High God (3.5e Prestige Class)

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Author: qwertyu63 (talk)
Date Created: 10/8/17
Status: Complete
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Following the path of divinity leads to this, the top spots in the games of the divine.

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21



Spontaneous Divine Spellcasting Full

High God[edit]

All gods seek to one day hold the supreme power of the High Gods. The ability to twist the multiverse itself to fit their exact whims.

This class is extremely powerful and GM's should think carefully before allowing player characters to use it. That said, if your game is at a high enough power level for player characters to qualify for this, it should be fine.

Becoming a High God[edit]

Entry Requirements  
Special: 20 levels of Lesser God (3.5e Class)

Hit Die: d10.

Class Skills (6 + Int modifier per 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).

Level Special
1st Grand Divinity
2nd Supreme Splendor +1
3rd Fountain of Miracles +1/day
4th Supreme Splendor +2
5th Fountain of Miracles +2/day, Bonus Feat
6th Supreme Splendor +3
7th Fountain of Miracles +3/day
8th Supreme Splendor +4
9th Fountain of Miracles +4/day
10th Supreme Splendor +5, Bonus Feat, Grand Divinity


Class Features[edit]

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

Spellcasting: At each High God level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spell-caster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a High God, the player must decide to which class to add the new level for the purpose of determining spells per day.


Grand Divinity (Ex): High God's have access to immense power they can call upon. Once per day, they can choose any of the following Grand Divinity effect and use it. NOTE: You did read that correctly; all of these effects are Extraordinary Abilities.

Starting at 10th level, the High God can use two Grand Divinity effects per day; they can use two different effects or the same effect twice.

Pure Miracle: Pure Miracle is the weakest of the Grand Divinities; however, it is also the most versatile and therefore the most used. Pure Miracle mimics the effect of any spell of 12th level or lower from any spell list; any metamagic feats can be applied to the spell, even those the High God doesn't have. Material components are ignored but the High God must pay any XP costs.

Soul Creation: Soul Creation creates a number of living creatures. The High God simply chooses a creature and creates 2d100 of that creature. The High God has no control over the exact details of the creatures created; they are random average examples of that creature. The chosen creature can be any animal or LA 0 race; if a race is chosen, the High God must pay 1,000 XP.

Forge Universe: Forge Universe creates a new plane. The High God chooses everything about the plane they create, from its size (which can range from a few yards across to infinitely large) to its planar traits to exactly what's in it. The only limit is they can't add sentient creatures; they'll have to do that another way. Creating a plane costs the High God 2,500 XP. The cost is increased to 5,000 XP if the plane is more than 200,000 feet in radius; if the plane is more than 2,000,000 feet in radius, the cost is 10,000 XP.

Omniscience: Omniscience pulls information from across the multiverse to the god. By invoking this effect, the High God grants themselves immense knowledge. This grants two benefits to the god for the next 12 hours. First, they get a +50 bonus to all Knowledge checks and count as trained in all Knowledge checks. Second, they can use Greater Scrying and True Seeing as a spell-like abilities; no focus or material component is required for these ability. The target does not get a saving throw and no effect can protect the target from these spells unless that effect was personally created by a god.

Supreme Splendor (Ex): Starting at second level, the High God gets an untyped bonus to their splendor stat equal to half of their High God level.

Fountain of Miracles: Starting at third level, the High God gains an additional daily use of their Miracle spell-like ability. They gain another additional use at each odd-numbered level.

Bonus Feats: The High God gains a bonus feat at 5th level and an additional bonus feat every five levels thereafter. These bonus feats must be chosen from the following list: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, 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.





Back to Main Page3.5e HomebrewClassesPrestige Classes

Article BalanceVery High +
Authorqwertyu63 +
Class AbilitySpontaneous Divine Spellcasting +
Class Ability ProgressionFull +
Identifier3.5e Prestige Class +
Minimum Level21 +
RatingUndiscussed +
SummaryFollowing the path of divinity leads to this, the top spots in the games of the divine. +
TitleHigh God +