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A divine being can share it's power with whomever they wish regardless if said being worships them or even has similar world views, ethics, etc... or not. Now I'm guessing with the latter that I'd doubt they would do that but it's not out of the realm of possibility.
Forgotten Realms Wiki does state they "are but not always descended from Celestials". Also due to their nature they are more drawn to casting with Divine magic than Arcane. (Many become Paladins, which is why I bring it up)
Agreed I was just making the distinction that while yes they do tend to focus on casting using Divine magic their power is generally not inherent within them [extremely rare select few do have inherent radiant energy]. They still will serve a divine being in some way in order to access that magic. But yes that is their preference over the arcane.
In older editions, the planetouched races were considered to be the direct offspring between mortals and outsiders. But now, it is possible for somebody to become planetouched by being exposed to the energies of those planes.
For example, you can be born a normal person, who becomes an Aasimar / Tiefling / Genasi later on in life, by being exposed to energies from the Upper / Lower / Elemental planes.
Pretty sure ravnica doesn't have gaia and ravnica is canon 5e.
Lore for the sword coast and the like does not mean it's lore for dnd the game. Which is probably a part of why they made paladins get their powers from oaths instead of what, in some settings, would be nonexistent gods.
You can always copypastsa gods and slap different names on them to suit your setting. TT games like Path and D&D should/would encourage you to do your own thing if you have the confidence or experienced.
I brewed up a Cervitaur/Deer-person from scratch and used help from some experts on the subreddit to make a balanced playable deer-person. Which has been really fun.
Anyway, should be fine though.
The divine power of gods is obtained from faith.
The gods need people's faith to increase their power to go from a minor deity to a major one. So FAITH is the fuel of gods. It's like a circle, followers believe in a god and the god lend its power to a cleric to act his will and acquire more followers, so the god can get more power.
What 5e paladin does is having faith in own acts by following an oath. Oathbreakers also have powers, but they are based on faith in himself than on an oath.
From the book
"Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge?*"
You can get the powers by 1- Oath to a cause, 2- Oath to a lord, 3- Oath to values, 4- Oath to a God.
But you are correct in the 3.5e or 4e.
Faith is their fuel, but it is not the power itself. And faith only became important to them AFTER the Time of Troubles.
Ao punished the gods for acting like a bunch of unruly children, by making them dependent upon a constant supply of faith from mortals in order to sustain themselves.
Prior to the Time of Troubles, the gods had a limitless supply of power they could draw from. So they didn't care much about mortals, or fulfilling the duties required of their portfolios.
Yep.
So what this has to do with paladins in 5e? Since this was a 1e to 2e change.
Anyway chosing a deity to serve was never mandatory besides in 4e. You can even have a deity you believe but not serve it as a paladin. This is mostly used in videogames.
The point is: Paladins don't need a god to have their divine powers in 5e period.