Brotherhood of Light (5e Class)

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Brotherhood of Light[edit]

Enemies of Darkness[edit]

The brotherhood of light is a knightly order founded with the purpose of serving God in the eternal war against the forces of darkness.

Creating a Brotherhood of Light[edit]

jose-luis-vaello-bertol-gabriel-low.jpg
Gabriel, a Knight of the Brotherhood by Jose Luis Vaello Bertol

Class Features

As a Brotherhood of Light you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Alchemist supplies, Smith's tools
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Animal Handling, Arcana, Athletics, History, Insight, Intimidation, Perception, and Religion

Equipment

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

Table: The Brotherhood of Light

Level Proficiency
Bonus
Features Magic Abilities Known Light Points Shadow Points
1st +2 Block, Brotherhood Unity
2nd +2 Magic, Secondary Weapon Skills 2 2 2
3rd +2 Brotherhood Unity 3 3 3
4th +2 Ability Score Improvement 3 4 4
5th +3 Extra Attack, Dodge 4 5 5
6th +3 Unity Feature 4 6 6
7th +3 Stomp 5 7 7
8th +3 Ability Score Improvement, Grab and Interact 5 8 8
9th +4 Sommersault 6 9 9
10th +4 Unity Feature 6 10 10
11th +4 Direct Attack Combo 7 11 11
12th +4 Ability Score Improvement 7 12 12
13th +5 Dagger Wave 8 13 13
14th +5 Unity Feature 8 14 14
15th +5 Direct Counterstrike 9 15 15
16th +5 Ability Score Improvement 9 16 16
17th +6 Combat Focus, Improved Direct Attack Combo 10 17 17
18th +6 Unity Feature 10 18 18
19th +6 Ability Score Improvement 11 19 19
20th +6 Unity Feature 11 20 20

Block[edit]

Starting at 1st level, when wielding a melee weapon in two hands, or wearing a gauntlet (with the hand wearing the gauntlet free) you can parry an attack. You can use block in the following manners:

Block Stance

To activate block, you must use your Bonus Action, which grants you a bonus of +2 to your AC until the start of your next turn.

Synchronized Block

If you haven't used Block Stance on your last turn, as a reaction when you are hit by an attack, you can give yourself +2 to your AC, potentially causing that attack to miss.

If you successfully block an attack, the target is stunned, until the end of its turn.

Brotherhood Unity[edit]

Starting at 1st level, you can choose one of the units inside the brotherhood to specialize your training. Your choice grants you features at 1st level, and again at 3rd, 6th, 10th, 14th and 18th levels.

Combat Skills

Also at 1st level, you gain a specific set of weapons related to your Unit. Whenever you are wielding the designated weapons, you can use your combat skills.

You know three combat skills, and learn more as you gain levels in this class: two a 5th, 9th, 13th and 17th levels.

Using combat skills require you to spend skill dice, which are d8's. You have a number of skill dice equal to your proficiency bonus, and when you spend one, it is unavailable to you until you finish a short or a long rest.

Whenever a combat skill requires a save to avoid its effects, the save DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Magic[edit]

When you reach the 2nd level, as a member of the brotherhood, you must control the forces of good and evil in order to become able to defeat the forces of darkness.

Light and Shadow Magic

In order to use light or shadow magic, you must activate it first. As a bonus action, you can choose to either activate light magic or shadow magic. You can't activate both at the same time.

While magic is active, you are surrounded by either a blue dim light (light) or red dim light (shadow) in a 5-foot radius.

Light and Shadow Points

You have a number of Light and Shadow Points equal to the amount shown on the respective column on the class table. You regain your light and shadow points after finishing a long rest. You can't spend light or shadow points if the correspondent light or shadow magic is not active.

Magic Skill

You start knowing the Darkness Strike and Light Recovery features (which don't count against your maximum number of magical abilities know), and can now select Magic Skills when you gain a new Magic Ability Known, as shown on the homonymous column. The available magic skills are shown at the end of the class description.

Magic Save DC

Your magic skills save DC equals 8 + your proficiency bonus + your Wisdom modifier (for light magic) or Charisma modifier (for shadow magic).

Secondary Weapon Skills[edit]

Starting at 2nd level, you gain the ability to craft and quickly make use of the brotherhood signature secondary weapons, described below. Activating a Secondary Weapon requires a bonus action.

