 Actions). The god moves up to its


speed without provoking opportunity attacks.

You might also like