Chosen (5e Class)

From D&D Wiki

Jump to: navigation, search

The Chosen

The Chosen are creatures whose actions have gained considerable notice from the deity they worship, which has granted them special attention. Though they may not have personally met their deity or had interactions with them, they must pray daily and keep their actions and alignment in tune with them in order to continue gaining recognition and being granted access to new features. If at any time they go against their deity’s ethos, they will lose all acquired features of this class until they undergo an atonement for their transgressions.

Creating a Chosen

When creating a Chosen, think about how your character came to know about the deity they worship and why they have become so pious. Were they raised by the priesthood? Were their parents worshippers of the deity? Did they actually MEET them and, if so, how and why? What were the deity’s motives for contacting them? Discuss with your DM the details to flesh out your character’s backstory.

Quick Build

You can make a Chosen quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity, then Charisma. Second, choose the God Touched background. Third, choose Intimidation, Perception and Persuasion as your skills. Finally, choose a Dungeoneer’s Pack as part of your equipment.

Class Features

As a Chosen you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Persuasion and Religion

Equipment

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

  • one simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • a holy symbol
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Chosen

Level Proficiency
Bonus
Features
1st +2 Unarmored Defense, Unarmed Strike
2nd +2 Chosen Vision, Unarmored Movement, Divine Protection +1
3rd +2 Faith
4th +2 Ability Score Improvement
5th +3 Extra attack, Giant Slayer (1d8)
6th +3 Divine Protection +2, Faith feature
7th +3 Faith feature
8th +3 Ability Score Improvement
9th +4 Giant Slayer (2d8)
10th +4 Unarmed Strike (2d6), Divine Protection +3, Divine Defense
11th +4 Elite (30 ft.), Faith feature
12th +4 Ability Score Improvement
13th +5 Tongue of the Gods
14th +5 Divine Protection +4, Chosen Soul
15th +5 Giant Slayer (3d8), Faith feature
16th +5 Ability Score Improvement
17th +6 Faith feature
18th +6 Divine Protection +5, Elite (60 ft.)
19th +6 Ability Score Improvement
20th +6 Immortality, Faith feature

Unarmored Defense

As long as you are not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Unarmed Strike

At 1st level, your deity grants you the ability to damage your enemies more effectively. You can roll a d6 in place of the normal damage of your unarmed strike. At 10th level, this die changes to 2d6. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

Chosen Vision

At 2nd level, you gain Darkvision, with a range of 60 feet. If you already have Darkvision, add 60 feet to your existing range. This feature allows you to discern color in darkness.

Unarmored Movement

Starting at 2nd level, your speed increases by 20 feet while you are not wearing armor or wielding a shield.

Divine Protection

Your deity wants you to change the world for his or her own reasons. To do so, you need to stay alive. At 2nd level, you are granted a Protection bonus of +1 to your AC. This bonus increases to +2 at level 6, +3 at level 10, +4 at level 14 and, finally, +5 at level 18. Due to the nature of this feature, the Chosen may not use magical protection items.

Faith

When you reach 3rd level, you seal the pact with your deity for eternity. Your devotion to them is so great that you are granted additional powers. Choose a Faith (detailed below).

Your choice grants you features at 3rd level and again at 7th, 15th and 20th level.

Ability Score Improvement

When increasing your ability scores, the Chosen may increase them by 3 instead of the normal 2. In other words, you can increase one ability score by 3, or one by 2 and another by 1, or three by 1 each. These ability score increases occur at levels 4, 8, 12, 16 and 19. Additionally, your ability scores may be increased to a maximum of 30 instead of 20.

Extra attack

At 5th level, when you take the attack action on your turn you can make a second attack.

Giant Slayer

The phrase “The bigger they are, the harder they fall!” must have been coined by someone observing a Chosen. Creatures larger than you receive additional damage from your attacks. Beginning at 5th level, they take 1d8 per size difference. At 9th level, this increases to 2d8 per size difference and at 15th level, it is 3d8 per size difference.

Divine Defense

Starting at 10th level, you add your Charisma modifier to your AC while not wearing armor or wielding a shield.

Elite

By 11th level, you are so attuned to your deity, they have given you even more special recognition. You are the Chosen Elite! You are now granted wings with the ability to fly with a speed of 30 feet. The type of wings you have depends on your alignment. If you are good, you have white feathered wings. If you are evil, you have leathery bat-like wings. If you are of the three neutral alignments (Lawful Neutral, Neutral or Chaotic Neutral), you have one white feathered wing and one black feathered wing, indicating your neutrality. Your flight speed increases to 60 feet at 18th level.

Tongue of the Gods

Starting at 13th level, you learn to communicate with creatures of all kinds to try and sway them to follow your deity. You understand all spoken languages and any creature that can understand a language can understand what you say.

Chosen Soul

Beginning at 14th level, your deity grants you proficiency in all saving throws and you roll with advantage. Additionally, you are now immune to disease, poison, sleep effects (both magical and mundane) and paralysis.

Immortality

At 20th level, your deity has blessed you to the point that you no longer age, you can’t be aged magically and you can’t die of old age. However, you can still die from damage. In addition, you no longer need food or water.

Faith

Faith of the Righteous

Your alignment must be Lawful Good, Neutral Good or Chaotic Good to take this Faith.

