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Alignment, Virtues, & Vices

Everyone has virtues and vices, and those of the divine reflect dutifully on alignment~

Alignment is a classic D&D stat, and while you still choose an alignment at character creation, it is mostly for personal guidance. However, for divine classes (cleric, paladin, saint, scholar), it is a display of your devotion to your deity, and you must be of the same alignment as your god or goddess.

Virtues & Vices

What truly defines your character

At creation, each character chooses either 3x Virtues and 2x Vices, or 2x Virtues and 3x Vices from the table below to match their personality (just needs to be a 3:2 or 2:3 ratio). As your character develops, they should explore these virtues and vices, and you as a player should reflect on them and how you might utilize them in your character's progression, or demonstrate them within quests and roleplay.


How do I earn points?

With each quest, your character gains one Virtue-Vice point, representing character growth and development in the world. You will also be able to complete one Virtue Vice Roleplay per character level, to gain an additional point. For this secondary option, you will need to complete a text RP (minimum of one paragraph), then submit the virtuevice form on the website under the Downtime Commands page, providing your level number and link to the RP post. Note: These cannot be banked, and must be completed while your character is that level. The secondary option is not required, and is only for those that wish to progress development at a faster pace.


What are points for?

At certain point threshholds (4, 12, and 20), you are able to choose a single Virtue-Vice boon from the larger table below. You must choose from the corresponding column of your new threshhold (4, 12, or 20), and the boon has to be from one of your virtues or vices, your choice. This cannot be changed once chosen. You are not locked into the same row once you pick your first boon, you can select from any Virtue or Vice your character possesses.

For example, if your character was compassionate, couragous, honorable, selfish, and impulsive, when you reach 4 points, you could choose the 4-point boon from any of those virtues or vices. This should be recorded on your Chronica profile and Roll20 sheet.

My character has developed!

This is a core part of D&D, our server, story, and development. Your character may very well change throughout the course of their journey, and this can also be represented by a changing of their virtues or vices. As your character reaches the levels of 5, 9, and 15, you will be permitted to self-reflect on your character's journey thus far, taking into consideration any prominent character moments, quests, and text RP.

If you feel your character has strayed enough away from either a virtue or vice, you can create a post in #religion-virtue-vices and a DM will start a thread for you. You will be asked to explain and provide some evidence of your thoughts on the virtue or vice your character no longer possesses, the DMs will discuss it with you, and then the DMs will decide together on the best replacement based on where your character has ended up. This change must be represented in both text RP and quest sessions. If you had chosen a boon based on the virtue or vice that you no longer have, you will be able to replace it.

After initial creation, your virtues and vices are not locked into a 3:2 or 2:3 ratio. Depending on development, you may even end up with all virtues or all vices, or any combination of the two.


But why?

This system is primarily for you. We hope by having some clear labels, direction, and boons, players might have an easier time differenciating their character choices between each season, developing and exploring new options, learning, and discovering the fun of creating characters that develop through storyline and events. We thoroughly encourage self reflection, character reflection, and growth; in both writing and developing. If it is not an important aspect of running a character to you, that is alright too! You can choose your starting virtues and vices, and leave it be for the duration of your character's playspan.


