Divinities (Duality&Dice 5e Homebrew)
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A part of the Duality&Dice Homebrew, more impactful than a normal subclass which grants unique abilities for each level.
Divinities List[edit]
Mountain Shaper: Earth Blessed[edit]
Storm Chaser: Storm Blessed[edit]
1st Level[edit]
You've felt good during the rainstorms, neat. You are now blessed by the Storms. You gain the following ability.
Storm Veins[edit]
- You gain a +10ft movement speed.
- You have resistance to Lightning damage.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Lightning.
2nd Level[edit]
Electricity flows through all. So shall the storms. You gain the following ability.
Electric Palm[edit]
- When making an attack, you can expend 4 Zenire to swap the attack to an Electric Palm. On a successful hit, the creature will take 8d8 Lightning damage and will be Stunned until the start of it's next turn.
3rd Level[edit]
The storms call forth for you. Use them wisely. You gain the following ability.
Lightning Strike[edit]
- As an action for 12 Zenire, you can call the wrath of the storms on a 20ft radius 120ft height cylinder. All creatures within the area must succeed a Dexterity Saving throw or take 48d12 Lightning damage or half as much on a success. If a creature fails the save they must make a Constitution Saving Throw or take 12d6 Thunder damage and be Paralysed until the start of your next turn.
4th Level[edit]
To be fast as lightning is no easy feat. You gain the following ability.
Flash Step[edit]
- As a bonus action for 3 Zenire, you can teleport to a location within 15ft of you. Afterwards you gain a 25ft movement speed buff for 2 rounds.
- As an action for 1 Zenire, you can place a Raijin marker. You can use Flash Step to teleport to a Raijin marker up to 500ft away.
5th Level[edit]
Electricity flows throughout all life. Use that. You gain the following ability.
Chain Lightning[edit]
- When dealing Lightning damage to a creature, the damage can chain off onto another creature within 10ft of the original target. The chained lightning will deal half damage to each chain impact target. The lightning can chain an infinite amount of times as long as there is a creature within reach.
6th Level[edit]
Static electricity can be quite dangerous. You gain the following ability.
Static Shock[edit]
- When attacking a creature that hasn't moved this round, you gain advantage and deal and additional 5d8 Lightning damage.
7th Level[edit]
Who would've thought magnets would help with storms. You gain the following ability.
Electromagnetism[edit]
- As a bonus action for 8 Zenire, you can create a Positive or Negative pole on any creature within 60ft of you. Creatures with opposite poles will be pulled together if they are within 15ft of each other and creatures with the same poles cannot move closer than 10ft to each other. Poles last for 1 minute.
8th Level[edit]
The storms rage, yet you seem to quell them. You gain the following ability.
Lightning Rod[edit]
- When a creature within 15ft of you receives Lightning damage, you can use your reaction to redirect it to yourself. Charging you up and granting you 2 stacks of the Radiant buff.
- You gain immunity to Lightning damage and resistance to Thunder damage.
- You gain an additional reaction each turn.
9th Level[edit]
Lightning fast, it's not that hard. You gain the following ability.
Swift as Lightning[edit]
- Your movement speed increases by 50ft.
- You can dash as a bonus action.
- Once per turn you can increase your movement speed by 50%.
10th Level[edit]
The storm's rage now fills your being, and grants its Divine Domain. You gain the following ability.
With Lightning's Wrath Comes Thunder's Might[edit]
- As an action for 50 Zenire, you can teleport yourself and a creature within 30ft of you to the storms. Any attack that deals Lightning damage is guaranteed to hit within the Divine Domain. All Lightning damage is maximized within the Divine Domain. Whenever Lightning damage is done within the Divine Domain, Thunder damage equal to 50% (rounded up) of the Lightning damage dealt will additionally be inflicted. After the target creature exits your Divine Domain, they are Deafened for 1 minute. The Divine Domain lasts for 1 minute or if you dispel it as a free action.
Heartfelt Lover: Love Blessed[edit]
1st Level[edit]
It's strange really, lover not a fighter has been taken to new heights being blessed by Love. You gain the following ability.
Caring Soul[edit]
- You have advantage to all Charisma checks.
- You are immune to being Charmed.
- You do not stop the Charmed condition by attacking the creature.
2nd Level[edit]
Where love stands, healing and joy is sure to come. You gain the following ability.
Loving Words[edit]
- You gain a +1 to Charisma
- As a bonus action for 4 Zenire, you can make a Persuasion check on a creature within 15ft of you, telling them loving words. That creature will heal an amount equal to the number rolled.
- As an action you can attempt to Charm a creature within 30ft of you. The creature must make a Wisdom saving throw or be Charmed for 1 minute.
3rd Level[edit]
Love can be used to get your way, but don't let that corrupt you. You gain the following ability.
Untamed Affection[edit]
- You gain a +1 to Charisma
- You have complete control over any creature you have Charmed.
- Creatures remain Charmed by you 50% (rounded up) longer. For example a creature Charmed for 10 rounds would instead be Charmed for 15 rounds.
