• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Channel Divinity Feats for Homebrew Pantheon

Christian

Explorer
I imagine this has been discussed before, but I can't find it ... I'm working on converting a homebrew setting, and I'm a bit stuck on the deities. I have quite a few, you see ... I've assigned & renamed the existing feats giving deity-specific Channel Divinity options, and now I'm at the point where I need to create some powers from scratch for the other two-thirds of the gods and goddesses. (Maybe not all of them--like WOTC, I may screw the evil clerics. ;) ) But there aren't really any guidelines for this in the DMG that I could see.

So, any suggestions? I want to be sure that these options are balanced (at least roughly) against the existing feats? I've read over them a couple of times, but there's a lot of variety in those powers, and I'm finding it hard to proceed with confidence ...
 

log in or register to remove this ad


I'm hoping Divne Power will have some semi-generic CD feats, based on deities' portfolios, e.g. "this one is appropriate for sea or storm gods...this one for agriculture or fertility deities..."

The examples we have so far seem to be more situational than a typical encounter power, and generally not very strong. Other than turn undead, which is situational but VERY strong.
 

I have been planning something similar, and making more Channel Divinity feats for the core gods (as well as a feat to let a cleric/paladin use Channel Divinity more often in a combat). I would take the 3.X domains and work from there with the domain powers. It would give you some ideas at least, and those range from stuff that would be fine for heroic tier to some that would be better as Paragon tier.
 

It is easy enough to convert the existing Channel Divinity powers by changing key words (and the names of course).

The other area that you can take advantage of it Rituals.

A sea god might have a ritual to Improve Sailing Speed, or Lure Aquatics, Talk to Fishes, etc. I think those sound more like Rituals than Encounter Powers though. The other advantage is you can hold off on developing them until you reall need them. Just make them higher level and show the Characters what they can do them.

"The High Priest of Namor chants and sprinkles sea water from the conch shell into the fetid lake. As his chants raise to a crescendo, the waters begin to churn and boil. Second later the waters begin to part, and a path to the ancient tower of Aaarrgh is visible through the mud. "
 

Into the Woods

Remove ads

Top