Daggers

You can craft daggers and silvered daggers using your Alchemist Tools and Smith's Tools, by using half the time and gold required.

When you activate this secondary weapon, you can make a ranged attack by throwing a dagger. You must have a free hand to throw a dagger. A dagger used in this manner breaks on impact.

Holy Water

You can spend 25 gp in powdered silver and perform a 1 hour ritual, which can be done during a short rest, to bless a vial of water, causing it to become holy water.

When you activate this secondary weapon, you can throw the holy water. You add your proficiency bonus to the result of the attack.

Fairy

You can use an Action to summon a fairy that accompanies you.

When you activate this secondary weapon, the fairy home in on a target within 30 feet you, distracting it, granting you Advantage on your next attack made until the end of this turn. The fairy vanishes afterwards.

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.

Dodge[edit]

Also at 5th level, whenever a hostile creature moves to a space within 5 feet of you, you can use your reaction to move up to 10 feet, without provoking opportunity attacks.

You can also use Dodge after successfully blocking an attack using the Block feature, as part of the same reaction.

Stomp[edit]

When you reach the 7th level, whenever you jump or fall, you can use your reaction to target enemies in an area with a stomp attack. All creatures in a 5-foot radius of the area you fallen must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be pushed 5 feet back.

If you use this as a reaction to a fall, your fall damage is also halved. Finally, if you are in the air when attacked, this ability also grants you the benefits of Dodge as part of the same reaction.

Grab and Interact[edit]

At 8th level, you can make a grapple check or take the Use an Object action using a bonus action o your turn. In addition, whenever you are holding a small or smaller creature on a grapple, you can use your bonus action to throw that creature up to 30 feet.

The creature takes 1d6 damage for each 10 feet traveled after being thrown, if it collides with a solid target. If you throw it against another creature, make first an ranged weapon attack without adding your proficiency bonus and using your Strength. On a hit, the target also takes the same damage that creature taken.

Somersault[edit]

Starting at 9th level, whenever a creature within 5 feet misses an attack against you, you can use your reaction to jump to an unoccupied space within 5 feet of that creature. This movement don't provoke opportunity attacks, and grants you Advantage on the next attack against that creature until the end of your next turn.

Direct Attack Combo[edit]

At 11th level, when you take the Attack action and hit the same target twice with using that action, you can make one additional attack against the same creature, as part of the same action.

At 17th level, you can make a fourth attack after three successful ones or a fifth attack after four successful ones.

Dagger Wave[edit]

When you reach the 13th level, you can throw daggers in quick succession against your enemies. As an action, you can make five ranged attacks with a dagger against an enemy you can see within range. All attacks must be made against the same target.

In addition, you can draw a dagger as part of the same movement used to make a ranged attack with it (no need for Use an Object action).

Direct Counterstrike[edit]

At 15th level, whenever you successfully block an attack Using your Block feature, you can instantly make a melee attack against the attacker, if within reach, as part of the same reaction.

Combat Focus[edit]

At 17th level, you learn combat focus, an ancient technique from the Brotherhood of Light. Whenever you reduce a creature to 0 hit points or score a critical hit with a melee weapon attack, you gain 1 Magic point. This can be either shadow magic or light magic.

Combat Skills[edit]

Area Attack
Heavy Attack
Chain Barrier (Requires Combat Cross)
Circular Chain (Requires Combat Cross)
Chain Saw (Requires Combat Cross)
Rising Strike
Rising Assault
Guillotine

Magic Skills[edit]

Divine Shield

Instead of throwing the Holy Water, you can use its magical properties to raise a shield around you. You can spend 2 light points and spend a vial of holy water to cast protection from evil and good using a bonus action.

Holy Cross

When wielding a holy symbol, you can create a beam of light that blind your enemies and hurt them. As an Action, you can spend 2 light points to force all creatures in a 5-foot wide and 30 foot long line to make a Constitution saving throw. On a failed save the target takes 1d8 radiant damage ans is blinded until the end of your next turn. On a successful save, it takes half as much damage and isn’t blinded. Undead have disadvantage on this saving throw.

The beam length increases by 5 feet and its damage by 1d8 for each point you spend above 2.

