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  1. - Top - End - #1
    Ogre in the Playground
     
    MoleMage's Avatar

    Join Date
    Jun 2009
    Location
    Oklahoma
    Gender
    Male

    Default D&D 5e Base Class Contest XVI: Divine Judgment

    Welcome to the fifteenth homebrew base class competition. The goal here is to create an original base class for 5th edition Dungeons and Dragons. Please only place your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.

    Chat Thread

    1) The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period. This contest, the theme is Divine Judgment. Whether your class is being judged by the divines or doing the judging on their behalf, they should be themed around a divine power source. Variant classes are also permissable, so if you feel like a remake of the Cleric or Paladin is in order go right ahead and do that, but original concepts are great also.

    2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
    3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for your class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
    4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creator will disqualify you from entry in the current contest.
    5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline below. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
    6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
    7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

    Keep in mind that this contest is entirely for recreational purposes and there is no reward (aside from bragging rights) for someone who succeeds. Let us begin!

    Deadline for this contest will be August 29th September 12th. The voting thread will be posted the following day and will stay open for three weeks.
    Last edited by MoleMage; 2021-09-09 at 11:16 AM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Daemon

    Join Date
    Oct 2017

    Default Re: D&D 5e Base Class Contest XVI: Divine Judgment

    The Forsaken

    The wretch climbed out of the earth at last to witness the sun. The passage of time was a concept that no longer held meaning, its life had been one glorious moment of existence and eons in darkness. The only emotion it felt outside itself was a heart rending rejection. The darkness it was bound into hurt. It could not breathe and eventually forgot the need. It's thirst and hunger were never slaked but with muck and dirt and it would die, only for the other realms to also reject it. Then it would live again and again. And so it dug its way through stone, fire, and soil. When the sun finally touched its cheek it felt joy. When it looked out over the valley and saw people like itself it felt jealousy. Let me see how these others are, let me discover what made them worthy of this air and this light...

    Adorana had been a kind girl all her life. She paid due respect to the gods and was honored to be chosen for the Winter Summons. When they took her to the temple and her parents began weeping she thought something amiss. Fear began to gnaw at her insides and when she entered the temple she caught the same scent that came from her father's butcher's shed. The sowing song's words began to take new meaning, Red within, none will sprout, spring denied until red without. The gods would come, the priests would embody them as they did in all rites, but her blood would be spilled to insure winter's end. As she waited for the moment she hid a stone in her dress and as the priests made ready around the altar she threw it with all her might. It caught the head priest in the brow, splitting the skin. As he collapsed on the altar it was the golden ichor of the gods that spilled out. Her people and village were washed from the land in a wave of blood. She was the only one left to hear as the gods' servant intoned a dread curse "You shall never suffer the humiliation of age, nor the dignity of death. Be they friend or foe, let all who come to know you suffer cruel fate and the elements leap to scourge them."

    Xu'undiir was. Then the gods appeared and began to decide what was and was not and Xu'undiir was not. But the gods power was only just and could not scrub Xu'undiir from existence, merely scatter it. In time, Xu'undiir was again, its essence pooling together as they had been but now wrapped in the matter of what the gods wrought. Its thoughts and existence do not belong. Indeed such thoughts and manner of being can unravel what the gods have wrought and make it anew. Xu'undiir itself can even reveal its magnificence and the roiling madness that it was before the gods. There is nothing that can stop Xu'undiir.

    Since the earliest moments of existence the gods have deemed some of their creations failures. Or they have had to make war on progenitor entities or their predecessors. Some of these beings are cast aside and forgotten. Others entombed, denied even the comfort of a cool breeze or warmth of the noon sun. The reasons for the gods' denial are as varied as the Forsaken themselves. What's known is that where these creatures tread, chaos is likely to follow. Agents of Hells may seek them out in the hopes of forging a weapon against the gods, nature itself may rise up against those that too keenly acknowledge them. As a result these creatures are immortal by any reasonable definition. Destruction of their physical bodies may deny them influence on the world for days, even generations or centuries, but they are destined to return.

    Prerequisites-
    As a Forsaken, only the Cursed or What Was may be a standard race. The Wretched must choose the Custom Lineage.

    Class Features
    HD: d12
    Armor Proficiency: Light, medium, and Shields
    Weapon Proficiency: Simple
    Saves: Str, Con
    Skills: Choose 2 from Athletics, Arcana, History, Nature, Stealth, Survival
    Tools: None

    Multiclassing Requirements
    You must have a Constitution of 13 or higher to multiclass as a Forsaken. Note: one of the subclass options has a Lineage requirement and it wouldn’t be unreasonable for a DM to proscribe combining the Forsaken with the Cleric, Paladin, or Druid classes.

    1. Existential Denial, Unwelcome Beyond, Divine Ecstasy
    2. Spite Heaven, Resilience of the Forsaken
    3. Fearsome Rise
    4. ASI
    5. Extra Attack
    6. ASI
    7. Archetype Feature
    8. ASI
    9. Welcome Nowhere
    10. Archetype Feature
    11. Thirst for Revenge
    12. ASI
    13. Limited Regeneration
    14. ASI
    15. Archetype Feature
    16. ASI
    17. Legendary Opportunist
    18. Archetype Feature
    19. ASI
    20. Godblight

    Features
    Existential Denial
    Beginning at 1st level you decide the reason for your abandonment by the gods. Choose the Wretched, Cursed, or What Was archetype. You gain additional Archetype features at levels 7, 10, 15, and 18.

    Divine Ecstasy
    Beginning at 1st level the acute absence of Grace is something you live with every moment. A brief respite is found when you are touched by healing magics filling you with a temporary euphoric sensation that inures you to harm. Whenever you regain hit points as a result of a spell you gain Resistance to all damage until the end of your next turn. You gain this benefit only the first time the spell restores hit points.

    Unwelcome Beyond
    Beginning at 1st level, you do not age and will not die of old age. When you die, no expensive material components are required to restore you to life. If you are not brought back to life with magic, you will return to life in 1d100 years.

    Resilience of the Forsaken
    Beginning at 2nd level, when you are reduced to 0 hit points, you can choose to instead drop to 1 hit point. You regain the use of this feature when you complete a long rest. Additionally, whenever you make a Death Saving Throw you can make a Constitution saving throw instead.

    Spite Heaven
    At 2nd level and beyond, your continued existence in the world is something the divinities are aware of and detest As a bonus action you can curse the heavens, universe, or gods themselves causing every creature within a 30 ft radius to have advantage to attack you but disadvantage to attack anything else. Creatures that choose to attack another creature suffer a cosmic punishment in the form of psychic damage equal to your Proficiency bonus.

    Fearsome Rise
    Beginning at 3rd level, whenever you succeed on a saving throw you can use your reaction to make an attack.

    Welcome Nowhere
    Beginning at 9th level your growing power inspires the land itself to spurn you and try to speed you on your way. You ignore rough terrain and can cast Passwall once without the need for components. Constitution is your Spellcasting ability for this spell. You regain the ability to cast the spell in this way when you complete a long rest.

    Thirst for Revenge
    Beginning at 11th level your continued suffering allows you to hone your bitterness into a weapon. When a creature damages you, you can use your reaction to make it vulnerable to damage from your next successful attack. This vulnerability lasts until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.

    Limited Regeneration
    At 13th level you can dig into reserves of fortitude to restore your vitality. As a bonus action you can roll a hit die. For a number of rounds equal to the result you regain hit points equal to your constitution modifier. You can use this feature a number of times equal to your Proficiency bonus and regain all uses after completing a long rest. At 17th level you can trigger this ability as a reaction when you are reduced to 0 hit points and are not dead.

    Legendary Opportunist
    By 17th level your endless uphill battle against Divine Will has taught you to make the most of every advantage. During your turn, whenever you have advantage on an attack roll you can forego the advantage and instead make another attack.

    Godblight
    At 20th level your continued existence defies the will of the gods utterly and cosmic laws of space and time seem to lose their hold on you altogether. When you move you can choose to instead teleport to any space along your desired path. You must be able to see your destination and cannot carry other creatures with you. Additionally, when you roll initiative you can choose to instead take your turn before a creature with the next higher initiative, or after a creature with the next lower initiative.

    Subclasses
    The Wretched
    You are a Flawed creation of the gods that does not work as mortals should. You may have fallen to earth after being cast adrift among stars or had to climb desperately up from entombment deep below the surface. Your ill conceived form inures you to many mortal frailties.

    Bonus Proficiencies
    At 1st level after choosing this Archetype you have been a creature that struggled to survive from the earliest days. You gain proficiency in the Primordial Language and Survival Skill.

    Born of Thought
    Beginning at 1st level, as a being created by the gods deemed unfit for existence your form exists at right angles to mortality. You do not need to eat, drink, sleep, or breathe. You must enter a state of minimal exertion for 1 hour to benefit from a short rest and at least 6 hours to gain the benefit of a long rest.

    Raw Magic
    Beginning at 1st level after choosing this archetype, having born witness to the means by which creation was wrought, you garnered a keen insight the workings of divine magic. You learn 2 Cantrips from the Cleric or Druid list. Wisdom is your Spellcasting Ability. You have a rapidly replenishing reserve of divine power that you can use to perform lesser miracles. These function identically to Pact Magic spell slots, but the rate at which you receive them and at which they increase in level follow the Raw Magic chart below. You can choose spells from the Cleric or Druid list. You can swap these spells out for others on those lists each time you gain a level in this class.
    Spoiler: Raw Magic Table
    Show
    Class Level. Number of Slots/Slot Level, Spells Known
    1. 1/1, 2
    2. 2/1, 3
    3. 2/1, 3
    4. 2/1, 4
    5. 2/1, 4
    6. 2/2, 5
    7. 2/2, 5
    8. 2/2, 6
    9. 2/2, 6
    10. 2/2, 7
    11. 3/2, 7
    12. 3/3, 8
    13. 3/3, 8
    14. 3/3, 9
    15. 3/3, 9
    16. 3/3, 10
    17. 4/3, 10
    18. 4/4, 11
    19. 4/4, 11
    20. 4/4, 12


    Divine Secrets
    By 7th level after choosing this archetype you can leverage certain knowledge granting you the benefit of a 1st level Divine Domain feature of your choosing. Each time you gain a level in this class you may choose a different 1st level Domain feature and gain access to that Domain's spells. You do not automatically learn the Domain spells associated with that domain, but when you gain this feature and each time you gain a level in this class you may swap out a spell you do know to learn one from that list. You do not lose Domain spells you know when choosing a new domain unless you choose to do so.

    Primordial Gibberish
    Beginning at 10th level you can occasionally thwart the casting of spells by shouting elemental nonsense at the caster. As a bonus action you can shout multisyllabic primordial gibberish that attempts to dangerously merge as a Verbal Component with any spell being cast. Until the end of your next turn, any creature attempting to cast a spell within 30 feet of you must succeed on an Arcana check against your Spell DC. On a failure, the creature suffers 1d4 force damage per level of the spell and the spell is wasted. On a success the spell is cast normally.

    Destructive Raw Magic
    At 15th level after choosing this subclass you learn the Eldritch Blast Cantrip. When you hit a target with Eldritch Blast you can expend a Raw Magic spell slot to deal additional damage equal to 5 times the slot level.

    Absolute Dysjunction
    At 18th level, though the level of miracle you can perform is limited, your fundamental understanding of the laws of nature is transcendent. You can end the effect of any spell you are aware of as an action. You can choose to render magic items, even legendary items or artifacts, mundane by attuning to them. In the case of an artifact you must succeed on a constitution save vs DC 25 or suffer 20d6 force damage as the energies of the item rage through your form. Most intelligent artifacts you fail to destroy in this way will refuse to let you attune to them again.

    Cursed
    You have been Literally cursed by one or more gods and bring misfortune to those that acknowledge you. For allies this is a call to adventure, that is to say many of the tribulations they’ll face as Adventurers happen in whole or in part bc they choose to associate with you. But for foes, judgement is swift.

    Hear No Evil
    Beginning at 1st level after selecting this Archetype the gods will is to ignore you and they encourage the rest of existence to do so as well. You gain proficiency in Stealth. If you are already proficient you may double your proficiency bonus unless another feature already grants you the same benefit. If a creature rolls a successful Perception or Investigation check to notice your presence while you are hidden they suffer psychic damage equal to your proficiency bonus and are frightened until the end of your next turn.

    See No Evil
    Beginning at 7th level after choosing this archetype the gods will is clear that you should be shunned. The first time a foe targets you each turn with an attack or spell that doesn't affect an area they must succeed on a Constitution saving throw against your Spell DC or be blinded until the beginning of their next turn. Once a creature has been affected by this feature or succeeds on their saving throw they are immune for 24 hours.

    Speak No Evil
    At 10th level the gods loathe the idea of cosmic laws being bent around you. You have advantage on saving throws against Spells. When you succeed on a saving throw against a spell that doesn’t affect an area and targets you alone, you can use your reaction to reflect the spell at the caster.

    Shared Pain
    Beginning at 15th level after choosing this archetype, enemies rapidly discover harming you is rarely worth the trouble. When you are damaged by an attack you can see, you can use your reaction to deal psychic damage to the attacker equal to the damage dealt as the gods deal equal harm to those that acknowledge you. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.

    Celestial Balance
    At 18th level the divine curse under which you labor will stretch the bounds of cosmic consonance to insure you are denied a place in the heavenly realms. When an attack or spell would reduce you to 0 hit points, you can use your reaction to force a creature you can see within 10 feet to suffer your fate instead, even if that creature is the source of the attack or spell. That creature suffers the full effect of the attack or spell as you would have. You can use this feature once and regain its use after a long rest.

    What Was
    You are a being that predates existence and have emerged into this universe, possibly as a unique creature, possibly occupying the soulless vessel of another.

    Revelatory Form
    Beginning at 1st level after choosing this archetype you can unravel your mortal coil as a bonus Action to reveal a fraction of the endless being you were in the time before. You choose whether your equipment is absorbed into this form or not, you are otherwise unrecognizable and gain the following benefits:
    - You gain a +10 feet bonus to movement speeds.
    - While not wearing armor you can calculate your AC as 10+your proficiency bonus+Dexterity modifier.
    - You can use Strength or Dexterity to determine your bonus to hit and damage with unarmed strikes.
    - Your unarmed strikes have a reach of 10 feet and deal 1d8+Strength or Dexterity modifier bludgeoning, piercing, or slashing damage. - When you take the attack action in this form, you can make an unarmed strike as a bonus action.
    You can remain in this form for a number of hours equal to 1/2 your class level, minimum 1 or dismiss it early as an action. You can assume this form twice and regain all uses of this feature after a short rest.

    Warped Anatomy
    At 7th level and beyond the warped and unstable nature of your Revelatory Form can cause it to expand and contract through space and even time. The imperceptible chronal shift of your form allows your natural weapon attacks to be considered magical for the purpose of overcoming resistances and immunities. Further, you can use a bonus action to warp your form in the following ways:
    - Expand or contract the Form as if you had cast Enlarge/Reduce on yourself. At 18th level you can instead become Huge or Tiny. Any of these alterations persists for 1 minute or until you use a bonus action to dismiss them early.
    - You can stretch and contort your form to squeeze through a passage as narrow as 1 inch wide.
    Using either of these aspects expends a use of this feature. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.

    Warped Logic
    At 10th level so much of your alien mindset is able to wriggle its way into your Revelatory form that it becomes immune to the Charmed and Frightened conditions.

    Aura of Undoing
    Beginning at 15th level you can intensify the reality warping factor of your Revelatory Form. As a bonus action while in your Revelatory Form you can generate an aura that erodes reality, working to unwrite laws of nature and cause everything to crumble to a flat grey wasteland, dark void, or kaleidoscopic mindless chaos. You gain a fly speed equal to your walking speed. The area within 10 feet of you is difficult terrain. Mundane objects that remain within 10 feet of you for more than one hour are destroyed, crumbling to dust or transmogrified into some colorful and useless thing. Creatures that start their turn within 10 feet of you must succeed on a constitution saving throw or suffer 2d10 Force and Necrotic damage. Creatures slain by this aura cannot be brought back to life without a Wish first restoring their existence. The Aura persists until the end of your next turn.

    Mad Mirth
    At 18th level the true horror of what was can manifest through you. As an action you can unleash a rolling peal of triumphant laughter that shatters the minds of lesser creatures and is anathema to the architects of this universe and their agents. Creatures you choose within 60 feet must succeed on a wisdom saving throw or suffer psychic damage equal to 6d10 + your level in this class and become frightened until the end of their next turn. A successful save halves the damage and negates the the frightened condition. Celestials, Fiends, and Fey have disadvantage on this saving throw and are paralyzed on a failure. They can repeat the save at the end of their turn to end the paralysis. You can use this feature once and regain its use when you next assume your Revelatory Form.
    Last edited by BerzerkerUnit; 2021-08-07 at 09:53 AM.

  3. - Top - End - #3
    Dwarf in the Playground
     
    Lizardfolk

    Join Date
    Jun 2021

    Default Re: D&D 5e Base Class Contest XVI: Divine Judgment

    The Godslayer (click here for pdf) - a half-caster with 2/3 rogue scaling. Can put its own version of sneak attack on spell and weapon attacks against creatures within 10ft of it - but only on its own turn.


    Godslayer (v1)

    Gods are practically immortal, but as the worlds progress, new gods will be born. And so the universe calls for some method of disposing of the old ones, to keep things fresh - and keep those deities on their toes. And so it weaves together a defense mechanism: find those obsessed enough, flawed enough, mortal enough, to risk everything to challenge an actual deity, and hand them the means to do so. Godslayers are bound - as if chained by the threads of fate - to sacrifice everything in their zealous, lunatic vendetta against the divine.

    As you design your Godslayer, think about what set them upon this particular path. You want a god dead - what might that god be willing to do to stop you? Do they even see you as a threat? And, what did a god do to you, to earn such hatred?

    Quick Build
    You can make a godslayer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Some Godslayers choose to use Strength instead of Dexterity. Second, choose the outlander background.

