Dea (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 00:13, 2 November 2023 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Dea[edit]

Dea are powerful celestial creatures who have the power to heal allies or kill enemies.


Creating a Dea[edit]

Quick Build

You can make a Dea quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Soldier background. Third, choose the Dea race.

Class Features

As a Dea you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons,short swords, rapiers
Tools: None
Saving Throws: Wisdom, Dexterity
Skills: Choose two from the following: Acrobatics, Arcana, History, Religion, Intimidation, and Persuasion

Equipment

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

  • (a) Two Short Swords or (b) a Simple weapon
  • (a) an Explorer's pack or (b) an explorer's pack
  • (a) Two Daggers or (b) a Short Sword
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Dea

Level Proficiency
Bonus
Features
1st +2 Arklight Grace Type
2nd +2 Breath of Bless
3rd +2 Divine Weapon
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Invigorate Arklight Improvement
7th +3 Celestial Type Improvement
8th +3 Ability Score Improvement
9th +4
10th +4 Breath of Bliss Improvement
11th +4 Divine Eyes
12th +4 Ability Score Improvement
13th +5
14th +5 Celestial Type Improvement
15th +5 Arklight Improvement
16th +5 Ability Score Improvement
17th +6
18th +6 Purge
19th +6 Ability Score Improvement
20th +6 Supreme Power Celestial Type Improvement

Arklight[edit]

At 1st level, you create light particles and shoot them at a target in 30 feet of you with a dazzling sphere of light that damages the target, using an action on your turn. This attack does 1d6 radiant damage and it increases by 2d6 at 6th level(3d6) and at 15th level(5d6).

When using Arklight on a fiend you get advantage on attack rolls.

Grace Type[edit]

Choose an Grace type pushing you to follow a core trait from the following listed here: Sunshine, Flash, Ocean, Tornado, and Light. Your Angelic Domain grants you benefits at 1st level, and again at 7th, 14th, and 20th levels.

Breath of Bliss[edit]

Using a action, you gather light in your palm to create some kind of symbol and blow it over 3 creatures of your choose giving them advantage on the next dice roll they do. At 10th level you can give 3+your proficiency bonus creatures advantage. You can use this feature a number times equal to your proficiency bonus.

Divine Weapon[edit]

At 3rd level, you can use your action to make a spear of light that is connected to your arm. This spear does 1d8 Radiant damage to one creature, it can only be used as a melee weapon.

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.

Invigorate[edit]

At 6th level, you can channel your healing power through Arklight healing a creature for 2d6. This attack uses a charge of your healing trait from the Dea race.

Divine Eyes[edit]

At 11th level, you can use a bonus action to give yourself true sight for 1 minute. You can use this feature a number times equal your proficiency bonus.

Purge[edit]

At 18th level, you can make a cylinder of light that deals 6d8 Radiant damage within 30 ft of you. You can use this feature 2 times, to regain this feature you must make a long rest.

Supreme Power[edit]

At 20th level, you gain the ability to use the power of a god for a short time. Using your action you transform into the form of a god, you become 50 feet tall, your movement speeds triple, and you get 10 pairs of wings. While in this form you can use the following features:

•Divine Thunder-Using an action you bring forth a tremendous lightning burst that falls from the sky. The lightning burst has a range of 80 ft and does 10d6 lightning damage in a 20 foot cylinder and paralyzes the creatures that are hit by the burst if they fail a dexterity saving throw.

•Divine Power-If a enemy's magic attacks also you heal your own health a number equal to the enemy's halved damage.

Sunshine[edit]

Killing Saucer

Starting at 1st level, you can use your bonus action to create two daggers of light in your hands that rotate at high speed which you can use to slice your enemies. The daggers do 1d6 Slashing damage, to activate the daggers both of your hands have to be empty.

Divine Sun

At 7th level, you can use your action to create a miniature Sun that can be thrown. The sun does 4d8 Radiant damage and 4d8 Fire damage, the sun can be thrown up to 20 ft away and the sun is 4 ft wide. The sun will explode on impact in a 25 ft sphere.

You can use this feature 2 times, to use this feature again you have to take a long rest.

Arrow of the Sun

At 14th level, using an bonus action you are able to make a bow made of sun that shoots arrows made of sun. The bow has a range 120 ft the arrow does 1d10 fire damage. You also need both of your hands empty to activate this feature.

Strong Fist of the Sun

At 20th level, using an action after concentrating the power of the Sun from within your body into your fist, you perform a punch that shoots a torrent of fire. The fire shoots out 150 ft in a straight sun and does 6d10 Fire damage.

Flash[edit]

Dexterous Fighter

Starting at 1st level, you gain advantage when using a dexterity weapon.

Deadly Speed

At 7th level, you can use your bonus action to shoot multiple small beams of Arklight. Each beam does 1d6 Radiant damage. You can shoot 3 + dexterity modifier, you can only shoot one enemy with these beams. You can use this feature a number of times equal to your proficiency bonus.

Flashing Speed

At 14th level, your walking speed and flying speed go to 40 and in armor and out of armor you get a plus 3 ac bonus.

Divine Speed

At 20th level, you get 4 attack actions, you can teleport to any space within 15 ft of you (5 times per long rest), and when you use a weapon that uses dexterity you can do an extra 4d8 Slashing or Piercing damage.

Ocean[edit]

Liquefied

Starting at 1st level, you can move through a space as narrow as one inch without squeezing, but you cannot stop there. If you would stop there, you instead are pushed to the nearest space that can contain a Large creature. Also your ac is increased by 2

Water Pillar

At 7th level, you can use a action to drop a large cylinder of water on your opponent. The water does 6d4 Slashing damage and can put out fires. You can use this feature a number of times equal to your proficiency bonus

Elemental

At 14th level, you can use the cantrip shape water and you can use the spell control water a number of times equal to 1 + your wisdom modifier.

Endless Whirlpool

At 20th level, you use an action to teleport one person to the elemental plane of water for 1 minute. While in the plane of water there will be an endless amount of dangerous whirlpools.

When a creature enters the whirlpool for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 6d8 bludgeoning damage and is caught in the whirlpool until the spell ends. On a successful save, the creature takes half damage.

The first time each turn that an object enters the vortex, the object takes 6d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

Tornado[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Light[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->


0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: