Unblessed (5e Class)

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Unblessed

An angry man stands in front of their deity's temple. He storms inside, clutching his holy symbol he casts spells around, wrecking the temple's inside, hurting the acolytes, and causing mayhem in the sacred place of their own god. He wails about his suffering, how his god has turned on him, how his brethren no longer stand by his side, how this deity's religion, which he sought hoping for a part in its clergy and its divine powers, has forsaken him. In his distress, he is left alone in the middle of the church. A vision of his god appears in front of him, in disapproval, the deity latches the man's soul, now he shall obey, he shall repent, and he shall once and for all understand what it means to incur the ire of a god.

A dwarf stands above a battlefield, she sees blood being shed, person after person falls, most have long forgotten what started this war. She remembers, she remembers the start of every war she has faced, the end of this one will not be different, no one will win. Her deity once again tells her, this must be done, she once again disagrees, but she knows it must be done, even if it isn't the right thing to do, it's the only option left. She picks up her sword, makes an emotionless prayer to a god she follows, but doesn't truly respects. She jumps down, in midair her pitch black wings unfurl, she flies into the battlefield with a war cry, once again she shall turn the tide of this war, once again she feels her deity's approval, and once again, against her resentment, a spark of pride feel her heart.

A half-elf keeps to the shadows, he follows his mark, thanks to his personal training he is able to keep himself undetected. He feels the mark, his target can't escape, he knows exactly where to go, vengeance will once again be exacted. Justice shall come. He looks up, his familiar watches from above, a pseudodragon which he stolen directly from his deity. A deity which he has no real affiliation. A god that answered not a prayer, nor a plea, but a demand, an obsession. A god that did not wish to bring a man into his clergy, but wanted to give him the power he so desperately sought. Now he has gained this power, but no power comes without a price, he shall be an instrument into his deity's plan, there are strings on him, but he did not request them, and the hand that pulls on them still feels his strength.

The unblessed. People usually mistake them for clerics, or paladins, but make no mistake, they are far from those divine classes in both mind and spirit. The unblessed were given this name by priests, which used it as an insult, but they have since then taken the name as their own. They are the members of a clergy that have wronged their god, that disconnected themselves from their teachings, or those that don't even truly follow said god.

Secret of the Gods

There are many gods throughout the multiverse. They have many followers, believers and members of their clergy. They also have those that they bestow their divine powers to, those are paladins, clerics, and even some druids. But there are those that few know about, those that faced so much prejudice from their brethren that these days they have mostly been hidden. These are the unblessed.

The unblessed have many origins, any god can have any number of reasons to turn a person into an unblessed. But there's something all of them have in common, they have some sort of disagreement with their deity. An unblessed is a person that was granted the powers of a deity, willingly or not, but are not clerics, their power is darker, scarier, and less holy. This power isn't meant to praise and celebrate a deity, they are meant to fulfill desires, desires of yours and of your deity.

Some unblessed are created when they turn from a god, and said deity takes upon them to punish these deserters. In most of these cases, the person used the deity's blessings and their teachings for things that directly contradict their god's domains and their portfolios. But there are those that simply took a small misconduct as a terrible personal offense. Others become unblessed when they fall in disagreement with their gods, they might have wished for a better life in the clergy, but were met with disillusions, most simply disconnect themselves from their deity and their creed, but some might seek something else. Most that become unblessed this way, chose this, they wish for power, to pursue their own destiny, they decide to give themselves completely to their gods, and use that connection to each their own goals. Most in these cases still feel a small personal connection with their god, and while an unblessed usually can't truly reach their deity again, they might feel drawn back to their god, and some do accept their role as an unblessed but regain a strong connection with their god. And lastly, there are the most uncommon unblessed of them all, those that never had a connection with their god. These unblessed were never part of their god's clergy, they never had the desire to pray, or revere their god. They simply drew that god to them. Maybe through a far greater ambition than the god's ever seen in their followers, maybe through a demand that reached their ears, and piked their interest. These unblessed were offered power, divine powers that can help them complete their ambitions, if in return, they offer themselves to this god, join their clergy, and become the secret of that deity, a creature blessed with power, but not truly blessed by a god.

Creating an Unblessed

Why do you want to make a unblessed character? Here are some questions that may help you think of the reasons you became one. Were you in search of a clergy to join, only to find that wasn't the life for you? Did you join the religion of a god believing in lies, and was met with truths that go against what you sought? Do you have a desire so grand a god could be interested in it? If you were promised power by a deity, but in return you would become little more than their instrument, would you accept it? An unblessed is usually seen as shameful between gods, and disrespectful to any members of a clergy that know of their existence, how would you feel about it?

Quick Build

You can make an unblessed quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution, or Wisdom (for a Knowledge Penance). Second, choose the Acolyte background.