    Level Proficiency Bonus Features Defiant Strike Spells Known 1st 2nd 3rd 4th 5th
    1st +2 Opposed Domain, Track the Faithful — — — — — — —
    2nd +2 Defiant Strike, Spellcasting 1d6 3 2 — — — —
    3rd +2 Opposed Domain Feature 1d6 4 3 — — — —
    4th +2 Ability Score Improvement 1d6 4 3 — — — —
    5th +3 Indefatigable (1 use) 2d6 5 4 2 — — —
    6th +3 Adamant Assault 2d6 5 4 2 — — —
    7th +3 Opposed Domain Feature 2d6 6 4 3 — — —
    8th +3 Ability Score Improvement 3d6 6 4 3 — — —
    9th +4 — 3d6 7 4 3 2 — —
    10th +4 Indefatigable (2 uses) 3d6 7 4 3 2 — —
    11th +4 — 4d6 8 4 3 3 — —
    12th +4 Ability Score Improvement 4d6 8 4 3 3 — —
    13th +5 — 4d6 9 4 3 3 1 —
    14th +5 Track the Divine 5d6 9 4 3 3 1 —
    15th +5 Opposed Domain Feature 5d6 10 4 3 3 2 —
    16th +5 Ability Score Improvement 5d6 10 4 3 3 2 —
    17th +6 — 6d6 11 4 3 3 3 1
    18th +6 Overwhelming Odds 6d6 11 4 3 3 3 1
    19th +6 Ability Score Improvement 6d6 12 4 3 3 3 2
    20th +6 Godslayer 7d6 12 4 3 3 3 2

    Class Features
    As a godslayer, you gain the following class features.
    Hit Points
    ___
    - Hit Dice: 1d8 per godslayer level
    - Hit Points at 1st Level: 8 + your Constitution modifier
    - Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per godslayer level above the 1st

    Proficiencies
    ___
    - Armor: Light armor, medium armor, shields
    - Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    - Tools: none
    - Saving Throws: Dexterity, Charisma
    - Skills: Choose two from Acrobatics, Arcana, Deception, Intimidation, Insight, Religion, and Stealth.

    Equipment
    You start off with the following equipment in addition to the equipment granted by your background:

    - ( a ) a simple ranged weapon with 20 pieces of ammunition or ( b ) a simple melee weapon and a shortsword
    - ( a ) leather armor or ( b ) hide armor
    - A component pouch and an explorer's pack
    ---
    If you forego this starting equipment, as well as the items offered by your background, you start with 4d4 Χ 10 gp to buy your equipment.

    Opposed Domain
    At 1st level, you select an Opposed Domain - choosing a divine domain that represents everything you detest. Each domain is detailed below, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional benefits at 3rd, 7th, and 15th level.

    Domain Spells
    Each domain has a list of spells—its domain spells—that you gain at the godslayer levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
    If you have a domain spell that doesn't appear on the godslayer spell list, the spell is nonetheless a godslayer spell for you.

    Track the Faithful
    At 1st level, you can extend your senses to detect the faiths held by those around you. As a bonus action, you utter the name of a deity, and extend your senses outward. You detect the number of creatures within 30 feet of you that follow the chosen deity.

    If you detect followers of a deity from your Opposed Domain, you also learn their exact location.

    You have a number of uses of this feature equal to your Proficiency bonus, and you regain any expended uses when you finish a long rest.

    A ribbon designed to give you some proper ranger/paladin-like tracking capabilities. It scales with proficiency - I'm trying to keep the class playable with any sort of stat spread

    Defiant Strike
    Beginning at 2nd level, once on each of your turns when you hit a creature within 10 feet of you with a spell attack or weapon attack, you can deal an additional 1d6 damage to the target. The damage is necrotic or radiant (your choice). This damage increases as you gain levels in this class, matching the Defiant Strike column of the Godslayer table.

    Defiant Strike is the class' core damage feature. In tandem with spellcasting, this roughly makes up for the absence of fighting style, extra attack, 11th level and 17th level features. Has greater consistency than rogue, but this can't be put on opportunity attacks and doesn't go mad with haste.

    Regarding damage calcs, an 11th level minmaxed paladin core class carrying a shield, using a rapier, and dueling does 2d8+14+2d8=32 with its action, while this does 4d6+1d8+5= 23.5 average on hit. Expending a 2nd level spell slot, paladin smite increases by 3d8 to 45.5, while godslayer casting inflict wounds deals 4d6+4d10 = 36. The class also gets less benefit from feats like sharpshooter/GWF since it only hits once with a weapon in a turn.

    Luckily they get access to spiritual weapon - which is unbelievably strong for them, and makes up for the rift in power.


    Spellcasting
    Cha based, learned spells, arcane focus, ritual casting. spoilered for legibility

    Spoiler: Spellcasting
    Show
    By the time you reach 2nd level, you have learned to use your heretical fury to cast spells. See chapter 10 for the general rules of spellcasting.

    Spell Slots
    The Godslayer table shows how many spell slots you have to cast your godslayer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot.

    Spells Known of 1st Level and Higher
    You know two 1st-level spells of your choice from the Godslayer spell list.

    The Spells Known column of the Godslayer table shows when you learn more godslayer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

    Additionally, when you gain a level in this class, you can choose one of the godslayer spells you know and replace it with another spell from the Godslayer spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability
    Charisma is your spellcasting ability for your godslayer spells, since your magic draws on your divine zeal. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a godslayer spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier

    Spell attack modifier = your proficiency bonus +your Charisma modifier


    Ritual Casting
    You can cast a godslayer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    Spellcasting Focus
    You can use an arcane focus as a spellcasting focus for your godslayer spells.


    Indefatigable
    Once you reach 5th level, whenever you fail a saving throw, you can roll your Defiant Strike dice and add them to the result, potentially turning it into a success. You may only use this feature on your own turn.

    Alternately, you can use your action to choose a creature within 5 feet of you. The next time the target fails a saving throw before the end of your next turn, it rolls your Defiant Strike dice and adds them to the result.

    Once you use this feature, you must finish a long rest before you use it again. You can use this feature twice between long rests once you reach 10th level in this class.

    Starts out as something like Dark One's Own Luck, and then grows into 2/lr legendary resistance. You can only use it on your own turn, and most saves are repeated at the end of your turn. Therefore it generally requires you to spend a turn under some effect's influence. you don't get to completely counter any effect, but you end irritating effects very quickly.

    A standin for uncanny dodge - but working against saving throws, since most high level celestial/fiendish foes (e.g empyreans or solars) have monstrous saving throw effects, and I want this class to deck them!


    Adamant Assault
    Once you reach 6th level, you can literally shackle yourself with threads of fate - and they guide your destiny, directing your attacks with unerring foresight.

    As a bonus action, if you haven't moved during this turn, you can bind yourself in place with ethereal shackles until the start of your next turn. While the shackles persist, your speed becomes 0, and you have advantage on attacks against creatures within 10 feet of you.

    Roughly duplicating steady aim, and making up for the class' lack of advantage and lack of extra attack. If a class is only making one attack in a turn, it will feel atrocious if that attack misses - so this feature looks to remedy that. It intentionally works with spell attacks - but uses your bonus action, so it doesn't stack with spiritual weapon.

    Track The Divine
    At 14th level, you hone your tracking capabilities to the point that you can unerringly elucidate the location of any creature or deity, across any distance. As an action you may speak the name of a being to begin searching for them across dimensions. For the next hour, you know the target’s direction and distance from you for as long as your are on the same plane as it. While the target is on another plane, you learn the identity of the plane it is on. Once you use this feature, you can't use it again for 7 days.

    Once you reach 18th level, for the duration, you also learn the shortest route to the target, even if it is on another plane.

    The class is built round slaying gods, and this feature is designed to begin that quest. It acts as locate creature, but better, and more infrequent - perfectly functional for demigods.

    Overwhelming Odds
    Once you reach 18th level, you gain protection against the following conditions: blinded, charmed, frightened, paralysed, poisoned, and stunned. As long as a hostile creature is affecting you with one of those conditions, you are immune to all other conditions on that list.

    High level saves are bastards and this feature continues their defensive theme of being indefatigable in the face of the most brutal punishment. Basically, I'm trying to make this class have moments where they can defy the full brunt of a deity

    Godslayer
    At 20th level, you reach your apotheosis. You can speak any being's name to begin a 48 hour ritual. When the ritual is complete, you attempt to fracture the being’s power to a point at which it can be slain. The target must make a Charisma check against your Spell Save DC. On a failed check, all spells affecting the target end, it is teleported into an unoccupied space of your choice within 10 feet of you, and becomes leashed before you by four shimmering chains which bind it in place for the duration, reducing its speed to 0.

    Each chain is a gargantuan magical construction of force, with an AC of 20 and 100 hp, and can't be dispelled. While they persist, the being can’t teleport, use portals, or use planar travel, and becomes mortal. If the being dies while chained in this way, it is permanently destroyed, with its essence being completely erased from the universe, and no creature can revive it by any means for the next century. The DM determines the being’s statistics. A demigod commonly has a CR of 26 or higher, so a god bound in this way is extremely unlikely to have a CR any lower than 30, nor an AC any lower than 26.

    Slaying a god in this way separates whole swaths of clerics from their divine source, upsets the divine balance of the universe, and leaves a monumental, overwhelming power vacuum. This could splinter reality or bring an era of horrifying warfare, as the most deranged, power crazed creatures in existence all take up the challenge to vie for godhood.

    This ritual’s casting time will naturally require you to forego sleep for at least 2 days. Your DM may require you to suffer levels of exhaustion to complete it.

    Once you use this feature successfully, you cannot use it again.

    At 20th level you reach your apotheosis. Your combat capstone is an extra d6 of defiant strike damage. Your noncombat capstone is the ability to choose any deity you like and begin an epoch-defining boss fight.
    [/SPOILER]

    Godslayer Spell List
    Essentially, the defense of a wizard with the offense of a cleric = something i naively assume is novel
    Spoiler: Spell List
    Show

    1st Level
    ____
    - Bane
    - Compelled Duel
    - Detect Evil and Good
    - Detect Magic
    - Expeditious Retreat
    - False Life
    - Guiding Bolt
    - Inflict Wounds
    - Mage Armor
    - Magic Missile
    - Protection from Evil and Good
    - Shield

    2nd Level
    ____
    - Blur
    - Invisibility
    - Magic Weapon
    - Mirror Image
    - Misty Step
    - Ray of Enfeeblement
    - Silence
    - Spiritual Weapon
    - Warding Bond
    - Zone of Truth

    3rd Level
    ____
    - Bestow Curse
    - Blink
    - Counterspell
    - Dispel Magic
    - Haste
    - Magic Circle
    - Nondetection
    - Vampiric Touch

    4th Level
    ____
    - Banishment
    - Death Ward
    - Dimension Door
    - Freedom of Movement
    - Greater Invisibility
    - Stoneskin

    5th Level
    ____
    - Banishing Smite
    - Dispel Evil and Good
    - Planar Binding
    - Telekinesis


    Note inflict wounds, guiding bolt, spiritual weapon, haste, greater invis, and vampiric touch - these are really their core sources of power in conjunction with defiant strike. You frequently get trapped in melee engagements, but luckliy you have mirror image and blink to keep you alive and smashing. This should be a fun, unique spell list in conjunction with its c


    Opposed Domains

    Who would godslayers be without a god to slay? These Opposed domains each correspond to cleric domains, which you may wish to delve into as you explore this class. For example, Light domain clerics would struggle especially badly against Light-opposed Godslayers.

    When I make classes, I like to keep the core class pretty simplistic and imprecise, and really throw the unique stuff into the subclasses. In this case, the subclasses are all based round killing specific cleric domains, and they follow a bit of a pattern:
    1: expanded spells/ribbon or noncombat benefit/double edged sword feature
    3: combat feature (by this point they often get a way to use bonus action, as the core class does very little with it)
    7: generally a defensive boon
    15: simple capstone - most of these aren't too powerful, since the class should already be doing fine at this level because of the scaling on defiant strike

    I like the unique double edged sword features a fair bit. Two of the subclasses have these toggle features that provide them with a few boosts at the cost of one major disadvantage - situationally excellent, but not entirely without cost, because it takes an action to switch back. They should be fun to use, rather than irritating. Let me know whether this seems like a bad move, though, because I'm well aware that this sort of feature is generally avoided - I just think it's thematically fitting for a class cause I'm sort of trying to theme it around sacrificing one thing to gain another, a la WoW demon hunter or Matt Criticalrole's blood hunter.


    Spoiler: Opposed Domain: Trickery
    Show
    Opposed Domain: Trickery

    You fight against all forms of deception and concealment with furious zeal - exposing deceivers and espousing the end of their hidden cults. Gods of this domain include Tymora, Beshaba, Olidammara, the Traveler, Cyric, and Loki. These gods are characterised as patrons of thieves, scoundrels, and rebels, and are likely to provoke the wrath of those who are just, strict, or the inquisitive - or those who wish to lay the dark secrets of truly evil tricksters out in the open.

    Trickery-Thwarting Magic
    1st level Trickery Opposed feature
    You gain domain spells at the godslayer levels listed in the Trickery Opposed Spells table. See the Opposed Domain class feature for how domain spells work.
    Trickery Opposed Spells
    Godslayer
    Level Spells Learned
    2nd detect magic, identify
    5th detect thoughts, mind spike
    9th clairvoyance, dispel magic
    13th locate creature, Mordenkainen’s faithful hound
    17th dominate person, scrying

    A wide range of rituals and noncombat boosts. I considered zone of truth at 5th but instead added it to their spell list.

    Unveil Truth
    1st-level Trickery Opposed feature
    You can instantly reveal the truth behind a deceiver’s evasive wordplay. As a reaction when you hear a creature speak, you can force the target to make a Charisma saving throw. If the target was speaking evasively or deceptively, and fails the save, it coughs up a silvery liquid and is immediately forced to correct itself, stating whatever it was attempting to conceal or avoid saying.

    Once you use this feature, you must finish a short or long rest before you use it again.

    Unique twist on zone of truth that's a little faster and significantly more precise. Can bust the truth right out in the open instantly, while zone of truth leaves some margin for evasive speaking.

    Eye for An Eye
    1st-level Trickery Opposed feature
    You can allow your opposition to deception to take full control of your senses. As an action, you turn your eyes cloudy and milky white. Until you use a bonus action to dismiss this effect, you gain truesight out to a range of 30 feet, and your vision can't extend beyond this radius by any means.

    Solid. essentially ignores all effects that cause disadvantage. Makes you inescapable within this range. Also extremely helpful outside combat.

    Stalking Brand
    3rd-level Trickery Opposed feature
    You gain the ability to apply a temporary glyph to a target, foiling their attempts to conceal themselves. As a bonus action, you can make a ranged spell attack roll against a creature within 30 feet of you. On a hit, you apply a tiny mark of your own design to the target. The mark is visible only to you.

    You can always see the mark's location while it persists, regardless of whether the target is invisible, behind total cover, beyond your vision range, or in a different form. Additionally, you can use your Defiant Strike against the marked creature even if it’s not within 10 feet of you.

    The mark vanishes after 10 minutes or if you successfully use this feature against a different target. The mark also vanishes if the target is ever more than 120 feet away from you on a turn.

    It feels like this sub should be dex based, so this here permits you to make a ranged build. Also has a very neat benefit that lets you see foes while you're using your truesight feature

    Flash of Foresight
    7th-level Trickery Opposed feature
    You have brief, occasional flashes of unnatural perceptiveness. Whenever you finish a long rest, you can roll three d20s, and record the numbers rolled, treating a roll of 9 or lower as a 10. While you have foresight rolls remaining, whenever you make an Insight, Investigation or Perception check, you can replace the d20 die roll with one of these foresight rolls.

    Each foresight roll can be used once. When you finish a long rest, you lose any unused foresight rolls.

    I like this feature, it feels like the sort of **** the inquisitive rogue should've got. It's effectively portent, but narrower and more consistently 10 or higher, letting you guarantee you don't ever miss a trick. More than anything, this should appeal to people who like using DnD to solve mysteries and puzzles - ideal for the target market of the trickery opposed domain.

    Dispelling Strike
    15th-level Trickery Opposed feature
    When you deal your Defiant Strike damage to a creature, you instantly learn if the target is affected by any spells.

    Additionally, when you do so you can choose to dispel the lowest level spell affecting the target. Make a Charisma check against a DC equal to 10+the spell's level. On a success, the spell's effect on the target ends.

    Once you dispel a spell successfully using this feature, you must finish a short or long rest before you do so again.

    Seems alright. more mystery solving and some added capability for carving through magic.


    Spoiler: Opposed Domain: Light
    Show
    Opposed Domain: Light

    You strike from the shadows, snuffing out the invasive, burning forces of light with a dark cunning. Gods of light include Helm, Lathander, Pholtus Branchala, the Silver Flame, Be1enus, Apollo, and Re-Horakhty. They promote renewal, truth, beauty, and vigilance - ideals that might be loathed especially by those who are deceptive, spurned, or vengeful.
    Light-Shrouding Magic
    1st level Light Opposed feature
    You gain domain spells at the godslayer levels listed in the Light Opposed Spells table. See the Opposed Domain class feature for how domain spells work.
    Light Opposed Spells
    Godslayer
    Level Spells Learned
    2nd fog cloud, sleep
    5th darkness, blindness/deafness
    9th hunger of hadar, sleet storm
    13th blight, greater invisibility
    17th dream, wall of stone
    Note their spell list is chock full of obscuring spells that you can see through. This is a surprise tool that will help us later.

    Hunter in the Night
    1st-level Light Opposed feature
    You can shift your form to a wiry, predatory creature, shying from daylight, and ambushing its foes from the shadows. As an action, you can enter your hunter form. Until you use another action to dismiss the effect, you gain the following benefits:

    • You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
    • You can see clearly through all effects created by your spells, and you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
    • You can take the disengage action as a bonus action.


    This is outstanding in fog cloud, and in hadar, and with wall of stone too. Create a windowless stone dome and trap your foes in total darkness while seeing through all of it.

    If you're indoors, or it's night time, this is a huge bundle of free benefits that are significantly better than drow's improved darkvision. If you're outside, you can just turn off the downside. Extremely potent feature, starts solid and becomes lethal by 3rd level.


    Bonus Cantrips
    1st-level Light Opposed feature
    At 1st level, you learn the thaumaturgy and minor illusion cantrips. They count as godslayer spells for you, and Charisma is your spellcasting ability for them.

    Basically just to screw with the light domain directly. Thaumaturgy is good if it's light outside and you need a window shutting.

    Nyctophobia
    3rd-level Light Opposed feature
    While you're in your hunter form, when you make a melee attack against a creature with advantage, you can expend your bonus action to terrify it. The target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.

    Really nice flavour of sneak attack. In practice you will feel like an absolute feral beast.

    Shadow Shield
    7th-level Light Opposed feature
    Shadows wreath your form, flickering dimly and protecting you from the light's full searing force. You have resistance to radiant damage, and you are immune to being blinded.

    Additionally, while you aren't in direct sunlight, you can use your action to gain a number of temporary hit points equal to 5 + your Charisma modifier.

    Direct counters to the light domain feature. Also free access to that False Life warlock invocation, but with a different restriction.