4th Level[edit]
Your love is true, your allies feel this effect. You gain the following ability.
Unconditional Love[edit]
- You gain a 30ft aura in which you can spend 4 Zenire as an action to heal all allies (not including yourself) within the radius by your Persuasion modifier.
- When healing allies, you can expend 6 Zenire to grant the Radiant Buff to all allies healed.
5th Level[edit]
Just loving people alone won't be enough, you have to fight for your love. You gain the following ability.
Lover and a Fighter[edit]
- You have advantage on attack rolls against creatures you have Charmed.
- When a creature hits you, they must make a Wisdom Saving throw or be Charmed by you.
- You can add your Persuasion modifier to the damage of your attacks.
6th Level[edit]
To love another, one must love oneself first. You gain the following ability.
Self Love[edit]
- When healing another creature, you can heal yourself half as much of the hitpoints healed.
- When you are healed, you gain an additional bonus action. This effect can only be triggered once per round.
7th Level[edit]
Loving too much is called obsession. Maybe love can be used as a weapon. You gain the following ability.
Cupid’s Arrow[edit]
- As an action for 6 Zenire, you can make a ranged Zenire attack on a creature up to 100ft away from you. On a hit, the creature will take 15d6 Piercing damage and will be charmed.
8th Level[edit]
The healing power of love shall overcome all odds. You gain the following ability.
I’m Right By Your Side[edit]
- You gain a 30ft aura, you can select any number of creatures within the aura to gain the Blossoming Bud Buff. Additionally, all of the selected creatures can choose to reduce damage by 50%(rounded up) once per round.
- As a reaction for 21 Zenire, you can grant all selected creatures in the radius to gain the Unkillable Buff and remove one Debuff.
9th Level[edit]
Love is mutual, it affects both parties. You gain the following ability.
Bonded Love[edit]
- When an ally within 60ft of you gets a Buff, you receive the same Buff.
- When an ally within 100ft of you is healed, you are healed the same amount.
- As an action for 10 Zenire, you can bond to a specific creature. Both you can the target will be healed 10d8 hit points at the start of your turn.
10th Level[edit]
The aspect of love itself. That is why the Divine Domain exists. That is why it has chosen you. You gain the following ability.
A Mother's Arms[edit]
- As a full round action for 50 Zenire, you can embrace any number of creatures within 100ft of you with Motherly Love(except yourself). All chosen creatures will continuously be healed 24d12+Persuasion Modifier hit points and gain the Unkillable Buff at the start of their respective turns. At the start of every turn, you must use your Full Turn to maintain the domain, otherwise it will end. The domain can last up to 5 minutes or until you stop the continuation. You do not gain the benefits of Self Love or Bonded Love through this Divine Domain.
Optional 10th Level: Alternate Domain[edit]
Prerequisites: Chaotic Alignment
Your love, it's different than others. How can you just love? How does love affect life? Why won't you love me? You gain the following ability.
Deranged Obsession[edit]
- As an action for 50 Zenire, you can fall in love with a creature within 60ft of you. All creatures within 100ft of you are Frightened until the domain ends. Every round, the target must succeed a Wisdom Saving throw or be Charmed by you. Each round you will take 6d4 Piercing damage and will be inflicted with the Bleeding Debuff. If the target is Charmed, they will take Emotional damage equal to 300x the amount of damage you take. During the domain, both you and the target are incapacitated. The domain ends when either you or the target dies.
11th Level[edit]
Love can be devastating as a weapon, but is this truly love? You gain the following ability.
Kiss of Death[edit]
- As an action for 26 Zenire, you can make a Zenire melee attack against a creature within 5ft of you. On a hit, the target will take 75d10 Emotional damage and will be Charmed. You will heal half of the damage dealt in this way and restore 15 Zenire on a successful hit.
12th Level[edit]
Denial of affection can overwhelm one's spirit. You gain the following ability.
Heart of Ice[edit]
- As a bonus action for 32 Zenire, you can remove the Charmed condition from a creature you've charmed and inflict them with the Dissociation Debuff. The creature will additionally take 20d10 Emotional damage and 30d12 Cold damage. The Cold damage ignores one Resistance tier. (Immunity>Resistance>Neutral>Vulnerable)
Celestial Daydream: Moon Blessed[edit]
1st Level[edit]
Nighttime is serene, it feels at home, the chill of the Night blesses you. You gain the following ability.
Lunar Light[edit]
- You gain resistance to Radiant damage.
- You only need 4 hours of rest to complete a long rest.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage to Radiant
2nd Level[edit]
The faint moonglow. So subtle. Yet, so powerful. You gain the following ability.
Moonlit Orb[edit]
- As an action, you can create a small orb in your hand which provides dim light in a 10ft radius. You can throw this orb as a bonus action making a ranged Zenire attack roll. On a hit, it will deal 10d4 Radiant damage.
3rd Level[edit]
The crescent moon strikes when least expected. You gain the following ability.