Class Features

As a Unblessed you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light and medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

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

  • (a) two daggers or (b) a long sword (if proficient)
  • (a) leather armor or (b) scale mail or (c) chail mail (if proficient)
  • (a) a shortbow and 20 arrows or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Unblessed

Level Proficiency
Bonus
Features Cantrips Known Spell Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Penance 3 2 2
2nd +2 Divine Punishment (1/rest), Divine Penance Feature 3 3 3
3rd +2 Appropriate Divinity 3 4 4 2
4th +2 Ability Score Improvement 4 5 4 3
5th +3 4 6 4 3 2
6th +3 Divine Punishment (2/rest), Divine Penance Feature 4 7 4 3 3
7th +3 4 8 4 3 3 1
8th +3 Ability Score Improvement, Divine Penance Feature 4 9 4 3 3 2
9th +4 4 10 4 3 3 3 1
10th +4 Fall from Grace 5 11 4 3 3 3 2
11th +4 5 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1
13th +5 5 13 4 3 3 3 2 1 1
14th +5 5 13 4 3 3 3 2 1 1
15th +5 5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1
17th +6 Divine Penance Feature 5 15 4 3 3 3 2 1 1 1 1
18th +6 Divine Punishment (3/rest) 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 15 4 3 3 3 3 2 1 1 1
20th +6 Fall from Grace Improvement 5 15 4 3 3 3 3 2 2 1 1

Spellcasting

At 1st level, you gain the ability to cast spells.

An unblessed is capable of casting spells from Warlocks and paladin

Spells Know of 1st level and higher

The unblessed table shows how many spells you know at the first level, and how many you gain each level thereafter.

Spell Slots

The unblessed table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these unblessed 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.

Spellcasting Ability

Charisma is your spellcasting ability for your unblessed spells. 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 an unblessed 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 unblessed spells as a ritual if the spell has the ritual tag and it is prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your unblessed spells.

Divine Penance

Chose one penance related to deity that owns you: Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Ocean, Tempest, Trickery, Vengeance, War. Each penance is detailed below. Your choice grants you penance spells and other features when you choose it at 1st level. It also gives you new ways to use your Divine Punishment when you gain this feature at 2nd level, and additional benefits at 6th, 8th and 17th levels.

Divine Punishment

At 2nd level you gain the ability to canalize the divine energy of the deity that has taken you, and use this energy as fuel for different magical effects. You start with two such effects: Appropriate Power and an effect determined by your penance. Some penances grant you additional effects as you progress in levels, as noted in the penance description.

When you use Divine Punishment, you choose which effect to create. You must then finish a short or long rest before using Divine Punishment again.

Some Divine Punishments require the targets to make a saving throw. The DC of your Divine Punishment is the same as your spell save DC.

At 6th level you gain a second use of Divine Punishment between rests, and at 18th level you gain a third use.

Divine Punishment
Appropriate Power

As an Action, you clutch your holy symbol in your hand, and invoke your deity’s knowledge to steal it for yourself for an instant. You cast a spell of 1st level from either the unblessed, cleric or paladin spell lists.

At 6th level you become able to cast spells of 2nd and 3rd levels. At 18th level you become able to cast spells of 4th and 5th levels.

Appropriate Divinity

Starting at 3rd level you have become able to take from your deity. It may own you, but you can use such connection for your advantage. A stolen divinity takes the form of a an item or a creature, depending on what divinity you've taken. You can choose from: the Guardian Angel, the Divine Weapon or the Angelic Tome.

Guardian Angel

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you may choose one of the normal forms for your familiar or one of the following special forms: pseudodragon, cherub, photon, or a mephit. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

  • Note: For the cherub, use the Imp statblock with the following changes: type becomes Celestial (Shapechanger), alignment becomes Lawful Good, damage immunities become radiant and necrotic, condition immunities become frightened, languages become Celestial and Common, can change into a cat, dove, or beetle, Sting becomes Slam and deals bludgeoning damage, and extra damage from slam becomes radiant.
  • Note: For the photon, use the Shadow statblock with the following changes: type becomes Celestial, alignment becomes chaotic good, damage vulnerabilities become necrotic, damage immunities become radiant and poison, replace all instances of dim-light and darkness with bright light and sunlight respectively, and vice-versa.
Divine Weapon

You can use your action to create a Divine Weapon in your empty hand. You can choose the form this melee weapon takes each time you summon it. It must be a weapon you are proficient with. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your divine weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon with which you are proficient into your divine weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your divine weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your divine weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Angelic Tome

You have taken a tome that belongs to your deity. This tome contain magical powers inside of it. You can choose three cantrips from any spell list to be engraved into the tome. You then can use these cantrips as unblessed cantrips. They don't count for your total number of cantrips.

If you lose this tome, you can make a ritual to bring it back to you. This ritual take 1 hour, and can be done in either a short or a long rest. This tome disappears in a flash of light when you die.

Ability Score Increase

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.

Fall from Grace

At 10th level, you have taken in too much of your deity’s power through your connection. This has changed your body, and has turned you into something akin to a fallen angel.

As a bonus action, you can transform yourself into your fallen angel form.

While in this form you gain the following benefits:

  • You gain wings. You have a flying speed of 60 ft.
  • You gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. And you can’t be charmed or frightened.
  • The weapon you’re wielding becomes an angelic weapon. You can attack twice instead of once, when you take the attack action.
  • You can make a melee spell attack that deals 4d8 + your Charisma modifier of necrotic damage on a hit. You heal a number of hit points equal to half the damage dealt. You can use this feature 2 times a day.

This form lasts for 1 minute. You must wait a long rest before using this feature again.