    Smoke Bomb
    15th-level Light Opposed feature
    Beginning at 15th level, when you roll initiative, you can use your reaction to cast fog cloud centered on yourself, without expending a spell slot. When you cast fog cloud in this way, the spell ends at the end of your first turn.

    This benefit is entirely free, and I'm damn proud of the thematics. Free turn 1 advantage on all attacks - and foes have disadvantage on attacks against you until you act. If it becomes a bother for your allies, you can also just instantly drop concentration. A cool feature with great synergy with the rest of the class.


    Spoiler: Opposed Domain: Death
    Show


    You seek to undo death, mock its very existence, and strike terror and agony into the hearts of those who would seek to fell you.

    Death-Defying Magic
    1st level Death Opposed feature
    You gain domain spells at the godslayer levels listed in the Death Opposed Spells table. See the Opposed Domain class feature for how domain spells work.
    Death Opposed Spells
    Godslayer Level Spells Learned
    2nd healing word, hellish rebuke
    5th gentle repose, scorching ray
    9th revivify, vampiric touch
    13th death ward, fire shield
    17th mass cure wounds, raise dead

    Not much healing on the list, but a lot of vengeance, and a lot of revival - essentially, things that say "screw death"

    Inferno of Vengeance
    1st level Death Opposed feature
    When you are reduced to 0 hit points or killed outright, you can choose to immediately take one final turn, striking out against the final throes of death in a conflagration of purity. When you do so, until the end of this special turn, all spells and conditions affecting you end, you gain a flying speed equal to twice your movement, and you can use your bonus action make three attacks.

    At the end of this special turn, your body is permanently destroyed, and you can't be revived by any means short of a true resurrection spell. Once you use this feature, you can't use it again.

    A storytelling feature for going out with a bang. The presence of this non-feature is counterbalanced by the power I've put into Zealous Lifeline and Blinding Retort

    Zealous Lifeline
    1st level Death Opposed feature
    You can rescue your allies from the clutches of death by diverting their pain to you. Whenever you see a creature within 30 feet of you take damage, you can use your reaction to divert some of that damage, rolling your defiant strike dice. The damage is reduced by an amount equal to the total (to a minimum of 0) and you take fire damage equal to the amount of damage reduced in this way.

    This is extremely strong. Reallocating damage is always a massive boost.

    Blinding Retort
    3rd-level Death Opposed feature
    Your aggressors drive you to righteous fury. As a bonus action, you can force each hostile creature within 5 feet of you to make a Constitution saving throw against your Spell Save DC, taking 2d6 fire damage on a failed save, or half as much on a success. Each creature that fails the save is also blinded until the start of your next turn.

    You can only use this feature if you have taken damage from a hostile creature or from your Zealous Lifeline since the start of your last turn.

    A limited blinding burst. It is strong, and because of that, it forces this d8 class with med armor to go into melee range and start tanking. Blindness is the feature's main benefit (depending on how harshly you rule it). The feature is balanced by this class' limited survivability, its limited range, and the fact the average foe has solid con saves. If many think this is OP I'll change it to prone, not blinded.

    Death Defiance
    7th-level Death Opposed feature
    Whenever a friendly creature you can see within 30 feet of you falls unconscious, you can use your reaction to grant them divine protection. Until the target stops making death saving throws, it gains the following benefits.

    • The target floats slowly to a point 20 feet above the ground. When this effect ends, the target lands safely back on the ground on its feet, taking no falling damage.
    • Hostile creatures can't gain advantage on attacks against the target.
    • The target has advantage on death saving throws, and sheds bright light out 30 feet and dim light for an additional 30 feet.


    A neat unique benefit that has some very cool aesthetics. It's not too strong, but my god does it look hot in combat.

    Improved Indefatigability
    15th-level Death Opposed feature

    Your resolve against death becomes immutable. You may use the Indefatigable feature thrice between long rests.

    Additionally, you use it with exceptional swiftness: when you see a creature within 5 feet of you make a saving throw, you can expend a use of your Indefatigable feature as a reaction to roll your Defiant Strike dice and add them to the result, potentially turning it into a success.

    Gain it at 5th, improve it at 10th, and finally get this at 15th: three legendary resistances that you can use as a reaction, on your allies.
    Last edited by luuma; 2021-08-06 at 07:42 PM.

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    Apr 2011
    Location
    Minnesota
    Gender
    Male

    Default Re: D&D 5e Base Class Contest XVI: Divine Judgment

    Punchadin

    Evil shall taste the holy destruction of my fistiness!

    Hitpoints
    Hit Dice: 1d10 per Punchadin level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per Punchadin level after 1st

    Proficiencies
    Armor: Light Armor, Medium Armor, Heavy Armor
    Saving Throws: Strength, Constitution
    Skills: Choose any two from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Perception, Persuasion, Religion, Sleight of Hand, and Stealth.

    Equipment
    One set of leather armor or scale mail.
    Explorer's pack or dungeoneer's pack.

    Level Prof bonus Feature
    1st +2 Holy Fist, Divine Grace, Code of Conduct
    2nd +2 Punching Style, Holy Rage
    3rd +2 Sworn Fist
    4th +2 Ability Score Improvement
    5th +3 Extra Attack
    6th +3 Glorious Melee
    7th +3 Sworn Fist Feature
    8th +3 Ability Score Improvement
    9th +4 Fist of Vengeance
    10th +4 Ability Score Improvement
    11th +4 Sworn Feature
    12th +4 Ability Score Improvement
    13th +5 Punching Style Improvement
    14th +5 Ability Score Improvement
    15th +5 Sworn Feature
    16th +5 Ability Score Improvement
    17th +6 Fist of Wrath
    18th +6 Sworn Feature
    19th +6 Ability Score Improvement
    20th +6 Fist of Judgement

    Features

    Holy Fist
    The Punchadin destroys evil with his fist. To do so, he must be strong and accurate with his fistfulness, but also blessed by the Powers That Determine Who Is Naughty. Their blessings are twofold: the Punchadin calculates his unarmed strike damage as 1 + his strength modifier + his charisma modifier. Also, his fist counts as a weapon with the versatile property, meaning that when he strikes with the support of his other hand, he calculates his damage as 1d4 + his strength modifier + his charisma modifier.

    Divine Grace
    The Punchadin is rewarded for his devotion to introducing evil to its rightful holy fistification with protection from on high. When the Punchadin calculates his armor class (probably by scribbling out the equation with crayons), he can use his charisma modifier in place of his dexterity modifier, and can use his charisma score in place of his strength to qualify for heavy armor.

    Code of Conduct
    The divine powers of evil punching come with great personal sacrifice and adherence to the loftiest degree of integrity. If you ever deal damage with your fist to a creature of the celestial type, you lose all Punchadin class features, including proficiencies granted after first level. You can only atone for breaking the code of conduct by damaging a creature of the fiend type with your unarmed strike, at which point all is forgiven and your Punchadin features are returned to you.

    Punching Style
    At second level, the Punchadin realizes that there's more to combating evil than just curling your fingers and swinging them at bad guys and monsters. Not a lot more, mind you. He chooses a signature technique known as a punching style. However, he's not really great at this so-called "technique," so there's only three choices:

    Heavy
    The heavy punching style is straightforward, unsurprisingly. Your fist now deals 1d4 normally and 1d6 when you two-hand it. BUT WAIT, THERE'S MORE! When the Punchadin with the heavy punching style lands a punch, he may spend his bonus action to make a shove attempt against the opponent he hit.

    Quick
    So this is probably the heftier damage but really you don't pick the Punchadin class if you're a math whiz. The quick punching style let's the punchadin with both hands free make a bonus action punch, foregoing the higher 1d4 damage for a second hit. That's it.

    Subtle
    Okay what are you even doing? This class is about punching evil in its ugly face, with pure muscly divine smackification. Fine, there's a less dumb alternative for whoever decided they didn't want to be a monk for whatever reason. When you take the subtle punching style, your fist now has the finesse property, and when you hit an opponent, you can spend your bonus action to cause them to be unable to take reactions until the start of your next turn. Yes, it's like disengaging but only against one dude and also overcomes things that negate disengage, and like using dex on fists, it's stolen directly from the monk. Gimme a break already.

    Holy Rage
    At second level, the Punchadin gets really, really mad. Sometimes he does so in combat. When a Punchadin takes damage in combat, he gains a rage point, and gains one when he deals damage to hostile creature, but no more than two per round, one from each method. All rage points disappear if the Punchadin can't detect a hostile creature with more than zero hitpoints. The Punchadin can spend a single rage point to deal an extra 1d4 damage on an attack, and he decides whether or not to spend the rage point after he knows if the attack is a hit. He can also spend a rage point as a reaction to being hit with an attack to halve the damage from that attack. Whenever he spends a rage point, he gains advantage on Strength checks and saves and Constitution saves until the end of his next turn.

    Sworn Fist
    At third level, the Punchadin swears to always punch evil in a specific way, and he sticks to it. His particular oath of evil-punching grants him different abilities at this level, 7th, 11th, 15th, and 18th level. They match up quite nicely with the three punching styles, but whatever. Do what you want.

    Spoiler: Bane Fist
    Show
    The Bane Fist is about holding a super grudge against certain brands of evil, and punching them with extra fistiness.

    Nemesis
    When you swear this fist oath at 3rd level, you choose two types of enemies, as per the ranger's method of choosing favored enemies. Unlike the ranger, you actually become better at fighting these chosen enemies by adding 2d6 damage when you spend rage points to damage them, and your fists count as magic when it comes to resistances.

    Bane Sense
    Those guys really piss you off. So much that just being around them makes you angry and the hairs on the back of your neck stand up. Whenever one of your chosen enemies is within 60 feet, you know it. You cannot pinpoint their location, but you are aware of them. This counts as detecting a hostile creature for your holy rage.

    Extra Hard Knuckles
    At 7th level, your Nemesis damage increases to 3d6 and you choose a third enemy. That's not what you're here for, though. Your Extra Hard Knuckles, in addition to counting as magic, count as silver and adamantine, so your fist deals automatic critical damage to objects and ignores appropriate resistances.

    Hate Fist
    At 11th level, you choose a fourth enemy to despise extra hard, and against your chosen enemies, your fists score a critical hit on a 19 or 20.

    Bane Sense Improvement
    Also at 11th level, your Bane Sense extends to 120 feet, and by spending a bonus action, you can pinpoint the nearest chosen enemy. If you can't sense them in any other way, however, you still have disadvantage to hit them.

    Armor of Emnity
    At 15th level, you have resistance to damage from natural attacks by your chosen enemies. Also, your Nemesis damage increases to 4d6.

    So Much Hate
    At 18th level, you choose a fifth enemy type to hate on, and your Nemesis damage increasers to 5d6.

    Spoiler: Fist of Glory
    Show
    Ok, the Bane Fist is fun, because singling out certain people and monsters is cool and all, but the Fist of Glory is where it's at. This is almost the opposite idea: indiscriminate explosions of holy punchiness.

    Aggression
    At 3rd level, when you swear this fist oath, you gain Aggression. Really, this is more of a formality, but it lets you move up to 30 feet as a bonus action if you are moving towards a hostile creature, or if you punch a previously non-hostile creature at the end of the movement. Fun times, but that's not what we're here for.

    Holy Fistsplosion
    This is why you picked this subclass: Also at 3rd level, when you punch someone and hit, you can spend a rage point to cause an explosion of holy energy to erupt from the impact, damaging the target and all creatures within five feet for your fist damage plus 2d10 radiant damage and dealing 1d10 radiant damage to yourself. Yeah, that sucks, but you also gain resistance to radiant damage from any other source. Holy Fistsplosion can only trigger once per round

    Leap Attack
    At 7th level, you find the ultimate glorious attack method: jumping off of stuff to add extra damage to your holy fisticuffs. You take half falling damage, and when you take falling damage with an opponent in your reach, your first punch against them gains damage equal to 1d6 for each ten feet you fell, and your Holy Fistsplosion damage increases by 1 for each ten feet fallen. You may also attempt an athletics check to jump high enough to trigger this ability, consuming 10 feet of movement and counting as a fall equal to a number of feet equal to your athletics result. The radiant damage from Holy Fistsplosion increases to 3d10.

    Shockwave
    At 11th level, you can target the ground instead of an opponent. You can target your own square or one in your reach, and all creatures within five feet take your Holy Fistsplosion damage and must make a save versus DC 8 + your proficiency modifier + your strength or be knocked prone. Alternately, you can push them five feet back from the point of impact, but you must choose the same effect for all opponents. You are not pushed or prone, but you do take the 1d10 radiant damage as normal. Also, your radiant damage from Holy Burst increases to 4d10 and your movement from Aggression increases to 40 feet.

    Momentum
    It seems obvious at first, but it takes until 15th level for you to figure out that when you run really fast at an opponent, you can use the force of your moving body to hit extra hard. I don't know, man, physics just isn't your strong suit, I guess. When you move towards an opponent and punch them, you gain +1 damage for each five feet you moved in a straight line before hitting them. This means only movement after the last corner you have to make to reach them. You can't just run in a circle, dummy. Also, your Holy Fistsplosion now affects everyone within ten feet of the impact, regardless of whether you directly smack them or use the Shockwave option. And your Aggression movement increases to 50 feet.

    Fist of Awesomeness
    Ok, this may be a bit of a letdown given the name, but at 18th level, your Holy Burst damage increases to 6d10 and 2d10 to yourself, the radius increases to 15 feet, and your Agression movement increases to 60 feet.

    Spoiler: Silent Fist
    Show
    Look, I'll level with you: this isn't what the class was meant for, but I wanted a dexterity option beyond just the subtle punching style. Okay? I know it's not what you want. You want the hate or the big boom fist, but let's just get through this and then forget about it.

    Expertise
    At 3rd level, you steal this ability word-for-word from the rogue, who was lending it to the bard until you beat that little band geek up and took it.

    Sneak Attack
    Yup, still just ripping off the rogue. Whatever. At third level, you add 1d6 extra bludgeoning damage when you punch with advantage. It's basically the rogue ability, but you don't do it with a weapon or with range. It stacks with a rogue's sneak attack IF you take the subtle punching style because your fist is then a finesse weapon. I could have called it Kidney Punch but I'm lazy. Also, it can trigger as many times as you smack them. I guess it's not really that much like the rogue's sneak attack.

    Evasion
    At 7th level, you steal another feature straight from the rogue, this time after he loaned it to the monk. You know what this does. You also get proficiency with Dexterity saves so you actually get to use it.

    Bonus Proficiencies
    Also at 7th level, you remember seeing some good stuff in the bard's class table. You gain proficiency in any two skills of your choice and any one type of tool, including a musical instrument if you're intent on really getting this class wrong.

    Counter Punch
    At 11th level, when an opponent in your reach targets you with a melee attack, you can punch them as a reaction, before you know if the attack hits or not, and resolving your roll and damage before theirs because screw 'em. Also your sneak attack goes up to 2d6 because why not.

    Expertise Again
    At 15th level, you get Expertise Again. Also, your sneak attack goes up to 3d6.

    Elusive
    In a shocking twist, at 18th level, you gain another ability identical to a rogue.


    Ability Score Improvement
    At 4th, 8th, 10th, 12th, 14th, 16th, and 19th level you can add +2 to one ability score, it can't go over 20, it can be +1 to two different abilities, or a feat, blah blah blah.

    Extra Attack
    Yeah you know what this does too. I promise unique abilities are on the way.

    Glorious Melee
    At 6th level, whenever an opponent is within your reach, all attacks that originate outside of your reach have disadvantage.

    Fist of Vengeance
    At 9h level, when you reduce an opponent to zero hitpoints or score a critical hit, you gain 1d4 rage points. Your Holy Rage bonus damage increases to 1d6.

    Punching Style Improvement
    At 13th level, you finally work on technique some more. If you picked the Heavy punching style at second level, your fist damage increases to 1d6/1d8 and your bonus action shove both pushes and knocks an opponent prone. If you chose the Quick punching style, you reroll one missed punch attack per round and your movement speed increases by 20 feet. If you chose the Subtle punching style, I don't know, gain the bonus action punch or bonus action shove of the second level versions of one of the other two, and if you choose the shove one, you can use your dex instead of strength. I'll throw you a bone.

    Fist of Wrath
    At 17th level, you deal double damage to objects, including the world itself. Yes, this triggers when you use the Shockwave ability and it stacks with the Extra Hard Knuckles extra damage, and let's just throw another bone at the dex-based guys and let them add their sneak attack damage against all objects. At your option, you can spend one attack to cause a square in your reach to count as difficult terrain for everyone but you. This counts as attacking, and triggers all other abilities, such as the aforementioned shockwave, that trigger on an attack, but does not count as attacking an opponent. Unless the planet itself is an enemy. What's wrong with you.

    Fist of Judgment
    At 20th level, you just wreck faces with the sacred power of your punchiness. Any time an opponent is left with 25 or fewer hitpoints after you give them the ol' smackeroo, they must make a Constitution save of DC 8 + your proficiency bonus + your Charisma modifier, or straight up die. Do not pass Go, do not collect two hundred dollars, and it doesn't matter if they're technically not alive like an undead or construct. They die.


    Multiclassing
    You must have a strength and charisma score of 13 or higher to multiclass into Punchadin. You gain proficiency in all armor.

    Bonus Subclass For Big Mean Poopyheads: The Angel Puncher
    Spoiler: Warning: Implied Bad Language
    Show
    If a Punchadin of second level or higher breaks his Code of Conduct and raises their Punchadin level without atoning, they can take this subclass at 3rd level or exchange their subclass for this one.

    Sworn ***hole
    Beginning at third level when your swear this fist oath, you regain all Punchadin class features except Code of Conduct. You swear to punch good in the face wherever it is found and generally be an all-around ******* and obstacle to those who work for the good of all, although you aren't obligated to do so when it wouldn't benefit you.

    Jerk*** Rampage
    Also at third level, you gain two rage points every time you damage a non-fiend creature, and three rage points if you damage a celestial creature. This replaces the normal limit on how many rage points you can gain per round. If you punch a fiend, it's not a big deal but you figure your rage points as normal. Sometimes evil gotta evil, and you can't let a shared outlook stop you from punching someone.

    Disproportionate Response
    Beginning at seventh level, you can make a punch attack as a reaction to taking damage from a source within your reach. If you successfully hit the creature who damaged you, your fist deals extra damage equal to half the damage you were hit for. Rules lawyers will note that this implies that you can punch a different target than the one who damaged you if you want to for some reason, and that's fine; taking out your anger on the wrong person is totally in line with this subclass's theme. You big jerk.

