Forest Gods

The Forest God

Deep in the Woods, wild spirits roam freely between the boughs and the bushes, hidden from the unclean gaze of man. The Mightiest of these Spirits are the Living Avatars of the Forests themselves, striding tall between the trees of the Mightiest Forests. Within their realms, which they never leave, they are the undisputed masters, though they act more as guardians and nurturers than Tyrants. Usually. Druids revere them, and rangers respect them, and only the fool-hardy anger them. They tolerate men, though not gladly, their only concern is their Forest, which they will protect at all costs. They aren't quite gods in the sense of almighty men that live in the Sky, but they are worldly, and powerful, and Gods all the same.

Aspects

This is the main aesthetic of the Forest God, combine this with the Forms table to determine what it actually looks like. This is actually all one big d20 table, don't be fooled; it is merely arranged into 3 subtables (and a little bit at the end), and the result tells you which sub-type your aspect is arranged into, plant, elemental, or animal. This affects how you roll on some further tables, and the types of powers and followers the Forest God can have.

Plant Aspects
1 -  Wood
2 - Vines/Brambles
3 - Flowers
4 - Fungus
5 - Leaves
6 - Roots
Elemental Aspects
7 - Stone
8 - Mud
9 - Earth
10 - Tar
11 - Water
12 - Cloud
Animal Aspects
13 - Horn
14 - Fur
15 - Chitine
16 - Swarm
17 - Feather
18 - Bone
Unaligned Aspects
19 - Roll Twice, within the same sub-table
20 - Panopoly, roll once within each sub-table

Form

The shape of the Forest God, made of its aspect. It is always larger than a man, towering over him at least twice as high.

1 - Man
2 - Elk
3 - Faun
4 - Wendigo
5 - Bear
6 - Eagle
7 - Spider
8 - Torrent
9 - Snake
10 - Boar
11 - Beetle
12 - Owl

Features

Additional cosmetic features for your Forest God if you wish. Should probably only have one or two at most.

Plant Aspect Gods roll with advantage, Animal Aspect Gods roll with disadvantage
1 - Too Many Horns
2 - Too Many Limbs
3 - Too Many Eyes
4 - Home to Many Birds
5 - Home to Many Insects
6 - Home to Many Animals
7 - Always Shifting and Moving
8 - Scribed with Ethereal Runes
9 - Smoulders Within
10 - Emits Mist and Fog
11 - Roots Itself into the Earth
12 - Embedded with another Aspect

Terrain/Sacred Space

Where the Forest God dwells within the Woods, where their essence dwells in slumber, where supplicants offer their sacrifices and where the rivers carry the votives by secret water-ways. If Gods can only be killed on their home planes, this is where the Forest God can be slain. Though of course, in their Sacred Space, their powers are at their fiercest, and the God's followers will always come running if violence is brought to the Sacred Space.

Plant Aspect Gods roll with Advantage, Elemental Gods roll with Disadvantage
1 - A Great Lake
2 - A Roaring River
3 - A Huge Cavern
4 - Many Standing Stones
5 - A Stinking Swamp
6 - A Peaceful Clearing
7 - An Almighty Tree
8 - A Vine-Choked Valley
9 - A Flower-Blanketed Field
10 - A Fungal Grove

Followers

Forest Gods should always have at least two sets of followers, maybe as high as five. Destroyed sets of followers should be regained (and rerolled) at the next equinox or solstice. They are fiercely loyal to the Forest God, and often times as intelligent as men if they would otherwise not be. If you don't recognise an entry, just take a peek below, there should be a little description there for you. Or make up your own. Doesn't bother me.

Animal
1 - A Wolf Pack, lead by a King of Wolves - Best 2 of 3d6
2 - A Family of Bears, lead by a King of Bears - d4 + 2
3 - A Swarm of Insects
4 - A Swarm of Birds
5 - A Group of Boars, lead by a King of Boars - 2d8
6 - A Herd of Elk, lead by a King of Elk - 3d10
7 - A Roost of Owls, lead by a King of Owls - 2d4
8 - Clutch of Snakes, lead by a King of Snakes - 2d6
9 - A Unicorn
10 - Wild Fae - d6, exploding

Plant
1 - Dryads - 2d6
2 - Treants - d3
3 - Vine Horrors - d3
4 - Shambling Mounds - d3
5 - A Flowering Colossus
6 - A Forest Giant
7 - Myconids - 3d4
8 - Moss Hermits - d3
9 - Bracken Wolves - 2d3
10 - Wild Fae - d6, exploding

Elemental
1 - Naiads - 2d6
2 - Elementals - d4
3 - A Stone Giant
4 - A Flinty-pede
5 - Earth Motelings - 5d6
6 - A Lightning Bird
7 - A Stone Oracle
8 - Kelpies - d3
9 - A Fog Serpent
10 - Wild Fae - d6, exploding

