REJECTED - Divine Piety

This Experimental Rule has been deemed not congruent with world tone & ideas. Feedback from Friday group indicated little interest in this sort of system unless tied to a campaign or feat.

This document contains experimental rules for the world of Hiraeth. These systems are designed to offer a different play experience, tying a character's power more closely to the narrative and the specific challenges of the setting. These rules are considered playtest material.

The Nature of Piety

Your faith is a tangible connection to your patron deity, a reservoir of divine energy you can draw upon. This power is represented by Piety Points. Piety is not a static resource that simply replenishes after a rest; it is a fluctuating measure of your deity's active favor, earned through devotion and risked through desperate pleas.

Gaining and Using Piety

You have a pool of Piety Points that ebbs and flows based on your actions and your daily devotion.

Starting Piety. When you first gain access to this feature, you begin with a number of Piety Points equal to your proficiency bonus + your spellcasting ability modifier. (If you do not have a spellcasting ability for the class granting this feature, you may choose Intelligence, Wisdom, or Charisma to serve as this modifier).

During play, you gain Piety Points primarily through three methods: Ritual Prayer, Fervent Prayer, and Acts of Devotion.

Ritual Prayer

This is the common practice of daily devotion, a quiet and focused supplication performed outside the stress of combat. This ritual takes 10 minutes to complete. At the end of the ritual, you make a Wisdom (Religion) check.

Fervent Prayer

This is a desperate, in-the-moment plea for aid made amidst the chaos of battle or another perilous situation. As an action, you can open your soul to the divine. This is a risky act; the gods do not always answer as one would hope. When you use this action, you make a Wisdom (Religion) check, applying any relevant modifiers.

Auspicious Conditions. The gods are more receptive when prayers align with their domains. Worshipping a sun god at high noon, a moon deity under the full moon, or a god of the forge before a roaring hearth can amplify your connection. When performing a Ritual or Fervent Prayer in a place or at a time considered sacred to your deity, you may add a +2 bonus to your Wisdom (Religion) check.

Spiritual Exhaustion. Calling upon your deity repeatedly in a short time is spiritually taxing. For each time you have used a prayer action since completing your last long rest, you must subtract a cumulative -2 from your Wisdom (Religion) check. This penalty resets after you finish 1d4 long rests.

Acts of Devotion

Your deity rewards actions that tangibly advance their cause in the world. These are not simple prayers, but significant deeds undertaken in your god's name. The DM can award Piety Points when you complete such an act. The amount should reflect the act's significance.

Examples of Acts of Devotion include:

Acts of Faith

You can spend your accumulated Piety Points to create a wide variety of miraculous effects.

Invocations of the Divine Domain

Cost: 6 Piety Points, 1 Action

As an action, you can expend 6 Piety Points to manifest one of the Invocations granted by your Divine Domain.

Miracles of the Battlefield and Protections and Healing

Sacred Strike. Cost: 4 Piety Point, No Action Immediately after you hit a creature with a weapon attack or a spell that requires an attack roll, you can spend 2 Piety Point to infuse the strike with divine energy. The attack deals an additional 1d10 radiant damage. This damage increases to 2d10 if the target is an undead or a fiend.

Overwhelming Spell. Cost: 4 Piety Points, No Action When you cast a spell that forces one or more creatures to make a saving throw, you can spend 4 Piety Points to choose one target of the spell; that creature has disadvantage on its initial saving throw against the spell.

Weapon of Faith. Cost: 2 Piety Point, Bonus Action You touch one weapon you are holding and channel divine energy into it. For 1 minute, the weapon becomes magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Divine Guidance. Cost: 2 Piety Point, 1 Reaction. When you or an ally you can see within 30 feet makes a skill check, you can invoke your deity's name to offer a small nudge. You grant a +2 bonus to that roll. You can use this after the roll is made but before the outcome is determined.

Sacred Glow. Cost: 3 Piety Point, 1 Bonus Action. You cause your holy symbol or a weapon you hold to shed bright light in a 20-foot radius and dim light for an additional 20 feet for 1 hour. This light is magical.

Sense the Divine. Cost: 1 Piety Point, 1 Action. You briefly open your senses to the divine tapestry around you. You learn the direction and general distance (e.g., "very close," "in this building," "across the valley") of any place or object within 1 mile that has been consecrated or desecrated by a deity. This sense does not penetrate barriers that would block divination magic, like a thin sheet of lead.

Restorative Grace. Cost: 2 Piety Point per die, 1 Bonus Action As a bonus action, you can touch one willing creature and "As a bonus action, you can touch one willing creature and spend 2, 4, or 6 Piety Points. For each 2 points spent, the creature regains 1d4 hit points.

Aegis of Faith. Cost: 2 Piety Point, 1 Reaction When you or a creature you can see within 30 feet of you is hit by an attack, you can use your reaction to manifest a shimmering shield of divine energy. The target gains temporary hit points equal to 1d10 + your spellcasting ability modifier, which are expended immediately to absorb the triggering damage.

Purifying Spirit. Cost: 2 Piety Points, 1 Action You touch one creature and channel cleansing energy. You can end one condition afflicting it. The condition can be blinded, charmed, deafened, frightened, or poisoned.

Insightful Rest. Cost: 3 Piety Points. When you start a long rest, you can spend 3 Piety Points to beseech your deity for guidance. During rest, you receive a prophetic dream or a fleeting vision. You can ask the DM a single question concerning a specific goal, event, or activity to occur within the next 7 days. The DM will offer a truthful reply, though the reply might be a short phrase, a cryptic rhyme, or an omen - the future can also change depending on your actions.

Invocations of the Divine Domain

Each Divine Domain grants access to a specific, powerful Invocation. The plan is to add a few for each Domain in the future. These are just examples.



Revision #16
Created 2025-06-28 05:15:11 UTC by Jax SN Johnson
Updated 2025-12-24 18:51:49 UTC by Jax SN Johnson