    One-Hundred Percent a ****
    At eleventh level, when you punch someone, you knock some of their soul and portions of their matter right out of the universe. You choose whether you deal damage as normal, or necrotic damage each time you hit. You can also spend more than one rage point when dealing damage with a punch, up to the full amount you have, dealing an additional 1d6 for each rage point over one. Creatures reduced to zero hitpoints by your fist are reduced to dust, leaving no body behind, as the disintegrate spell. The same effect happens if they are killed by your Fist of Judgement feature when you gain it. Yeah, that makes it pretty hard to resurrect them.

    Total ******bag
    At fifteenth level, your fisticuffs deal double damage to creatures with the Celestial type and any creature who regarded you as non-hostile before you punched it, and for the purpose of not losing your rage points, you can designate all non-fiend creatures as hostile (and fiends if they are hostile).

    Complete Piece of ****
    Beginning at 18th level, you may choose to force a non-fiend creature you hit with a punch to make a death save, even if they are not at zero hitpoints. Once you have used this feature once, you must spend five rage points to use it again until you finish a short or long rest. Creatures with the celestial type make this save at disadvantage. Once a creature gets three failed death saves, they die as normal, you ****
    Last edited by sengmeng; 2021-09-12 at 11:24 AM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

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    Default Re: D&D 5e Base Class Contest XVI: Divine Judgment

    Invoker

    WIP- Just basic thoughts for now.

    Basic Premise
    A divine "full caster+" with d6 for hit dice and no armor proficiency.

    Fluff
    Invokers are direct conduits for the will of their Gods on the mortal plane (Similar to 4th edition fluff). They are untrained, and often not entirely willing vessels for the power flowing through them.

    Interesting Mechanics
    No spell preparation: you want to cast a leveled spell and it's on your list, you can cast it.
    Extra spells per day: balanced to align with the extra spells possible via arcane recovery or flexible spellcasting, these don't dont require downtime or actions like those features, but instead are limited by a semi-random casting mechanic, where you pick a general category of spell (domain? spell school?) and roll to get a random spell from that category which may or may not be of a higher level than you are owed.

    Spell Selection
    More like a wizard's than a cleric's. New spells (and shameless reuse of some of the Spellslinger's spells) incoming.
    Thought: The entirety of your spell list may be derived from your gods' domains. There may be no singular "Invoker Spell List" at all. (See below)

    Subclasses
    I'm thinking about a sort of "build your own spell list" approach, where you pick 2 (3?) different domains which fit your deity from 1st level. This determines your spell lists, but maybe not much else. Not actually subclasses.
    Covenants: The true subclasses, by second or third level you and your God come to some kind of understanding and make a deal rather than Him just forcing his will upon you. He reveals your purpose to you.
    Covenant of Prophecy You become a prophet for your God and speak His word. Adds thunder damage to any spell with a verbal component. Special Ability: allies can use their reaction to move half their speed out of the area of one of your spells, as if forewarned of the impending danger. Balanced damage and support subclass.
    Covenant of Justice Your God has tasked you with exacting judgement on the guilty. Adds psychic damage to your spells based on the damage dealt by the target in the prior round. Damage focused subclass
    Covenant of Leadership You have been tasked with a leading the faithful. Lets you cast "self" spells on others. Support focused subclass.
    Last edited by Damon_Tor; 2021-07-10 at 05:47 PM.

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    Default Re: D&D 5e Base Class Contest XVI: Divine Judgment

    Under Construction


    Inquisitor

    Design Notes, Intended Playstyle Etc.

    Spoiler: Design Notes
    Show
    The core of this class is its Divine Justice mechanic. Much like the core of the barbarian or the fighter is the attack action, this will be used on most turns. Major class features and subclass features build on this whilst adding some additional utility.
    The class is not intended to be a damage powerhouse but rather capture a broad base of diverse abilities that can turn around a fight, coupled with solid, if unremarkable damage output that can run in parallel. That said, if concentration on curses is uninterrupted and all the additional sources of damage are included (such as close range, spending faith and some subclass abilities) then the total damage should be decent, not least because the flexibility of what to target should make effects land relatively reliably.
    The class features damage over time mechanics and makes use of ability checks. The use of ability checks is to give a different feel to the offensive capabilities of the class and to set the class apart from others. It also enables some of the support abilities to have a knock-on effect on the offence. Status conditions like poisoned and frightened becoming powerful buffs.
    The class is intended to be relatively strong against single targets with some situational crowd control abilities but large area damaging effects should be out. Divine justice should be specific, targeted, terrifying and supernatural but rarely indiscriminate… until high levels when the cataclysm abilities come in to play.

    Magic is intended to really flesh out the out of combat/utility aspect of the class. Most spells don’t directly do damage or have a direct battlefield impact (with some exceptions). If you are expecting a casting class the narrow spell list is likely to prove frustrating. Whilst in terms of spell access this mostly progresses as a half-caster there are a few differences. Key domain spells come at the rate a full caster would which is somewhat of an advantage, on the other hand the spells use a limited class resource shared with other abilities so they may be used sparingly in practice.

    Subclasses add more combat spells and uses for faith. The level that spells come at may be irregular vs the half caster progression of the main list, but this represents a degree of specialism in this kind of effect. The faith points cost still reflects their higher level.




    level Persecution Die Faith Points Curses Known Ability
    1 d4 2 0 Divine Justice, Expertise Religion, armour of faith, Master of Divine Law
    2 d4 3 0 Spellcasting
    3 d4 3 0 Subclass Ability
    4 d4 4 0 ASI
    5 d6 4 2 Minister Aid
    6 d6 5 2 Subclass Ability
    7 d6 5 3 Protective Doctrines
    8 d6 6 3 ASI
    9 d8 6 3 Mark for Justice
    10 d8 7 3 Subclass Ability
    11 d8 7 4 Battle of Wills
    12 d8 8 4 ASI
    13 d10 8 4 Subclass Ability
    14 d10 9 4 Sit in Judgement, Divine Agents
    15 d10 9 5
    16 d10 10 5 ASI
    17 d12 10 5 Subclass Ability
    18 d12 11 5
    19 d12 11 6 ASI
    20 d12 12 6 Divine Damnation


    Faith Points
    Your abilities are powered by your faith. From 1st level you get an amount of faith as shown in the table above. You recover faith points equal to half your total pool (rounded up) on a short rest and recover your total pool of points following a long rest.


    Divine Justice

    You are an agent of the divine, charged with bringing to justice those who have offended your church. The wrath of a god is harsh and painful. As an action you may bring down divine justice on your enemy. Chose one creature within 30ft; that creature must make an intelligence or wisdom check (their choice) against your spell DC. If they fail then they take damage equal to your intelligence modifier plus a persecution die. If the target is within 5ft at the time of rolling you may add a second persecution die to the damage. The damage is your choice of psychic, necrotic or radiant.
    When you use this ability you may chose to concentrate on it as you would a spell. If you do, whenever you use this ability again, provided you have maintained concentration on it and have retained the same target, you may increment the number of Persecution Dice you roll for damage by 1. Once the target passes their ability check the number of Persecution Dice rolled resets to 1.
    Furthermore, when you begin to concentrate on this ability you may expend a faith point to increment the number of Persecution Dice by 1 from the start.

    The two bonusses are not something I would imagine would see that regular use. The Inquisitor AC is not going to be that high so getting into melee is a bad idea. Also, there are likely to be better things to spend your faith on than doing 1dX points of extra damage per turn.

    Holy Canon
    As an agent of divine justice you have exceptional knowledge of Holy Law. You gain proficiency in the Religion skill and whenever you make a check where you would add your proficiency bonus, you may add double that bonus instead.

    It seemed fitting, it also becomes important for protective doctrines at level 7. I didn’t want prodigy feat or a rogue dip to be a tax so it comes as part of the class. A number of subclass abilities also use this skill so it is used to nudge the odds a bit in favour of resolving effects.

    Master of Divine Law
    Whenever you make a charisma check to influence someone on the basis of a legal or ethical imperative you may add your intelligence modifier to the roll.

    A bit of a ribbon ability, but I believe ribbons are important

    Armour of Faith
    Your faith protects you from your enemies. Whenever you are not wearing armour you may choose to have an armour class equal to 10 plus your dexterity modifier plus your intelligence modifier.
    This is rarely a great AC, but good enough – especially with a shield. Usually not as good as medium armour.
    XXXXX
    Holy Ward
    Summoning the beneficence of your deity you can call down a glowing ward from second level. As a reaction, whenever you would take damage you may use this ability to reduce the damage by an amount equal to your intelligence modifier plus your level. Once you have used this ability you may not use it again until you have completed a short rest. You gain an additional use of this ability at level 10 and a third use at level 17.
    When I built the class it was looking very… underpowered at low levels. Less damage than typical cantrips or weapons. No spells till 3rd level. Modest HP. No fighting styles and limited special abilities. At the same time it looked like it got stronger and closed the gap a little later. I wanted an ability that was always somewhat useful but was a lot better at lower levels (which was basically something to do with HP – either healing or damage). I was inspired by the fighter’s second wind which seemed to exactly fit this. I made it a reaction not a bonus action (considering the action economy of the class probably a negative) but made it able to help keep concentration which is good, especially at the lower levels.

    Spellcasting
    Your following in the path of your god has given you the ability to cast spells. From 2nd level you may cast one of a small number of spells by expending Faith Points. The spells you may cast, the number of faith points required, and the level you must have reached are shown in the table below.
    Name Level Faith Points
    Protection from Evil and Good, Detect Evil and Good, Bane, Sanctuary, Detect Magic, Identify 2 1
    Augury, Blindness/Deafness, Silence, Zone of Truth 5 1
    Dispel Magic, Magic Circle, Remove Curse, Sending, Speak With Dead, Tongues 9 2
    Banishment, Divination, Locate Creature, Mordenkeinen’s Faithful Hound 13 3
    Commune, Dispel Evil and Good, Dream, Hallow 17 4

    Ritual Casting
    Where a spell you can cast has the ritual tag you may cast it as a ritual without expending any Faith Points.


    Curse
    Your divine justice becomes enhanced at level 5 as you curse your target in your god’s name, delivering further debilitating effects. Chose two curses from the table below. When you begin to concentrate on your Divine Justice you may chose a curse you know; the target also suffers the effect of the curse in addition to any damage it takes.
    As you grow in power you can learn more curses as shown in the table above. You may also expend 1 faith to have a more powerful version of the curse as shown in the table below.


    Curse Effect Empowered Effect
    Chains of Law The ability check becomes a Strength Check and the target’s speed is reduced by 10ft and the target takes d4 bludgeoning damage. The target is restrained
    The ability check becomes a Dexterity Check and the target’s
    Blindness The ability check becomes a constitution check and the target’s visibility is restricted to 15ft. The target is blinded
    Madness The ability check becomes an Intelligence Check and the curse deals an extra d8 psychic damage
    Fear of God The ability check becomes a Wisdom Check and the target
    Decay The ability check becomes a constitution check and the curse deals an additional d12 necrotic damage The target takes an additional two points of necrotic damage each time it takes damage.
    Penitence The ability check becomes a charisma check and the target falls prone
    Tongues

    Spoiler
    Show
    This is the big level 5 ability. This is in place of level 3 spells or extra attacks. So some of the base curses add a bit of extra damage and all add some control or debilitating condition. One element of this ability is the flexibility – getting to pick from a growing list of different ability scores and conditions.


    Minister Aid
    Though not a cleric, you have a small degree of the healing power they often possess. From 5th level, as an action, you may channel this power to heal any number of creatures you can see within 60ft a number of hit points equal to twice your Inquisitor level. Once you have used this ability you may not use it again until you have completed a long rest.
    I see this as a solid ability, but not the kind of thing you pick a class for. Indomitable is a good fighter ability, but it probably isn’t why you want to play a fighter, same for Cleansing Touch for the Paladin or Arcane Recovery for the Wizard. The utility of being able to heal a fallen comrade is high, and some collateral healing on the rest of the party is nice. It is intended as a bit of a modest boost to keep up with casters who just picked up fireball or an extra attack.

    Protective Doctrines
    Your divine work earns you the favour of your god and through your study you have learned how to channel it. At level 7 when you gain this ability you may chose one of your saves; if you do, whenever you would make a save using that ability score you may instead make an Int(religion) check instead against the same DC. If you pass, treat it as if you had passed the save.
    Spoiler
    Show
    I see this as being powerful. OK, its no aura of protection or Diamond Soul in terms of spell save protection but it is not that far behind. Swapping a save for an Int based skill check potentially lets you swap in a strong stat for a dumped one AND it is a skill in which you have expertise. By the end of the game this will mean making a save at +17 which will be almost immunity to certain types of save effect.


    Battle of Wills
    Rather than just letting divine energy flow through you to curse your enemies and to exercise justice upon them, you can add your own will and knowledge to the effort. From 11th level, whenever a spell or an ability requires a save or an ability check you may instead chose to replace it with an opposed ability check using your intelligence and against whichever ability score would have made the save or ability check.

    Spoiler
    Show
    This is a niche ability, but will sometimes be useful. An opposed check will have greater variance than rolling a single die and will tend to pull odds of success closer to 50/50 than they would be on a single roll. This gives the Inquisitor a bit of an edge when facing down their favoured quarry of single powerful monsters. The other side effect is that it gives a means to take spells and to sidestep magic resistance giving an edge against enemies like fiends which seems apt.


    Mark for Justice
    As an agent of your god you don’t have to work alone. From 11th level as a bonus action you can call down on your god to punish your enemies by enhancing the weapons and spells of your allies. You may choose up to four creatures you can see to benefit from this and the effects last until the end of your next turn. The first time a spell or an attack from one of these creatures deals damage on a turn you may roll a persecution die and add that much extra damage to the attack. You may use this ability a number of times equal to your intelligence modifier and then you may not use this ability again until you complete a short or long rest.

    Spoiler
    Show
    As a level 11 ability this is intended to be quite powerful, and in most parties it should be pretty solid. This adds up to a significant amount of extra damage on the turns it is used – 4d8 assuming everyone is doing some damage. This ability recharges frequently so you should get a lot of uses out of it to boost damage on most turns. The times when it is less useful will be when you don’t have 4 allies that will tend to do damage – and on such a control focussed party your standard damage over time abilities should be strong anyway.


    Sit in Judgement (14)
    You are no longer just an agent of your god, looking to punish an assigned individual. Now you are qualified to sit in judgement of others and condemn them. At level 14, whenever you finish a long rest you may chose one creature that you can name or describe. Until the end of your next long rest, any divination spells you might cast that that would effect this creature have double the range. Furthermore that creature has a d6 penalty on all saves and ability checks made during this period.

    Spoiler
    Show
    This is another potentially powerful but very specific ability. If you are hunting a particular individual… then great. One reason for keeping this ability modest in power is that the next level sees a big one, and a somewhat tighter level here (or at least very specific)


    Divine Agents
    Your God has provided assistance to enforcing their laws. At level 14 you my cast the spell summon celestial without expending any Faith or spell slots. Once you have done so you may not use this ability again until you have finished a long rest.
    When you cast this spell you may expend up to two Faith Points. If you expend 1 then consider the spell to have been cast as a level 6 spell, if two are expended consider it cast as a level 7 spell.

    Cataclysm (15)
    Sometimes divine judgement falls, not against people or families but against cities or kingdoms. When this happens only the most senior of a God’s inquisitors are called into action. From 15th level you may select one cataclysm from the following table. You may bring about this cataclysm as an action and then may not use it again until you have completed a long rest. At levels 17 and 19 you learn additional cataclysms; each may be used once per long rest.

    Cataclysm Effect
    Flood You cause lashing rain and whirling winds to coalesce around you, raising water levels and dashing your enemies against the landscape. An area around you with a radius of 60ft becomes submerged to a depth of 30ft and the area is considered difficult terrain and visibility is reduced to 10ft under the water. As a bonus action you may part the water to create as safe space or passage – either a 15ft by 15ft square, or a 5ft by 30ft passage.

    At the end of your turn, every creature in the area must make a strength check or be pulled down to the bottom and take 8d6 bludgeoning damage.

    After 1 minute the flood waters dissipate
    Plague A contagion of lethal pox falls over your enemies as a divine punishment. As an action chose a creature within 60ft that you can see. That creature must make a constitution save. On a fail that creature becomes infected.

    As a bonus action you may attempt to spread the plague to any number of other creatures within 15ft of an infected creature. They must make a constitution save of become infected.

    Each infected creature is poisoned and at the end of each of your turns takes 8d8 necrotic damage. At the end of each of their turns they may repeat the save to end the effect and to be immune to this plague.

    After 10 minutes the plague ends.
    Dust to Dust
    Rivers of Blood
    New Dawn (Exorcist Only)
    The Great Silence (Witch Hunter Only)
    The Reaping (Ephor Only)


    Damnation

  7. - Top - End - #7
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    Default Re: D&D 5e Base Class Contest XVI: Divine Judgment

    This post reserved for a possibly incoming or maybe I wont find the time Redemption Seeker class

    The Redemption Seeker has a past that haunts him, and a future that frightens him. As he awaits his final judgement for the actions of his past, he attempts to make things right, if not for those he wronged, at least in the grand balance of things.
    Nothing to see here, move along.

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    Default Re: D&D 5e Base Class Contest XVI: Divine Judgment

    Moved Few Posts Below
    Last edited by Old Harry MTX; 2021-07-24 at 05:24 AM.

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    Default Re: D&D 5e Base Class Contest XVI: Divine Judgment

    The Martyr

    Spoiler: Design Notes
    Show

    The Martyr is a divine fullcaster with a d12 hit die, because it can sacrifice health to do a variety of things with its spells. Health sacrifice is probably going to be similar to Mercer's Blood Hunter in that it temporarily reduces max hp as well as current so that you don't just sacrifice, heal, sacrifice, heal ect. and just gain way too much power.
    No armour/weapon proficiencies (although these may be added in subclasses), unarmoured con based defense.
    Wis? spell casting.
    Temporarily back from the void between realities.
    Don't ask how long I'll be here for, I have no idea.

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    Default Re: D&D 5e Base Class Contest XVI: Divine Judgment

    Demigod

    Spoiler: Quick Introduction to the Class
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    Unlike a Paladin or a Cleric, the Demigod owes its divinity not to its faith but to its divine lineage, similar to the inherited powers of a Sorcerer. Inspired by the heroes of classical mythology, the divine lineage gives benefits but also requires daring trials.

    The basic class is deliberately generic, and the subclasses are developed on 5 levels, and all capstones (1st, 3rd, 5th, 11th and 17th). For this reason the subclasses are all quite different from each other, both in terms of themes and mechanics.

