Divinity Points: 5E Religion Skill Homebrew Rule
Religion is not a very exciting skill in Dungeons and Dragons. It usually takes the Dungeon Master going out of their way to incorporate it in order to make it useful. Well, how about we add an interesting element that every character can use. I call them Divinity Points.
Divinity Points or Divine Intervention points are points awarded for diligent prayer and service to a deity. The character does not have to belong to a religious class such as Cleric or Paladin or a race such as Aasimar. As long as they have faith and show it they are eligible. One tremendous benefit to this is you won’t have one player isolated for being the ‘Religious nut job’. To gain divinity points you must worship a deity and roleplay that fact. This can be done through privately retreating to pray or blaspheming that god’s name “By Vecna’s Left Hand!”.
How To Get Divinity Points
Players get to attempt to gain Divinity Points once per in-game week (usually on their deity’s holy day). If they are polytheistic they still only receive one attempt. It is a DC 20 Religion Check to receive their deity’s favour. The players may engage in multiple activities to lower this DC. Depending on the deities alignment it may prefer some offerings more than others. It is up to the Dungeon Masters to adjust accordingly.
Suggested Offerings for Divinity Points:
- Food or Livestock offering with a value of 50 GP. ( -1 to DC)
- An Offering of Flesh: willingly reduce yourself to 1HP. Does not work if you long rest immediately after. Favoured by Evil and Chaotically aligned gods (-1 DC/ -2 if Evil/Chaotic)
- An Offering of Spirit: Give yourself Disadvantage on all rolls except religion till you long rest. Does not work if you long rest immediately after. Favoured by Good and Neutral aligned gods. ( -1 DC/ -2 if Good/Neutral)
- A donation to your temple with a value of 100GP ( -1 DC)
- A sacrifice of a Rare or Very Rare Item ( -1 DC)
- An offering of a Legendary Item. (Advantage on your Religion Check)
- An act against an enemy of your god. Evil gods tend to prefer murder and desecration and Good god favour converting other religions. (-2 DC)
- Conducting a religious ceremony such as a wedding, a baptism, a funeral, or a hand fastening (-2 DC)
- An act of valour that your Dungeon Master decides is worthy of your deity’s appreciation (-2 DC)
You should discuss additional methods with your Dungeon Master and try and tailor them to your deity’s particular appetites.
Once you pray, whether a success or failure the DC resets to your default. Your default DC starts at 20 and raises by 2 every time you successfully get divine intervention.
Spending Divinity Points
When spending a Divinity Point you roll a straight D20. See table below for results:
Natural 1: Nothing happens, but your DC still raises by 2 DC permanently as if it worked.
2. Nothing happened but there are no negative consequences.
3. You are under the effects of Shield till your next Action.
4. You are under the effects of Sanctuary (DC 16) for 2 rounds.
5. You are under the effects of Divine Favor (Add 1d4 Radiant Damage to melee attacks) for the duration of the fight and cannot be frightened.
6. You cannot be Charmed, or Frightened, once per round, you can roll a DC16 religion check and on a success give another ally creature this effect.
7. You may heal yourself or a creature you can see by 1d4+your Wisdom Modifier. This increases by one die at 5th (2d4), 11th (3d4) and 17th (4d4) Level.
8. You may heal yourself or a creature you can see by 1d6+your Wisdom Modifier. This increases by one die at 5th (2d6), 11th (3d6) and 17th (4d6) Level.
9. You may heal yourself or a creature you can see by 1d8+your Wisdom Modifier. This increases by one die at 5th (2d8), 11th (3d8) and 17th (4d8) Level.
10. You may heal yourself or a creature you can see by 1d10+your Wisdom Modifier. This increases by one die at 5th (2d10), 11th (3d10) and 17th (4d10) Level. You may split the healing points between multiple people.
11. You gain a 30ft Aura, the effects of which are different depending on your deity’s alignment:
Goodly Aligned Gods:
you are bathed in 30ft of bright light and an additional 30ft of dim light. If you have light sensitivity it does not give you a disadvantage. Yourself and Allies in this aura cannot be frightened or charmed and add your Wisdom Modifier to their Saves and Healing abilities.
You gain a resistance to any 2 types of damage you choose. The types of damage you gain resistance in can now be chosen to replace the type of damage you do for the duration of the fight.
Evil Aligned God:
An 30ft Aura surrounds you, your allies and yourself may add your Wisdom Mod to their attacks. You ignore your enemies’ resistances when you attack.
These abilities fade after the fight.
12. Divine Protection: Depending on alignment either a group of celestial entities or fiends appear around your group causing the effects of Sanctuary with a DC 16
13.Godly Protection: Depending on alignment either a group of celestial entities or fiends appear around your group causing the effects of Sanctuary with a DC 18. In addition when you take your next short rest each player can make a DC12 religion check and on a success be healed the full amount each of their die offer (So a paladin rolling 2d10 would automatically get 20HP).
14. Angel/Devil Wings If you are incapable of flight you grow a pair of Angel/Devil wings and gain a fly speed of 40ft.You cannot provoke attacks of opportunity in this state. If you can already fly you add 40ft to your fly speed. You do not take fall damage if you fall.
15. You and your party are either filled with intense hope or savagery. All allies gain Temp HP equal to double your current level + your Wisdom modifier.
16. You summon a planar ally at no cost
17. Your weapon is imbued with the might of your god. Affects change according to the god’s alignment:
Lawful: Enemies you hit must make a DC 16 Strength save or be restrained by silvered manacles.
Neutral: Enemies you hit must make a DC 16 Wisdom save or become totally infatuated with you regardless or sexual preference.
Chaotic: Enemies you hit make a DC 16 Constitution save. If they fail they polymorph into a Frog. If they pass the Save they roll a DC 14 Charisma Save. On a pass, they beast shape into a Slaad of the DMs choice with 60hp. When they fall to 0hp they return to their normal shape.
18. You regain all of your spell slots and features that you have used since your last long rest.
19. If you or your allies are dropped during combat the following happens depending on your deities alignment:
Good: They automatically return to 5hp
Neutral: They teleport 500ft from combat and stabilise.
Evil: The creature that downed them takes damage equal to half of their health and must make a DC 16 constitution save. On a failed save that creature is paralysed until it passes the DC
20. The Wish Spell