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View Full Version : D&D 5e/Next The Godbound Class (based on the game godbound that is free on drivethru RPG) (WIP)



Jakinbandw
2018-04-17, 06:47 PM
https://1.bp.blogspot.com/-BTStApWrK6w/V3lTIAJFyyI/AAAAAAAAFcY/s9GpjYAWOXkWS1eXZnK9tzGwsm2mNKUuwCLcB/s1600/Godbound%2Bcover%2B%2B2.png

The Godbound
Most great heroes are normal mortal folk who rose up to the challenge. The Godbound is a mortal who was gifted with a divine spark, and is destined to one day become a god. Godbound can be anyone, the divine spark falls where it may. Each of them wields vast powers to change the world, as well as being formidable on a personal scale as well.

Hit Die: 2d8
Hit Points at 1st level: 32 + four times your Constitution modifier
Hit points gained at higher levels: 8 + double your Constitution modifier

Proficiencies
Armor: All armor
Weapons: All weapons
Saving Throws: Any 2 chosen at first level
Skills: Choose any 4

Starting Equipment
You start with the following items, plus anything provided by your background.
Any two weapons (optionally you may trade a weapon for a shield),
Any one armor,
Any one Pack (Ie: a Dungeoneer's Pack or an Explorer's Pack).




Level

Proficiency Bonus
Bonus Features
Effort
Influence


1
+2
Skill of God, Effort of god, Divinity, 6 Gift points
2
2


2
+2
+2 Gift points

2
3


3
+2
Divine Prowess +1
3
3


4
+2
+2 Gift points

3
4


5
+3
Proficiency in 2 skills of choice
4
4


6
+3
+2 Gift points

4
5


7
+3
Divine Prowess +2
5
5


8
+3
+2 Gift points

5
6


9
+4
Proficiency in 2 skills of choice
6
6


10
+4
+2 Gift points

6
7


11
+4
Divine Prowess +3
7
7


12
+4
+2 Gift points

7
8


13
+5
Proficiency in 2 skills of choice
8
8


14
+5
+2 Gift points

8
9


15
+5
Divine Prowess +4
9
9


16
+5
+2 Gift points

9
10


17
+6
Proficiency in 2 skills of choice
10
10


18
+6
+2 Gift points

10
11


19
+6
Divine Prowess +5
11
11


20
+6
+2 Gift points

11
12



Skill of God:
When making an ability check you add your full ability score instead of your ability score modifier, you still add your proficiency bonus to these checks. Additionally, you gain +20 on top of this for initiative checks. When rolling for damage you add your relevant attribute modifier twice instead of only once.

When you take the attack action, you may roll 1d8+2 and apply the result as damage to any foe that has your half your level or less in hit dice. If you do enough damage to kill an opponent, you may automatically apply the remaining damage to any creature or object in sight that has the same AC or lower.

If you are wearing medium armor you may choose two more saves to become proficient in. If you are wearing Light, or no armor, you are considered proficient in all saves.

Divinity:
Pick 3 divine words to bind to your character from the list below. Each word has an entry level bonus that you get when you take the word. Each word also has a number of greater and lesser gifts associated with it. Greater gifts costs 2 gift points, and lessor gifts cost one. You get 6 gift points at first level, and one gift point at every even level thereafter.

You also have 2 Influence points at first level and gain 1 every even level thereafter. Rules for using influence can before in the Godbound Main Book.

You always heal back to full health after a long rest, even if something would normally prevent you from doing so.

You never gain any accuracy or damage bonus from magic weapons that you use. You never gain bonus AC from any magical source. The power of your divinity makes renders them useless. All other bonuses you may get from magic items function as normal.



These can be bought under any word

Minor Gifts

Divine Wrath (Smite) (Action)
Spend Effort for ten minutes. You smite a chosen foe within sight with the energies of the Word, inflicting a 1d6 damage die per character level. You are always immune to the wrath of your own
bound divine Words, as are other entities that wield similar powers. As a Smite power, Divine Wrath cannot be used two rounds in a row.

Corona of Fury (Smite) (Action)
Spend Effort for ten minutes. You hurl a torrent of your Word’s energy at a group of foes, affecting all within a 30-foot radius of a target point within sight of you. Each victim takes a 1d6 die of damage for every two levels you have, rounded up. The fury can selectively spare allies within the area, but the victims then get an appropriate saving throw to resist the effect. You are always immune to the furies of your own bound Words, as are other entities that wield similar powers. Corona of Fury cannot be used two rounds in a row.