Options and Boons

Virtue & Vice Options Table
Virtue Adaptable
Flexible in the face of change
Virtue Compassionate
Empathetic and caring towards others
Virtue Courageous
Brave in the face of danger or adversity
Virtue Curious
Eager to learn and explore
Virtue Diligent
Persistent and hardworking
Virtue Diplomatic
Skilled at handling sensitive interactions
Virtue Disciplined
Self-controlled and focused
Virtue Erudite
Having or showing great knowledge or learning
Virtue Generous
Willing to give and share with others
Virtue Honest
Truthful and sincere in words and actions
Virtue Honorable
Adheres to a strong ethical code
Virtue Humble
Modest about one's own importance
Virtue Idealistic
Aspiring to high principles or goals
Virtue Innovative
Creative and forward-thinking
Virtue Just
Fair and impartial in dealings with others
Virtue Loyal
Faithful to one's commitments and relationships
Virtue Merciful
Showing compassion to those who don't deserve it
Virtue Optimistic
Tendency to see the best in situations, despite any odds or adversaries
Virtue Patient
Able to wait calmly or accept delays
Virtue Protective
Safeguards the wellbeing of others
Virtue Tolerant
Accepting of differences in others
Virtue Wise
Possessing good judgment and insight
Vice Arrogant
Excessively proud or self-important
Vice Callous
Insensitive and uncaring towards others
Vice Cowardly
Lacking courage in the face of danger
Vice Cruel
Deriving pleasure from others' suffering
Vice Cynical
Distrustful of others' motives
Vice Deceitful
Prone to lying or misleading others
Vice Envious
Resentful of others' advantages or possessions
Vice Fanatical
Excessively zealous about a cause or belief
Vice Gluttonous
Excessively indulgent in food, drink, or pleasure
Vice Greedy
Excessively desiring wealth or possessions
Vice Impulsive
Acting on whims without consideration
Vice Indecisive
Unable to make decisions or commitments
Vice Lazy
Unwilling to work or exert effort
Vice Manipulative
Controlling others for personal gain
Vice Naive
Showing a lack of experience and judgement, or too easily trusting
Vice Pessimistic
Tending to see the worst in situations
Vice Petulant
Easily irritated, sulky, or prone to childish outbursts
Vice Prejudiced
Holding biased views against groups
Vice Selfish
Concerned primarily with one's own interests
Vice Vain
Excessively proud of one's appearance or achievements
Vice Vengeful
Seeking retribution for perceived wrongs
Vice Wrathful
Prone to extreme anger or rage