At 20th level you become a true fallen angel. Your previous benefits increase as follows:

  • Your flight speed increases to 90 ft.
  • You gain resistance to radiant and necrotic damage, as well as the previous resistances. You also gain immunity to the poisoned condition.
  • You can add your proficiency bonus to your angelic weapon’s damage rolls as necrotic damage.
  • Your necrotic damage increases to 6d8 + your Charisma modifier. And you can use this feature 4 times a day.

Divine Penances

In every patheon, all of it’s deities have a variety of aspects which they exert dominance. And inside these domains, are those that have fallen from their deity’s grace, and are made to take upon themselves a penance. For example, the god Apollo has domain over Knowledge, Life and Light, so when an unblessed of Apollo must choose their penance, they usually follow one of these paths.

Arcana Penance

Your deity has a penchant for the arcane. Your god’s influence tends to reach his energy that flows through the multiverse. Through their connection with the arcane forces, you have learned how to harness that same energy. Unblessed of the Arcana Penance tend to have a deep interest on the arcane, since these arts aren't so directly connected to the gods, but are still part of their domains.

Arcana Penance Spells
Unblessed Level Spells
1st Magic Missile
2nd Nystul's Magic Aura
3rd Dispel Magic
4th Arcane Eye
5th Teleportation Circle
Arcane Studies

When you choose this penance at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the Wizard Spell List. For you, these cantrips count as unblessed cantrips.

Divine Punishment: Appropriate Arcana

Starting at 2nd level, you can use your Divine Punishment feature to create this effect. This effect works just like the Appropriate Power effect, except, instead of the unblessed, cleric and paladin spell lists, you can choose spells from the sorcerer, warlock and wizard spell lists.

Swap Concentration

At 6th level, you learn how to throw your concentration literally to the wind. You can, as a reaction when you are attacked, pass your concentration, in a spell, into the flow of arcane energy around you. You don’t need to make a concentration roll if the attack hits you. But this feature only works against the attack that triggered the reaction, any other attacks from the same turn trigger concentration rolls as usual if they hit.

Violent Spellcasting

Starting at 8th level, you can add your Charisma modifier to the damage you deal with any of your unblessed cantrips.

Arcane Control

At 17th level, you chose four spells from the Wizard Spell List, one for each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of penance spells.

Death Penance

Death is usually seen by most as a sphere connected to evil gods. Many believe gods like Hades, Anubis and the Raven Queen are evil entities, when truthfully, they are neutral. Surely there are evil gods connected to death, and the whole sphere does have a bit of an outputting feel to it. Many unblessed of the Death Penance are distrusted by others, even by people that don't have any direct connection to their gods.

Death Penance Spells
Unblessed Level Spells
1st Ray of Sickness
2nd Ray of Enfeeblement
3rd Animate Dead
4th Death Ward
5th Cloudkill
Bonus Proficiency

When you choose this penance at 1st level, you gain proficiency with martial weapons.

Execution

Also at 1st level, you learn one necromancy cantrip of your choice from any spell list. When you hit a creature with a melee or ranged weapon attack, you can use your bonus action to cast a necromancy cantrip, that has a casting time of one action or less.

Divine Punishment: Delayed Pain

Starting at 2nd level, an unblessed can turn even a simple wound into a terrible injury.

When you hit a creature with a melee attack, you can leave a mark where you hit. At any point you can use your reaction to release the mark. This deals 5 + twice your unblessed level of necrotic damage.

Unstoppable Death

At 6th level, the unblessed's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's unblessed spells and Divine Punishment options ignores resistance to necrotic damage.

Penance Strike

Starting at 8th level, the unblessed gains the ability to infuse their weapon strikes with necrotic energy. Once on each of the unblessed's turns when they hit a creature with a weapon attack, the unblessed can cause the attack to deal an extra 1d8 necrotic damage to the target. When the unblessed reaches 14th level, the extra damage increases to 2d8.

Improved Execution

At 17th level, an unblessed can, as a bonus action, after hitting a creature with a melee or ranged weapon attack, cast a necromancy spell of 1st through 5th level.

Forge Penance

The gods of the forges are those most connected to the creativity which can be found in the mortals, that's why most of them have a preference to humans and dwarfs. Interestingly enough, unblessed of the Forge Penance aren't usually from either of those races. Some people believe it's the gods trying to expand their domains to other races, others believe it to be a way to gain followers, but also punish and teaching for other mortals, for their lack of creativity, and respect for craftsmanship.

Forge Penance Spells
Unblessed Level Spells
1st Searing Smite
2nd Heat Metal
3rd Elemental Weapon
4th Fabricate
5th Creation
Bonus Proficiency

When you choose this penance at 1st level, you gain proficiency with heavy armor.

Soul of Iron

Also at 1st level, you gain the ability to imbue a special magical effect into a weapon or armor. At the end of a long rest, touch one nonmagical object that is a suit of armor, a shield or a simple or martial weapon. Until the end of your next long rest, the object gains one of the following effects:

Weapons:

  • Flame - The weapon deals an additional 1d6 fire damage when it hits.
  • Return - If the weapon already has the throw property, it gains the returning property.
  • Sharp - The weapon can score a critical hit on a roll of 19-20.
  • Throw - The weapon can be thrown no matter it's size or weight. The range is 10-30 ft.

