Chosen of the Gods in Ancient Greece | World Anvil
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Chosen of the Gods

Chosen of the Gods
The Gods of Olympus love to take an interest in the lives of mortals for any number of reasons. While most mortals never draw the attention of a deity, the player characters are special enough that the Gods have granted them their blessing. Note that gaining the attention and blessing of a God isn’t always known to the character. They will gain these abilities as they level up, but the God may have never let their interest be known to the character. Further, the God that has chosen them doesn’t have to be the one that the character chooses to worship. The Chosen of the Gods gain abilities as they level up in any class other than priest or sorcerer(the priest already gains abilties from their patron deity and the sorcerer is descended from a Non-Olympian). If a character has multiclassed with priest or sorcerer, then only their non-priest or non-sorcerer levels count towards their Chosen of the Gods abilities.   Aphrodite
1 - When choosing Aphrodite at 1st level, you gain Persuasion and Insight as bonus proficiencies. If you already possess the proficiency, you gain an additional +2 proficiency bonus to the skill.
7 - At 7th level, you gain the ability to cast Suggestion without material components. The save DC is 8 + charisma modifier + proficiency bonus. You must complete a short rest before using this ability again.
13 - At 13th level, you gain a bonus of +2 to your charisma. This increases your maximum charisma by 2.
19 - At 19th level, you gain the ability to cast Dominate Monster with a saving throw of 8 + charisma modifier + proficiency bonus. You must complete a short rest before using this ability again.
  Apollo
1 - When choosing Apollo as your patron at 1st level, you gain acrobatics as a bonus proficiency. If you already possess it, gain an additional +2 proficiency bonus to the skill.
7 - At 7th level, slingstones and arrows in your possession glow with a golden light equal to a torch. When you use the ammunition with a sling or bow, they count as enchanted and grant a +1 bonus to attack and damage rolls.
13 - At 13th level, you gain the ability to heal with a touch blessed by Apollo. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it, You can cure multiple diseases and neutralize multiple poisons with a single use of this ability, expending hit points separately for each one, This feature has no effect on undead or constructs.
19 - Starting at 19th level, slingstones and arrows in your possession now grant a +2 bonus to attack and damage rolls.
  Ares
1 - When choosing Ares at level 1, you have a natural armor of 13 + dexterity bonus. Natural armor is only used with no armor. If you wear armor, you can choose whichever effect gives you a higher AC.
7 - Starting at 7th level, you gain proficiency with the intimidation skill. If you already possess the proficiency, you gain an additional +2 proficiency bonus. In addition, you gain the Savage Attacker feat.
13 - Starting at 13th level, any time you must make a dexterity saving throw to take half damage from a spell or effect, you instead take no damage on a successful save. If you fail, you still only take half damage.
19 - At 19th level, your natural bloodlust has reached legendary status. On a round after taking damage, you gain the ability to deal automatically deal maximum weapon damage on any melee strike to any target who damaged you the previous round.
  Artemis
1 - When choosing Artemis at 1st level, you gain proficiency with nature and survival. If you already have the proficiency, you gain an additional +2 proficiency bonus with the skill.
7 - Starting at 7th level, you gain advantage on all tracking rolls made. Further, you gain the sharpshooter feat.
13 - At 13th level, you gain advantage on all perception rolls that involve your senses. Further, you gain the observant feat.
19 - At 19th level, any quiver you carry produces an endless supply of non-magical ammunition, which seems to leap into your hand when you reach for it.
On each of your turns you can use a bonus action to make an attack with a weapon that uses ammunition from the quiver. Each time you make a ranged attack, your quiver magically replaces the ammunition you used with a similar piece of non-magical ammunition. After 1 minute, all ammunition created by this ability disintegrates.
  Athena
1 - When choosing Athena at 1st level, gain any two proficiencies from the following: Arcana, History, Investigation, Religion, Insight, Medicine, or an Herbalism kit or Navigator’s tools.
7 - Starting at 7th level, once per combat after initiative is rolled, you can switch your initiative result with that of any friendly target.
13 - At 13th level, you gain the Keen Mind feat with a +2 bonus to intelligence and raise your maximum intelligence by 2.
19 - Starting at 19th level, you can call your target out to your companions. All friendly companions who can hear you (maximum of five companions) gain advantage on attack rolls against the target you’ve picked for one round. This ability refreshes with a long rest.