    However, the base class still has its own mechanic, inspired by the labors of Hercules. It is similar to other features that allow to choose between several different power-ups, such as Fighting Style or Metamagic, with the difference that the "gifts" are chosen by the DM and are given when the DM decides that the player has successfully completed a certain task. In some ways, it is more like a secure loot, chosen from special "gifts", rather than a real feature.

    All the subclasses take inspiration from a different deity, such as the God of Party and Abundance, God of Death, God of War, God of Knowledge and God of the Seas.

    The Bacchanal lineage is inspired by the God of Party and Abundance. It uses a classic Vancian spell slot system to cast healing, support and charm spells. It can also distill some of these spells into potions for everyone to use, and has charm bonuses inspired by the bard's college of glamor

    The Charontian lineage is inspired by the God of Death. It uses a Spell Point system up to 5th level, and a normal Vancian system for the higher slots, and has access to necromancy spells only. It also has a Metamagic-like mechanic that uses Hit Dice.

    The Martial lineage is inspired by the God of War, therefore, I tried to create a mechanic that combines what are for me the two main archetypes of a warrior: The Barbarian and the Battlemaster. I like the result very much, since it is a sort of rage, that warmups during the battle, unlocking bonuses and maneuvers while you fight.

    The Minervan lineage is inspired by the God of Knowledge and Magic. So I tried to develop this concept: "unlimited access to all knowledge". Hence the ability to learn any cantrip and spell, to cast any ritual, and to learn temporary the spells that are used against it. Overall, it is a simple and straightforward subclass.

    Finally, the Thalassian lineage is inspired by the God of the Seas. I created a mechanic similar to the Ranger's Animal Companion, but that allows you to summon a beast with increasing CR, applying a sort of archetype that makes it an amphibious creature, and at higher levels to apply traits and modifiers to it until it becomes a sort of Kaiju. Plus, the subclass can also cast a few marine-themed innate spells. I focused a lot on the action economy trying to avoid having control over two characters at the same time.




    Creating a Demigod

    The most important question to consider when creating your demigod is the deity from which you have inherited your power. As a starting character, you will choose a lineage that traces back to a deity, be it the god of war, death, magic, seas, or even parties and abundance, but is up to you to decide what led a god to procreate a mortal. Was it all the result of a weakness of the flesh? Or was your divine ancestor exiled between mortals for some reason? Or perhaps it was yourself who was exiled, losing your powers and the memory of your divine nature?

    However you decide to face the manifestation of your powers, your lineage binds you to a higher destiny, and will lead you, willing or unwilling, to undertake grandiose feats, and face daring trials.

    Quick Build

    The powers of a demigod depend on the divine lineage from which it descends. First, refer to the various lineage choices before choosing which ability scores to make the highest, followed by Constitution. Second, choose the background of the divine being.

    Class Features

    As a demigod you gain the following class features.

    Level Proficency
    Bonus
    Feature
    1st 2 Divine Lineage, Unarmored Defense
    2nd 2 I Hero's Labor
    3rd 2 Divine Lineage Feature
    4th 2 Ability Score Improvement
    5th 3 Divine Lineage Feature
    6th 3 Legendary Mount
    7th 3 II Hero's Labor
    8th 3 Ability Score Improvement
    9th 4 –
    10th 4 Divine Intervention
    11th 4 Divine Lineage Feature
    12th 4 Ability Score Improvement
    13th 5 III Hero's Labor
    14th 5 Improved Legendary Mount
    15th 5 –
    16th 5 Ability Score Improvement
    17th 6 Divine Lineage Feature
    18th 6 IV Hero's Labor
    19th 6 Ability Score Improvement
    20th 6 Panoply

    Hit Points
    Hit Dice: 1d8 per demigod level
    Hit Points at 1st Level: 8 + Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per demigod level after 1st

    Proficiencies
    Armor: None
    Weapons: Simple weapons
    Tools: Any one type of artisan's tools or any one musical Instrument of your choice
    Saving Throws: Constitution, plus one depending on the chosen divine lineage.
    Skills: Choose any one. You will get others depending on the chosen divine lineage.

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) a Rapier, (b) a Longsword, or (c) any simple weapon
    • (a) a light crossbow and 20 bolts or (b) two handaxes
    • (a) a dungeoneer's pack or (b) an explorer's pack


    Divine Lineage

    These are the subclasses.

    Choose a divine lineage, which describes the source of your innate supernatural power. Choose between Bacchanal, Martial, Charontian, Minervan and Thalassian lineage, all described below. Your choice grants you features when you choose it at 1st level and again at 3rd, 5th, 11th, and 17th level.

    Unarmored Defense

    Some innate divine temper.

    Beginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

    Hero's Labor

    This is the main mechanic of the base class, and takes inspiration from the labors of Hercules.

    When you reach 2nd level, an emissary of the pantheon you descend from manifests itself to demand a proof of your lineage, and route you to a greater destiny. The DM must formulate a task, taking into account the situation in which you and your allies find yourself, and ask you to fulfill it. It may ask you to confront a deadly monster that is infesting the area, retrieve an ancient relic of lore, stop a mysterious coven of death seekers, erect or restore a deity's temple, or even heal the fields from an ancient plague and then throw a party to propitiate the next harvest. The DM could also review your recent activities and assess that you have already deserved, this time, the praise of your pantheon.

    When the DM determines that you have successfully completed the task, you will receive a gift from the gods. The DM chooses from the list below a gift it deems appropriate, and gives it to you. Gifts are not real objects, they are manifestations of power, evanescent and ethereal, which you can choose whether to show off on yourself or keep hidden. Some gifts require your targets to make a saving throw to resist the gift's effects. The saving throw DC is calculated as follows:

    Gift save DC = 8 + your proficiency bonus + your Constitution modifier

    You will receive the visit of the emissary again at 7th, 13th, and 18th level, again demanding to test your might, and ready to reward you accordingly.

    Aegis of Medusa. When you wield a shield, the frowning face of a gorgon appears evanescent on its surface. You gain advantage on saving throws to resist being Paralyzed, and you can't be Petrified. If you have completed your second Hero's Labor, you can also cast Hold Person, as a 4th level spell, once every 3 days. For each Hero's Labor you have completed after the second the time between one cast and the next decreases by one day (minimum 1 day).

    Armbands of Strength. Your Strength score increases by 1, as does your maximum for that score. Also, once per short rest, you can gather the power of the bracelets and get advantage on your next Strenght (Athletics) check.

    Bibliotheca. Your Intelligence score increases by 1, as does your maximum for that score. Also, once per short rest, you can recall the knowledge of the book and get advantage on your next Intelligence (History) check.

    Cornucopia. You no longer need food or water, and you can cast Goodberry once per day. If you have completed your second Hero's Labor, you can also cast Create Food and Water once every 3 days. The food you create is of excellent quality and you can produce any kind of non-magical drink. You have advantage on all Charisma checks directed at any friendly creature that consumes a full meal made by you this way. The effect lasts for an hour or as long the creature is friendly. For each Hero's Labor you have completed after the second the time between one cast and the next decreases by one day (minimum 1 day).

    Eye of the Fates. One of your eyes, of your choice, shines with a flickering red light. You learn the Guidance cantrip. If you have completed your second Hero's Labor, you can also cast Divination once every 3 days. For each Hero's Labor you have completed after the second the time between one cast and the next decreases by one day (minimum 1 day).

    Golden Fleece. You suffer none of the frailty of old age, and you can't be aged magically. Additionally, each time you spend one or more Hit Dice at the end of a short rest to regain Hit Points, you regain 1 additional Hit point for each die spent. If you have completed your second Hero's Labor, when you drop to 0 Hit Points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you regain Hit Points equal to your Constitution modifier + your demigod level. If you fail the saving throw, you can use this gift again after the end of a long rest, otherwise you have to wait 3 days. For each Hero's Labor you have completed after the second the time between one use and the next decreases by one day (minimum 1 day).

    Kunιe. The silhouette of a canine-shaped hood appears faintly on your head. When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. If you have completed your second Hero's Labor, you can also cast Greater Invisibility once every 3 days. For each Hero's Labor you have completed after the second the time between one cast and the next decreases by one day (minimum 1 day).

    Laurel crown. Your Charisma score increases by 1, as does your maximum for that score. Also, once per short rest, you can flow the inspiration of the crown into you and get advantage on your next Charisma (Persuasion) check.

    Necklace of Harmonia. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. After that, the next time you have to do one of those rolls, roll the percentage dice first. If you roll 25 or less, you automatically fail the d20 roll. Your bad luck ends after the first failed roll or after 3 rolls. You can use this gift between long rests a number of times equal to the number of Hero's Labor completed.

    Palladium. Once per day, you can use your action to summon a medium sized ethereal simulacrum that resembles a deity of your choice within 15 ft. of you. For 1 minute, whenever you or a friendly creature within 15 feet of the simulacrum must make a saving throw, the creature gains a +1 bonus to the saving throw for each Hero's Labor that you have completed. It doesn't stack with paladin's Aura of Protection.

    Pandora's Box. You become immune to disease and you gain advantage on saving throws to resist being Frightened. If you have completed your second Hero's Labor, you can also use your action and roll a d6 to get one of the effects below.
    1. You must succeed on a Constitution saving throw or take 2d10 radiant damage for each Hero's Labor you have completed, and suffer one level of exhaustion.
    2-3. You cast Conjure Minor Elementals.
    4-5. You cast Sickening Radiance.
    6. You cast both Conjure Minor Elementals and Sickening Radiance with a single action, and keep Concentration on both spells as if they were one.
    If you roll a 1, you can use this gift again after the end of a long rest, otherwise you have to wait 3 days. For each Hero's Labor you have completed after the second the time between one use and the next decreases by one day (minimum 1 day).

    Sandals of Speed. A small pair of misty golden wings appear on the sides of your ankles. While you are not wearing armor, your speed increases by 5 feet for each Hero's Labor you have completed, and your jump distance is doubled. Additionally, once between rests you can take the Disengage or Dash action as a bonus action on your turn. You can do that two times between rests when you complete your third Hero's Labor.

    Thyrsus. A wooden quarterstaff +1 covered with ivy vines and leaves, topped with a pine cone, that you can summon or dismiss with a bonus action. While holding it, you can add the magic weapon bonus to spell attack rolls, too. Its weapon die is a d8, and you can use your demigod spellcasting ability, if any, for the attack and damage rolls of melee attacks. It became a quarterstaff +2 when you complete your third Hero's Labor.

    Touch of Midas. Your hand shimmers with a faint golden light. Once per day you can cast Detect Evil and Good, except that instead of evil and good you detect the presence of treasures or valuable goods. If you have completed your second Hero's Labor, you can also concentrate for 1 minute and then touch a non-magical object. The object, or part of it, turns into an amount of gold worth ten times your demigod level in gp. You can use this ability again after 7 days.

    Trident of the Seas. You learn the Shape Water cantrip, and you can use this gift as a trident +1, that you can summon or dismiss with a bonus action. If you have completed your second Hero's Labor, you can also cast Control Water once every 3 days. For each Hero's Labor you have completed after the second the time between one cast and the next decreases by one day (minimum 1 day). It became a trident +2 when you complete your third Hero's Labor.

    Tunic of Nessus. You got resistance to poison damage and you learn the Poison Spray cantrip. If you have completed your second Hero's Labor, you can use your reaction and force a creature that just hit you with a melee attack to make a Constitution saving throw. On a failed save, it takes 2d8 poison damage for each Hero's Labor you have completed and is poisoned until the end of its next turn. You can use this gift again when you finish a short or long rest.

    Ability Score Improvement

    Same as always.

    When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

    Legendary Mount

    Some utility/flavor.

    At 6th level, you can cast Find Steed once between long rests without spending the spell slot.

    The steed has the statistics of a creature of your choice from those that the spell allows you to summon normally, but its appearance may change depending on your lineage. For example, if you descend from a god of the afterlife, the creature may resemble a skeletal or ghostly horse, if instead you descend from a god of the seas, it may resemble a hybrid between a horse and a hippocampus.

    The steed may also acquire special traits, such as the ability to swim and breath underwater, to teleport within short distances, or to attack while mounted, as shown in your lineage.

    Divine Intervention

    Similar to that of the cleric, the effects may change based on the chosen lineage.

    Beginning at 10th level, you can call on your divine ancestors to intervene on your behalf when your need is great.

    Imploring gods aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your demigod level, the deities intervene. The DM chooses the nature of the intervention; the effect of any spell kindred to the gods you are addressing would be appropriate, but also cryptic advice, fleeting visions of the future, or raw manifestations of power. If your call is answered, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

    The gods may decide to reward or penalize you based on your heroic labors. The DM can decide whether they were impressed or disappointed by your recent activities, and assign you a +5 or -5 modifier to your percentile dice roll accordingly.

    Improved Legendary Mount

    A natural improvement. It takes the same "slot" as the sorcerer's Dragon Wings feature.

    From 14th level, when you use your Legendary Mount feature you can now cast Find Greater Steed instead Find Steed.

    Panoply

    Duration and cooldown time could change.

    At 20th level, you have unequivocally proved your valor and are finally recognized as worthy. With a bonus action, you claim the power of all the gifts of the gods for you, gaining the benefits from each of them for the next hour.

    You can use this feature again after a week.

    Divine Lineages

    Every demigod is destined for great deeds, be it the defeat of mythological monsters, the conquest of a city after a ten-year siege, or the organization of the greatest harvest party ever. However, each of them approaches their labors in a different way, relying on the powers that come from their divine ancestry.

    Bacchanal Lineage



    Bacchanal Lineage Spellcasting

    Level Cantrips
    Known
    Spells
    Known
    1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st Friends + 2 2 2 – – – – – – – –
    2nd Friends + 2 3 3 – – – – – – – –
    3rd Friends + 2 4 4 2 – – – – – – –
    4th Friends + 2 5 4 3 – – – – – – –
    5th Friends + 2 6 4 3 2 – – – – – –
    6th Friends + 2 7 4 3 3 – – – – – –
    7th Friends + 2 8 4 3 3 1 – – – – –
    8th Friends + 2 9 4 3 3 2 – – – – –
    9th Friends + 2 10 4 3 3 3 1 – – – –
    10th Friends + 3 11 4 3 3 3 2 – – – –
    11th Friends + 3 12 4 3 3 3 2 1 – – –
    12th Friends + 3 12 4 3 3 3 2 1 – – –
    13th Friends + 3 13 4 3 3 3 2 1 1 – –
    14th Friends + 3 13 4 3 3 3 2 1 1 – –
    15th Friends + 3 14 4 3 3 3 2 1 1 1 –
    16th Friends + 3 14 4 3 3 3 2 1 1 1 –
    17th Friends + 3 15 4 3 3 3 2 1 1 1 1
    18th Friends + 3 15 4 3 3 3 3 1 1 1 1
    19th Friends + 3 15 4 3 3 3 3 2 1 1 1
    20th Friends + 3 15 4 3 3 3 3 2 2 1 1

    Bonus Proficency

    At 1st level, you gain proficiency on Charisma saving throws and Persuasion checks.

    Spellcasting

    Your lineage is based on the celebration of pleasure and wellness, but also on the numb of the senses and the glamor of the most primal instincts. For this reason, from 1st level you gain the power of healing and assisting your allies and subjugating the minds of your enemies.

    Cantrips

    At 1st Level, you learn three cantrips: Friends and two other cantrips of your choice from the Bacchanal Lineage spell list. You learn another Bacchanal Lineage cantrip of your choice at 10th level.

    Spell Slots

    The Bacchanal Lineage Spellcasting table shows how many spell slots you have to cast your spells of 1st Level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    Spells Known of 1st Level and Higher

    You know three 1st-level spells: Charm Person and two other spells of your choice from the Bacchanal Lineage spell list.

    The Bacchanal Lineage Bonus Spells table below shows when you learn other bonus spells, while the spells known column of the Bacchanal Lineage Spellcasting table shows when you learn more demigod spells of your choice. Each of these spells must be of a level for which you have spell slots.

    Additionally, when you gain a level in this class, you can choose one of the demigod spells you know, which is not a bonus spell, and replace it with another spell from the Bacchanal Lineage spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability

    Charisma is your spellcasting ability for your demigod spells, since the power of your magic relies on your charm and glamor. so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a demigod spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for your demigod spells, but also a chalice, a jewel, or a ceremonial tool.

    Bacchanal Lineage Bonus Spells

    Demigod
    Level
    Spells
    1st Charm Person
    3rd Crown of Madness
    5th Hypnotic Pattern
    7th Charm Monster
    9th Dominate Person

    Spoiler: Bacchanal Lineage Spell List
    Show
    A spell list with a lot of spells for charming, healing and making illusions.

    Cantrips

    Blade Ward
    Create Bonfire
    Mind Sliver
    Minor Illusion
    Poison Spray
    Prestidigitation
    Resistance
    Spare the Dying
    Vicious Mockery

    1st Level

    Animal Friendship
    Bless
    Catapult
    Color Spray
    Command
    Comprehend Languages
    Cure Wounds
    Disguise Self
    Dissonant Whispers
    Entangle
    Fog Cloud
    Goodberry
    Healing Word
    Heroism
    Purify Food and Drink
    Ray of Sickness
    Sanctuary
    Silent Image
    Sleep
    Speak with Animals
    Tasha’s Hideous Laughter
    Thunderwave
    2nd Level

    Aid
    Animal Messenger
    Crown of Madness
    Darkness
    Detect Thoughts
    Enhance Ability
    Enthrall
    Healing Spirit
    Heat Metal
    Hold Person
    Invisibility
    Lesser Restoration
    Mind Spike
    Mirror Image
    Phantasmal Force
    Prayer of Healing
    Protection from Poison
    Pyrotechnics
    Shatter
    Silence
    Suggestion
    Tasha's Mind Whip
    Zone of Truth

    3rd Level

    Aura of Vitality
    Bestow Curse
    Blink
    Catnap
    Create Food and Water
    Enemies Abound
    Fast Friends
    Fear
    Fly
    Incite Greed
    Magic Circle
    Major Image
    Mass Healing Word
    Motivational Speech
    Remove Curse
    Revivify
    Speak with Plants
    Tiny Hut
    Tongues
    4th Level

    Aura of Life
    Compulsion
    Confusion
    Death Ward
    Dominate Beast
    Freedom of Movement
    Greater Invisibility
    Hallucinatory Terrain
    Phantasmal Killer
    Polymorph
    Private Sanctum
    Staggering Smite

    5th Level

    Animate Objects
    Awaken
    Bigby's Hand
    Cloudkill
    Contagion
    Creation
    Dispel Evil and Good
    Dream
    Geas
    Greater Restoration
    Hold Monster
    Mass Cure Wounds
    Mislead
    Modify Memory
    Reincarnate
    Seeming
    Skill Empowerment
    Synaptic Static
    6th Level

    Forbiddance
    Heal
    Heroes' Feast
    Mass Suggestion
    Mental Prison
    Otto's Irresistible Dance
    Programmed Illusion

    7th Level

    Magnificent Mansion
    Mirage Arcane
    Project Image
    Regenerate
    Resurrection
    Simulacrum

    8th Level

    Antipathy/Sympathy
    Dominate Monster
    Feeblemind
    Glibness
    Maddening Darkness
    Mind Blank
    Power Word Stun
    Telepathy

    9th Level

    Mass Heal
    Power Word Heal
    Psychic Scream
    True Polymorph
    True Resurrection
    Weird


    Brewing Kykeons

    At 3rd level you learn to distill your magical powers into special potions called Kykeons. You can cast a demigod spell that targets only one creature into a vial or small bottle filled with water. The spell has no effect, other than changing the look and taste of the fluid into something of your choice and being stored in it.

