Rules Index | GM Screen | Player's Guide


Rules Elements

This book presents the following new rules elements.

Alternate Domains

Each deity grants four domains—these are their primary domains. Some deities, however, have such expansive jurisdiction that more than four domains are appropriate for them. Many of these alternate domains are available only to characters who specialize in these areas, as they often fall outside of their deity's main purposes or areas of focus. This book lists alternate domains a deity may have. Followers of a deity don't initially have access to these alternate domains, but a cleric can take the Expanded Domain Initiate feat to gain access to one of their deity's alternate domains, and either a cleric or a champion from an unusual branch of their faith can take the Splinter Faith feat to redefine the domains available to them.

Changing Faith

Whether dramatic or gradual, a character may have a crisis of faith or even a fall from grace. When this happens, the character is no longer able to use the spells, feats, and other class features tied to their now-lost faith. As reflects the genuine struggle within their soul, such characters may find themselves hobbled in their actions and interactions until they are restored to good standing via the atone ritual—or, in the case of a more complete break, until they retrain. Retraining requires substantial downtime—in most cases, at least a month. A character who wishes to retrain into a different faith with similar concerns and domains requires less time to convert than a character moving into a radically divergent faith. Thus, a cleric of Grandmother Spider might move to the worship of Calistria with a month's tutelage and service in one of her temples. However, that same cleric of Grandmother Spider could not so easily become a priest of Asmodeus, even though both deities share the trickery domain—their longstanding animosity is reflected in their diametrically opposed doctrines and cultures. Such a conversion is not impossible, but could take several months of downtime or happen piecemeal over months of in-game development. In some instances, particularly in the case of PCs or other high-profile targets of conversion, a new deity might send an emissary directly to a character struggling with a crisis of faith to tempt that character to righteousness or villainy. In these cases, the emissary might be able to offer a near-immediate transformation as an enticement, funneling vital and spiritual essence primed to the deity's philosophy into the converting character to remove the need for any downtime at all. Such a transformation is not without risks, however, and may come with complications down the line.

At the GM's discretion, characters for whom divine patronage is essential but who lose faith completely can retrain into a new class. A champion might retrain as a fighter or a ranger, swapping out faith-based feats and class features for appropriate analogues. The length of downtime required in any of these cases is at the GM's discretion, though the player and GM are advised to work together to determine a suitable time frame that does not fully interrupt play and can help tell a satisfying story.

Favored Weapon

Each deity has a favored weapon. These weapons are not restricted for use by their clerics and champions alone; lay worshippers often train with and wield them in battle as another way to show their devotion. Each of the favored weapons detailed in this book is available to any character with access to it.

Worshipping Dead Gods

While rare, deities have died before and more will likely die in the future. Such an event is disruptive in a number of ways, but for a follower of that god it can be particularly devastating. A dead god can't grant power at all, so their worshippers no longer receive spells or any of the other benefits and effects that come with following the god. Depending on when the death of a god occurs, this could affect a PC in an active adventure or campaign. In most cases, the best course of action is to find a new god to worship with similar values and philosophies as the dead god. Some players might not want to find a new god for their character and instead prefer to keep receiving power from this god. While this is normally not possible, a GM could decide to work with the player to create an interesting explanation and story for this event. It could be that the dead god unleashed a great amount of power into the universe at the time of death and this lingering power still fuels the divine abilities of very specific faithful. There could instead be a different god who is answering the PC's requests for power, but keeping their identity or motives hidden. Regardless of the explanation, it should be given lots of care, and the table should be open to the idea of adjusting the story as it plays out.

Shelyn's Corner

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