Virtue Vice Boons Table
# Virtue/Vice 4 Points 12 Points 20 Points
1 Virtue Adaptable
Flexible in the face of change
Once per day, as a reaction when you are struck by a melee attack that you can see, you gain resistance to damage from that creature until the start of your next turn. You gain the use of a single Luck die per adventure. You may cast the spell Fabricate. This can be done once per adeventure. If used outside of a quest, it can be done once per RL week.
2 Virtue Compassionate
Empathetic and caring towards others
Once per day, you can cast the Spare the Dying cantrip. You gain proficiency in the Medicine skill. If you already have proficiency in this skill, you gain Expertise instead. You may cast the spell Revivify. This still requires the material component of a diamond worth 300gp. This can be done once per adeventure. If used outside of a quest, it can be done once per RL week.
3 Virtue Courageous
Brave in the face of danger or adversity
Once per day, as a reaction, you may reroll a saving throw against being Frightened. You may do this after you have rolled, but before the DM tells you if it succeeded or failed. Once per day, you can cast the spell Heroism at 2nd level. You may cast the spell Death Ward. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
4 Virtue Curious
Eager to learn and explore
Once per day, when you fail an Insight or Investigation check, you can choose to reroll, taking the new roll. If used outside of a quest, it can be done once per RL week. Gain a permanent +2 to your Perception skill. You gain an automatic Natural 20 on a Knowledge (Intelligence) skill roll to learn something you don't know. This can be done once per adventure. If used outside of a quest, it can be done once per RL week in conjunction with a OOQ Research roll only.
5 Virtue Diligent
Persistent and hardworking
Once per day, as a reaction after being hit by an attack you can see within 5 feet of you, you may push the attacker 5 feet back. This effect happens after you take damage. You have an unusually high pain tolerance. You gain immunity to the symptoms of the first level of Exhaustion. You may enhance an item you have crafted yourself. If the item has a once per day limit, you increase this to twice per day. This can be done once per adventure.
6 Virtue Diplomatic
Skilled at handling sensitive interactions
Once per day, as a reaction when a creature passes a save against a Charm effect you have made, or appears unfazed by a Charisma skill check you made against them, you can force them to reroll the save, or you can reroll the skill check. You must use the new roll. Even if you do not share a language with a creature, as long as they can read at least one language, they will understand your writing. You may cast the spell Inspiring Speech. Charisma is your spellcasting ability for this spell. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
7 Virtue Disciplined
Self-controlled and focused
Once per day, you gain 1 reroll on an attack roll or saving throw. This must be announced before results are discovered. You gain a Climb speed equal to your walking speed. You may use your reaction to cleanse your mind of malign influence. You are cured of all enchantments, illusions and mind altering curses affecting you. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
8 Virtue Erudite
Having or showing great knowledge or learning
Once per day, use an action to attempt to observe a memory from within the mind of a creature within 5 feet. If the creature has an Intelligence of 3 or lower or does not speak a language, the creature in unaffected. This memory might be one tied to a strong emotion, or it may just be a random, passing observation. An unwilling creature can make a Wisdom saving throw against a DC (8 + your Intelligence modifier + your proficiency bonus). DM discretion. You gain a +3 to Intelligence saving throws. You may cast the spell Arcane Aye, requiring no material component. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
9 Virtue Generous
Willing to give and share with others
Once per day, use a bonus action to grant an ally within 15 feet of you the Help action for advantage on their next attack. You can cast the spell Blessed Halo at 2nd level. This can be done once per adventure. You may use an action to grant all allies within 30 feet temporary hp equal to your level. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
10 Virtue Honest
Truthful and sincere in words and actions
Once per day, when you fail a Persuasion check, you can reroll, taking the new roll. Your never receive false answers from divination spells and cannot gain madness traits. You may cast a version of the spell Clairvoyance, but allowing you to both see and hear without the need to swap. This still requires the material component of a focus worth 100gp. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
11 Virtue Honorable
Adheres to a strong ethical code
Once per day, as a reaction, you can help an ally within 5 feet of you to stand from prone, allowing them to expend only 5 feet of their movement to do so. You gain advantage on saving throws against magical or mental influence that would cause you to harm your allies. You may use an action to rally creatures of your choice within 30 feet that can see or hear you, removing one of the following effects of choice on each of them: Frightened, Charmed, Stunned or Paralyzed. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
12 Virtue Humble
Modest about one's own importance
Once per day, as a reaction, grant disadvantage to an enemy you can see who is targetting you with an attack. You gain advantage on Handle Animal checks made to befriend Beasts. If you or your companions are hostile, this no longer takes effect. You may use your reaction when you are the target of a melee attack, to cause the attacker to hit another target of your choice within range. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
13 Virtue Idealistic
Aspiring to high principles or goals
Once per day, as a reaction when healing another with a spell, ability, or item, you can grant an additional number of hit points equal to your Wisdom score. A Natural 1 on Death saving throws only counts as one failure for you, and you only require two successes to stabilize. You may use your reaction to automatically succeed on a Persuasion roll for a deal in your favor, up to DM discretion. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
14 Virtue Innovative
Creative and forward-thinking
When researching a location or place, as per Out of Quest Research, the downtime required is halved. This can be done once per RL week. Once per day, you can cast the spell Pass Without Trace, requiring no material component. After you roll a 9 or lower on any Intelligence skill check, you can choose to make the roll a 10, no action required, then add your modifiers as normal. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
15 Virtue Just
Fair and impartial in dealings with others
Once per day, as a reaction, grant yourself or an ally that can see or hear you within 15 feet, advantage on their next Constitution saving throw within 1 minute. You gain proficiency in the Insight skill. If you already have proficiency in this skill, you gain Expertise instead. You may cast the spell Beacon of Hope. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
16 Virtue Loyal
Faithful to one's commitments and relationships