Effort of the Word
Your maximum Effort increases by one point. This gift can be taken once for each Word you’ve bonded, but each purchase after the first costs two gift points instead of one.

Influence of the Word
Your maximum Influence increases by two points. This gift can be taken once for each Word you have bonded.

Excellence of the Word
Choose one attribute score and raise it to 18. This excellence is usually colored by the Word that grants it; Fire that grants Dexterity might cause sparks to be left behind swift motion, while Earth that grants Wisdom might lend a ponderous and steady tint to your thoughts. This gift may only be taken once, regardless of how many Words your hero has bound.


Alacrity

The Word of swiftness and impossible grace, Alacrity grants miracles of haste to the hero who possesses it. Miracles of its power might involve completing a particular task in but moments, evading some otherwise-inescapable peril, or responding to an event before its enactor can even begin. Alacrity is not Journeying, however, and its movement tends to be restricted to a single particular place or ashort distance rather than swift transit between far-flung locations.

Heroes with the Alacrity Word cannot be surprised. They may increase their Dexterity to 16, or to 18 if it’s already 16 or higher.


Lesser Gifts

The Storm Breaks Reaction
Before the first round of every combat or time-sensitive circumstance, you may Commit Effort for the scene to get one free bonus round before anyone else acts. Two heroes using this gift roll opposed Dexterity attribute checks to see who takes their action first.

Walk Between the Rain
Your AC is 17+ your Dexterity Modifier. You cannot be hit by anything not driven by a purpose unless you allow it; falling objects will never strike you unless some will to harm you set them in motion. Traps meant to hit an intruder have a chance to hit you. Armor and shields don't benefit your AC.


Greater Gifts

All-Encompassing Presence Bonus Action
This gift can be used as long as you have at least one effort remaining. Twice during your turn, as an On Turn action, you can be anywhere within 100 feet of your current location provided you could conceivably move to that point under your own power.

Untouchable Reaction
Spend effort for 10 minutes to become tremendously difficult to hit until the start of your next turn. Physical attacks only hit you only on a natural 20, even those attacks from foes that would normally hit automatically. You may use this after you see the result of an attack roll.


Might
The primal power of strength is embodied in the Word of Might. Many martial Godbound are strong, but a Godbound of Might excels them all in raw physical strength, and can perform miracles of lifting, throwing, or breaking things with their bare hands. They also have the power to bless their allies with similar graces of strength, though usually for specific actions or challenges rather than as a standing bonus to their abilities.

A Godbound of the Word of Might is tremendously powerful, gaining a Strength score of 20 and a +5 attribute modifier for Strength. This prowess allows them to lift or break anything that is humanly possible to so handle, though truly supernatural feats of strength require the use of a gift or miracle.


Lesser Gifts

Fists of Black Iron
The Godbound's unarmed and weapon attacks are fueled by their tremendous strength. One-handed weapons do 2d6 damage in their hands, and two-handed ones or unarmed attacks made with both hands free inflict 2d8+double your strength modifier. These attacks count as magical weapons.

Surge of Strength
Commit Effort for the scene to maximize any single damage roll modified by Strength. Such is your aura of tremendous might that you can apply this benefit to an ally within sight if you wish.


Greater Gifts

Leap the Moon
As long as he has at least one effort left unspent the Godbound can leap tremendous distances, ignoring all fall damage and able to jump to any point within sight in lieu of their movement for the round. They can fight flying enemies by using their movement to leap up before striking their target. They cannot leap more than ten total miles of distance per hour, however.

Loosening God's Teeth (Action)
Commit Effort to the end of your next long rest and make a single armed or unarmed attack. If the blow hits, the damage roll is quadrupled. This damage roll cannot be maximized by other gifts or abilities. Even on a miss, the concussion of the blow does injury as a normal-damage hit.


Endurance
The Word of Endurance is one of hardiness, determination, and unflagging exertion. Its miracles can grant survival even in the face of certain death, strength when exhaustion would otherwise overwhelm, and resistance against unwanted sorcery or curses. A Godbound graced with this Word is fearsomely difficult to harm physically, but the Word cannot deflect mental or spiritual damage sources or compulsions, like a Knowledge Divine Wrath or a Command compulsion. As a guide, if it would involve a Spirit save then Endurance can't stop it. Its miracles can't extend immunities to others unless noted otherwise.

Heroes of Endurance need not eat, sleep, drink, or breathe, and may set their Constitution score to 16, or 18 if it’s already 16 or higher.


Lesser Gifts

Intrinsic Health
Your maximum hit points increase by 4 extra points per level, including levels gained before you took this gift. This gift can’t be suppressed.

Harder than This
As long as you have one effort remaining you become immune to one physical peril or special attack. You can’t adapt to weapons, gifts, or spells, but you can adjust to become immune to a dragon’s breath, a basilisk’s gaze, a beast's poison, or a volcano’s caldera. If you have more than one effort remaining you may become immune to as many different perils and special attacks as you have unspent effort.


Greater Gifts

Fear No Steel
As long as you have at least 1 effort unspent your determination or supernatural hardiness allows you to shrug off the lesser harms of the world. You take 4 fewer point of damage from all incoming sources of damage, whether physical or magical. Optionally, spend effort till the end of your next long rest to become immune for 10 minutes to attacks from enemies with half your level in hit dice or less without magical weapons.

Undying
While you can be brought to zero hit points, mutilated, or burnt, you cannot actually be killed except by the effect or aid of a Word-powered gift, divine miracle, or gift-enhanced attack. If not slain, you regenerate back to one hit point in an hour from your largest remaining piece.




Effort of god:
At first level you have two effort points. You may use these for the following purposes:

You may spend one effort till the end of you next long rest to automatically succeed on a saving throw. You may do this after you have rolled the dice and found out if you succeeded or failed.
You may spend one effort till the end of your next long rest to negate one source of damage that would affect you
You may spend one effort till the end of your next long rest and chose a word you have bound, you may use a gift of that word as if you had purchased it. If the gift requires you to spend effort till the end of your next long rest, it instead requires you to spend two effort till the end of your next long rest.
You may spend effort till the end of your next long rest and choose a divine word you have bound to do 1d6 damage per level to a foe you can see. The damage type is based on the word you chose.
You may spend effort till the end of your next long rest and choose a divine word you have bound to do 1d6 damage per every two levels rounded up to a all foes within 30 feet of a point you can see. The damage type is based on the word you chose.


Divine Prowess:
When in combat you may add your divine prowess bonus to your attack rolls.

Proficiency in 2 skills of choice
Gain proficiency in any two skills of your choice.

Jakinbandw
2018-04-17, 06:52 PM
Godbound (http://www.drivethrurpg.com/product/185959/Godbound-A-Game-of-Divine-Heroes-Free-Edition) is a mostly free game about playing a demigod. I wanted to try to write this up in 5e and this was the result. I copied several gifts, but there are far more in the actual book. You can use the basics of the ones I translated to translate the rest. If I get some time I might translate some more gifts, or go over rules for translating gifts here.

This is not for use with a normal party! Godbound are not meant to play with other classes as they exist on a completely different power level!

clash
2018-04-17, 07:57 PM
Rather than making a bunch of special rules doubling mod to damage and hp at each level as things like that I would suggest using the normal rules but give them 30 for stat caps, more asi than normal and a d20 hit die

Jakinbandw
2018-04-17, 08:15 PM
Rather than making a bunch of special rules doubling mod to damage and hp at each level as things like that I would suggest using the normal rules but give them 30 for stat caps, more asi than normal and a d20 hit die

I might take your advice on Changing the HP do be a d20 instead of all this odd stuff. That said, I am trying to follow a specific level up path with this, and I'm not sure if just adding 10 to all stats (a possibility for sure!) would have the feel I'm trying to replicate. For one thing it would make hitting at first level very easy, where in Godbound, you hit hard, but at low levels you are fairly inaccurate with your new strength.

While ASI's are a staple of 5e, one of the things I liked about 5e is that they were a class feature, which make them really easy to remove. Godbound tend to end the game with the same attributes they started with. They get better at hitting things, but end game, when they swing their weapon it's for roughly the same damage as when they were level 1. The difference is they hit more often, and have a bunch of other options for dealing with combat and have more effort to keep doing things like auto succeeding on saves.

I'll mull over tonight if i want them to have ASI's or not.