  Demeter
1 – Starting at first level, any chosen of Demeter can choose to prepare a meal during any short rest. Anyone who eats some of the food rolls an extra die of their hit die type on every healing roll. For example, if a 2nd level priest spends a hit die to heal during the rest, they would roll 2d8 and add their constitution modifier for each hit die spent this way.
7 – Starting at 7th level, by saying a blessing to Demeter over any meal, all nonmagical food and drink is cleansed as if by the spell Purify Food and Drink, with no somatic components needed. In addition, anyone eating the meal is immediately healed for 2d8 damage plus the chosen of Demeter’s constitution modifier if positive.
13 – At 13th level, gain a +2 bonus to constitution and raise your maximum constitution by 2. In addition, gain the Tough feat.
19 – Starting at 19th level, any chosen of Demeter can choose to prepare a meal during any long rest. As long as the rest is uninterrupted, up to five people that eat the meal gain the benefits of the Heal spell as if cast as a 6th level spell.
  Dionysus
1 - When choosing Dionysus at 1st level, you gain proficiency with Nature and Winemaker’s supplies. If you already have the proficiency, you gain an additional +2 proficiency bonus with the skill.
7 – Starting at 7th level, the chosen of Dionysus can rage once per long rest as if a 1st level barbarian.
13 – Starting at 13th level, the chosen of Dionysus gains +2 strength and their maximum strength score is increased by two. In addition, when raging, the chosen is immune to charm and fear effects. They can enter rage even during a charm, and if they were charmed or frightened when entering rage then the effect is suspended during the rage.
19 – At 19th level, once per day, the chosen of Dionysus can cast confusion as the spell with a radius of 15 feet centered on themselves but are immune to its effects. The saving throw is based on either the chosen’s wisdom or charisma, whichever is higher. Roll a d10 for each affected creature. The only effects possible are as follows: 1-4 The creature enters a frenzied dance. They cannot move or take actions this turn. 5-8 The creature uses its action to move to and make a melee attack against the nearest target. If multiple targets are the same distance away, determine the target randomly. 9-10 The creature acts normally this turn.
  Hades
1 – Gain proficiency with Insight and Intimidation. If you already have the proficiency, you gain an additional +2 proficiency bonus.
7 – Starting at 7th level, you gain the ability to drain life with a touch. In place of a normal attack, you can touch a target with your hand and deal 1d4 Strength damage (DC 8 + proficiency bonus + charisma modifier, success negates). If the target is reduced to 0 strength, they die immediately and their soul heads to Hades. You can use this ability as often as you wish.
13 – Starting at 13th level, any time you have successfully drained life with your touch, you also heal yourself for 1 of your hit dice. This counts as using the hit die to heal as with any other ability, and so you still have the same maximum number of hit dice healed between long rests.
19 – At 19th level, when in dim light or darkness you can hide as a bonus action. In addition, you have advantage on all stealth check in dim light or darkness.
  Hephaestus
1 – Gain proficiency with smith’s tools. In addition, when crafting items, you can craft up to 25gp worth of items per day instead of the original 5gp per day. The cost of building the item is unchanged.
7 – Every great work has a bit of the soul of the artist in it. Any item crafted by the chosen of Hephaestus is worth 20% more than the item’s regular value. In addition, any weapons crafted count as magical for the purposes of damage reduction, and any armor prevents incorporeal movement through it.
13 – The chosen of Hepaestus gains the ability to cast the following spells without verbal or somatic components. At will: Detect Magic. Identify. Detect Metals (As detect magic.) Once per long rest: Heat Metal.
19 – The Chosen of Hephaestus can craft magic items as described by the following rules:
Rules for Crafting Magic Items   “Creating a magic item is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.”   Requirements (Not applicable to creating spell scrolls or brewing healing potions. See below): 1. Formula. Just like in the DMG, a formula is needed. 2. Materials. Exotic materials are required, like skin of a Yeti or a vial of water from a whirlpool in the Elemental Plane of Water. Finding these materials should take place as part of the adventure and in thematically-congruent locations. A Challenge Rating table for encounters where a character can acquire these materials is provided below. 3. Gold Cost and Time Required. Just like in the DMG, there is a cost and time required associated with item rarity. However, this table differs significantly from the DMG because players are gathering materials by encountering creatures. 4. Tool and Skills Proficiencies. Characters need to be proficient in any tools or skills appropriate for creating the item, such as Jeweler’s Tools.   Item Rarity Material CR Range Cost Workweeks Common 1-3 50 1 Uncommon 4-8 200 2 Rare 9-12 2,000 10 Very Rare 13-18 20,000 25 Legendary 19+ 100,000 50 Any magic item that is consumable may halve the cost and creation time required (such as a potion). Note that a “workweek” means you are working 5 days a week, 8 hours per day. These days don’t need to be consecutive. Costs associated with creating the item cover other materials and tools required. Item Crafting Challenges For Dungeon Masters, Xanathar’s Guide also provides a table for possible complications that could arise while crafting an item. Check it out: D6 Table for Crafting Challenges 1. Rumors swirl that what you’re working on is unstable and a threat to the community. 2. Your tools are stolen, forcing you to buy new ones. 3. A local wizard shows keen interest in your work and insists on observing you. 4. A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer. 5. A dwarf clan accuses you of stealing its secret lore to fuel your work. 6. A competitor spreads rumors that your work is shoddy and prone to failure. These challenges might involve a rival. Crafting a Spell Scroll A spell may be transferred by a spellcaster onto a scroll, creating a spell scroll. Pg. 133 of XGtE. Requirements: 1. Resources. Time and money are required for crafting a spell scroll. See the table below. 2. Arcana Skill. Characters crafting spell scrolls must be proficient in the Arcana skill. 3. Material Components. Material components required by the spell must be provided and potentially consumed (according to the spell) in order to create a spell scroll. 4. Prepared Spell. The spell being transferred to the spell scroll must be prepared or among the character’s known spells in order to be scribed.
  Hera
1 - When choosing Hera at 1st level, you gain proficiency with Deception and Insight. If you already possess the proficiency, you gain an additional +2 proficiency bonus.
7 - Starting at 7th level, you gain advantage on all stealth rolls made when out of combat.
13 - At 13th level, you gain the sleight of hand proficiency, or a +2 proficiency bonus if you already have it. Further, any item you can hide on your person grants disadvantage to anyone trying to find the item.
19 - Starting at 19th level, you can use stealth as a bonus action on your turn.
  Heracles
1 – When choosing Heracles at 1st level, you gain proficiency with Athletics and Survival. If you already have them, add +2 proficiency bonus.
7 – Hide of the Lion. Gain 2 natural armor.
13 – Gain +1 constitution. Also, gain the grappler feat.
19 – Starting at 19th level, if you drop an enemy to 0 hit points or lower, you gain an additional attack on another target with a bonus +5 damage. You can move up to half your speed before taking this additional attack. This can only occur once per round.
  Hermes
1 - When choosing Hermes at 1st level, you gain a bonus when dealing with mercantile interests. You can take 20% off any purchases you make. Further, you gain the Linguist feat.
7 - Starting at 7th level, you gain a +10 bonus to all natural movement speeds.
13 - Starting at 13th level you gain an additional +10 bonus to all natural movement speeds. Further, you gain the Mobile feat.
19 - At 19th level, you gain advantage on all initiative rolls.
  Hestia
1 – When choosing Hestia at 1st level, you gain proficiency with Medicine and Animal Handling. If you already possess the proficiency, gain a +2 proficiency bonus. In addition, you can cast Light with no verbal or material components required.
7 – At 7th level, you can a +2 bonus to charisma. This doesn’t increase your normal maximum of 20. In addition, you can cast Cure wounds at a caster level equal to your proficiency bonus. You use charisma for your spellcasting ability modifier. This ability refreshes with a short rest. In addition, you can resistance to cold.
13 – At 13th level, you can cast mass cure wounds as a 5th level spell using your charisma as your spellcasting modifier. This ability refreshes with a short rest. In addition, you can now cast daylight with no verbal or material components required.
17 – At 17th level, you can cast Regenerate with a casting time of one action. This ability refreshes with a long rest.
  Pan
1 - When choosing Pan at first level, you gain an animal companion. Choose a beast that is no bigger than medium and no higher than a challenge rating of 1/4. Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes and so on. If you are incapacitated or absent, your companion acts on its own. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Those also increase when your proficiency bonus increases. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always “The chosen of Pan is a beloved companion for whom I would gladly give my life.”
  d6 Trait I’m dauntless in the face of adversity. Threaten my friends, threaten me. I stay on alert so others can rest. People see an animal and underestimate me. I use that to my advantage. I have a knack for showing up in the nick of time. I put my friends’ needs before my own in all things.
  d6 Flaw If there’s food left unattended, I’ll eat it. I growl at strangers, and all people except my trainer are strangers to me. Any time is a good time for a belly rub. I’m deathly afraid of water. My idea of hello is a flurry of licks to the face. I jump on creatures to tell them how much I love them.