    Any creature can drink the Kykeon using the same action needed to cast the spell and get the effects of the spell as if it were the target. If the spell has a range of self it is treated as being cast by the drinker, otherwise by you, and if requires Concentration, the caster must either start to keep it or let the spell vanish with no effect. The spell automatically passes any attack roll against the drinker and uses your slot level, spell save DC, and spellcasting ability. Furthermore, if the creature is unaware of the real contents of the Kykeon or that you brewed it, it may not realize that it was affected by it or that it was your doing. The spell is stored inside the Kykeon until it is drunk, you finish a long rest, or someone empties the container. After that, the container can be reused.

    You can have a number of brewed Kykeons up to your Charisma modifier. If you try to brew more Kykeons, the spell is expended without effect.

    Excellent Rest

    Also from 3rd level, you can cheer your allies during your adventures. When you use this feature at the end of a short rest you let each of your allies choose one of the effects below.

    Mended. The ally regains a number of Hit Points equal to your proficency bonus + its Constitution modifier.
    Restored. The ally recovers some expended Spell Slots. The Spell Slots can have a combined level that is equal to or less than half your proficency bonus (rounded up).
    Inspired. The ally gains one Bacchanal Inspiration die, a d6. Until its next rest, the ally can expend and roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The die becomes a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level.

    You must complete a long rest before you can use this feature again.

    Lulling Words

    Beginning at 5th level, it becomes almost impossible to resist your glamor. Your proficiency bonus is doubled for any Charisma (Persuasion) check you make.

    In addition, once between long rests, soon after you cast the Friends cantrip, you can force the chosen creature to make a Wisdom saving throw against your spell save DC. It automatically succeed the saving throw if it's immune to being charmed. If it fails, it doesn't realizes that you used magic to influence its mood and not becomes hostile toward you.

    In addition, you can cast Command against a creature that is charmed by you without expending a spell slot. The creature automatically fails its saving throw against the spell. You can cast Command using this feature a number of times equal to your Charisma modifier. You regain one spent use at the end of a short rest, and all of them when you finish a long rest.

    When you reach 6th level, the steed you summon using the Find Steed spell gains the following traits:

    Cozy Den. The owner can use its bonus action to order the steed to cast Tiny Hut. It can do that again after the end of a long rest.

    Heady Gaze

    From 11th level, as a bonus action, you can turn your gaze on a creature that you can see and make a Charisma ability check against a DC equal to its challenge rating. On a success, you can ignore the creature's immunity to being charmed, and you can apply the effects of an enchantment spell you cast even if it doesn't normally affect that creature's type.

    The effect lasts until you turn your heady gaze to another creature, or until the end of your next turn. If you succeed to charm the creature, you have advantage when you repeat the ability check to prolong the effect for another turn.

    Majestic Presence

    This one is similar to Unbreakable Majesty from the College of Glamour or Instinctive Charm from the School of Enchantment.

    From 17th level, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. It's also charmed by you until the beginning of its next turn.

    Once you assume this majestic presence, you can't do that again until you finish a short or long rest.

    Continues in the Next Post
    Last edited by Old Harry MTX; 2021-08-30 at 12:42 AM.

  11. - Top - End - #11
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    Jul 2019

    Default Re: D&D 5e Base Class Contest XVI: Divine Judgment

    Continues from the Previous Post

    Charontian Lineage



    Charontian Lineage Soulcasting

    Level Soul
    Points
    Spell
    Level
    6th 7th 8th 9th
    1st 4 1st – – – –
    2nd 6 1st – – – –
    3rd 14 2nd – – – –
    4th 17 2nd – – – –
    5th 27 3rd – – – –
    6th 32 3rd – – – –
    7th 38 4th – – – –
    8th 44 4th – – – –
    9th 57 5th – – – –
    10th 64 5th – – – –
    11th 64 5th 1 – – –
    12th 64 5th 1 – – –
    13th 64 5th 1 1 – –
    14th 64 5th 1 1 – –
    15th 64 5th 1 1 1 –
    16th 64 5th 1 1 1 –
    17th 64 5th 1 1 1 1
    18th 71 5th 1 1 1 1
    19th 71 5th 2 1 1 1
    20th 71 5th 2 2 1 1

    Bonus Proficiency

    At 1st level, you gain proficiency with shields and martial weapons. Additionally, you gain proficiency on Charisma saving throws and Intimidation checks.

    Ghostly Presence

    A bonus to avoidance and AC.

    Also at 1st level, your connection with the planes of death allows you to become spectral for a few moments. You can use a bonus action to magically gain the same effects of the Blur spell until the beginning of your next turn. You must keep concentration on it.

    Additionally, you can use a shield and still gain the benefits of your Unarmored Defense feature.

    Soulcasting

    Spellcasting with access to all necromantic spells, that uses a system similar to the spell point variant up to 5th level spells. I consider the spell point system much more versatile than the classic Vancian one, so I might consider using a point progression with a progressive reduction coefficient. However, considering the limit to only spells from the school of necromancy it should not be necessary.

    Finally, at 1st level your control over the souls of the dead grants you special magical powers.

    Cantrips

    You know all the cantrips from the necromancy school.

    Preparing and Casting Spells

    The Charontian Lineage Soulcasting table shows how many soul points you have to cast your spells. To cast one of your demigod spells of 1st level or higher, you must expend a number of soul points equal to the relative point cost shown in the Soul Point Cost table for each spell level. The Spell Level column shows the maximum level of spells you can cast for your level using soul points. You regain all expended soul points when you finish a long rest.

    You prepare the list of demigod spells that are available for you to cast, choosing from the necromancy school. When you do so, choose a number of demigod spells equal to your Charisma modifier + half your demigod level, rounded down (minimum of one spell). Spells must be of a level no higher than the one shown in the Spell Level column.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of demigod spells requires time spent drawing energies directly from the plane of the dead: at least 1 minute per spell Level for each spell on your list.

    Soul Point Cost

    Spell
    Level
    Point
    Cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 7

    Spellcasting Ability

    Charisma is your spellcasting ability for your demigod spells, since their power derives from the influence you have over the souls of the dead. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a demigod spell you cast and when making an Attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Ritual Casting

    You can cast any demigod spell you have prepared as a ritual if that spell has the ritual tag.

    Spellcasting Focus

    You can use any icon of death as a spellcasting focus, such as a skull, femur, or bone necklace.

    Obsequies Ceremony

    A way to recover Hit Dice. I put the cap on the Intelligence and Wisdom scores to avoid the bag of rats problem, but I think it makes sense if you assume that only creatures with a certain level of "consciousness" can have a soul.

    You have inherited the innate ability to lead the souls of the dead to the afterlife. From 3rd level, you can use 1 minute of your time to perform an obsequies ceremony. You touch a creature that has died within a number of hours equal to your demigod levels. If the creature was hostile to you in life, it can make a Charisma saving throw against your spell save DC to negate the effects of the ritual. The creature's soul will successfully reach its afterlife, and you will recover one demigod Hit Die at the end of your next short or long rest. This ritual has no effect on undead, constructs or creatures with an Intelligence or Wisdom score of 6 or lower.

    Soulmagic

    A sort of metamagic, but that use Hit Dice instead of points. You roll the die and use the result to boost spells or attacks. Overall it's a strong feature, especially when a player starts to have a lot of Hit Dice. The limit of applicability to necromantic spells only reduces its effectiveness a bit.

    Also at 3rd level, you gain the ability to tap into the power of souls for your own purposes. You gain two of the following Soulmagic options of your choice. You gain another one at 11th and 17th level.

    The DC of your Soulmagic options is your demigod spell save DC. You can use only one Soulmagic option per round, unless otherwise noted.

    Aware Souls. When you cast a necromantic spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's force. As a bonus action, you expend and roll one demigod Hit Die and choose a number of those creatures up to half the result (rounded up). The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

    Frightening Souls. When you hit a creature with a melee or spell attack on your turn, you can use a bonus action and expend and roll one demigod Hit Die to force it to make a Wisdom saving throw. On a failed save, the target become frightened of you until the beginning of your next turn. You can add the Hit Die in necrotic damage to the attack. The spell must be from the school of necromancy.

    Furious Souls. When you use your action to cast a necromantic cantrip or to make a single weapon attack, you can expend and roll one demigod Hit Die and make one additional weapon attack as a bonus action. If the attack hits, add the Hit Die in necrotic damage to the weapon's damage roll.

    Haunting Souls. When you cast a necromantic spell that targets only one creature and forces it to make a saving throw to resist its effects, you can, as a bonus action, expend and roll one demigod Hit Die and subtract half the result (minimum of one) to the first saving throw made by the target against the spell.

    Hectic Souls. Before you cast a necromantic spell that don't have a range of self, you can expend and roll one demigod Hit Die to increase the spell's range by 5 feet multiplied by the result of the die. Treat spells with range of touch as having 5 ft. of range.

    Homing Souls. When you make a melee or spell attack roll against a creature, you can expend and roll one demigod Hit Die to add the result to the roll. You can use this Soulmagic option before or after making the attack roll, but before any effects of the attack are applied. You can use Homing Souls even if you have already used a different Soulmagic option in this round. The spell must be from the school of necromancy.

    Rabid Souls. When you roll damage for a necromantic spell, you can expend and roll one demigod Hit Die to reroll a number of the damage dice up to the result of the Hit Die. You must use the new rolls. You can use Rabid Souls even if you have already used a different Soulmagic option in this round.

    Shaded Souls. When you cast a necromantic spell, you can expend and roll one demigod Hit Die to cast it without any somatic or verbal components. You can add the Hit Die in necrotic damage to one damage roll of the spell, if any.

    Taunting Souls. When you hit a creature within 5 ft. of you with a melee or spell attack on your turn, you can expend and roll one demigod Hit Die and force it to make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. You can add the Hit Die in necrotic damage to the attack. The spell must be from the school of necromancy.

    Vengeful Souls. Soon after you create, summon, or take control of an undead, you can expend and roll one demigod Hit Die. Its maximum and current Hit Point increases by the result. You can also add half the result (rounded up) to its damage rolls. The effect lasts until the undead remains under your control.

    Ghoulish Presence

    Beginning at 5th Level, the aura of death that surrounds you makes you instinctively frightening. Your proficiency bonus is doubled for any Charisma (Intimidation) check you make.

    In addition, once between short or long rests, whenever you perform an Obsequies Ceremony on a creature that was hostile to you when it was alive and it fails the saving throw, you can choose to not being recognized as an enemy the first time you cast Speak with Dead against it.

    When you reach 6th level, the steed you summon using the Find Steed spell gains the following traits:

    Spectral. While mounted, the rider can use its bonus action to order the steed to magically make both incorporeal, along with the equipment they are wearing or carrying, until the beginning of its next turn. In this state they can pass through solid non-magical objects, and they are safely ejected to an unoccupied space nearest the entrance surface if they are still inside a solid object at the beginning of the rider's next turn. It can do that again after the end of a short rest.

    Deathspell

    From 11th Level, you get a number of special slots, called soul slots, powered by your life energy, with which you can cast high-level spells. You can now prepare spells up to the level for which you have soul slots. To cast spell of 6th level or higher you must expend a soul slot of the same level and one Hit Die. You regain all expended soul slots when you finish a long rest.

    Empowered Souls

    Beginning at 17th level, when you expend a demigod Hit Die for a Soulmagic option, you can roll a d10 instead of a d8.

    Martial Lineage



    Bonus Proficiency

    Some bonus proficency for a warrior feeling.

    At 1st level, you gain proficiency with shields and martial weapons. Additionally, you gain proficiency on Strength saving throws, and Athletics checks.

    Warborn

    A bonus to HP and AC.

    Also at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

    Additionally, while you aren’t wearing armor, your AC equals 13 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

    Battle Fury

    This is the core mechanic. It aims to blend together a sort of rage with maneuvers. It warmups during the fight.

    In combat, you become the personification of the fury of battle. Beginning at 1st level, once per round, immediately after you successfully hit a hostile creature with a melee weapon attack roll, you gain one fury point, or two fury points if the result of the roll is 19 or 20.

    If you aren't wearing armor, fury points give you access to a variety of benefits, which activate when you reach the specified number of fury points for each, and last until your fury points drop below that number:

    1 fury point. You have advantage on Strength checks and Strength Saving Throws, and you gain a +1 bonus to AC.
    3 fury points. When you make a melee weapon Attack using Strength, you gain a +1 bonus to the damage roll. This bonus becomes +2 at 9th level, and +3 at 15th level.
    4 fury points. When you use the Attack action, you can make one weapon attack as a bonus action. Also, you can take the Dash action as a bonus action.
    6 fury points. When you roll a 1 on a melee weapon attack roll, you can reroll the die and take the new result. Also, you can take the Dodge action as a bonus action.
    8 fury points. You gain advantage on all your melee weapon Attacks made with Strength.

    Additionally, the first time you reach 2, 5, and 7 fury points, you gain 1 superiority die, which is a d6. You can't get superiority dice again when you reach those number of fury points until at least one minute has passed since your fury points have dropped to 0 first.

    Each superiority die lasts as long as you have at least 1 fury point, and you can spend them to use any Battlemaster maneuver. You can use only one maneuver per attack, and their saving throw DC, if required, is calculated as follows:

    Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

    You lose a fury point if you haven't attacked a hostile creature since your last turn, and all of them if you are knocked Unconscious.

    Multiclass This is an idea to limit multiclassing.

    If you get or have levels in classes other than demigod, you struggle to control your fury. In this case, you cannot gain more fury points than half your demigod level (rounded up).

    Fighting Style

    Like the fighter, but without the "defense" one.

    At 3rd level you adopt a particular style of fighting as your specialty. Choose one of the following options.

    Dueling

    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

    Great Weapon Fighting

    When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

    Protection

    When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Two-Weapon Fighting

    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

    Extra Attack

    Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

    Natural Athlete

    Some utility/flavor.

    Also at 5th level, you can add half your proficiency bonus to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

    Once between short or long rests, you can instead choose to add your entire proficiency bonus to one of these checks. You can choose to do this before or after making the roll, but before the effects of the check are applied.

    When you reach 6th level, the steed you summon using the Find Steed spell gains the following traits:

    Joust. While mounted, if the steed moves at least 20 ft. straight toward a creature, the rider can use its bonus action to order it to make an attack with its natural weapons.

    Improved Fury

    A standard upgrade.

    At 11th level, you gain two fury points on a roll of 18-20. Also, your superiority dice turn into d8s. At 17th level, they turn into d10s.

    Battle Itself

    A strong high level feature.

    Starting at 17th level, when you roll initiative you gain 1 fury point.

    Minervan Lineage



    Minervan Lineage Spellcasting

    Level Cantrips
    Known
    Spells
    Known
    1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 2 2 2 – – – – – – – –
    2nd 2 3 3 – – – – – – – –
    3rd 2 4 4 2 – – – – – – –
    4th 3 4 4 3 – – – – – – –
    5th 3 5 4 3 2 – – – – – –
    6th 3 5 4 3 3 – – – – – –
    7th 3 6 4 3 3 1 – – – – –
    8th 3 6 4 3 3 2 – – – – –
    9th 3 7 4 3 3 3 1 – – – –
    10th 4 7 4 3 3 3 2 – – – –
    11th 4 8 4 3 3 3 2 1 – – –
    12th 4 8 4 3 3 3 2 1 – – –
    13th 4 9 4 3 3 3 2 1 1 – –
    14th 4 9 4 3 3 3 2 1 1 – –
    15th 4 10 4 3 3 3 2 1 1 1 –
    16th 4 10 4 3 3 3 2 1 1 1 –
    17th 4 11 4 3 3 3 2 1 1 1 1
    18th 4 11 4 3 3 3 3 1 1 1 1
    19th 4 11 4 3 3 3 3 2 1 1 1
    20th 4 11 4 3 3 3 3 2 2 1 1

    Bonus Proficency

    Some bonus proficency for a scholar feeling.

    At 1st level, you gain proficiency on Intelligence saving throws and two skills from Arcana, History, Insight, Investigation, Medicine, and Religion, at your choice.

    Spellcasting

    Spellcasting with access to all spell lists, but very few spells known, and the ability to cast any ritual spell as ritual.

    At 1st level, your instinctive access to Knowledge translates into versatile magical power.

    Cantrips

    You know two cantrips of your choice from any spell list. You learn additional cantrips of your choice at higher levels, as shown in the Minervan Lineage Spellcasting table.

    Spell Slots

    The Minervan Lineage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

    For example, if you know the 1st-level spell Magic Missile and have a 1st-level and a 2nd-level spell slot available, you can cast Magic Missile using either slot.

    Spells Known of 1st Level and Higher

    You know two 1st-level spells of your choice from any spell list. You learn additional spells from any spell list as you level, as shown in the Spells Known column of the Minervan Lineage Spellcasting table. Each of these spells must be of a level for which you have spell slots, as shown on the table, and they become demigod spells. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

    Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from any spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability

    Intelligence is your spellcasting ability for your demigod spells, since the origin of your magic is the elemental knowledge. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a demigod spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
    Spell attack modifier = your proficiency bonus + your Intelligence modifier

    Ritual Casting

    You can cast any spell as a ritual if that spell has the ritual tag. The spell must be of a level you can cast, as shown on the Minervan Lineage Spellcasting table.

    Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for your demigod spells.

    Sapient Recovery

    A modest spell slots recovery.

    You have learned to regain some of your magical energy by reflecting on your knowledge. From 3rd level, once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than your Intelligence modifier, and none of the slots can be 6th level or higher.

    Expanded Knowledge

    A powerful capstone, also with the right flavor for a lineage that almost inherits its powers from the weave itself.

