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Lesser God (3.5e Class)

Author: qwertyu63 (talk)
Date Created: 9/25/2017
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A true god; roughly balanced against other full casters. 20 1 Moderate Good Poor Good Spontaneous Divine Spellcasting Full

Lesser GodEdit

There are many gods in this world, some more powerful than others. The weakest of them are known as Lesser Gods. They have the power to grant spells to their followers, but lack the supreme ultimate power possessed by more powerful gods. With trials, tests and time, they can grow to have the ultimate power they initially lack.

This class is designed for use in Gestalt games where one "side" of each character is this class. It can be used as a stand-alone class, but it's higher level class features may be too strong for any but very high power level games. To be clear, this class (and its sister class) are supposed to replace divine rank, not work alongside it.

Making a Lesser GodEdit

Abilities: Lesser Gods are dependant on one ability score, but they get to choose which one by choosing their Splendor stat.

Races: Any race is equally likely to be a god. The divine spark has no preference.

Alignment: Any.

Starting Age: As rogue.

Table: The Lesser God

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Divine Blood, Splendor, Divine Spellcasting
2nd +1 +3 +0 +3 Domain Pact
3rd +2 +3 +1 +3 Divine Blood
4th +3 +4 +1 +4 --
5th +3 +4 +1 +4 Divine Blood
6th +4 +5 +2 +5 Grant Spells
7th +5 +5 +2 +5 Divine Blood
8th +6/+1 +6 +2 +6 Supreme Power
9th +6/+1 +6 +3 +6 Divine Blood
10th +7/+2 +7 +3 +7 Outsider Form
11th +8/+3 +7 +3 +7 Divine Blood
12th +9/+4 +8 +4 +8 Champion
13th +9/+4 +8 +4 +8 Divine Blood
14th +10/+5 +9 +4 +9 Supreme Power
15th +11/+6/+1 +9 +5 +9 Immortality
16th +12/+7/+2 +10 +5 +10 Divine Splendor
17th +12/+7/+2 +10 +5 +10 Miracle
18th +13/+8/+3 +11 +6 +11 --
19th +14/+9/+4 +11 +6 +11 Divine Splendor
20th +15/+10/+5 +12 +6 +12 Supreme Return

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).

Class FeaturesEdit

All of the following are class features of the Lesser God.

Weapon and Armor Proficiency: Lesser gods are proficient with all simple weapons. Lesser gods are proficient with light armor and shields (but not tower shields).

Divine Blood (Ex): The lesser god has divine power flowing through their blood. This grants them many useful abilities. The lesser god gains the effects of divine health, becoming immune to diseases and poisons. They are also ageless, never aging beyond beyond adulthood.

As their level grows higher, they gain additional immunities. Starting at level 3, the lesser god does not need to eat food or drink water. Starting at level 5, the lesser god can endure heat and cold (as the spell endure elements as a permanent effect). Starting at level 7, the lesser god does not need to sleep. Starting at level 9, the lesser god does not need to breathe. Starting at level 11, the lesser god is immune to death effects and disintegration. Starting at level 13, the lesser god is immune to stunning, sleep and paralysis.

Splendor: Each lesser god is known for different traits. At first level, the lesser god must choose one of their ability scores to be their splendor score. Various lesser god class features use the god's splendor score instead of a fixed ability score.

Spells: The lesser god has the ability to cast divine spells drawn from their own power (they are the source of their own spells). To cast a spell, the lesser god's splendor stat must be at least 10 + the spell level. The Difficulty Class for a saving throw against a lesser god’s spell is 10 + the spell level + their splendor stat modifier.

A lesser god’s selection of spells is extremely limited. At first level, the lesser god must choose 5 domains from the cleric domain list; they must choose the domains of their alignments (Good, Evil, Law, Chaos). They know all of the spells of the chosen domains along with the following spells at the following spell levels:

0- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue.

1st- Bane, Bless, Command, Comprehend Languages, Endure Elements, Sanctuary, Divine Favor.

2nd- Aid, Augury, Calm Emotions, Enthrall, Owl’s Wisdom, Bear’s Endurance.

3rd- Create Food and Water, Dispel Magic, Magic Vestment, Prayer, Locate Object.

4th- Dismissal, Sending, Tongues, Scrying.

5th- Atonement, Plane Shift, Raise Dead.

6th- Mass Bear’s Endurance, Mass Owl’s Wisdom.

7th- Resurrection.

In addition, they have the granted powers of all 5 of their chosen domains.

Unlike a wizard or a cleric, a lesser god does not need to prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.

Like other spellcasters, a lesser god can cast only a certain number of spells of each spell level per day. Their daily spell allotment is given on on the following table. In addition, they receive bonus spells per day if they have a high splendor stat.