Light Recovery

When you hit a creature with a melee weapon attack, you can spend 1 light point to regain hit points equal to the damage caused, up to a maximum equal to your proficiency bonus + your Wisdom modifier.

Light Fairies

When you use your Fairy sub weapon, you can spend 1 light point to cause the fairy to explode in radiant light on impact, forcing all creatures in a 5-foot radius of the target (including the target) to make a Dexterity saving throw, or take 2d6 radiant damage on a failed save, or half as much on a success.

Light Flash

Whenever you successfully stun a creature using your Block feature, you can spend 2 light points to activate a light flash as part of the same reaction. Choose one creature within 5 feet and force it to make a Dexterity saving throw. The creature is blinded on a failed save. You can spend additional points to choose one additional target per point spent.

The blinded condition lasts for 1 minute, and the creature can make another saving throw at the end of each of its turns to end the effect.

When you hit a blinded creature with an attack, you can choose to use the light magic to empower the attack. Doing so increases the damage of your attack in 2d6 radiant and end the blinded condition on it.

Ultimate Light

You can use the light magic to start to spin constantly, attacking surrounding enemies. To activate this state, you must use your Bonus Action and spend 3 light points.

While in this state, you can use an action on your turn to make one attack against each hostile creature within your reach. This state ends if Light Magic is no longer active, or if you choose to end it as a bonus action. Otherwise, it lasts for 1 minute.

Darkness Strike

When you hit a creature with a melee weapon attack, you can spend 1 Shadow point to cause additional damage equal to your proficiency bonus + your Wisdom modifier. The additional damage is fire.

Exploding Cross

You can spend 5 shadow points as an action to smash the cross on the floor to call forth multiple fiery explosions from the earth beneath your enemies feet. All creatures in a 20-foot radius other than you must succeed on a Dexterity saving throw, or take 8d6 fire damage, or half as much on a success.

Explosive Daggers

You can spend 2 Shadow Points to imbue your daggers with explosive energy. Any dagger thrown by you until the end of this turn explode on impact, forcing all creatures in a 5-foot radius of the target to make a Dexterity saving throw, or take 2d6 fire damage on a failed save, or half as much on a success.

Shadow Flames

When wielding a holy symbol, you can summon a powerful flaming vortex. As an action, you can spend 1 shadow point to force all creatures in a 15-foot cone must succeed on a Dexterity saving throw, or take 2d8 fire damage, or half as much on a success.

The damage increases in 1d8 for each point spent beyond 1. The area of the cone increases to 30-foot when you spend 5 or more points, and to 60-foot if you spend 7 or more points.

Ultimate Shadow

As a bonus action, you can spend any amount of shadow points to make an aggressive charge. You can move up to 30 feet in a straight line without provoking opportunity attacks, and not counting against your maximum speed. If there's a hostile creature in your path, your movement end, and you can make an unarmed strike against it. On a hit, you cause your unarmed strike normal damage, plus 2d10 damage for each shadow point spent. All the damage is considered magical.

Flame Claws (Master of the Reliquary Only)
Shoulder Charge (Master of the Reliquary Only)
Holy Jump (Master of the Reliquary Only)

Brotherhood Unit[edit]

Soldier of the Brotherhood[edit]

When a young warrior proves himself as a skilled swordsman and show bravery in the face of evil and certain death, they are selected by the brotherhood, to fill up the ranks of the organization as footsoldiers. Brotherhood soldiers are the tip of the lance in the crusade against the forces of evil, and are the most numerous between the members in the order.

To become a soldier, these warriors undergo a gruesome physical and mental training, turning them effective close-quarters combatants, and resolute zealots for the order, fighting with endless determination against the hordes of darkness. In combat, they don suits of armor and their famed large shields, that gives them the reputation of inexpugnable guardians.

Combat Ready

Starting at 1st level, you have a increased combat training. You gain proficiency with Heavy Armor and Shields.

Sword and Shield

At 1st level, you are skilled with the use of a sword and shield. You must be wielding a sword and a shield to be able to use your Combat Skills.