    Beginning at 5th level, once per day, you can cast a spell choosen from any list by spending its spell slot.

    You can do this two times between long rests at 17th level.

    Theoretical Scholar

    Some utility/flavor.

    Also at 5th level, you can add half your proficiency bonus to any Intelligence, Wisdom or Charisma check you make that doesn't already use your proficiency bonus.

    Once between short or long rests, you can instead choose to add your entire proficiency bonus to one of these checks. You can choose to do this before or after making the roll, but before the effects of the check are applied.

    When you reach 6th level, the steed you summon using the Find Steed spell gains the following traits:

    Teleport. While mounted, the rider can use its bonus action to order the steed to magically teleport both, along with the equipment they are wearing or carrying, up to 40 ft. to an unoccupied space they can see. It can do that again after the end of a short rest.

    Fast Learning

    Another flavorful feature.

    At 11th level, when a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction and make a DC 10 Intelligence check. On a success, you gain the knowledge of the spell if it is of a level you can cast. For the next 8 hours, you know the spell and can cast it using your spell slots.

    Thalassian Lineage



    Thalassian Lineage Challenge Rating

    Level Challenge
    Rating
    1st 1/4
    2nd 1/4
    3rd 1/2
    4th 1/2
    5th 1
    6th 1
    7th 2
    8th 2
    9th 3
    10th 3
    11th 4
    12th 4
    13th 5
    14th 5
    15th 6
    16th 6
    17th 7
    18th 7
    19th 8
    20th 8

    Bonus Proficiency

    At 1st level, you gain proficiency with martial weapons. Additionally, you gain proficiency on Strength saving throws, Animal Handling checks made on sea creatures and Survival checks made in maritime environments.

    Seaborn

    A bonus to HP, AC and movement.

    Also at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class, you gain a swimming speed equal to your walking speed, and the ability to comprehend and verbally communicate with sea beasts (as the Speak with Animals spell).

    Additionally, while you aren’t wearing armor, your AC equals 13 + your Dexterity modifier + your Constitution modifier.

    Abyssal Recall

    From 1st level, you can call the aid of a sea monster, a grotesque creature that inhabits the abyss, which seems to have been born from the nightmares of a drunken sailor.

    Summon and Dismiss

    At the end of a long rest you can forge a bond with a beast of the deep, which you can then summon or dismiss with a ritual of 1 minute. When dismissed, the beast keeps the damage taken, but can take short or long rests if it has the time. Once before you complete a short or long rest you can also summon your bonded beast with an action, after which it can act immediately.

    If the beast has died within the last hour, you can recall your powers for 1 minute and then touch it. The beast returns to life with a number of hit points equal to your demigod level. When you finish a long rest, you can forge a bond with a different beast. If you already have a beast from this feature, it vanishes when you forge the new bond. The beast also vanishes if you die.

    Template

    Choose a beast as template that is no smaller than Medium and that has a challenge rating equal to or lower then the number shown in the Thalassian Lineage Challenge Rating table for your level. The beast gains the Amphibious trait, loose any flying speed and, if it does not have a swimming speed, its walking speed becomes its swimming speed. It also gains a new walking speed of 20 ft.

    Appearance

    The beast has the appearance of a sea creature, mutated to such an extent that it can survive even out of water. For example, if the original template is a killer whale, it could move on webbed legs and arms similar to those of a gorilla, a spider or a scorpion could look like a crab or a lobster, a shark could have the legs of a crocodile, a tyrannosaurus could sprout tritonic gills on the sides of the head and fins on its back, tail and forelegs.

    Statistics

    This is inspired by UA Ranger's Companion Bond, but without bonus to damage and Hit Points. This should be largely compensated by the higher CR.

    Your sea monster uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, you can also add your proficiency bonus to its AC, and to any ability check or saving throw that the beast makes. It also gains proficiency in two skills of your choice. Its Hit Point maximum remains unchanged. Like any creature, the beast can spend Hit Dice during a short rest.

    Behaviour

    The beast is friendly to you and your companions and obeys your commands as best as it can. In combat, the beast acts during your turn, and you can verbally command it where to move (no action required by you). You can use your bonus action to verbally command it to take the Dash, Disengage, Help, or any other action in the stat block of its original template. You can't both command your beast and cast a spell or a cantrip during the same turn. If you don’t issue a command, the beast takes the Dodge action.

    If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

    Wavelord

    A few thematic spells, similar to an innate spellcasting. As specified in the Behavior section of Abyssal Recall, it is not possible to cast a spell of 1st level or higher and command your beast in the same turn.

    At 3rd level, you gain the ability to breath underwater. Additionally, you learn to cast Create or Destroy Water (as a 2nd level spell) and Gust of Wind. You will learn more spells as you level, as shown in the Thalassian Lineage Bonus Spells table below. When you have cast one of these spells, you must complete a short or long rest before you can cast the same spell again.

    Wisdom is your spellcasting ability for your demigod spells. You use your Wisdom whenever a spell refers to your spellcasting ability.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier

    Thalassian Lineage Bonus Spells

    Demigod
    Level
    Spells
    3rd Create or Destroy Water (2nd level), Gust of Wind
    5th Tidal Wave, Wall of Water
    7th Control Water, Watery Sphere
    9th Control Winds, Maelstrom

    Consecutive Attack

    This is a slightly out of context feature, but I prefer it to a normal Extra Attack, as it competes with commanding the sea monster by consuming the bonus action.

    Beginning at 5th Level, when you use the Attack action on your turn to make a single attack, you can make one additional attack as a bonus action.

    Marine Affinity

    Improvement + utility.

    Also at 5th level, your bond with your sea monster becomes so strong that some of your energies begin to flow into it. The beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    In addition, your proficiency bonus is now doubled for any Wisdom (Hanimal Handling) and Wisdom (Survival) check you make on sea creatures or maritime environments.

    When you reach 6th level, the steed you summon using the Find Steed spell gains the following traits:

    Amphibious. The steed can breathe air and water and gains a swimming speed equal to its walking speed.

    Release the Cryptid

    A strong strange capstone. Who wouldn't want a Kaiju all to themselves?

    At 11th level, your domain of the depths allows you to reach creatures deemed inexistent. When you forge a bond with a sea monster using your Abyssal Recall feature, you can choose a special specimens with unique traits, chosen from the options below. All these options are applied to the beast template before applying the changes of Abyssal Recall. Each time you apply one of these options to the beast, its CR increases (before increasing, a CR of 1/2 counts as 0, a CR of 1/4 or less counts as -1).

    Hybrid (CR +1). The beast gains a trait or action from those of any other beast, dragon or bestial-looking monstrosity with a CR equal to or less than its own, of your choice. The DM must approve your choice in case of a non-beast creature. The DM may also decide not to increase the CR of the beast if you choose an utility trait, such as Keen Senses or Echolocation.

    Slippery (CR +1). The beast's walking speed increases by 10 ft. if it is not on difficult terrain. You can apply this option only one time on the same creature.

    Dire (CR +2). You can apply this option on a Medium beast. The beast's size becomes Large, and its Hit Die increases accordingly, from d8 to d10. Its Strength ability score increases by 5, Constitution by 3, and Charisma by 1. In addition, its number of Hit Dice increases by 3, its natural armor increases by 1 (maximum of 14), and its damage dice increase by one step, for example, from d4 to d6.

    Giant (CR +3). You can apply this option on a Large beast. The beast's size becomes Huge, and its Hit Die increases accordingly, from d10 to d12. Its Strength ability score increases by 5, Constitution by 3, and Charisma by 1, while its Dexterity ability score decreases by 1. In addition, its number of Hit Dice increases by 5, all its damage rolls increase by one die and one step, for example, from 2d6 to 3d8, and the reach of its melee attacks increases by 5 ft. (reach +5 ft.).

    Mastodontic (CR +2). You can apply this option on a Huge beast. The beast's size become Gargantuan, and its Hit Die increases accordingly, from d12 to d20. In addition, all its damage rolls increase by one die, for example, from 3d10 to 4d10, and the reach of its melee attacks increases by 5 ft. (reach +5 ft.).

    Improved Wavelord

    A standard upgrade.

    Starting at 17th level, you learn to cast Control Weather and Tsunami once between long rest each.
    Last edited by Old Harry MTX; 2021-08-28 at 07:06 AM.

  12. - Top - End - #12
    Halfling in the Playground
     
    AssassinGuy

    Join Date
    Nov 2017

    Default Re: D&D 5e Base Class Contest XVI: Divine Judgment

    The Mutant

    Level Proficiency Bonus Features Mutation Dice Mutations Known
    1 +2 Mutations, Mutant Lineage -- 2
    2 +2 Mutant Potential 2 2
    3 +2 Evolved Mutations I 3 2
    4 +2 Ability Score Improvement 4 2
    5 +3 Increased Potential (d6) 5 3
    6 +3 Evolved Mutations II 6 3
    7 +3 Mutant Lineage Feature 7 4
    8 +3 Ability Score Improvement 8 4
    9 +4 Increased Potential (d8) 9 5
    10 +4 Mutant Lineage Feature 10 5
    11 +4 Evolved Mutations III 11 5
    12 +4 Ability Score Improvement 12 6
    13 +5 Increased Potential (d10) 13 6
    14 +5 Evolved Mutations IV 14 6
    15 +5 Mutant Lineage Feature 15 7
    16 +5 Ability Score Improvement 16 7
    17 +6 Increased Potential (d12) 17 7
    18 +6 Mutant Lineage Feature 18 8
    19 +6 Ability Score Improvement 19 8
    20 +6 Endless Potential 20 8


    Hit Points
    Hit dice: 1d8 per Mutant level
    Hit points at 1st level: 8 + your constitution modifier
    Hit points at higher levels: 1d8 (or 5) + your constitution modifier per level after 1st.

    Proficiencies
    Armor: Medium Armor and Shields
    Weapons: Martial Weapons
    Tools: Alchemist’s Supplies
    Saving Throws: Constitution and Intelligence
    Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Religion, and Survival.


    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:

    Mutant Lineage
    At 1st level when you choose this class you choose what form your mutation takes from the choices below. This choice grants you additional features at 7th, 10th, 15th, and 18th levels.
    • The Undead
    • The Aberrant

    Mutations
    At 1st level, you gain two mutations of your choice. When you gain certain Mutant levels, you gain additional mutations of your choice, as shown in the Mutations column of the Mutant table.
    Additionally, when you gain a level in this class, you can choose one of the mutations you have and replace it with another mutation that you could learn at that level.
    A level prerequisite in an mutations refers to Mutant level, not character level.

    Spellcasting Ability
    Your spellcasting ability score is Intelligence, and your spellsave DC and spell attack modifier are calculated as follows:
    Spell DC = 8 + Proficiency Bonus + Intelligence Modifier

    Mutant Potential
    At 2nd level your mutation unlocks a well of untapped potential within you, in the form of a number of d4s equal your level in this class. At 5th level this increases to a d6, and it increases again to a d8 at 9th level, d10 at 13th, and d12 at 17th level. These dice can be spent by various mutations and other abilities granted by this class, though you may only expend a number of mutation dice equal to half your level rounded up to a maximum of nine mutation dice at once. Any dice expended in this way are restored at the end of a short or long rest.


    Evolved Mutations
    At 3rd level you gain the ability to further evolve one of the mutations you know to enhance its effects in some way. Some mutations have an additional prerequisite that must be fulfilled before it can be enhanced in this way. Each time you gain a level in this class you may choose to evolve a different mutation that you know instead, removing the previous benefits in the process. You may evolve an additional mutation at 6th, 11th, and 14th levels. Some mutations can be evolved multiple times for increased benefit, and choosing to evolve a different mutation instead of a mutation that has been evolved multiple times only removes the most recent enhancement.

    Endless Potential
    At 20th level if you roll initiative and have no mutation dice remaining regain four mutation dice.

    Spoiler: The Undead
    Show

    Undead Fortitude
    At 1st level when you choose this subclass it enhances your durability. If damage reduces the you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.
    Undead Vitality
    Also at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

    Aura of Dread
    At 7th level you begin emanating an aura of pure dread to all around you. You gain proficiency in Intimidation if you did not have it before, and you have advantage on intimidation checks against targets within 15 feet of you due to your aura. At 15th level this aura increases to 30 feet instead.

    Sleep of the Dead
    At 10th level your body no longer ages and you no longer need to eat, breath, or sleep, though you still require rest to recover from exhaustion and you still benefit from short or long rests. You are also resistant to necrotic damage. Additionally, you may prepare a place of rest, either a coffin, sarcophagus, bed, or other area with at least one hour of work and preparation. While resting here if your rest is disturbed for the next minute you have advantage on initiative rolls and you may not be surprised. If you are able to return to your place of rest and resume your rest before the end of this minute you may complete your rest as if it went undisturbed.

    Aura of Terror
    At 15th level you can releases your aura in a wave of pure terror as an action, forcing each creature of your choice within 30 feet of you to make a wisdom saving throw against your spellsave DC or become frightened of you until the end of your next turn. You may only do so once before taking a short or long rest.

    Undead Regeneration
    At 18th level as long as you have at least 1 hit point you regain 5 hit points at the beginning of your turn unless you have taken fire or radiant damage since the beginning of your last turn.



    Spoiler: The Aberrant
    Show


    Aberrant Weaponry
    At 1st level when you choose this subclass you may use your intelligence modifier in place of strength or dexterity for natural weapons, and you gain a natural weapon such as claws, teeth, or a clubbed tail that deals 1d4 bludgeoning, piercing, or slashing damage as appropriate to its form. You may change the form of this weapon at the end of a short or long rest.
    Additionally, at 2nd level when you gain the Mutant Potential feature the damage of the natural weapon granted by this feature is instead equal to your mutation die.

    Rapid Mutation
    At 7th level your form becomes more pliable to your mutations, allowing you to replace one unevolved mutation you know with another or to change any options chosen such a mutation to another at the end of a long rest. You cannot change another mutation back to the previous mutation or change the new mutation until after the next long rest.
    At 18th level you gain the ability to affect evolved mutations in this way instead of changing to a new mutation, choosing a different mutation that you know to evolve as if changing your choice of evolution when you gain a level in this class. You cannot change this new evolution or evolve the previously evolved mutation using this ability for 7 days, and the previously evolved mutation cannot be changed with this ability for that period as well.



    Spoiler: Mutations
    Show

    Undead Lineage Mutations

    Deathbringer
    Prerequisite: Undead Lineage

    You learn the cantrips Chill Touch and Toll the Dead and may cast them at will. You also learn specific spells at certain levels and may cast them by expending a number of mutation dice equal to the level at which you would like to cast the spell.
    2nd Level — Ray of Sickness
    3rd Level — Ray of Enfeeblement
    5th Level — Vampiric Touch

    Evolution I
    Prerequisite: 7th level, Undead Lineage

    You learn additional spells that you may cast using this feature at the specified levels.
    7th Level — Blight
    9th Level — Enervation
    11th Level — Circle of Death

    Evolution II
    Prerequisite: 13th level, Undead Lineage

    You learn additional spells that you may cast using this feature at the specified levels, and you may only cast the highest available of these spells once before taking a long rest.
    13th Level — Finger of Death
    15th Level — Abi-Dalzim’s Horrid Wilting
    17th Level — Time Ravage

    Sepulchral Armaments
    Prerequisite: Undead Lineage

    You gain proficiency with heavy armor. Additionally you may choose a melee weapon with the heavy or two handed property as your sepulchral weapon. This weapon scores a critical hit on a roll of 19 or 20, and deals your choice of an additional 1d4 fire or necrotic damage when you choose this weapon. On a hit the target must make a constitution saving throw against your spellsave DC or suffer additional consequences based on your choice of damage when you picked this weapon. You may summon your sepulchral weapon to your grasp at the end of a short or long rest.
    Additionally, at 2nd level when you gain the Mutant Potential feature the fire or necrotic damage dealt by your sepulchral weapon and its effects is instead equal to your mutation die.

    Necrotic — its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until it finishes a long rest. It dies if this effect reduces its hit point maximum to 0.

    Fire — the target is set aflame until the beginning of your next turn. At the beginning of its next turn it takes an additional 1d4 fire damage, unless a creature within 5 feet of it used an action to put out the flames, or if some other effect doused the flames (such as the target being submerged in water).

    Evolution I
    Prerequisite: 5th level

    You may now attack twice, instead of once, when you take the attack action with your sepulchral weapon.

    Evolution II
    Prerequisite: 9th level

    When a creature of at least 1 CR within 15 feet of you (or 30 feet if you are 15th level or higher) is reduced to 0 hit points you may capture its soul as a reaction. You may only capture a number of souls equal to your intelligence modifier (minimum 1) before taking a long rest, and at the end of each long rest you must make a concentration check with a DC equal to 10 + the number of souls you are currently holding. On a failure you lose 1d4 souls at random.
    You may cast the spell Speak with Dead on souls captured in this way at will. Additionally, you may expend a soul to achieve varying effects, depending on your choice of fire or necrotic damage for your sepulchral weapon.

    Necrotic — As a bonus action you may expend a soul and any number of mutation dice. For the next hit you make with your sepulchral weapon within the next minute the additional necrotic damage dealt by your sepulchral weapon is equal to the expended mutation dice. You gain a number of temporary hit points equal to the necrotic damage dealt for the remainder of that minute. As a bonus action you may expend any of the remaining temporary health to heal yourself for half the remaining temporary health (rounded down).

    Fire — When a creature fails its saving throw against your sepulchral weapon you may instead expend a soul and any number of mutation dice to deal fire damage to the creature equal to the result of the expended dice and ignite it for the next minute. Any creature that attempts to douse the flames as an action must make constitution saving throw against your spellsave DC or take fire damage equal to your mutation die and be unable to douse the flames.



    Master of the Dead
    Prerequisite: 5th level, Undead Lineage

    You learn the spell Animate Dead, and may cast it by expending three or more mutation dice. The level at which it is cast is equal to the number of dice expended. You may only cast it in this way once before taking a long rest.

    Evolution I
    Prerequisite: 11th level

    You learn the spell Create Dead, and my cast it by expending six or more mutation dice. The level at which it is cast is equal to the number of dice expended. You may only cast it in this way once before taking a long rest. Also, you may now cast Animate Dead once before taking a short or long rest, instead of once before taking a long rest.

    Evolution II
    Prerequisite 17th level

    You no longer automatically lose control of undead you control through Animate Dead or Create Dead after 24 hours. Instead they must make a wisdom saving throw against you spellsave DC, on a failure they remain under your control for another 24 hours, and on a success they are freed as normal. Additionally, when you cast either Animate Dead or Create Dead with this ability you may attempt to take control of any uncontrolled undead of the appropriate type for the spell as if you were reasserting control over an undead you already controlled. Undead you attempt to take control of in this way must make a wisdom saving throw against your spellsave DC. If they are under the control of another caster they have advantage on this saving throw.
    Also, you may now cast Create Dead once before taking a short or long rest, instead of once before taking a long rest.