Table: Lesser God Spells Per Day
Level Spells Per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 2
2nd 4 3
3rd 5 4 2
4th 5 5 3
5th 5 5 4 2
6th 5 5 5 3
7th 5 5 5 4 2
8th 5 5 5 5 3
9th 5 5 5 5 4 2
10th 5 5 5 5 5 3
11th 5 5 5 5 5 4 2
12th 5 5 5 5 5 5 3
13th 5 5 5 5 5 5 4 2
14th 5 5 5 5 5 5 5 3
15th 5 5 5 5 5 5 5 4 2
16th 5 5 5 5 5 5 5 5 3
17th 5 5 5 5 5 5 5 5 4 2
18th 5 5 5 5 5 5 5 5 5 3
19th 5 5 5 5 5 5 5 5 5 4
20th 5 5 5 5 5 5 5 5 5 5

Domain Pact: Starting at level 2, the lesser god can borrow power from other gods. With the consent of another god, the lesser god can "borrow" a domain from the consenting god; most gods within one alignment step are willing if you donate 200 gp to their church. The lending god does not lose access to the domain. The lesser god knows and can cast the spells from the borrowed domain; however, they do not gain the granted power of the borrowed domain. The lesser god retains access to the borrowed domain until the lending god revokes it (which they can do at any time) or until the lesser god borrows a new domain.

Grant Spells (Ex): Starting at level 6, the divine power flowing through a lesser god is powerful enough to share with others. The lesser god is now a valid source for providing divine spells, offering the five domains they can cast spell from. Divine casters drawing their spells from the lesser god are known as their followers. The lesser god's followers can only grow so powerful. None of a lesser god's NPC followers can reach a divine casting class level higher than the lesser god's divine casting class level minus 2; player characters are exempt from this limit.

The lesser god can also take away the power they give. If the lesser god knows of a follower whose behavior they disapprove of, they can choose to withhold spells from that caster as a free action, which prevents the caster from preparing new spells or recovering used slots (reversing this choice is also a free action). They can also selectively withhold spells (e.g. take away all spells above fourth level or deny all aggressive spells). This restriction lasts until the lesser god removes it, which they can do as a free action.

All NPC followers will do as the lesser god requests within reason (including providing free shelter, healing and food), but can not leave the city; the lesser god must provide any expensive material components. If the lesser god lays out rules for their followers (which they should), their NPC followers will follow those rules within reason.

If the lesser god provides at least 1000 gp to a cleric, the cleric will use that money to build a church of them in the town. The cleric is in charge of that church.

The NPC clerics of a lesser god grow stronger over time. Each NPC cleric gains 250 xp every month. An NPC cleric in charge of a church gains 1000 xp every month instead. This xp gain continues until they reach the lesser god's maximum follower level.

In addition, the lesser god adds the following spells to their spells known list: 3rd- Hear Prayers (3.5e Spell); 4th- Inspire Mortal (3.5e Spell); 5th- Forge Plane (3.5e Spell)

Lastly, the lesser god also counts as a god rather than as a mortal for the effects of any divine abilities.

Supreme Power (Ex): One should not challenge a god on their home turf. Starting at level 8, the lesser god benefits from great divine power while inside any of their churches. While in one of their churches, they can add their splendor score modifier to all attack and damage rolls, all saving throws and to their armor class. In addition, they get damage reduction 2/epic and resistance 2 to Acid, Cold, Electricity and Fire. A lesser god with a divine realm also gets these benefits while in their divine realm.

Starting at level 14, the lesser god gains a lesser form of these benefits at all times. They can add half their splendor score modifier to all attack and damage rolls, all saving throws and to their armor class; this does not stack with the normal benefit of Divine Power while in one of their churches.

Outsider Form (Sp): Starting at level 10, Lesser Gods can take on another form. As a standard action, the lesser god can change their creature type to Outsider; they can reverse this change as a standard action. Changing creature type does not change their appearance.

While changing creature type is a spell-like ability, the duration is Instantaneous and so can't be dispelled or removed.

Champion (Ex): At level 12, the lesser god gains the assistance of a champion. A lesser god's champion is a cleric of the lesser god and is effectively a cohort of the lesser god. The champion's level is one less than the highest divine caster level the lesser god can support; all of the champion's levels are cleric levels. In the event that a lesser god's champion dies, a replacement will arrive within 7 days.

Immortality (Ex): Starting at level 15, the lesser god is near immortal. The lesser god gains Regeneration 3; attacks from other gods and divine spells deal damage to the lesser god normally. If the lesser god loses a limb or body part, the lost portion regrows in 3d6 minutes. The lesser god can reattach the severed member instantly by holding it to the stump.

Divine Splendor (Su): Starting at level 16, the lesser god gets an untyped +2 bonus to their splendor stat. Starting at level 19, this bonus increases to +4.

Miracle (Sp): Starting at level 17, the lesser god can unleash their power to intercede in any situation. They gain Miracle as a spell-like ability, usable once per day. If they make a powerful request, they must pay the XP cost.

Supreme Return (Su): Starting at level 20, if the lesser god dies, they are raised from the dead in 2d10 days (as per the spell true resurrection) on their divine realm. If the lesser god dies within 1 week of being raised by this ability, this ability does not raise them from that death.

Epic Lesser GodEdit

Table: The Epic Lesser God

Hit Die: d8

Level Special
21st --
22nd --
23rd Bonus feat
24th --
25th --
26th Bonus feat
27th --
28th --
29th Bonus feat
30th --

6 + Int modifier skill points per level.

Spells: The lesser god’s caster level is equal to her class level. The lesser god’s number of spells per day does not increase after 20th level.

Bonus Feats: The epic Lesser God gains a bonus feat (selected from the list of epic Lesser God bonus feats) every 3 levels after 20th.

Epic Lesser God Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Undead Mastery, Zone of Animation.

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