Impenetrable Shield

Brotherhood soldiers are famed by their inexpugnable defense and shield mastery. Starting at 3rd level, In addition, you can use your Bonus Action to enter in a defensive stance using a shield. When in this stance, you gain the following benefits:

  • Any attack made against you taken by you is taken by your Shield instead. Your shield has 10 hit points. If your shield is a magical weapon, it has resistance to all types of damage.
  • While in this stance, your AC can't be lower than 15 (if your shield is a wooden one) or 19 (if your shield is metallic). Add any magical bonuses to this AC.
  • While in this stance, if you haven't moved on your turn, you can use a bonus action to give yourself resistance to slashing, piercing and bludgeoning damage until the start of your next turn. Doing so ends the stance and halve your movement speed for the turn.

You can also end the stance using a bonus action on your turn (no action required).

Heavy Smite

At 3rd level, you can smite down your foes with a powerful strike. You must declare the use of this ability before you make an attack. On a hit, this attack causes additional 2d8 damage.

You can use this ability a number of times equal to your Strength modifier (minimum 1) and regain your uses when you complete a long rest.

Magical Deployment

Soldiers of the brotherhood can be deployed by magic users in the battlefield, at moment's notice. At 6th level, you can choose an number of spellcasters of your choice up to your Wisdom modifier to become bonded to them.

As long as you are in the same plane of that spellcaster and you are willing, that creature can use its Action to teleport you to an unoccupied space closest to them.

The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest, unless that creature spend a spell slot to do it again. When a creature teleport you using a spell slot, you also regain 5 hit points per level of the spell slot spent.

Shield Technique

When you reach the 10th level, you can use your shield with swiftness and agility. You gain the following benefits:

  • You can use your Grab and Interact feature to Shove your targets, instead of grappling. When you shove a creature sall or smaller, that creature suffer the benefits of being tossed after being grappled.
  • You can also throw your shield, using your bonus action, causing the same effects of throwing a small creature against a target. You use your proficiency bonus with this attack.
  • You can don or doff a shield using an Use an Object action on your turn.
Coordinated Combat

As a soldier, your abilities truly shine when you are part of an unity. At 14th level, you have advantage on attack rolls against a creature as long as one of your allies is within 5 feet of that creature and is not unconscious.

Brotherhood Commander

When you reach the 18th level, you become a legendary soldier in the brotherhood ranks, and is respected by your ability to command. Any friendly creature within 30 feet that is able to see and hear you can use the Block feature (but not the benefits of Direct Counterstrike).

Elite Soldier

When you reach the 20th level, your Strength and Constitution scores increase by 4, up to a maximum of 24.

Paladin of the Brotherhood[edit]

Trained in the monasteries of the brotherhood, paladins are warriors of great zealotry, who are initiate in both the religion and war, becoming the paragon of the militant branch of the church. Paladins of the brotherhood dedicate their lives fully to a crusade, dedicated to the solely purpose of following the will of God, and fighting to defeat the legions of the night and the forces of darkness, and thus, they have no tolerance for their own weaknesses or mistakes.

Their hearts are pure and brave, their faith unwavering and their determination relentless, reason why they are admired by all members of the brotherhood as the true champions of God. For their dedication and devotion, they are rewarded with golden weaponry forged from the bones of fallen angels, and from were they can draw great power to fight against the forces of evil.

Golden Armor

At 1st level, you gain a golden armor, that bear huge wings carved out of bone and gold. This armor has the same statistics as the plate armor, and you are considered proficient with it. This armor is bonded to you, and cannot be removed from you while you are conscious. If the armor is removed or destroyed, you can summon it back and intact by meditating during a short rest. You receive the armor back at the end of the rest.

In addition, while wearing this armor, the wings allow you to glide through the ground, causing your movement to ignore difficult terrain when Dashing.

Angelic Weaponry

Starting at 3rd level, you have been rewarded by the Brotherhood with weapons made out of angel bones. The angelic weaponry is considered a holy symbol for your Magic Skills. You gain the following benefits:

Flaming Swords. You can use your bonus action to summon two swords to your hand. The swords have the statistics of a scimitar, and they are constantly in flames. When you engage in two-weapon fighting with these swords, you can add your ability modifier to the damage of the second attack. In addition, you cause additional 1 fire damage on your attacks made with these swords. You can shun these swords to a extra-dimensional space using a bonus action. You can also connect both swords, forming a single weapon, that you can wield in a single hand, causes 1d6 damage, and can be thrown against creatures in a short range of 20 feet and a long of 40 feet, returning to your hand after the attack is resolved.
Golden Bow. You can use a bonus action to shift your flaming swords into a golden bow. The bow has the same statistics of a longbow, but it causes radiant damage, instead of piercing, and you can use either Dexterity or Strength for attacks and damage rolls with it.