Armor or Shield:

  • Masterpiece - +1 to the AC.
  • Spikes - Deal 1d4 damage to creatures that make melee attacks against the unblessed.
  • Gauntlets - Unarmed Strikes deal 1d6 bludgeoning damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Divine Punishment: From Dust to Dust

Starting at 2nd level, you can use your Divine Punishment to destroy an item made of metal

Your touch can corrode metal. You can use your action to make a melee spell attack, if you hit roll 1d6, on a 6 the chosen item crumbles to dust. If you roll 1-5, the item takes a penalty equal to half of the result (rounded up), so a roll of 4 would give a suit of armor or a shield a -2 to their AC (this penalty can't make a shield's AC bonus lower than 0, or an armor's AC lower than 10), or it would give a weapon a -2 to damage. Items of metal not being carried by a creature don't require a spell attack, and the touch destroys a 3-foot cube of it. This effect doesn't work on magical metal.

Molten Core

At 6th level, your connection to the forge grants you the following benefits:

  • You gain expertise with smith's tools. Even if you didn't have proficiency in these tools before.
  • You have resistance to fire damage.
  • You gain a +1 to attack rolls and damage rolls with metal weapons. Metal weapons that deal bludgeoning damage gain a +2 to their damage instead of +1.
Penance Strike

Starting at 8th level, the unblessed gains the ability to infuse their weapon strikes with the fire of the forge. Once on each of the unblessed's turns when they hit a creature with a weapon attack, the unblessed can cause the attack to deal an extra 1d8 fire damage to the target. When the unblessed reaches 14th level, the extra damage increases to 2d8.

Master Smithy

At 17th level, your connection to the forge has become even more intimate. The items you can create with a long rest are more impressive. Their benefits increase to:

Weapons:

  • Flame - The weapon deals an additional 2d6 fire damage when it hits.
  • Return - As a bonus action, you can have the weapon hit another creature while it returns to you. The creature must be within 10 ft of you, and you must make a separate attack roll for that creature.
  • Sharp - The weapon can score a critical hit on a roll of 18-20. And it causes an extra d12 on a critical hit.
  • Throw - The weapon's range increases to 30-60 ft, and it gains the returning property. (it doesn't gain the new effect of the Return enchantment above)

Armor or Shield:

  • Masterpiece - +3 to the AC.
  • Spikes - Deal 1d8 damage to creatures that make melee attacks against the unblessed.
  • Gauntlets - Unarmed Strikes deal 1d10 bludgeoning damage.

You can also create 2 items, or 1 item with 2 magical effects.

Grave Penance

Gods of the grave are those responsible for the safe passage of soul to the afterlife, as well as making sure these souls don't return as undead to the material plane.

Grave Penance Spells
Unblessed Level Spells
1st False Life
2nd Gentle Repose
3rd Revivify
4th Death Ward
5th Antilife Shell
Bonus Proficiency

When you choose this penance at 1st level, you gain proficiency in heavy armor.

Bringer of the Grave

Also at 1st level, you can bring people closer to their deaths without even attacking them. Once per short or long you can use your reaction to infuse the healing energy of any spell, potion or any other magical item or effect with dark energy. If the healing effect is within 60 ft of you, it instead deals necrotic damage. The total damage is equal to the roll made to heal. This doesn't affect natural fast healing (like a troll) or normal medical treatments.

Rites of Passage

Starting at 1st level, your understanding to your god's domain allows you to call up knowledge of death and burial rites of any race, however ancient. They also give you the power to perform those rites in place of a figure if a special title or person is needed.

If you spend 1 minute of uninterrupted contemplation, you gain the knowledge of how to perform the proper burial rite for any number of corpses of your choice within 100 feet of you. If you perform these rites, then you may communicate with the soul of the corpse and they are automatically friendly to you for performing their death rites properly. Both you and the soul can understand each other, no matter what language you speak. If the creature does not have a language, then you can only communicate basic concepts and questions.

Divine Punishment: Grip of the Grave

Starting at 2nd level, you can stop the undead in their tracks.

As an action, you present your holy Symbol. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is stunned for 1 minute or until it takes any damage.

A stunned creature can't take actions or reactions. It also can't move and it can only speak falteringly. The creatures automatically fail Strength and Dexterity saving throws, and attack rolls against the creatures have advantage.

Divine Punishment: Destroy Undead

At 6th level, you can use your Divine Punishment feature to release a blast of divine energy capable of destroying weaker undead.

As an action, you present your holy Symbol. Each undead, of CR 1/2 or lower, that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is destroyed.

At 10th level, the effect can destroy undead of CR 1 or lower. And at 14th the effect can destroy undead of CR 2 or lower.

Violent Spellcasting

Starting at 8th level, you can add your Charisma modifier to the damage you deal with any of your unblessed cantrips.

Scale of Life

At 17th level, you gain the ability to manipulate the boundary between life and death. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature as long as you aren’t incapacitated, but no more than once per round.