Kings of Animals
These are beasts always of at least twice as many Hit Die as regular members of their species, and have magnified powers of their lesser kindred. They draw others of their kind to them like magnets, like royal courts. They are the Platonic Ideals of their kind.
Wild Fae
While most Fae are more than content to dwell in the glory of the Faewild, all Woods are in some way connected to the Undying Lands, and these Fae have migrated through to the Mortal World to experience its... grittiness. For some Fae, the thrill of a Duel is hardly as heightened as when the ritual weapon can actually kill you. However, all Fae must have a Lord that they at least respect, and so they congregate around the Forest Gods.
Vine Horrors
They are mostly in the shape of men, or when part of the Forest God's court, the shape of the God. They snake their way through the woods, always rooted to the ground. In their defence, they encase and strangle and suffocate, escaping up the trees or down into the mud if truly at risk. Usually, they merely go about their enigmatic, seemingly purposeless purposes.
Flowering Colossus
Like an animated hill, these hunched beetle-giants of rock and stone carefully cultivate the flowers and mosses that grow upon their backs, leading some to call them Garden Giants. They are gentle, and hard to provoke, but sometimes particularly rare alchemical ingredients will be discovered to grow upon their backs, leading the fool-hardy and ill-informed to attempt to steal from the Colossus. their pulped remains are rarely recognised as such, ground as they have been between the forces of continents.
Moss Hermits
They are the same shape as men, only made of living rock with eyes of precious gems, and cloaks of moss and petals. They own only fishing poles made of still-living wood which they use to fish in the earth itself for jewels, which they use to create new Moss-Hermits. They are very picky about the jewels that they use in their secret rites of creation, and those that don't meet the mark are tossed back down into the muck. They can remain fishing for centuries, as it takes their hooks years to sink down into the earth in some cases, and motionless and patient as they are, the moss will slowly creep over them, encasing them in green. They move only to brush it away from their Gemstone eyes. They are happy to converse with those that speak the language of the stones, dismissive of those that don't, and implacable in their vengeance. They have many friends among the rocks and stones of the earth, and their enmity should not be sought, or lightly made. 
Bracken Wolves
These are the Wolves of the Huntsmaster; meat of mud, ivory of flint, fur of mosses. They have the minds of stones, and so are content mostly to languish and rest to make any cat blush and tut. When roused to blood or anger, they have minds of wolves, and are fiercely strong. They were created as part of the Pact between the Huntsmaster and the Woods, to allow him his hunt-eternal. Such, some rest now in the courts of the Forest Gods, avatars of the Earth as they are.
Flinty-Pede
Long chain-coils of stones and boulders, flinten legs clattering through the ground, basalt mandibles gobbling up the earth, metal-ore-streaks running down their backs. As worms are to soil, so Flinty-pedes are to the deep rocks of the earth. Sometimes, they form friendships with the Forest Gods whose forest's roots seep and snake down into the rock in which they live. Of all the courtiers of Forest Gods, these are perhaps to be feared the most, they bring no signs of their passing, and strike from beneath the very earth you tread on. Their only 'weakness' as such is that they must always be contected to the earth in which they live. If ever seperated from it, they instantly crumble into inanimate rock.
Motelings
Just tiny, cute little elementals. Be careful though, in swarms, they have all the capabilities of their greater cousins, a fact of which they are well aware.
Lightning Birds 
Like their cousins, the Phoenix, Lightning Birds are attuned to that most blinding expression of the Earth's Power. In most weathers, they are the size of eagles, or maybe falcons. When clouds gather, they grow with the strength of the storm that will inevitably follow. They fly at the speed of the flash of light, strike with the force of a thunder clap, and spark and shed blasts of electricity at the touch of water. They are reborn from tiny shreds of blasted wood and earth with the touch of great, momentous storms. These are rare, thankfully, so if you can actually kill one, it will be some time before it can return to hunt you down. And it will return, their memories are long, and uncompromising.
Stone Oracles 
They scratch their messages into the earth; long, gaunt fingers of crystal scoring the future into the muck, eyes of mirror-facets seeing what will come, tectonically accurate, the long-seeing visions of stone with paths as set as the course of stars. They are valuable in every way, their words carry the course of time, their flesh is crystal, and they abhor violence. Almost a dream come true. The Earth is their friend though, and those that would strike down an Oracle would face the Enmity of the World itself, a curse of the greatest magnitude. This doesn't stop some from trying. It never ends well.
Fog Serpents
Normally, Fog-Serpents are the Genii Loci of great storm-clouds, but sometimes they drift down into the woods of Forest Gods to nurture the Forests further. Fighting them is like fighting the weather, in nearly every aspect. They wreath their adopted woods in mists and fogs that coat the ground in ethereal white, and their roar is the distant rumble of thunder. The only blessing we have in the battles against the Fog Serpents, mighty as they are, is that they are almost completely incorporeal. They can summon great winds, and bolts of lightning; but their thick coils, nearly six feet thick, can do you no harm; nor can their great maws swallow you up. Small mercies at least.