Once per day, as a reaction, grant disadvantage to an enemy you can see, who is attacking an ally within 5 feet of you. Once per day, when moving an ally, your movement speed is not halved due to the encumberance of moving them, and you can move an extra 10 feet. You may use your bonus action to encourage those around you, granting up to five creatures you can see within 20 feet (which can include yourself) an extra action for 2 rounds. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
17 Virtue Merciful
Showing compassion to those who don't deserve it
Once per day, as a reaction when an ally within 15 feet of you rolls a Natural 1 on an attack roll, you can have them reroll with disadvantage. When holding the hand of a creature, they gain advantage on their death saving throws. You may use your bonus action to heal yourself or a creature within 5 feet of you for 8d4 + 8 hit points. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
18 Virtue Optimistic
Tendency to see the best in situations, despite any odds or adversaries
Once per day, you can cast the Minor Illusion cantrip, requiring no material component. Charisma is your spellcasting ability for this spell. Once per day, you can cast the spell Fortune Shift at 2nd level requiring no material component. You may use your reaction to grant yourself 20 temporary hit points. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
19 Virtue Patient
Able to wait calmly or accept delays
Once per day, by meditating for 10 minutes, you can recover 1 level of exhaustion from yourself. Once per day, use your reaction to gain advantage against any effects that would alter your passage of time, such as the Slow spell, magical aging, or similar effects. DM discretion. You may cast Conjure Woodland Beings, requiring no material component. Charisma is your spellcasting ability for this spell. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
20 Virtue Protective
Safeguards the wellbeing of others
Once per day, as a reaction, you can divert a critical hit on an ally within 10 feet of you. The ally takes no damage from the attack and you take half of the damage dealt. The absorbed damage cannot be reduced. You can cast the spell Sanctuary, requiring no material component. Wisdom is your spellcasting ability for this spell. This can be done once per adventure. You may use your reaction to negate what would have been a successful unarmed or weapon attack against yourself or an ally within 10 feet. The attack misses the target. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
21 Virtue Tolerant
Accepting of differences in others
Once per day, you can cast the Friends cantrip, requiring no material component. You gain advantage on checks made to avoid contracting a Disease. You may use an action to make eye contact with a humanoid you can see within 60 feet. You learn their alignment (DM Discretion), their deepest desire, and their true love. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
22 Virtue Wise
Possessing good judgment and insight
Once per day, you can cast the Mending cantrip, requiring no material component. You are unaffected by difficult terrain, both natural and magical, though obstacles and impossible terrain may still affect you. DM discretion. You may use your reaction when you are unable to see due to darkness or blindness, granting you Tremorsense out to 30 feet while you remain blinded in this way, for up to 1 minute. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
23 Vice Arrogant
Excessively proud or self-important
Once per day, use a reaction to force a creature you can see within 60 feet to take a -1d4 on their saving throw against a spell you cast against them by the end of your current turn. You deal an additional 1 damage with melee and ranged weapons against targets larger than you. You may use your reaction to automatically pass a saving throw. This is announced instead of rolling, and cannot be spent after a failed roll. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
24 Vice Callous
Insensitive and uncaring towards others
Once per day, when you take the Dash or Disengage action, you are able to move through enemy spaces. You gain +1 to your AC. This stacks with other AC sources. You may use your reaction to force one target to roll a Natural 1 on their next 1d20 roll made within 1 minute. This must be done before the roll is made. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
25 Vice Cowardly
Lacking courage in the face of danger
Once per day, when you take the Disengage action, you can become Invisible until the start of your next turn. This ends immediately if you affect another creature, make an attack roll, or cause another creature to make a saving throw. Your movement speed is increased by 5 feet. You may use your reaction to envelop yourself in shadow, granting disadantage on all attacks against you until the end of your next turn. Creatures who do not rely on sight are not affected by this ability. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
26 Vice Cruel
Deriving pleasure from others' suffering
Once per day, you can cast the Thorn Whip cantrip, requiring no material component. Dexterity is your spellcasting ability for this spell. Once per day, after an encounter where you dealt a killing blow, you may spend 10 minutes to revel in the blood of your enemies and recover a number of hit dice equal to half your proficiency bonus (rounded down). This can be done as a part of a short rest and can be used to immediately refil spent hit dice. You may cast the spell Fear on up to two targets, requiring no material component. Charisma is your spellcasting ability for this spell. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
27 Vice Cynical
Distrustful of others' motives
Once per day, when you fail a Insight check, you can reroll, taking the new roll. Once per day, you can cast the spell Zone of Truth. Wisdom is your spellcasting ability for this spell. You may cast a version of the spell Detect Thoughts, requiring no material component. If the creature succeeds the save, the spell does not end. If the creature fails the save, they are unaware of your probing. Charisma is your spellcasting ability for this spell. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
28 Vice Deceitful
Prone to lying or misleading others
Once per day, when you fail a Deception check, you can reroll, taking the new roll. You gain proficiency in the Sleight of Hand skill. If you already have proficiency in this skill, you gain Expertise instead. You may use your reaction to automatically roll a Natural 20 on a Deception roll. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
29 Vice Envious
Resentful of others' advantages or possessions
Once per day, as a bonus action, you can designate one creature within 30 feet of you. On your next turn, you gain advantage on your first attack roll against the target. Once per day, you can cast the spell Charm Person at 2nd level. You may cast Major Image at 4th level, requiring no material component. Intelligence is your spellcasting ability for this spell. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
30 Vice Fanatical
Excessively zealous about a cause or belief
Once per day, as a bonus action, shout inspiring words, granting advantage to two allies that can hear you, advantage on their next attack made within 1 minute. Once per day, you can cast the spell Flaming Sphere, requiring no material component. Constituion is your spellcasting ability for this spell. You may use your bonus action to grant your melee attacks extra damage equal to half your proficiency bonus (rounded down), for 1 minute. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
31 Vice Gluttonous
Excessively indulgent in food, drink, or pleasure
