Elminster's Guide to Deities and Avatars

Ash Mantle

Adventurer
Gods and avatars are at the heart of this thread – which category of divinity they fall into, how they express their portfolios, how they envision their avatars, what spheres of influence they tend to. In the Forgotten Realms, the deities are defined and shaped by mortal worship, and divine intervention and miracles are simply a fact of life. The deities of this world plot, war, engage in intrigue and ally among themselves, between themselves and a host of other creatures seeking ever to sustain and elevate themselves, for if they lose the strength of worship a deity can dwindle away and be forgotten and eventually die.


VALKUR
The Mighty, Captain of the Waves, Hero-God of the Northlanders
Demigod of Ysgard
Divine Rank 3
Portfolio Sailors, the safety of ships, favorable winds, naval combat
Aliases None
Domain Name Safe Harbor, Ysgard
Superior None
Allies The Red Knight, Selune, Tempus
Foes Auril, Malar, Talos, Umberlee
Symbol A shield showing a thundercloud with three lightning bolts descending from it
Favored Weapon Captain's Cutlass


VALKUR
Large humanoid (avatar), chaotic good

Armor Class 20 (studded leather, shield)
Hit Points 324 (24d10 + 192)
Speed 60 ft., swim 60 ft.

STR 28 (+9)
DEX 23 (+6)
CON 26 (+ 8)
INT 23 (+6)
WIS 22 (+6)
CHA 26 (+8)

Saving Throws Str +16, Dex +13, Con +15, Wis +13, Cha +15
Skills Acrobatics +13, Athletics +16, Deception +15, Perception +13, Persuasion +15
Damage Resistances fire
Damage Immunities cold, lightning, poison, thunder; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone, stunned
Senses truesight 120 ft., passive Perception 23
Languages all
Challenge 23 (50,000 XP)

Captain of the Waves. While within 30 feet of Valkur, any ally of Valkur makes saving throws with advantage, and that ally makes attack rolls with advantage.
Any sailing vessel that has Valkur on board cannot capsize, and is unsinkable.

Divine Shield (1/Day). For 1 minute, an invisible barrier surrounds and protects Valkur, absorbing 30 points of damage.

Innate Spellcasting. Valkur's spellcasting ability is Charisma (spell save DC 23). Valkur can innately cast the following spells, requiring no material components:
At will: aid, compelled duel, fog cloud, gust of wind, shield of faith, thunderwave
3/day each: call lightning, shatter, sleet storm, stoneskin
1/day each: control water, destructive wave, hold monster, ice storm, wall of force

Legendary Resistance (3/Day). If Valkur fails a saving throw, he can choose to succeed instead.

Lucky (3/Day). Valkur makes an attack roll, ability check, or saving throw with advantage.

Magic Resistance. Valkur has advantage on saving throws against spells and other magical effects.

Magic Weapons. Valkur's weapon attacks are magical.

Ocean Strider. Valkur ignores movement restrictions imposed by water.

Regeneration. Valkur regains 20 hit points at the start of his turn. If he takes necrotic damage, this trait doesn’t function at the start of his next turn. Valkur dies only if he starts his turn with 0 hit points and doesn’t regenerate.

The Mighty. Valkur doesn’t require air, food, drink, or sleep.

ACTIONS

Multiattack. Valkur makes two weapon attacks or two Divine Blast attacks and casts one spell that takes 1 action to cast, and uses Enlarge if it is available. As a bonus action, Valkur can transform his weapon into a cutlass, trident, or harpoon.

Captain’s Cutlass. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 19 (2d6 + 12) slashing damage, or 26 (4d6 + 12) slashing damage while enlarged.

Captain’s Trident. Melee or Ranged Weapon Attack: +19 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 19 (2d6 + 12) piercing damage, or 26 (4d6 + 12) piercing damage while enlarged, or 21 (2d8 + 12) piercing damage if used with two hands, or 30 (4d8 + 12) piercing damage if used with two hands while enlarged.

Captain’s Harpoon. Melee or Ranged Weapon Attack: +19 to hit, reach 10 ft. or range 60/240 ft., one target. Hit: 19 (2d6 + 12) piercing damage, or 26 (4d6 + 12) piercing damage while enlarged. If the target is a Huge or smaller creature, it must succeed on a Strength contest with disadvantage against Valkur or be pulled up to 20 feet toward Valkur.

Divine Blast. Ranged Spell Attack: +16 to hit, range 120 ft., one target. Hit: 27 (3d12 + 8) force damage.

Calm the Tides (Recharge 4–6). Valkur calms stormy seas and high waves in a 120-foot radius centered on a point of his choosing that he can see. All weather at sea in this 120-foot radius changes to normal temperature, with light and favorable winds and no precipitation. Thunder, wind and lightning effects in this 120-foot radius are quelled.

Enlarge (Recharge 5–6). For 1 minute, Valkur magically increases in size, along with anything he is wearing or carrying. When enlarged, Valkur is Huge, doubles his damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage.