The weapons are bonded to you in the same way the Golden Armor is.

Fiery Charge

At 6th level, you can charge forward while wielding both your flaming swords, delivering a powerful simultaneous slashing attack. When you take the Dash action, you can make an attack with each of your Flaming Swords using a bonus action.

Golden Wings

Starting at 14th level, when wearing your golden armor, you gain a flying speed equal to your movement speed and you can hover.

Flame Volley

When you reach the 18th level, whenever you have your angelic weaponry in the Golden Bow form, you can unleash a barrage of radiant arrows. Choose a circle of 10-foot radius within the bow range. You can make a single attack against each creature inside that area.

Alternatively, you can fire your arrows in the air, and force up to six creatures within 30 feet of you to make a Dexterity saving throw against your Magic save DC. On a failed save, the creature takes 1d8 fire and 1d8 radiant damage. In addition, any creature within 5 feet of your chosen targets must succeed on the save too, or take 1d4 fire damage on a failed save.

Sacred Flames

When you reach the 20th level, attacks made with your Angelic Weaponry cause additional 1d8 radiant damage on a hit. In addition, whenever you would cause fire damage with your paladin features, you can deal radiant damage instead.

Cleric of the Brotherhood[edit]

Insigne Ex Magus

Starting at 1st level, you are able to invoke the silver blessing, enhancing the offensive capabilities of your allies. Choose a number of creatures you can see within 30 feet up to your proficiency bonus. For 1 minute, the chosen creatures add 1d4 to their attack rolls.

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

Spellcasting

Starting at 3rd level, you learn how to channel your faith into magical spells.

Cleric of the Brotherhood Spellcasting
Brotherhood of Light
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting

When you reach 3rd level, you learn how to use spells in battle.

Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Cleric of the Brotherhood 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 cleric spells of your choice. The Spells Known column of the Cleric of the Brotherhood spellcasting table shows when you learn more cleric spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the cleric spells he know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for the cleric spells, since you gain this power through faith and devotion. You use your Wisdom whenever a spell refers to his spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric 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
Telum Magica

Starting at 6th level, you've perfected the holy water. Any holy water you throw causes damage to all creatures (not only undeads and fiends). In addition, whenever you finish a long rest, you can concoct a number of vials of holy water, without requiring expenditure of golden pieces, equal to your proficiency bonus.

Forma Incendium

At 10th level, you learn the spell Flame Strike, which you can cast once, without spending spell slots. Once you cast this spell, you can't do it again, unless you spend 7 light points to do so again.

Globus Ex Ignifer

At 14th level, you learn the spell Chain Lightning, which you can cast once, without spending spell slots. Once you cast this spell, you can't do it again, unless you spend 9 light points to do so again.

Conjure Brotherhood

At 18th level, you can summon members of the brotherhood through a portal to come to your aid. When you finish a long rest, you can choose up to three willing creatures within 30 feet to be marked with the mark of the brotherhood. While the mark is active, you can use an Action to summon one or more marked creatures, from any place in the material plane, to an unoccupied space you can see on the ground within 120 feet.

After being summoned in this manner, the mark disappears on that creature.

Arcessere Armas

At 20th level, you can invoke the golden blessing. Choose another creature you can see within 30 feet. That creature is surrounded by an invulnerable golden aura for 1 minute, making it immune to all damage for 1 minute. This feature requires concentration.

Once you use this feature, you can't do it again until you complete a long rest.

Heavy Warrior of the Brotherhood[edit]

Brotherhood Combat Flail

Starting at 1st level, you gain access to a special weapon, granted to the heavy warriors, the brotherhood combat flail. This weapon has the same properties of a regular flail, but it has a retractable chain, that grant's it the reach property.

The combat flail is bound to you through divine magic, and can't never be loss, nor can you be disarmed from it.

Armored Juggernaut

When you reach the 3rd level, you attain mastery over the use of heavy armors. When you first don a heavy armor, or right after you complete a rest if you were already using one, at the end of a long rest, you have a pool of points equal to twice your Brotherhood of Light level + your Constitution modifier. Whenever you take damage, the pool takes the damage instead. If this damage reduces the pool to 0 hit points, you take any remaining damage.