Holy Smite

Beginning when you take this Faith at 3rd level, you gain the ability to strike your enemies from a distance. You channel your energy into a blast that erupts from your hands out to a range of 30 feet. You make a ranged attack and, on a hit, the blast deals 1d6 radiant damage. This damage increases to 2d8 at 6th level, 3d10 at 11th level and to 4d12 at 17th level. You can use this ability a number of times equal to your Wisdom modifier (maximum 5) per long rest.

You gain resistance to radiant damage.

Holy Empowerment

At 7th level, your melee weapon attacks and unarmed strikes inflict bonus radiant damage equal to your Charisma modifier. Your unarmed strikes and weapons count as magical for the purpose of overcoming resistance.

Additionally, you gain the ability to heal others and yourself. Once per long rest, you can use cure wounds as if it were cast using a 3rd level spell slot.

Blessed

By 15th level, the Chosen has acquired enough experience with various types of attacks that they can shrug off some of the damage they take. You gain Resistance to magic and spell-like abilities and you are now immune to radiant damage.

Avatar

At 20th level, you have become perfectly in tune with your deity. Because of this, they can use your body for various functions. They can speak through you to convey messages to others, especially to try and convince them to join their cause. There is no limit to the amount of time you are under their control for speaking. Also, they can inhabit your body for a short period of time without you being destroyed. They can spend up to 1 hour in your body to perform tasks before they must vacate. Once they do leave your body, you fall unconscious for 3d6 hours. Every 10 minutes beyond the hour that they wish to remain in your body, make a Constitution check. On a success, they can stay. On a failure, your body disintegrates and you cannot be revived, even by a wish or divine intervention. Your items remain where your body was standing.

Faith of the Balanced

Your alignment must be Lawful Neutral, Neutral or Chaotic Neutral to take this Faith.

Divine Strike

Beginning when you take this subclass at 3rd level, you gain the ability to strike your enemies from a distance. You channel your energy into a blast that erupts from your hands out to a range of 30 feet. You make a ranged attack and, on a hit, the blast deals 1d6 force damage. This damage increases to 2d8 at 6th level, 3d10 at 11th level and to 4d12 at 17th level. You can use this ability a number of times equal to your Wisdom modifier (maximum 5) per long rest.

You gain resistance to force damage.

Balanced Empowerment

At 7th level, your melee weapon attacks and unarmed strikes inflict bonus force damage equal to your Charisma modifier. Your unarmed strikes and weapons count as magical for the purpose of overcoming resistance.

Additionally, you gain the ability to heal yourself. Once per long rest, you can use cure wounds as if it were cast using a 3rd level spell slot, but only on yourself.

Blessed

By 15th level, the Chosen has acquired enough experience with various types of attacks that they can shrug off some of the damage they take. You gain Resistance to magic and spell-like abilities and you are now immune to force damage.

Avatar

At 20th level, you have become perfectly in tune with your deity. Because of this, they can use your body for various functions. They can speak through you to convey messages to others, especially to try and convince them to join their cause. There is no limit to the amount of time you are under their control for speaking. Also, they can inhabit your body for a short period of time without you being destroyed. They can spend up to 1 hour in your body to perform tasks before they must vacate. Once they do leave your body, you fall unconscious for 3d6 hours. Every 10 minutes beyond the hour that they wish to remain in your body, make a Constitution check. On a success, they can stay. On a failure, your body disintegrates and you cannot be revived, even by a wish or divine intervention. Your items remain where your body was standing.

Faith of the Wicked

Your alignment must be Lawful Evil, Neutral Evil or Chaotic Evil to take this Faith.

Unholy Blight

Beginning when you take this subclass at 3rd level, you gain the ability to strike your enemies from a distance. You channel your energy into a blast that erupts from your hands out to a range of 30 feet. You make a ranged attack and, on a hit, the blast deals 1d6 necrotic damage. This damage increases to 2d8 at 6th level, 3d10 at 11th level and to 4d12 at 17th level. You can use this ability a number of times equal to your Wisdom modifier (maximum 5) per long rest.

You gain resistance to necrotic damage.

Unholy Empowerment

At 7th level, your melee weapon attacks and unarmed strikes inflict bonus necrotic damage equal to your Charisma modifier. Your unarmed strikes and weapons count as magical for the purpose of overcoming resistance.

Additionally, you gain the ability to heal yourself. Once per long rest, you can use vampiric touch at its base ability for one attack.

Blessed

By 15th level, the Chosen has acquired enough experience with various types of attacks that they can shrug off some of the damage they take. You gain Resistance to magic and spell-like abilities and you are now immune to necrotic damage.

Avatar

At 20th level, you have become perfectly in tune with your deity. Because of this, they can use your body for various functions. They can speak through you to convey messages to others, especially to try and convince them to join their cause. There is no limit to the amount of time you are under their control for speaking. Also, they can inhabit your body for a short period of time without you being destroyed. They can spend up to 1 hour in your body to perform tasks before they must vacate. Once they do leave your body, you fall unconscious for 3d6 hours. Every 10 minutes beyond the hour that they wish to remain in your body, make a Constitution check. On a success, they can stay. On a failure, your body disintegrates and you cannot be revived, even by a wish or divine intervention. Your items remain where your body was standing.

Multiclassing

Prerequisites. To qualify for multiclassing into the Chosen class, you must meet these prerequisites: 13 Dexterity, 13 Wisdom and 13 Charisma

Proficiencies. When you multiclass into the Chosen class, you gain the following proficiencies: Persuasion and Religion

2.00
(2 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: