Let's cut to the chase, they're all in a bad spot. Most have no point, the new ones have neat clickies that do a little bit of stuff every 10 minutes, and then there is Sylvanus which actually has strong benefits, but basically stops at level 6. There is potential here, but other than Sylvanus builds I pretty sure no Cleric or Paladin chooses a deity beyond the most beneficial free level 6 feat. FvS get's all of it for free, of course, but they're kinda forced to take it. Let's make it better. I only made 3 examples here because frankly this takes a lot of work and I just want to push out some ideas to get the conversation going.
This also gives Favored Souls an edge when compared to Clerics and their domains.
Aureon: Quarterstaff
- Level 1: You gain +1 to hit and damage with Quarterstaves. Quarterstaves gives you a +2 stacking bonus to universal spell power per minimum level of the quarterstaff.
- Level 3: You gain +2 to hit and damage with Quarterstaves, and while wielding a Quarterstaff, you gain +1 to all DCs, +1 effective level for Turn Undead, +2 maximum Hit Dice affected for Turn Undead, and +2 to the total hit dice affected by Turn Undead. You also gain additional +2 stacking bonus to spell power per minumum level of the quarterstaff. The spell power is based on the domain you have chosen (if you don't have a domain, you can't get one or it doesn't grant spell power, it grants half fire and half light spell power).
- Level 6: You gain Aureon's Instruction; a toggle that requires a Quarterstaff:
When active: Against Evil or Chaotic creatures, your spells have an additional +1 to their DC. Against Chaotic Evil creatures, this bonus is a +2. If you are Lawful, you gain an additional +1.
Separate Passive: You gain an additional +1 effective level for Turn Undead, +2 maximum Hit Dice affected for Turn Undead, and +2 to the total hit dice affected by Turn Undead and your level 1 feat improves: It now grants 3, as opposed to 2, universal spell power per minimum level of the quarterstaff. You also gain +3 spell penetration.- Level 12: You gain +3 to hit and damage for Quarterstaves; your level 1 feat improves further to a +4 stacking bonus to universal spell power per minimum level of the quarterstaff as opposed to +3.
- Level 20: You gain 10%/Cold Iron Damage Reduction.
Total, this deity gives at level 30 (using Nocturne, the Song of Night as a baseline because it's the highest level staff):
Universal spell power: 116
Specific spell power: 58 (or 29/29)
Spell DCs: +1, +2 if you are Lawful, +2 against Chaotic or Evil, +3 against Chaotic or Evil while lawful and +4 against Chaotic and Evil while lawful.
Spell penetration: +3
Turn Undead: +2 to your effective level for Turn Undead, +4 to maximum Hit Dice affected when using Turn Undead, and +4 to the total Hit Dice affected by Turn Undead
Quarterstaves are pretty bad right now. Their inherent issue is that 2 clubs almost always beat out a quarterstaff as a casting implement. This probably isn't good enough to make them good, but it gives the caster deity some actual casting strength.
Blood of Vol: Daggers
- Level 1: You gain +1 to hit and damage with daggers, when you damage an enemy, you mark it, and when it dies it heals you for hitpoints equal to the creature's CR, and heals allies for half. Only one enemy can be marked at a time and this scales with spell power.
- Level 3: You gain +2 to hit and damage with daggers, your daggers deal additional bane damage to creatures with blood based on your total deity feats, doubling against elves and dragons. This damage scales with melee power:
- At level 3, this deals 1d6 bane damage per hit.
- With the level 6 feat, this improves to 2d6.
- With the level 12 feat, this improves to 3d6.
- With the level 20 feat, this improves to 6d6.
- Level 6:
- Your daggers's damage dice expands to a d6, and daggers you wield have +1 critical threat multiplier.
- You gain +1 stacking fortification based on how many religious lore feats you have.
- You gain +2 constitution.
- You gain +1 stacking fortitude saves based on how many religious lore feat you have, halved.
- Against creatures with blood, your daggers gain 1d4 vampirism, improved to 2d4 vampirism in epic level content. This healing scales with melee power.
- Level 12: You gain +3 to hit and damage with daggers, whenever you take damage you gain 1 blood point. You can store bloodpoints equal to your religious lore feats.
- When you trigger your level 1 feat, you and your allies heal for additional hitpoints equal to the blood points you have.
- You gain +1 stacking forification based on how many blood points you have.
- You deal an additional +1 bane damage per blood point you have.
- You gain 1% damage reduction per religious lore feat you have.
- When you hit 0 hit points, your blood points are expended and you are brought to a hit point value equal to your blood points before death. Once this effect triggers you can't gain blood points for 1 minute.
- Level 20: You gain 10%/Good DR.
They wanted to make a tanky dagger user, I made a tanky dagger user.
The Lord of Blades: Greatsword
MUST BE ONE OF THE FOLLOWING: Warforged, Bladeforged, or a Artificer with Construct Essence or Improved Construct Essence
- Level 1: You gain +1 to hit and damage with Greatswords and healing spells and effects you create (such as Ameliorating Strike) that effect constructs heal for the full amount, but when cast on constructs, do not benefit from positive spell power and instead requires Repair spell power. Empower Healing Spell grants 75 repair spell power, and 100 repair spell power with Improved Empower Healing.
- Level 3: You gain +2 to hit and damage with Greatswords and against non-construct, filthy fleshbags your greatsword has a +1 critical multiplier and threat range (any non-undead, non-construct).
- Level 6: You gain a toggle: Bladesworn Transformation
- You gain +4 stacking bonus to Strength.
- You gain +4 stacking bonus to AC.
- You gain +4 stacking bonus to hit and damage rolls with Greatswords
- You gain immunity to sneak attacks.
- Your greatswords gain the best vorpal possible (based on the weapon's enhancement level), and vorpal on a 19-20 against fleshies
- You gain repair spell amplification equal to double your religious lore feats.
- You heal 50% less from sources of positive healing amplification.
- For 1 minute, you can not turn off this stance once it's turned on.
- Level 12: You gain +3 to hit and damage with Greatswords. When you critically hit an enemy, all enemies within cleave range must make a Will saving throw or become frightened. Enemies who are frightened this way suffer -1 to all attack rolls, saving throws, skill checks, and ability checks. This effect stacks up to 10 times and on the 10th stack, the enemy must make a Fortitude saving throw or die from a heart attack. Enemies only make this fortitude saving throw once.
- Level 20: You gain 10%/Adamantine DR.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Mind you these are some crazy ideas for feats. Probably all broken, but I feel like there is a lot of wasted potential with the deity system that would actually make melee cleric/fvs viable and also give paladins some more choices.