Once per day, as a reaction, you can choose to gain the maximum effect from a healing consumable you are using on yourself, instead of rolling. You gain a hidden extradimensional pocket on your person, which no one can find with non-magical searching. It has the holding capabilities of a Pouch of Capacity, with an opening 4 inches wide. You may meditate for 10 uninterrupted minutes to quickly refresh yourself, gaining the benefits of a Short Rest. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
32 Vice Greedy
Excessively desiring wealth or possessions
Once per RL week during normal weekend maintenance and upkeep, you may claim 50gp as a piety blessing. This must be noted in the #transactions channel and labeled clearly in your wealth log. When you are at least 15 feet from any other creature, you gain advantage on Perception checks. You may use your reaction when you have advantage on an attack roll to automatically make it a critical hit. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
33 Vice Impulsive
Acting on whims without consideration
Once per day, you can attack recklessly. Doing so gives you advantage on melee attack rolls using Strength during this turn, but attack rolls against you have advantage until the start of your next turn. You gain +2 to your Initiative. You may cast Dimension Door. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
34 Vice Indecisive
Unable to make decisions or commitments
Once per day, you can force a creature to have disadvantage on Insight checks made to detect your intentions. If used outside of a quest, it can be done once per RL week. When you make an attack roll with advantage or disadvantage and get the same result on both dice, you may reroll one die, but must take the new result. You may cast Freedom of Movement, requiring no material component. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
35 Vice Lazy
Unwilling to work or exert effort
Once per day, when throwing a weapon as part of an attack, use a bonus action to have the weapon return to your hand at the end of your turn, if you have a free hand to receive it. You automatically succeed your first failed death saving throw when unconscious. You may use an action to envelop yourself in a protective block. In this state, you are Petrified with 3/4 cover (+5 AC), and regain 5 hit points per round at the end of each of your turns. This state lasts for 1 minute, and may be ended early as a Bonus Action. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
36 Vice Manipulative
Controlling others for personal gain
Once per day after rolling initiative, you may choose an allied creature you can see and swap your initiatives, whether they agree or not. Once per day, you can cast the spell Command at 2nd level. Charisma is your spellcasting ability for this spell. You may cast a variation of Slow, targeting a single creature within range and does not require concentration. Wisdom is your spellcasting ability for this spell. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
37 Vice Naive
Showing a lack of experience and judgement, or too easily trusting
Once per day, when you fail an Intelligence skill check, you can reroll, taking the new roll. If used outside of a quest, it can be done once per RL week. Once per day, when within 5 feet of a threat, you can take the Disengage action as a reaction. You may cast Confusion, requiring no material component. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
38 Vice Pessimistic
Tending to see the worst in situations
Once per day, as a bonus action, you can take the Disengage action with an additional 10 feet of movement. Enemies within 5 feet of you may not take the Disengage action. You may use an action to target a creature within 5 feet, forcing them to make a Wisdom saving throw (DC 18) or relive their worst memories. On a failure, they are stunned for 1 round. On a success, nothing happens. Charisma is your spellcasting ability for this effect. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
39 Vice Petulant
Easily irritated, sulky, or prone to childish outbursts
Once per day, as a reaction, halve the damage you take from one source of bludgeoning, slashing, or piercing damage. Once per day, you can cast the spell Crown of Madness. Charisma is your spellcasting ability for this spell. You may cast Polymorph, requiring no material component. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
40 Vice Prejudiced
Holding biased views against groups
Once per day, you can make an Insight check with advantage and a +2 to detect a spoken lie. Choose a creature type when you reach this level of piety. This cannot change. You gain advantage on Intimidation checks against creatures of the chosen type. You may use your reaction to force a creature you can see within 60 feet to have disadvantage on their saving throw against a Cantrip you cast by the end of your turn. Alternatively, if the Cantrip has an attack roll, you gain advantage on the attack. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
41 Vice Selfish
Concerned primarily with one's own interests
Once per day, as a reaction when behind 3/4 or total cover, you can become Invisible per the spell until the start of your next turn. If used outside of a quest, it can be done once per RL week. You can use the Hide action, even in situations where you have no cover, as you seem to blend into the background. This does not conceal you from attempts to locate you based on smell or sound, and is up to DM discretion. You may use your reaction to Disengage, moving up to your movement speed. In addition, attack rolls against you are at disadvantage until the start of your next turn. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
42 Vice Vain
Excessively proud of one's appearance or achievements
Once per day, as a reaction when a creature passes a save against a Charm effect you have made, or appears unfazed by a Charisma skill check you made against them, you can force them to reroll the save, or you can reroll the skill check. You must use the new roll. You gain proficiency in the Performance skill. If you already have proficiency in this skill, you gain Expertise instead. You may use your reaction immediately after a creature casts a spell that targets you, or includes you in its area of effect, and force that creature to make a saving throw using its spellcasting ability modifier. (DC 18) On a failed save, you negate the spell. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
43 Vice Vengeful
Seeking retribution for perceived wrongs
Once per day, as a reaction when you are hit by a melee attack you can see, you can retaliate with a single melee attack at advantage, against the same target. Choose a weapon you own when you reach this level of piety. This cannot change. When you kill a humanoid creature with that weapon, it's impossible for anyone to later trace that murder back to you. You may use your reaction after you hit an enemy with an unarmed or weapon attack, allowing you to roll two additional damage dice, and then regain HP equal to the total of the weapon damage dealt for that attack. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.
44 Vice Wrathful
Prone to extreme anger or rage
Once per day, when you score a critical hit with an attack roll, you can roll one additional damage die. Once per day, you can cast the spell Hellish Rebuke at 2nd level. Charisma is your spellcasting ability for this spell. You may use your bonus action to grant yourself and up to three allies you can see an additional 1d8 to their next damage roll made within 1 minute. This can be done once per adventure. If used outside of a quest, it can be done once per RL week.