Forest God Powers

Forest Gods have Powers from their Aspect equal to the number of Followers they have. They may swap up to one power from their Aspect for a power from another Aspect.
All spells cast by the Forest God are cast as if by a spellcaster with levels equal to the Forest God's Hit Die, and all spells cast at a level equal to the Forest God's Wisdom modifier, unless it would be higher.

Animal
1 - Command Creatures
2 - Set Rots
3 - Inspire Fear
4 - Inspire Rage
5 - Swarm Storm
6 - Wither
7 - Deluge
8 - Ossify
9 - Evolve
10 - Devolve

Command Creatures:
As an action, the Forest God calls upon the creatures that inhabit its domain to serve their lord and Master. In d4 turns, 4 swarms of beasts of the Forest God's choice arrive to serve the Forest God.
Set Rots
The Forest God can cast Contagion as part of a melee attack before making the attack roll, targeting the same creature as the attack. It can do this a number of times per day equal to its Wisdom Modifier.
Inspire Fear:
As an action, the Froest God can attempt to cause a living creature to become deathly afraid of the Forest God. The target must make a Wisdom Saving Throw, becoming frightened of the Forest God on a failure for as long as it can see the Forest God.
Inspire Rage:
As an action, the Forest God can attempt to create a boiling storm of fury within a living creature. The target must make a Wisdom Saving Throw, or become so enraged that it must attempt to slay all creatures that it can see, to the best of its abilities. Each time that it takes damage whilst affected by this ability, it can attempt the Saving Throw again, ending the effect on a success.
Swarm Storm
The Forest God can cast Insect Plague once per day.
Wither
The Forest God can cast Blight a number of times per day equal to its Wisdom Modifier.
Deluge
The Forest God can cast Tsunami once per day.
Ossify
As an action, the Forest God can attempt to turn a creature into Bone, the target must make a Constitution Saving Throw. It takes d4 dexterity damage on a failure, it is stunned on its turn as its skin begins to calcify, its AC increases by 1 as long as its dexterity is damaged by this ability, and it must make the same saving throw on its next turn to. On a success, the creature takes 1 dexterity damage, and the effect ends. A creature that succeeds on its Saving Throw against this ability cannot be targeted by it again until the next new moon. A creature whose dexterity is reduced to 0 by this effect turns completely to bone.
Evolve
The Forest God can cast Polymorph on a friendly creature a number of times per day equal to its Wisdom Modifier.
Devolve
The Forest God can cast Polymorph on a hostile creature a number of times per day equal to its Wisdom Modifier.

Plant
1 - Shape Wood
2 - Blossom Storm
3 - Spore Storm
4 - Lignify
5 - Sudden Verdence
6 - Blazing Light
7 - Wall of Thorns
8 - Wild Fire
9 - Sudden Decay
10 - Bark Skin

Shape Wood
As a ritual, the Forest God can shape trees, one tree at a time over the course of the ritual, one tree per minute. The Trees can be manipulated into any shape and form the Forest God wishes, which causes no harm to the trees, which continue to grow in their new form once the effect ends. The only restriction to the ability is that the total volume and mass of the trees affected cannot change. The Forest God may also use this ability as an action a number of times per day equal to its Wisdom Modifier, any changes so effected manifesting immediately.
Blossom Storm
As an action, the Forest God can create a great storm of petals and leaves in a 60 foot radius around it, heavily obscuring everything within the radius. This effect lasts as long as the Forest God wishes, or until it is reduced to 0 Hit Points, and can't be dispelled by anything less than gale-force winds. As a further action during a turn during which this ability is active, the Forest God can thicken the storm further, blinding all creatures except the Forest God within the radius until the start of the Forest God's next turn.
Spore Storm
As an action, the Forest God can create a great storm of petals and leaves in a 60 foot radius around it, lightly obscuring everything within the radius. Any creature except the Forest God within the area that takes damage from any source also takes a further d4 poison damage. This effect lasts as long as the Forest God wishes, or until it is reduced to 0 Hit Points, and can't be dispelled by anything less than gale-force winds. As a further action during a turn during which this ability is active, the Forest God can thicken the storm further, poisoning all creatures except the Forest God within the radius until the start of the Forest God's next turn.
Lignify
As an action, the Forest God can attempt to turn a creature into Wood, the target must make a Constitution Saving Throw. It takes d4 dexterity damage on a failure, it is stunned on its turn as its skin begins to become brown and knotted, its AC increases by 1 as long as its dexterity is damaged by this ability, and it must make the same saving throw on its next turn to. On a success, the creature takes 1 dexterity damage, and the effect ends. A creature that succeeds on its Saving Throw against this ability cannot be targeted by it again until the next new moon. A creature whose dexterity is reduced to 0 by this effect turns completely to wood.
Sudden Verdence
The Forest God can cast Plant Growth a number of times per day equal to its Wisdom Modifier.
Blazing Light
The Forest God can cast Dawn and Daylight a number of times per day equal to its Wisdom Modifier.
Wall of Thorns
The Forest God can cast Wall of Thorns as an action, though it can only have one instance of the spell active at any time from this ability.
Wild-Fire
The Forest God can cast Firestorm once per day, with the following changes. Each 10 foot cube the spell creates appears one per turn over a minute, and each last 1 minute after the last cube has appeared. Each cube only deals 2d10 fire damage on a failed Saving Throw, or half as much if a creature in it succeeds its Saving Throw.
Sudden Decay
As part of a the damage for a Melee Attack, the Forest God can reduce the Strength, Dexterity, and Constitution Scores of the target of the attack by 1d6. It can use this ability a number of times per day equal to its Wisdom Modifier.
Bark Skin
As an action, the Forest God can cast Barkskin on all friendly creatures it can see.