Undertow. Valkur can cause all seawater in a 120-foot radius centered on a point of his choosing that he can see to be difficult terrain for other creatures until the start of his next turn.

LEGENDARY ACTIONS

Valkur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Valkur regains spent legendary actions at the start of his turn.

Fanciest Footwork (Costs 2 Actions). Valkur moves up to his speed, then attacks once with his weapon. Any creature hit by this attack can’t make opportunity attacks against Valkur until the end of his next turn.
Gust of Wind. Valkur casts gust of wind.
Summon Cetaceans (Costs 2 Actions). Valkur summons 2d4 killer whales and dolphins. A summoned cetacean appears in an unoccupied space within 60 feet of Valkur and acts as an ally of Valkur. It remains for 1 minute, until Valkur dies, or until Valkur dismisses it as an action.

Dogma
There is nothing more invigorating than challenging the elements. The feel of wind and spray on one’s face and the deck pitching beneath one’s feet is the greatest feeling in the world. If humankind is to expand its reach, daring men and women must defy the odds and dare the impossible. The thrill of exploration is sweeter than wine or rum. There is always risk, but without risk life is empty. Life is to be lived and damn the consequences. One’s loyalties are first to one’s mates, then to one’s ship, and then to Valkur, who protects all sailors. Rely not on Valkur’s hand to always extract you from difficulties, for such is coddling and leads to a lack of challenge and the room to grow. Rather, Valkur helps those actively solving their own problems by helping their plans work.
 
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gyor

Legend
I think ritual casting should be a universal trait among all Gods, all rituals and maybe even spells that don't normally have the ritual tag. The problem with how 5e and 4e dealt with statting Gods, is their just combat monsters with good combat ability, 3e and 2e did Gods way better. Gods should be able to cast any spell, shape reality around them at will in thier own afterlife.
 

Ash Mantle

Adventurer
I think ritual casting should be a universal trait among all Gods, all rituals and maybe even spells that don't normally have the ritual tag. The problem with how 5e and 4e dealt with statting Gods, is their just combat monsters with good combat ability, 3e and 2e did Gods way better. Gods should be able to cast any spell, shape reality around them at will in thier own afterlife.

That's a good point, but I'm trying to design the avatars of gods rather than working on full deity writeups; the gods themselves would have the full complement of reality warping and altering powers but the avatars, being limited in scope, would lack this.

I was thinking of giving each of the avatars unique lair actions and/or regional effects that basically centred on their person.
 


Ash Mantle

Adventurer
Stat blocks minus any RP details make a poor guide in an RPG.

I disagree that statblocks by themselves lack any inherent RP details or inspiration, especially ones that aren't entirely made up of just combat abilities. But nonetheless good point, I'll add something later. Stay tuned.
 


neogod22

Explorer
Also, their normal atrracks should have a +10 +stat bonus to damage, as of they had a feat similar to GWM and SS. Also have some rechargeable nuke ability that does high damage, because after all, these are Avatars and should be feared.
 

cbwjm

Seb-wejem
As the avatar of a god, I think he should also be immune to the charmed condition but otherwise, I really like this.
 

neogod22

Explorer
I think his abilities are very weak. Why would he need a recharge ability to calm the seas? I don't see him being much of a threat to levl 17 characters, let alone level 20
As the avatar of a god, I think he should also be immune to the charmed condition but otherwise, I really like this.
 

Ash Mantle

Adventurer
I think the HD for all God avatars should be d20s
If I were statting the actual deities themselves, I'd definitely have their hit dice go off d20s. The avatars, on the other hand, would still all likely have humanoid hit dice, or just as likely have hit dice based off their creature type.

However, I'll include regeneration based off their position on the divine strata. Valkur as a demigod would have regeneration 20. Tiamat has renegeration 30, while Lathander would have regeneration 40.

Also, their normal atrracks should have a +10 +stat bonus to damage, as of they had a feat similar to GWM and SS. Also have some rechargeable nuke ability that does high damage, because after all, these are Avatars and should be feared.

You'll like my potential plans for Lathander; he can Divine Blast, and has Glory of the Morning (Recharge 5-6). Lathander unleashes sunlight of such intensity and radiance that it appears as the coming of a second dawn. Each creature in a 170 ft radius must make a DC 27 Constitution saving throw, taking 49 (9d10) radiant and 44 (8d10) fire damage on a failed save and is blinded for 1 minute, or half as much damage on a successful one and is blinded until the start of Lathander's next turn.
A creature blinded by this effect makes another Constitution saving throw at the end of each of its turns, and on a successful save it is no longer blinded.
Any undead within the radius with 80 hit points or fewer are instantly destroyed.
This also dispels any darkness or deeper darkness in its area.

But this also highlights the disparity between Lathander, a divine rank 17 greater god, and Valkur, a possibly divine rank 5 demigod.
 

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