Archbishop of Sin (Re:Zero Supplement)
Archbishop of Sin[edit]
The elites of the Witch Cult, Archbishops of Sin are those granted abilities known as "Authorities to Interfere with the World". They are typically delusional maniacs trying to cleanse the world of their sin, but end up being the biggest embodiment of it.
Creating an Archbishop of Sin[edit]
- Quick Build
You can make an Archbishop of Sin quickly by following these suggestions. First, charisma should be your highest ability score, followed by dexterity or strength. Second, choose the cultist background.
Class Features
As a Archbishop of Sin you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Archbishop of Sin level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Archbishop of Sin level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: Choose one type of artisan’s tools
Saving Throws: Constitution and Wisdom
Skills: Choose two from Arcana, Religion, Intimidation, Perception, History, Performance
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer's pack or (b) Explorer's pack
- (a) 1 Martial Weapon or (b) 2 Simple Weapons
- If you are using starting wealth, you have 5d4x10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Archbishop's Authority, Authority Compatibility, Witch's Gospel |
2nd | +2 | Weapon Mastery, Authority Feature |
3rd | +2 | Unsettling Aura |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Magic Mastery |
7th | +3 | Extra Attack (2) , Authority Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Revolting Resilience |
10th | +4 | Bloodlusted Aura |
11th | +4 | Magic Mastery (2) , Authority Feature |
12th | +4 | Ability Score Improvement, Extra Attack (2) |
13th | +5 | Vicious Attacks |
14th | +5 | Lasting Wounds |
15th | +5 | Authority Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Extra Attack (3) |
18th | +6 | Pure Terror |
19th | +6 | Ability Score Improvement |
20th | +6 | Authority Mastery |
Archbishop's Authority[edit]
At 1st level you get an Authority that represents your sin. Choose an Authority listed at the bottom of this class. You gain the features from this Authority that you would unlock at 1st level. You gain more features from this at 3rd, 7th, 11th, 15th, and 20th levels.
Authority Compatibility[edit]
At 1st level, whenever you use a feature from your Authority subclass you take XdY damage depending on your compatibility with your sin and insanity. If Good is in the second part your alignment, Y is 12. If Neutral is in the second part of your alignment, Y is 6. If Lawful is in the first part of your alignment, X is 3. If Neutral is in the first part of your alignment, X is 1. Chaotic and Evil are both 0.
Witch's Gospel[edit]
At 1st level, you receive a black book that writes itself and guides you to your greatest desire. What it tells you to do is up to DM discretion.
Weapon Mastery[edit]
At 2nd level, you have stuck with a weapon to support your authority and achieved deadly mastery with it. When fighting with a weapon you are proficient with, You add your proficiency bonus x your level in this class to damage rolls and your wisdom modifier to attack rolls with this weapon.
Unsettling Aura[edit]
At 3rd level, your madness as an Archbishop has given you an unsettling. You gain proficiency on intimidation rolls, and if you already had proficiency you gain expertise.
Ability Score Improvement[edit]
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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 12th level and 4 when you reach 17th level in this class.
Magic Mastery[edit]
At 6th level, you have gained a talent for magic. You may gain five 1st level spells, three 3rd level spells, two 4th level spells, or one 5th level spell. You may cast these spells a number of times equal to your proficiency bonus per long rest.
Wicked Character[edit]
Your nature as an Archbishop has lowered your sanity, but bettered other traits. At 7th level, you may reduce your charisma score. For every two points you reduce it you may increase another score by one (e.g. you reduce your charisma score by four and increase your strength by one and constitution by one). Your modifier before taking this feature stays the same for intimidation rolls (e.g. your charisma modifier was +4 before taking this feature and is now -2, you use -2 for most charisma rolls but use +4 for intimidation rolls).
Revolting Resilience[edit]
At 9th level, you have set yourself to your wickedness and goals and nothing more. You gain damage reduction equal to your constitution modifier x half your level in this class (rounded up).
Bloodlusted Aura[edit]
At 10th level, your bloodlust and wickedness reveals itself in an aura that induces pure terror. You may release your bloodlust as an action. All creatures within 120 feet who can see you must make a wisdom saving throw or be frightened for as long as they are aware of your presence. The DC is 16 + your proficiency bonus.
Magic Mastery (2)[edit]
At 11th level, you have picked up on more spells. You may gain three 6th level spells, two 7th level spells, or one 8th level spell.
Vicious Attacks[edit]
At 13th level, your viciousness has completely consumed your weapon. You have advantage on attacks targetting frightened creatures. When fighting with a weapon you are proficient in, any hit you make against a frightened enemy is a critical hit. If the enemy is not frightened and you score a critical hit, it deals triple damage instead of double.
Lasting Wounds[edit]
At 14th level, damage you deal is there to stay. Whenever a creature is healing damage dealt by you without resting, it would instead heal half of it (rounded down). Short rests heal half as well, and long rests heal as much ass three short rests would.
Pure Terror[edit]
At 18th level, your bloodlusted aura gets worse. It's range increases to 200 feet and the DC to 18 + your proficiency bonus. Creatures no longer need to be aware of your presence or see you for it to work. Their condition ends on a long rest.
Authority of Greed[edit]
The Authority of Greed allows one to stop time for objects, stopping the greedy from trampling upon their property. The wielder allows objects and themselves to defy all laws of physics, stuck in an entirely different moment. It can make dirt deadlier than a gun, and the wielder the strongest being alive.
- Lion's Heart
At 1st level, you have learned your authority can stop time for objects. When taking the attack action on your turn you may instead use your Authority and stop time for a projectile and make a 30/200 ranged attack (e.g. kicking dirt, throwing a bottle, etc). It deals 2d12 damage on hit. Whenever you gain a feature in this subclass, increase the damage die by 1 (e.g. 3d12 at 3rd level, 4d12 at 7th).
- Now That I've Taken Care of You...
At 3rd level, your unarmed strikes deal the same damage as Lion's Heart. Whenever you hit an unarmed strike, your opponent must make a dexterity save against a DC equal to 10 + your proficiency bonus + your dexterity. On failure, you may pick any direction and launch them your level x 20 feet in that direction. As they travel they flawlessly destroy every obstacle in their path. If another creature is in that path, they must make the same save and take 6d12 damage on failure or half as much on success.
- Lion's Heart Improvement
At 7th level, you have learned more ways you can apply Lion's Heart. When speaking roll a deception check against a creature to conceal you stopping your breath. On success it counts as a critical hit
Authority of Wrath[edit]
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Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Archbishop of Sin class, you do not need to meet any prerequisites.
Proficiencies. When you multiclass into the Archbishop of Sin class, you gain the following proficiencies: Intimidation, Religion.
Back to Main Page → 5e Homebrew → Campaign Settings → Re:Zero<!-has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil-><!-religion/patron-based caster-fighter-><!-has features from many, MANY other class bases-><!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-uses one's mind to fight, most often a spellcaster-><!-transforms into something completely different-><!-often gets magical ability from a separate source, has sorcery points and a spell slot table-><!-gets ability from a separate source, often doesn't have spellcasting-><!-gains power through knowledge, almost always spellcaster-><!-keep this category if the class uses multiple tags->