    Lesser Phylactery
    Prerequisite: 9th level, Undead Lineage

    You may create a phylactery out of materials worth at least 500 gp that you invest with a part of your strength in an 8 hour ritual that expends all of your mutation dice. When you die you are resurrected 1d10 days later with full hit points and a new body without any equipment or other items you may have been carrying within 5 feet of the phylactery. This destroys the phylactery immediately after, and until you create a new one you have -4 to your constitution score and you have disadvantage on constitution saving throws and concentration checks.

    Evolution I
    Prerequisite: 11th level

    You may invest a greater portion of your power and lifeforce into your phylactery. It now costs more gp as well as a number of hit dice to create your phylactery, as shown in the table below. Being resurrected by your phylactery no longer destroys it, though it does damage it and prevent it from being able to resurrect you again until it is repaired with materials worth at least the amount listed in the table below and another expenditure of hit dice and mutation dice in an 8 hour ritual similar to that of your phylactery’s creation.
    Additionally, your phylactery becomes an arcane focus and a powerful magic item that requires attunement, though you may attune it without consuming an attunement slot. While worn or held it provides a bonus to spell attack rolls and spellsave DCs as determined by the table below. If you are killed you lose attunement to your phylactery. If you are not attuned to your phylactery for whatever reason you have -4 to your constitution score and you have disadvantage on constitution saving throws and concentration checks, and if your phylactery is destroyed this instead becomes you have -6 to your constitution score and you have disadvantage on constitution saving throws and concentration checks, and you regain half the number of hit dice as normal at the end of each long rest (rounded down).
    When creating your phylactery you may choose any of the options below, so long as you meet the requirements.

    Minimum Mutant Level Bonus Creation Cost Repair Cost Hit Dice Cost
    11th level +1 1,000 gp 300 gp 11 Hit Dice
    13th level +2 2,500 gp 500 gp 13 Hit Dice
    15th level +3 5,000 gp 800 gp 15 Hit Dice

    Familiar with Death
    Prerequisite: Undead Lineage

    You learn the spell Find Familar and may cast it as a ritual. When you cast the spell, instead of summoning a celestial, fey, or fiend, you summon an undead spirit to inhabit the corpse of the desired form of your familiar. Additionally, if your familiar is summoned in this way you may summon it as either a Crawling Claw or a Stomping Foot.
    Your familiar gains the Undead Fortitude feature, and when it drops to 0 hit points its animated form is destroyed, and a new corpse must be obtained to summon it again. When your familiar makes an ability check or saving throw you may expend a mutation die and add it to the result. You may do so after you see the roll, but before you see the consequences of that roll.

    Evolution
    Prerequisite: 3rd level

    You learn the spell Flock of Familiars, and may cast it by expending two or more mutation dice. The level at which it is cast is equal to the number of dice expended. When cast in this way their type is undead, and they posses the corpses of animals of the desired form. Additionally, if your familiars are summoned in this way you may summon them as either a Crawling Claw or a Stomping Foot.
    Your familiars gain the Undead Fortitude feature, and when they drop to 0 hit points their animated form is destroyed. When one of your familiars make an ability check or saving throw you may expend a mutation die and add it to the result. You may do so after you see the roll, but before you see the consequences of that roll.
    When the spell ends, the spirits of undeath that animated them leave behind the corpses of their forms. If they were dismissed and in a pocket dimension created by this spell when it ends their corpses appear within 5 feet of you on the ground.


    Aberrant Lineage Mutations

    Armor of Bone
    Prerequisite: Aberrant Lineage

    You gain natural armor made of thick, bony plates with an AC equal to 13 + your Dexterity Modifier.

    Evolution I

    You learn the spell Armor of Agathys and can cast it by expending one or more mutation dice. The level at which it is cast is equal to the number of dice expended. When you cast it in this way it deals piercing damage instead of cold damage.

    Evolution II

    When you cast Armor of Agathys using this ability you also gain resistance to bludgeoning, piercing, and slashing damage while the temporary health persists. Additonally, your natural armor now grants an AC equal to 14 + your Dexterity Modifier.

    Monstrous Wings
    Prerequisite: 3rd level

    You gain a pair of monstrous wings. As an action you may expend two mutation dice to gain a fly speed of 40 feet for up to an hour.

    Evolution
    Prerequisite: 5th level

    You may expend up to three additional mutation dice to increase your fly speed by an additional 20 feet for each expend die. Additionally, your carrying capacity while flying is multiplied by the total number of dice expended, this bonus stacks additively with any other bonuses to your carrying capacity.
    Last edited by SleeplessWriter; 2021-08-18 at 01:01 PM.
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  13. - Top - End - #13
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    Default Re: D&D 5e Base Class Contest XVI: Divine Judgment

    The Prophet

    To some, the future is less foggy, though still multitudinous. A few individuals each generation are blessed with the power of prophecy, the ability to read significant omens in the future. As their power grows, they can learn to pull the threads of fate with slight nudges, allowing them to manipulate their foes to be in worse position or their allies into better.

    Though these powers always stem from the divine, usually gods of knowledge or fate or occasionally luck, not every prophet embraces a life of worship. Some merely focus on their powers as an innate skill, never knowing or never caring that some god gifted them those powers for a reason.

    Quick Build
    You can make a prophet quickly by following these suggestions. First, your highest ability score should be Wisdom. Second, choose the Hermit background. Third, choose the cantrips Sacred Flame and Guidance and the first level spells Guiding Bolt and Cure Wounds. Finally, choose the Omens Blinding Radiance and Glimpse of Mastery.

    Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell Slot Level Omens Known
    1st +2 Pact Magic, Omens 2 2 1 1st 2
    2nd +2 Liturgy 2 3 2 1st 2
    3rd +2 Channel Divinity (1/rest) 2 4 2 2nd 3
    4th +2 Ability Score Improvement 3 5 2 2nd 3
    5th +3 -- 3 6 2 3rd 4
    6th +3 Liturgy Feature 3 7 2 3rd 4
    7th +3 -- 3 8 2 4th 5
    8th +3 Ability Score Improvement 3 9 2 4th 5
    9th +4 -- 3 10 2 5th 6
    10th +4 Omens Improvement, Liturgy Feature 4 10 2 5th 6
    11th +4 Revelation (6th) 4 11 3 5th 7
    12th +4 Ability Score Improvment 4 11 3 5th 7
    13th +5 Revelation (7th) 4 12 3 5th 8
    14th +5 Channel Divinity (2/rest) 4 12 3 5th 8
    15th +5 Revelation (8th) 4 13 3 5th 9
    16th +5 Ability Score Improvement 4 13 3 5th 9
    17th +6 Revelation (9th) 4 14 4 5th 10
    18th +6 Liturgy Feature 4 14 4 5th 10
    19th +6 Ability Score Improvement 4 15 4 5th 11
    20th +6 Bend Fate 4 15 4 5th 11

    Spoiler: Features
    Show
    Class Features
    As a prophet, you gain the following features:

    Hit Points
    Hit Dice: 1d8
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per prophet level after 1st.

    Proficiencies
    Armor: Light Armor, Shields
    Weapons: Simple weapons
    Tools: One set of artisan's tools or one musical instrument
    Saving Throws: Wisdom and Charisma
    Skills: Choose two from Arcana, Insight, Medicine, Perception, Religion, and Survival

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) any simple melee weapon or (b) a crossbow with 20 bolts
    • (a) a holy symbol
    • (a) an priest's pack or (b) a scholar's pack


    Pact Magic
    At 1st level, you are imbued with the divine, allowing you to work magical spells similar to a cleric's.

    Cantrips (0-level spells)
    At 1st level, you know two cantrips of your choice from the prophet spell list. At higher levels, you learn additional prophet cantrips of your choice, as shown in the Cantrips Known column of the prophet table.

    When you gain a level in this class, you can replace one of the prophet cantrips you know with another cantrip from the prophet spell list.

    Spell Slots
    The Prophet table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your prophet spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or a long rest. For example, when you are 5th level, you have two 3rd-level slots. To cast the 1st-level spell guiding bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

    Spells Known of 1st Level and Higher
    At 1st level, you know two 1st-level spells of your choice from the prophet spell list. The spells known column of the Prophet table shows when you learn more prophet spells of your choice. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new prophet spell which can be 1st, 2nd, or 3rd level.

    Additionally, when you gain a level in this class, you can choose one of the prophet spells you know and replace it with another spell from the prophet spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability
    Wisdom is your spellcasting ability for your prophet spells, so you use Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a prophet spell you cast and when making an attack roll with one.

    • Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
    • Spell attack modifier = your proficiency bonus + your Wisdom modifier


    Ritual Magic
    You can cast a prophet spell as a ritual if that spell has the ritual tag and you know the spell.

    Spellcasting Focus
    You can use a holy symbol (see "Equipment" in the PHB) as a spellcasting focus for your prophet spells.

    Omens
    At 1st level, you learn to tap into the threads of fate, predicting what will happen in the world around you. You learn two omens of your choice. Your omen options are detailed at the end of the class description. When you gain certain prophet levels, you gain additional omens of your choice, as shown in the Omens Known column of the Prophet table. Additionally, when you gain a level in this class, you can choose one of the omens you know and replace it with another omen of your choice.

    Whenever you cast a spell using a Pact Magic spell slot, you may choose to read one of the omens that you know in your surroundings. Each omen has a trigger condition specified in its description. At any time in the next minute after reading an omen, when its trigger condition occurs, you may as a Reaction activate the omen, bending fate to produce the effect specified in its description. You must be able to perceive the source of the trigger and be within 60 feet of it to use this activation. Once you have activated an omen, its effects fade; you cannot activate another omen until you read a new one after using a leveled spell.

    You may have any number of omens active, provided you have the spell slots to begin them, but no more than one copy of any specific omen.

    When you reach 10th level in this class, you learn to enhance the output of your omens. When you perceive the trigger for one of your omens, instead of activating it you can choose to empower it using your Reaction. The next time that omen's trigger occurs and you use your Reaction to activate it, you use the empowered effect of that omen instead of its normal effect.

    Liturgy
    At 2nd level, you develop a specific style through which you perform predictions. Your choice of liturgy gives you features when you choose it and again at levels 6, 10, and 18. It also determines one of the Channel Divinity options you receive at 3rd level. Liturgy options are described at the end of this class.

    Liturgical Spells
    Each liturgy grants you certain additional spells known at the prophet levels noted in the liturgy description. Once you gain a liturgical spell, you always know it, and it does not count against the number of spells you know. You cannot choose to swap out a liturgical spell when you swap out a spell known on level up.

    If you already know a liturgical spell when you would gain it, you may choose a new spell to replace it, which must be chosen from the list of spells for the class which originally gave the spell. You do not have to do this (for example, if you knew a liturgical spell from another class, you may wish to keep it if your spellcasting ability in that class is higher than your Wisdom).

    Channel Divinity
    At 3rd level, you gain the ability to channel divine energy directly from your diety, using that energy to fuel magical effects. You start with two such effects: Augur's Sight and an effect determined by your liturgy. Some liturgies may grant you additional effects as you advance in levels, as noted in the domain description.

    When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your prophet spell save DC.

    Beginning at 14th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.

    Channel Divinity: Augur's Sight
    As an action, you meditate on your holy symbol and glimpse into the future. You cast the spell augury without expending a spell slot or requiring material components. The course of action you specify must be within 1 minute per prophet level you possess, instead of the normal 30 minutes, and you never get a random reading when casting the spell using this feature. It otherwise functions exactly like the spell.

    Revelation
    At 11th level, your connection to the divine allows you to utilize minor miracles called revelations. Choose one 6th level spell from the prophet list as this revelation. You can cast your revelation spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more prophet spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Revelation when you finish a long rest.

    Bend Fate
    At 20th level, as an action, you can either read an omen without having to cast a spell, or you can activate an omen as if a creature of your choice within 60 feet had triggered it. Once you use this feature, you cannot use it again until you cast a spell using a Pact Magic spell slot or you complete a short or a long rest.


    Spoiler: Liturgies
    Show

    A liturgy is a blend of philosophy, tools, and methods that the prophet utilizes to peer into the future and make sense of the layers of uncertainty and metaphor that they usually perceive. Three such choices are described here: the Liturgy of the Card, the Liturgy of the Mirror, and the Liturgy of the Sky.

    Spoiler: Liturgy of the Card
    Show
    The liturgy of the card focuses on using decks of cards to predict outcomes. Most such prophets eventually build their own deck of unique cards to help them focus on specific subject matters. Prophets who learn this liturgy are sometimes seen as capricious or more prone to taking risks.

    Liturgical Spells
    Prophet Level Spell
    2nd Mage Armor
    3rd Hold Person
    5th Dispel Magic
    7th Dominate Beast
    9th Dominate Person

    Bonus Proficiencies
    You gain proficiency in playing cards when you first learn this liturgy at 2nd level.

    Deck of Fate
    At 2nd level when you learn this liturgy, you collect a number of cards into a single deck of fate. Assemble a deck of cards from Ace to Ten with four unique suits, or use a d4 to determine suit and a d10 to determine rank. Whenever you regain your Pact Magic spell slots following a rest, you may draw one card from your deck, then shuffle that card back into your deck. You gain a benefit based on the card you drew, which lasts until activated or until you draw a new card following a rest. If you wish to use another type of deck, such as tarot cards, you may assign the suits according to your preference, but each should have ten card ranks.

    d4 Result Playing Card Suit Effect
    1 Diamonds You may subtract the value of this card from a d20 roll made by a creature you can see. You may only use each card once, and you cannot reduce a roll to a value lower than 1 (after accounting for ability modifiers and other bonuses).
    2 Clubs You may add the value of this card to a d20 roll made by a creature you can see. You may only use each card once, and you cannot increase a roll to a value higher than 20 (after accounting for ability modifiers and other bonuses).
    3 Hearts When a creature you can see takes damage, you can use your reaction to first give them temporary hit points equal to the rank of the card for the duration of that attack.
    4 Spades When a creature you can see takes damage, you can use your reaction to increase that damage by an amount equal to the rank of the card.

    Channel Divinity: Bonus Draw
    At 3rd level, you gain another use for your Channel Divinity. As a bonus action, you may expend a use of your Channel Divinity feature to draw an card from your deck of fate. You must use this card's effect within one minute or the card is lost.

    Double Draw
    At 6th level, when you draw cards from your deck of fate, draw an extra card, then choose one card to discard without gaining its effect.

    Channel Divinity: Harsh Fate
    At 10th level, you gain another use for your Channel Divinity. When you activate a card's effect, you may expend a use of your Channel Divinity feature to increase the rank of that card by 3, to a maximum of 13 (or King).

    Cartomantic Omens
    At 18th level, when you cast a spell using a Pact Magic spell slot, instead of using an Omen, you can instead draw a new card from your Deck of Fate. If you have not yet used your current card's effect, that card's effect is lost.




    Spoiler: Omens
    Show
    The omens of a prophet are not to be taken lightly. Once one has been recognized by a true prophet, it is imbued with a fragment of fate, and its effects can only be averted by avoiding the conditions it specifies. Prophets can reveal these omens or not, but regardless, once they have imbued them their effects will happen.

    Reading Omens
    Omens have three main portions. The trigger of the omen specifies the conditions that must happen before the omen can be activated. The effect of the omen is what it does when the prophet uses their Reaction to activate it, and the enhanced effect is the stronger version of the omen activated by the 10th level Omen Improvement feature.

    Many omens also improve with the level of the prophet's Pact Magic spell slot. If levels in another class would increase the level of the Pact Magic spell slot beyond what the levels in prophet grant, use the new spell slot level according to multiclassing rules.

    If an Omen requires a saving throw, it uses your spell saving throw DC for your prophet spells.

    Blinding Radiance
    A shaft of potent light can dazzle even the hardiest of foes.

    • Trigger: A creature within 30 feet of you takes radiant damage while standing within bright light.
    • Effect: That creature's attack rolls are made with disadvantage until the end of its next turn.
    • Enhanced Effect: That creature must make a Constitution saving throw or be blinded for one minute. It can repeat the saving throw at the end of each of its turns, ending the blinded condition on a success.


    Glimpse of Mastery
    A creature's potential shines from their future for a brief moment.

    • Trigger: A creature you can see within 60 feet makes an attack roll with advantage, and both dice would hit.
    • Effect: That creature's next attack roll is also made with advantage. If that attack would already be made with advantage, it instead gains a bonus to its attack and damage rolls equal to the level of your Pact Magic spell slot.
    • Enhanced Effect: In addition to the base effect, the triggering attack is a critical hit.


    Lucky Strike
    An off-balance attack nevertheless strikes home with deadly precision.

    • Trigger: A creature you can see within 60 feet misses with a disadvantaged attack roll when the second die would be a hit.
    • Effect: That attack instead hits, and deals additional damage equal to the level of your Pact Magic spell slot.
    • Enhanced Effect: That attack instead hits, and deals an additional 1d6 damage per level of your Pact Magic spell slot. If the second die was a 19 or 20, that attack instead deals a critical hit.



    Last edited by MoleMage; 2021-09-12 at 12:12 AM.
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  14. - Top - End - #14
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    Default Re: D&D 5e Base Class Contest XVI: Divine Judgment

    https://forums.giantitp.com/showthre...8#post25195038

    Pencils down, stop the edits, it's time to vote!
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  15. - Top - End - #15
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    Default Re: D&D 5e Base Class Contest XVI: Divine Judgment

    Quote Originally Posted by MoleMage View Post
    Alright voting time is over!

    In third place, we have Old Harry MTX's Demigod, earning 5 points and winning out over MoleMage's Prophet through the 2nd tiebreaker! Strange that such an iconic origin from mythology isn't in the base game, but now we have this wonderful version.

    In second place, we have luuma's Godslayer with 8 points. Your capstone is to literally call god out for a duel. How awesome is that?

    And in first place, we have BerzerkerUnit's Forsaken with 9 points. Because sometimes the gods are cruel, but that doesn't mean you shouldn't soldier on.

    Who Needs Swords or Sorcery is our next contest theme. I'll post it in the next hour or so once I get it all formatted. Congrats everyone on great entries!
    In case you missed it, voting has been called, and we have our new Chat Thread and Submissions Thread up for Who Needs Swords or Sorcery II.
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

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    My DMsGuild content. Most of it was written with feedback from right here on the forums.

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