Knowledge Penance

Knowledge is the most powerful weapon in the world. And some gods are proof of that. There are many gods that promise knowledge, that say with great conviction that they know all. But only a few truly seek knowledge, only some gods understand that not even they know all there is to know. This quest for knowledge is also passed onto you.

Knowledge Penance Spells
Unblessed Level Spells
1st Identify
2nd Augury
3rd Speak with Dead
4th Arcane Eye
5th Legend Lore
Seeker of Knowledge

When you choose this penance at 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Divine Punishment: Forgotten Knowledge

Starting at 2nd level, you can use your Divine Punishment to take away knowledge from another creature.

As an action, you make a creature within 60 ft of you make a Wisdom saving throw. If they fail, they lose their proficiency with one skill or tool of your choice. (proficiency with weapons and armor also count)

Divine Punishment: Read Thoughts

At 6th level, you can use your Divine Punishment to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

As an action, choose one creature that you can see within 60 ft of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 ft of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Violent Spellcasting

Starting at 8th level, you can add your Charisma modifier to the damage you deal with any of your unblessed cantrips.

Knowledge is Earned

At 17th level, you have truly earned all the knowledge you were able to find in your adventures. And even your god must agree on that, so much so, you may even make a request to them.

You can spend 10 minutes of meditation and prayer to your god. After this time passes, you make a Religion check. If you succeed you may ask up to 3 things of your god. Your god must answer your 3 questions truthfully if they know the answer. While they always answer truthfully, they don't need to give a perfectly straight forward answer, riddles are always an amusement for the gods after all.

For 1 question you need to roll a 20 or higher, for 2 questions you need a 23 or higher and for 3 questions you need a 27 or higher.

This feature can be used once every 7 days.

Life Penance

It might seem weird for gods of life to have unblessed and truly, there aren't many. But they still exist. Gods of life exist to preserve the existence of the mortals, they provide protection and care for life. They fight against undead, and those that kill without remorse. An unblessed of the life penance understand the importance of protecting those that can't protect themselves, they know that caring for the sick and the hurt is a great task, even if some of them do it out of obligation.

Life Penance Spells
Unblessed Level Spells
1st Cure Wounds
2nd Lesser Restoration
3rd Revivify
4th Guardian of Faith
5th Mass Cure Wounds
Bonus Proficiency

When you choose this penance at 1st level, you gain proficiency in heavy armor.

Life Taker

Also at 1st level, you are beginning to learn how to control life energy. When you cause damage to a creature with a spell of 1st level or higher you regain hit points equal to 2 + the spell's level.

Divine Punishment: Keep Standing

Starting at 2nd level, you can keep your allies standing even when they should fall.

As an action, you release a blast of positive energy in a 30 ft radius. Any allies of your choice within this radius are affect by the energy. This effect lasts for 1 minute unless its triggered.

When a creature affected by this feature fall to 0 hit points, the energy inside their body instantly heals them by twice your unblessed level in hit points.

Bringer of Life

At 6th level, when you cast a spell that heals 1 or more creatures, the affected creatures regain an extra 2 + the spell's level hit points.

Penance Strike

Starting at 8th level, the unblessed gains the ability to infuse their weapon strikes with positive energy. Once on each of the unblessed's turns when they hit a creature with a weapon attack, the unblessed can cause the attack to deal an extra 1d8 radiant damage to the target. When the unblessed reaches 14th level, the extra damage increases to 2d8.

Divine Punishment: Aura of Life

At 17th level, you can use your Divine Punishment to extract the life of your enemies and heal your allies. In a radius of 30 ft, any allies of your choice regain hit points equal to your unblessed level + your Charisma modifier and enemies take that same total as necrotic damage. The aura stays active for 1 minute, and its effects repeat at the start of each of the unblessed's turns.

Light Penance

Light gods are those that promote the ideals of rebirth, of renewal, truth, vigilance and beauty. A god's unblessed of the light penance promotes light's power, its burning energy, its iridescence that shines to all who respect it, and smites it's enemies. A flame can be a beautiful visage, but even the smallest flicker of fire can burn.

Light Penance Spells
Unblessed Level Spells
1st Burning Hands
2nd Scorching Ray
3rd Fireball
4th Wall of Fire
5th Flame Strike
Bonus Cantrip

When you choose this penance at 1st level, you learn the Light cantrip if you don't already know it.

Blinding Flash

Also at 1st level, you learn how to create a flash of light originated from your weapons. With a bonus action, when you make an attack roll, you can create a flash of blinding light to distract your target, giving you advantage on the attack roll. A target that can't be blinded isn't affected by this feature.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Divine Punishment: Dawn Break

Starting at 2nd level, you can use your Divine Punishment to bring down punishing light unto your enemies.

As an action you summon forth 5 beams of light, cylinders with a radius of 5 ft and a height of 60 ft fall unto 5 different targets. Creatures within the cylinders must make a Constitution saving throw. On a failure they take 2d10 + your unblessed level radiant damage.

Improved Flash

At 6th level, You can now use your Blinding Flash feature on the weapon of an ally within 30 ft of you that is attacking another creature, granting them the effect.

Violent Spellcasting

Starting at 8th level, you can add your Charisma modifier to the damage you deal with any of your unblessed cantrips.