  7 - Starting at 7th level, you gain the ability to cast calm emotions on any natural beast.
13 - At 13th level, when traveling through any natural outdoor terrain, you no longer leave any tracks. Any difficult terrain no longer affects your movement, even from a magical source.
19 - At 19th level your tongue has learned to speak the inhuman language of the fey. Add the fey language to your list of knowledges, and you can cast Conjure Woodland Beings as if it were in an 8th level spell slot. This ability recovers after a long rest.
  Persephone
1 – Each morning, the chosen of Persephone rolls a d20. On a result of 1-10, the Chosen has the aspect of Winter, appearing pale and drawn. On a result of 11-20, the Chosen has the aspect of Summer, appearing healthy and vibrant.
The chosen can take an action and take two hit dice worth of damage to forcibly change aspects. Winter Aspect – The chosen can cast thorn whip at will as a caster of their chosen level. Summer Aspect – The chosen can cast entangle with a DC equal to 8 + proficiency bonus + constitution modifier. This ability refreshes with a long rest.
  7 – Winter Aspect – The Chosen can cast Blight with a DC equal to 8 + proficiency bonus + charisma modifier. This ability refreshes with a long rest. In addition, anyone attacking the Chosen with an unarmed strike or natural weapon takes d6 damage from thorns lurking just under the skin of the Chosen.
Summer Aspect – The Chosen can cast Plant Growth. This ability refreshes with a short rest. In addition, the Chosen can use Second Wind as a fighter of their Chosen level. This allows them to use a bonus action on their turn to heal 1d10 + Chosen level of hit points. This ability refreshes with a short rest.
  13 – Winter Aspect – The Chosen can cast Enervation as a 5th level spell. The spell DC is 8 + proficiency bonus + charisma modifier. This ability refreshes with a short rest.
Summer Aspect – The Chosen can cast Grasping Vine. The spell DC is 8 + proficiency bonus + constitution modifier. This ability refreshes with a short rest. In addition, the Chosen has 1 additional hit point per hit die while in this Aspect.
  19 – Winter Aspect – The Chosen can cast Finger of Death with a saving throw DC of 8 + proficiency bonus + charisma modifier. The undead servant summoned functions as a zombie from the monster manual, and is a soulless husk. This ability refreshes with a long rest.
Summer Aspect – The Chosen can cast Wall of Thorns with a saving throw DC of 8 + proficiency bonus + constitution modifier. This ability refreshes with a short rest.
  Poseidon
1 - After choosing Poseidon at level 1, you gain a swim speed of 30. You can also hold your breath 5 times longer than normal.
7 - Starting at 7th level, you gain advantage on any saving throw that involves losing your balance, falling or being knocked down. This ability only functions when standing on flat earth, not climbing or walking on a ledge, for example.
13 - At 13th level, you can now cast Control Water as the spell (save DC = 8 + charisma modifier + proficiency bonus). This ability refreshes with a long rest. In addition, you can communicate with aquatic creatures as if you cast Speak with Animals with no components needed.
19 - Starting at 19th level, you can cast Earthquake as the spell (save DC = 8 + charisma modifier + proficiency bonus). This ability refreshes with a long rest.
  Tyche
1 - Any time an enemy scores a critical hit against you, make a Dexterity saving throw DC 16. If successful, you suffer only a normal strike.
7 - At 7th level, you gain the ability to reroll once any attack roll, saving throw or skill check. You can keep whichever roll is higher. This ability refreshes with a short rest.
13 - Any time you make a saving throw against a mind-affecting ability, you gain advantage on the roll.
19 - Starting at 19th level, you now have a 10% chance of avoiding any strike that lands against you. Roll a d20, and on a 19 or 20 you suffer no damage.
  Zeus
1 - At level 1 when choosing Zeus as your patron, you gain resistance to electricity.
7 - At 7th level, you deal an extra 2d10 electricity damage when you deal a critical hit with a melee weapon.
13 - At 13th level you gain the Actor and Inspiring Leader feats.
19 - At 19th level, when you land a critical strike with a melee weapon, you can choose to call lightning at your target. Each creature other than you within 5 feet of the target of your melee strike must make a dexterity save. If they fail the save, they take an additional 9d10 electricity damage. If they succeed the saving throw, they take half damage. The save DC is 8 + Charisma modifier + proficiency bonus.

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