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If faith in yourself is enough to get power, do we need Wizards and Warlocks etc?
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<blockquote data-quote="M_Natas" data-source="post: 9168323" data-attributes="member: 7025918"><p>For the last campaign I DMed I created rules on how the players could become gods.</p><p>First they need a divine spark - either from an ancestor or given by or taken from another god.</p><p>In that campaign a (weakend) Godess was about to be captured and consumed by one of the Lieutenants of the BBEG, so instead of being captured, she sacrificed herself to give her divinity to the player characters (and their pet dragon).</p><p>So everybody got a divine spark (they could have said no, but who would have not accepted that?).</p><p></p><p>There were 7 tiers of godhood. The lowest one was - I would translate that to Pseudo-god (my rules are in German, if there is interest I can try to translate them to english). Your power as a god was based in the number of worshippers. But I also Levelgated things in order to not break the game completely.</p><p> From 0 to 9 worshippers you were a pseudo-god.</p><p>At that level the only benefit was just getting advantage for Prof.Bonus/2 (rounded) ability checks, saving throws, attack rolls per day.</p><p>The next tier was 10 to 99 (Demigod), than 100 to 999 (rising god) up to the last tier where you need a million+ worshippers (greater god).</p><p></p><p>And as a rising god, you can get clerics. But at that level you clerics were allowed to have combined level equal to your level. So a Level 10 Character who was a rising god could have a level 10 Cleric or 2 level 5 clerics or 10 level 1 clerics.</p><p></p><p> so, one of the characters was a cleric and now his god was dead (his second god in the campaign, he had to switch to her in order to save another PC). In order for him to keep his cleric powers, he made himself the cleric of himself (he had the highest follower count, because he resurrected a bunch of children the group used as magical child soldiers in order to stop a Kraken/amphibian mass invasion on the city - when I put a war wizard school into the setting where a bunch of kids learn how to throw fireballs it was meant as a warning, to show how desperate the city is that they train up their children to become war wizards - but my players were like - Kraken? Lets take 20 Children on our boat and let them blast the Kraken! What could go wrong!).</p><p></p><p>So that was the way I mechanically let a player keep his cleric powers by using himself as the god who gives the powers after his god died.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9168323, member: 7025918"] For the last campaign I DMed I created rules on how the players could become gods. First they need a divine spark - either from an ancestor or given by or taken from another god. In that campaign a (weakend) Godess was about to be captured and consumed by one of the Lieutenants of the BBEG, so instead of being captured, she sacrificed herself to give her divinity to the player characters (and their pet dragon). So everybody got a divine spark (they could have said no, but who would have not accepted that?). There were 7 tiers of godhood. The lowest one was - I would translate that to Pseudo-god (my rules are in German, if there is interest I can try to translate them to english). Your power as a god was based in the number of worshippers. But I also Levelgated things in order to not break the game completely. From 0 to 9 worshippers you were a pseudo-god. At that level the only benefit was just getting advantage for Prof.Bonus/2 (rounded) ability checks, saving throws, attack rolls per day. The next tier was 10 to 99 (Demigod), than 100 to 999 (rising god) up to the last tier where you need a million+ worshippers (greater god). And as a rising god, you can get clerics. But at that level you clerics were allowed to have combined level equal to your level. So a Level 10 Character who was a rising god could have a level 10 Cleric or 2 level 5 clerics or 10 level 1 clerics. so, one of the characters was a cleric and now his god was dead (his second god in the campaign, he had to switch to her in order to save another PC). In order for him to keep his cleric powers, he made himself the cleric of himself (he had the highest follower count, because he resurrected a bunch of children the group used as magical child soldiers in order to stop a Kraken/amphibian mass invasion on the city - when I put a war wizard school into the setting where a bunch of kids learn how to throw fireballs it was meant as a warning, to show how desperate the city is that they train up their children to become war wizards - but my players were like - Kraken? Lets take 20 Children on our boat and let them blast the Kraken! What could go wrong!). So that was the way I mechanically let a player keep his cleric powers by using himself as the god who gives the powers after his god died. [/QUOTE]
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