Divine Punishment: Burning Lights

At 17th level, you are able to use your Divine Punishment feature to crate an aura of burning light around you. You emit bright light in a 30 ft radius and dim light in another 30 ft. While in bright light, hostile undead suffer fire and radiant damage equal to your unblessed level (divided as equally as possible for both types of damage). Also, any spell you cast inside the bright light radius, that deals fire or radiant damage, deals 2 extra dice of damage.

Nature Penance

Gods of nature are many and varied. They exist from gods of entire types of terrains, like gods of the forests, to those that represent a specific place or even just one specific plant or animal. An unblessed of the nature penance has a deep connection with nature, animals and plants own them respect, for they are usually tasked with punishing those that hurt them.

Nature Penance Spells
Unblessed Level Spells
1st Speak with Animals
2nd Spike Growth
3rd Plant Growth
4th Dominate Beast
5th Tree Stride
Bonus Proficiency

When you choose this penance at 1st level, you gain proficiency with heavy armor.

Nature Strider

Also at 1st level, you gain one druid cantrip of your choice. You also gain proficiency with one of the following skills of your choice: Animal Handling, Nature, or Survival.

Divine Punishment: Call of the Beast

Starting at 2nd level, you are able to use your Divine Punishment feature to summon the spirit of a beast and give it a mortal form once again.

As an action, you conjure a beast of CR 1/2 for 1 hour. The summoned beast is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, the beast will defend itself from hostile creatures, but otherwise take no actions.

At 8th level you can summon beasts of CR 1. And at 14th level you can summon beasts of CR 2.

Elemental Cloak

At 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Penance Strike

Starting at 8th level, the unblessed gains the ability to infuse their weapon strikes with natural energies. Once on each of the unblessed's turns when they hit a creature with a weapon attack, the unblessed can cause the attack to deal an extra 1d8 fire, cold, or lightning damage to the target. When the unblessed reaches 14th level, the extra damage increases to 2d8.

Warden of Nature

At 17th level, animals and plants are respectful of you. They can sense your connection to a natural god.

Beasts and plants with an intelligence of 4 or lower are always friendly to you, and won't attack you unless they are being controlled by another creature. And if this control allows the creature a saving throw against orders that would harm the creature, they can also make the saving throw if other to attack the unblessed.

Ocean Penance

Gods of the oceans and seas are sometimes confused as gods of nature by those that don't have a more religious understanding of the world. They are the ones that protect sailors, bless ships and keep monsters at bay, or they might also be the ones who create storms, curse those that sail their seas and release monstrosities from the depths of the oceans. Unblessed of the ocean penance are connected to the sea, they are able to exist even within the deepest parts of the seas, and can use all if its fury in combat.

Ocean Penance Spells
Unblessed Level Spells
1st Fog Cloud
2nd Misty Step
3rd Tidal Wave
4th Control Water
5th Maelstrom
Bonus Proficiency

When you choose this penance at 1st level, you gain proficiency with tridents and nets. You also gain proficiency in either Athletics or Nature, your choice.

Bonus Cantrip

At 1st level, you learn the shape water cantrip, if you don't already know it.

Acolyte of the Waves

Also at 1st level, you gain a swimming speed equal to your base walking speed while wearing armor weighing less than 35 lbs, for medium creatures, and 25 lbs for small creatures, or no armor and while not using a shield.

Divine Punishment: Wave of Wrath

Starting at 2nd level, you can use your Divine Punishment feature to create a powerful wave of water to sweep away your enemies.

As an action, you create a wave that's 15 ft high and 50 ft wide. You choose which direction the wave is facing when it's created, and it moves in that direction. The wave moves until it ends, losing 5 ft of height every 5 ft it moves. When it reaches 0 ft of height it ends. Large or smaller creatures that enter to area of the wave must make a Strength saving throw. On a failure they take 2d8 cold and 2d8 bludgeoning damage, and are moved with the wave by 10 ft, after that they are out of the wave. On a success, they take half damage and aren't moved by the wave, which just passed by them. Huge or higher creature automatically succeed on this saving throw.

From the Deeps

At 6th level, you are able to hold your breath for 3 times as long as normal. You also gain resistance to cold damage.

Penance Strike

Starting at 8th level, the unblessed gains the ability to infuse their weapon strikes with the power of the sea. Once on each of the unblessed's turns when they hit a creature with a weapon attack, the unblessed can cause the attack to deal an extra 1d8 cold damage to the target. When the unblessed reaches 14th level, the extra damage increases to 2d8.

King of the Seas

At 17th level, you have gained the ability to breath under water. And the power of your waves also grows.

When you use your Wave of Wrath feature, the wave is now 25 ft high and 80 ft wide. Both damage types increase to 4d8 each. And a creature that fails their Strength saving throw is moved 20 feet with the wave. Huge creatures now need to make the saving throw as well. The wave keeps moving every turn, since it was created, until it ends.

Tempest Penance

Gods of the tempest are powerful, they control storms, lightning and thunder are theirs to cast down into the material plane. But usually gods of tempest aren't terrible violent. They are commonly one of, if not the most, powerful gods on their pantheon. Their unblessed are powerful, they are great combatants and their control of the weather is truly terrifying to their enemies.