Elemental
1 - Shape Stone
2 - Shape Earth
3 - Command Water
4 - Command Wind
5 - Lithify
6 - Liquify
7 - Create Mist
8 - Thunder Storm
9 - Call Elemental
10 - Flash Freeze

Shape Stone
The Forest God can cast Earth Tremor and Stone Shape a number of times per day equal to its Wisdom Modifier, and Bones of the Earth once per dayIt also knows the Mold Earth cantrip, targeting only Stone.
Command the Earth
The Forest God can cast Earth Tremor and Move Earth a number of times per day equal to its Wisdom Modifier, and Firestorm once per dayIt also knows the Mold Earth cantrip.
Control Water
The Forest God can cast Control Water and Wall of Water a number of times per day equal to its Wisdom Modifier, and Firestorm once per dayIt also knows the Shape Water cantrip.
Command Wind
The Forest God can cast Gust of Wind and Warding Wind a number of times per day equal to its Wisdom Modifier, and Whirlwind once per dayIt also knows the Gust cantrip.
Lithify
As an action, the Forest God can attempt to turn a creature into stone, the target must make a Constitution Saving Throw. It takes d4 dexterity damage on a failure, it is stunned on its turn as its skin begins to toughen into stone, its AC increases by 1 as long as its dexterity is damaged by this ability, and it must make the same saving throw on its next turn to. On a success, the creature takes 1 dexterity damage, and the effect ends. A creature that succeeds on its Saving Throw against this ability cannot be targeted by it again until the next new moon. A creature whose dexterity is reduced to 0 by this effect turns is completely Petrified.
Liquify
As an action, the Forest God can attempt to turn a creature into water, the target must make a Constitution Saving Throw. It takes d4 constitution damage on a failure, it is stunned on its turn as it vomits up litres of water equal to the constitution damage it took, and it must make the same saving throw on its next turn to. On a success, the creature takes 1 consitution damage, and the effect ends. A creature that succeeds on its Saving Throw against this ability cannot be targeted by it again until the next new moon. A creature whose Constitution is reduced to 0 by this effect turns completely to water.
Create Mist
The Forest God can cast Fog Cloud and it does not require an action to cast it, though it cannot cast it more than once per turn. It can also cast Windwall a number of times per day equal to its Constitution Modifier
Thunder Storm
The Forest God can cast Call Lightning and Thunderwave a number of times per day equal to its Wisdom Modifier, and Storm of Vengeance once per dayIt also knows the Thunderclap cantrip.
Call Elemental
The Forest God can bring forth Elementals to serve it faithfully as an action. It can summon a total number of Hit Dice of Elementals equal to double its own with this ability, with no single Elemental having a number of HD greater than twice the Forest God's Charisma Modifier. To manifest particularly powerful Elemental, there must be a natural phenomena of particular beauty, or grandeur home to such an Elemental for the Forest God to call forth.
Flash Freeze
As an action, a sudden wave of cold magics gush forth from the Forest God, freezing the ground in a 60 foot square touching the Forest God, turning the area into difficult terrain. Any creature in the area when the ability is used must make a Constitution or Strength Saving Throw (the creature's choice) or be frozen in place and immobilised. A creature that starts its turn immobilised because of this ability takes 2d6 cold damage at the start of its turn, and it can attempt the saving throw again if it is still conscious, ending the effect on it on a success.

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