Classes of Divine Powers

Some classes require a deity to function

For a Cleric, Paladin, Saint, or Thaumaturgical Scholar to use their divine abilities, you must be of the same alignment as your deity. Your alignment should be chosen carefully at creation, as it cannot be directly changed without DM action.


Divine Conversion

A divine class who grossly violates the code of conduct required by their god (generally by acting in ways opposed to the god's alignment or purposes), loses all spells and class features, except for proficiencies. They cannot thereafter gain XP or quest until they atone.

There are times where a character undergoes a dramatic experience in roleplay or a game session that may even shift their views entirely. Such a character may convert their faith to a new deity, with input and assistance from a DM. By converting to a new deity, there is also an accompanying cost of gold and downtime based on a formula on a character's tier. This represents the time and energy spent in atoning.

Divine Conversion Costs
Gold Cost: 250gp. x (Tier x 2) x Tier
Downtime Days Cost: 10DT x (Tier x 2) x Tier
Example: A tier 2 player would be required to pay 2000gp and 80 downtime days.

Upon working with a DM and paying the costs above, the character receives the benefit of an atonement from a follower of the new deity. After selecting a new domain from the listed deities domains, the character regains access to their divine magic and abilities. The granted powers of the new domain will replace granted powers from the old domain. This method is the only one by which a character can change their deity for the specified classes above.