Tempest Penance Spells
Unblessed Level Spells
1st Thunderwave
2nd Shatter
3rd Call Lightning
4th Ice Storm
5th Destructive Wave
Bonus Proficiency

When you choose this penance at 1st level, you gain proficiency with martial weapons and heavy armor.

Thunderous Riposte

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Divine Punishment: Wrath of the Storm

Starting at 2nd level, you can use your Divine Punishment to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Divine Punishment to deal maximum damage, instead of rolling.

Roar of the Thunder

At 6th level, when you deal thunder damage to a Large or smaller creature, you can also knock them prone.

Penance Strike

Starting at 8th level, the unblessed gains the ability to infuse their weapon strikes with the power of storms. Once on each of the unblessed's turns when they hit a creature with a weapon attack, the unblessed can cause the attack to deal an extra 1d8 lightning damage to the target. When the unblessed reaches 14th level, the extra damage increases to 2d8.

Bound to the Tempest

At 17th level, you gain resistance to lightning and thunder damage. And you have advantage on saving throws against spells and magical effects that deal lightning and thunder damage.

Trickery Penance

Gods of trickery, a rogue's favorite deity. They are known for their control of fate, of how they have a great affinity for messing around the material plane. Their unblessed are masters of illusions, they can change an enemy's perception of their surrounding with but a flick of their wrist. They can poison other creatures with just a touch, and their eyes are trained to reveal trickery.

Trickery Penance Spells
Unblessed Level Spells
1st Disguise Self
2nd Mirror Image
3rd Blink
4th Dimension Door
5th Modify Memory
Bonus Proficiency

When you choose this penance at 1st level, you gain proficiency with disguise kits and Stealth, if you didn't already have proficiency with either.

Trickster of the Shadows

Also at 1st level, if you are in darkness, you have advantage on your Stealth checks. Also, within a range of 60 ft, you can transmit your voice through a shadow.

Divine Punishment: Two of the Same

Starting at 2nd level, you can become another person using your Divine Punishment feature.

You learn how to act as any recently (no more than 5 days) dead humanoid you study for 5 minutes. After learning these things, you can use your action to transform yourself into that creature. Your voice changes as well, and thanks to your study, you are able to perfectly imitate the person's personality and character traits. You don't have the creature's memories thought.

Divine Punishment: Game of Chance

At 6th level, you can weave fate through your Divine Punishment, either granting yourself or a friend luck, or ruin to your enemies.

When you make an attack roll, ability check or saving throw, you can choose to reroll the die after seeing the result, but before the DM says what happens. You use the higher roll. You can use this feature for a friendly creature within 30 ft of you. And you can also use it on an enemy within 30 ft of you, the enemy must keep the lower of the 2 rolls.

Poison the Blade

Starting at 8th level, the unblessed gains the ability to coat their weapon strikes with poison. When they hit a creature with a weapon attack, the creature must make a Constitution saving throw, on a failure they become poisoned for 1 minute. On a success nothing happens.

This feature can be used a number of times equal to your Charisma modifier (minimum of 1) per long rest.

Perfect Disguise

At 17th level, Your Two of the Same feature evolves. You now can become a truly perfect copy of another person.

You now gain all of the person's memories while in that form. A part of your mind also believes you truly are that person, so spells and effects that read minds can't discern that you are a fake.

And there's a way to make your disguise even more perfect. By spending a spell slot of 6th level or higher when transforming, even Truesight can't see through your transformation.

Vengeance Penance

Gods of vengeance are usually the ones that, like gods of death, are seen as evil, cruel gods. But unlike gods of death, most of them usually are entities of evil. Their creed's tend to believe in "an eye for an eye", and that, while respect should be payed through respect, violence should also be responded with violence. But there are some that preach justice. Some gods of vengeance don't believe that revenge should be dished out for even the smallest infraction, they believe that all must be equal, that those that try and usurp power and control for themselves should be punished, those that kill indiscriminately should be put down. And their unblessed are the perfect heralds to unleash divine justice.

Vengeance Penance Spells
Unblessed Level Spells
1st Hellish Rebuke
2nd See Invisibility
3rd Counterspell
4th Staggering Smite
5th Hold Monster
Bonus Proficiency

When you choose this penance at 1st level, you gain proficiency with martial weapons.

Marked for Vengeance

Also at 1st level, you are able to mark a creature for vengeance. As a bonus action, you may indicate a creature upon which you shall have your revenge. Only one creature can be marked in this way at a time (recasting the Mark of Vengeance removes it from the previous target). Unless you remove it, the mark stays on a creature until they die. When you attack a creature marked for vengeance you can use your spell attack bonus for the attack roll and you can use your Charisma modifier for the damage roll. Also, when you attack a creature marked for vengeance you deal an additional 1d4 psychic damage.

Your psychic damage increases to 1d6 at 8th level. And it increases again to 1d8 at 14th level.

Divine Punishment: Forced Repentance

Starting at 2nd level, You can use your Divine Punishment feature to force a target marked for vengeance to regret their deeds and repent, even while in the midst of battle.