Whenever you spend hit dice to regain hit points during a short rest, your pool regain a number of points equal to twice the amount of dice spent.

Secondary Weapon: Throwing Axes

At 6th level, you gain access to a new type of secondary weapon: the thrown axes. You can use your bonus action to make ranged attacks using handaxes. In addition, at 13th level, when you gain the Dagger Wave feature, you can use that feature with handaxes, rather than daggers.

Grab Attack

At 14th level, whenever you take the Attack action on your turn, you can make a grapple attempt as part of that action, in addition to the regular amount of attacks.

Armored Mastery

At 18th level, while wearing heavy armor, you gain resistance to slashing, piercing and bludgeoning damage from non-magical attacks. If you have any amount of points in your Armored Juggernaut pool, this resistance also affects magical attacks.

Superior Strength

At 20th level, your Strength increases by 6, if it is lower. In addition, you are considered a Large creature, despite of your actual size, for purposes of strength checks and calculations.

Master of the Reliquary[edit]

Combat Cross

Starting at 1st level, you are gifted with a Combat Cross. Combat Crosses are whip-flails which said to be given to high-ranking warriors in the Brotherhood of Light.

  • It can also be used to access difficult to reach places of the castle.
  • Simon's Combat Cross can tear the body and armor off any creature and gives Simon grip ability against enemies. (...)
Hook Tip

Starting at 3rd level, you add a hook tip to the combat chain of your combat cross. The articulated metal tip can be used to grip objects and enemies from a great distance. You can use your combat cross in the following manners:

Rappel and Climbing. You can use the combat cross as an extended limb for climbing, allowing you to grab surfaces at 10 feet, and increasing your climb speed in 10 feet.
Air Grab. As a reaction when you are airborne (after jumping or falling), you can use your reaction to throw your chain, attaching it at a surface within 10 feet.
Flying Kick. When you hit a creature Huge or higher with the combat cross, you can use your bonus action to pull yourself towards that creature, making an unarmed strike against it. On a hit, you cause your unarmed strike damage.
Spiked Chain

Starting at 6th level, you improve your combat cross, used to saw through barriers and tame creatures. You cause twice the damage on attacks against non-magical objects made with the combat cross.

In addition, when you hit a beast or monstrosity of Large size or larger with the chain, you can use a bonus action to make that creature succeed on a Wisdom saving throw. On a failed save, you instantly mount that creature (no movement spent), that will behave as a controlled mount for 1 minute, until you fall unconscious, are no longer mounting the creature or until you or one of your allies cause damage to the creature. You can attempt to control a creature using this feature a number of times equal to your proficiency bonus, and regain your uses of it after completing a long rest.

Cyclone Boots

At 10th level, you gain access to a powerful holy relic: the cyclone boots. When you take the Dash action using these boots, if you move at least 10 feet, you can make a jump right after you stop your movement, with a distance equal to the distance you covered by walking. This jump doesn't count against your maximum movement on that turn.

In addition, once per turn when you take the Dash action, if you move at least 10 feet in a straight line and end your movement within 5 feet of a hostile creature, you can force that creature to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, the target is either pushed 10 feet back or knocked prone. This doesn't require an action.

Seraph Shoulders

When you reach the 14th level, whenever you jump, you are able to summon ghostly feathered wings from your shoulders, allowing you gain a flying speed equal to half your movement speed, that last until the end of your current turn.

In addition, when you take the Dash action to fly with these wings, any creature within 10 feet of you must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or are pushed 10 feet to any direction, and take 2d6 bludgeoning damage as they are slapped with the wings.

Dark Gauntlet

At 18th level, you embrace the dangers of the dark forces, as a desperate measure against the powers of darkness, by bonding yourself with the Dark Gauntlet.

Vampire Killer

When you reach the 20th level, you finally complete your combat cross, attaching a stake tip at its pommel, which grants the weapon its reputation of "vampire killer". You can use the stake as a spear you wield in one hand.

When used against fiend and undead creatures, you cause +3d6 damage (which can be done only once per turn), and it can also be used as a stake against vampires.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Brotherhood of Light class, you must meet these prerequisites: 13 Strength, 13 Wisdom.

Proficiencies. When you multiclass into the Brotherhood of Light class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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