A marked target on whom this skill is used will have disadvantage on attack rolls made against you. The creature will also take 1d6 psychic damage at the start of each of its turns for the duration of the effect. The effect lasts for 1 minute or until the creature spends an action in sincere penance for its deeds. Sincere penance requires a successful Charisma save against your spell save DC.

Seeker of Revenge

At 6th level, you are able to sense those marked for vengeance. you are aware of the general direction of the marked target at any range. When you are within 120 ft of the target, you know its specific location. You can now also mark a creature for vengeance through divination magic. When you cast a spell that allows you to see another creature, you can cast your mark of vengeance on the creature through the spell.

Vengeful Backlash

Starting at 8th level, you can create a backlash of psychic energy to strike a creature when they attack you. Once per turn, a creature that is marked for vengeance and hits you with an attack will take 1d8 Psychic damage. At 14th level, this damage increases to 2d8.

Divine Punishment: Mark of Retribution

At 17th level, you can use your Divine Punishment feature to make your mark of vengeance bring true retribution to your enemies.

For 1 minute your mark has disadvantage against your spells. And your spells deal their maximum damage against your mark.

War Penance

Gods of war. The most combatant deities in every pantheon. They supervise combat, bless their armies, and bring ruin to their enemies. Their unblessed are true masters of combat. They are known for their tenacity and ability to keep fighting even after they should have fallen. They rally their comrades and crush their adversaries below their feet.

War Penance Spells
Unblessed Level Spells
1st Shield of Faith
2nd Spiritual Weapon
3rd Crusader's Mantle
4th Freedom of Movement
5th Flame Strike
Bonus Proficiency

When you choose this penance at 1st level, you gain proficiency in martial weapons and heavy armor.

Servant of War

Also at 1st level, your god strikes you with a whip of rage while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Divine Punishment: Violent Rage of War

Starting at 2nd level, you can use your Divine Punishment feature to direct all of your god's fury into an attack.

When you hit a creature with an attack, you can use this feature to deal an additional 5 + twice your unblessed level as the same damage type as your weapon. You can't use this feature on the same round.

War Strategy

At 6th level, you are able to perfectly coordinate with your allies while fighting. When you and your allies are within 5 ft of the same enemy, and you are at least 10 ft away from each other, you and your allies gain advantage to attack rolls against that creature.

Penance Strike

Starting at 8th level, the unblessed gains the ability to infuse their weapon strikes with the rage of war. Once on each of the unblessed's turns when they hit a creature with a weapon attack, the unblessed can cause the attack to deal an extra 1d8 damage of the same type as your weapon to the target. When the unblessed reaches 14th level, the extra damage increases to 2d8.

Endless War

At 17th level, you gain resistance to one type of damage of your choice from: bludgeoning, slashing and piercing from nonmagical weapons.

Also, when you fall to 0 hit points you can regain twice of your unblessed level in hit points, and until the end of your next turn, you are resistant to bludgeoning, slashing and piercing from magical weapons and immune to bludgeoning, slashing and piercing from nonmagical weapons. This feature can be used once per long rest.

Unblessed Spell List

Below is your spell list for the unblessed class.

Cantrips

Blade Ward, Chill Touch, Guidance, Infestation, Light, Mending, Resistance, Spare the Dying, Thaumaturgy, Toll the Dead, Word of Radiance

1st Level

Bane, Bless, Cause Fear, Command, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Guiding Bolt, Healing Word, Inflict Wounds, Protection from Evil and Good, Sanctuary, Shield of Faith, Wrathful Smite

2nd Level

Aid, Augury, Blindness/Deafness, Continual Flame, Crown of Madness, Enhance Ability, Find Trap, Gentle Repose, Hold Person, Lesser Restoration, Locate Object, Magic Weapon, Protection from Poison, Shadow Blade, Silence, Warding Bond, Zone of Truth

3rd Level

Animate Dead, Beacon of Hope, Bestow Curse, Clairvoyance, Create Food and Water, Daylight, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Life Transference, Magic Circle, Mass Healing Word, Protection from Energy, Remove Curse, Revivify, Sending, Speak with Dead, Spirit Guardian, Tongues, Vampiric Touch, Water Walk

4th Level

Aura of Life, Banishment, Blight, Death Ward, Divination, Freedom of Movement, Guardian of Faith, Locate Creature, Stone Shape

5th Level

Banishment, Commune, Contagion, Dawn, Dispel Evil and Good, Flame Strike, Geas, Greater Restoration, Hallow, Holy Weapon, Insect Plague, Legend Lore, Mass Cure Wounds, Planar Biding, Raise Dead, Scrying

6th Level

Blade Barrier, Circle of Death, Create Undead, Find the Path, Forbiddance, Harm, Heal, Heroes' Feast, Soul Cage, True Seeing, Word of Recall

7th Level

Crown of Stars, Divine Word, Etherealness, Fire Storm, Plane Shift, Regenerate, Resurrection, Symbol,

8th

Antimagic Field, Control Weather, Earthquake, Holy Aura, Feeblemind

9th

Foresight, Gate, Mass Heal, Power Word Kill

Multiclassing

Prerequisites. To qualify for multiclassing into the unblessed class, you must meet these prerequisites: Charisma 13.

Proficiencies. When you multiclass into the unblessed class, you gain the following proficiencies: simple weapons, Religion.



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