Crescent Moon Cross Slash[edit]
- When taking the attack action with a weapon that deals Slashing damage, you can expend 11 Zenire to substitute an attack for a Moon Slash. The slash is 15ft wide and will travel 60ft. All creatures within range must succeed a Dexterity Saving Throw or take the damage of the weapon and the damage of the weapon as Radiant damage. This can be done up to twice per attack action.
- When this is used twice in an attack action, the slashes combine into one. The travel distance doubles and creatures have disadvantage on the save. It will also ignore Saving Throw Efficiency and the damage is combined and increased by 20%.
4th Level[edit]
The moon shines brightest when least expected. You gain the following ability.
Shining Soul[edit]
- As a bonus action for 6 Zenire, you can enter the Shining Soul Stance. You will shine Bright Light in a 10ft radius and Dim Light for another 20ft. All enemies within the Bright Light will take 6d4 Radiant damage at the start of their turns and all enemies within the Dim Light will take 2d4 Radiant damage at the start of their turns. All allies have a +5 to hit enemies within the Bright Light and a +1 to hit enemies within the Dim light.
5th Level[edit]
The bright shimmers of night. You gain the following ability.
Moon Beam[edit]
- As an action for 16 Zenire, you can fire a beam of moonlight in a 200ftx5ft line. All creatures within the line must succeed a Constitution Saving Throw or take 28d10 Radiant damage and 3d10 Force damage. Half damage is taken on a success.
10th Level[edit]
The Divine Domain of the moon, take you out of this world. You gain the following ability.
Cycle of the Moon[edit]
Masterful Hacker: Technology Blessed[edit]
1st Level[edit]
Boomers say technology is hard, watch what you can do with your blessings of Technology. You gain the following ability.
Tech Savvy[edit]
- You gain a +2 to your Zenire Ability Score.
- You have advantage in all skill checks involving modern technology.
- You can Google how to do something, giving a +5 in the skill check. You can do this an amount of times equal to your Zenire modifier
2nd Level[edit]
Technology is quite simple. Time to prove yourself right. You gain the following ability.
Hack[edit]
- As a bonus action for 1 Zenire, you can hack into a piece of technology within 30ft of you, granting you low tier access. A Firewall or VPN will block your hack.
3rd Level[edit]
The process of technology allows for amazing enhancements. You gain the following ability.
Biohack[edit]
- As a bonus action for 14 Zenire, you can hack the biometrics of a creature within Hack range and choose one of the following effects. BioBoost: The creature gains the Deadeye and Divine Arrow Buffs. BioFreeze: The creature is inflicted with the Imprisoned, Staggered, and Dissociation Debuffs.
- The range of your hack increases to 60ft and you can now use it as a free action.
4th Level[edit]
Technology is everywhere, you just have to know how to use it. You gain the following ability.
Matrix Vision[edit]
- You can see all technology within a 120ft range.
- You can now bypass Firewalls when Hacking.
- You can now hack two pieces of technology with one use of Hack.
5th Level[edit]
Sometimes the simplest solutions are the best. You gain the following ability.
Yo Fone 'Linging[edit]
- You gain the Phone Call Auxiliary. This does not count as your chosen auxiliary and you cannot switch it out.
6th Level[edit]
It's amazing how people can be so dumb at technology. You gain the following ability.
Internet Humiliation[edit]
- As a bonus action for 12 Zenire, you can hack into a creatures mind and steal embarrassing memories. You will have access to their darkest secrets and they will be inflicted by the Ratio Debuff.
7th Level[edit]
Tech isn't all hacking, creations come easily. You gain the following ability.
Intel Cage[edit]
- As a bonus action for 5 Zenire, you can create an Intel Cage. You can have up to your Intelligence modifier amount of Intel Cages at a time.
- As an action you can throw an Intel Cage up to 30ft. Where it lands it will create a 10ft radius cylinder that reaches up and down 15ft. All creatures in the radius will be revealed to you and you will have advantage and a +20 to hit them. Additionally, the cylinder creates a digital wall that blocks vision except for yours.
8th Level[edit]
Hacking into the neurons in someone’s brain? Now that’s more like it. You gain the following ability.
Short Circuiting[edit]
- As an action for 13 Zenire, you can target a creature within the range of Hack. This creature must make an Intelligence saving throw at disadvantage or take 10d12 Psychic damage and be Paralyzed for 1 minute. On a success, half damage is taken and they are Stunned until the start of their next turn.
9th Level[edit]
There was once a really good movie about tech. You gain the following ability.
Like Neo[edit]
- As a bonus action for 40 Zenire, you can enter the Matrix Dodge state until the start of your next turn. In this state you will dodge every attack and succeed every saving throw while taking no damage from any source.
10th Level[edit]
With heavy inspiration from the Matrix, you gained access to a Divine Domain. You gain the following ability
Entering the Matrixial Algorithm[edit]
- As an action for 50 Zenire, you can drag a creature within 15ft of you to the depths of Cyberspace. Within this domain you can set a specific rule. (Ex. You take 5d8 damage for every word you speak.) The DM can decide whether the rule is fair or not. When a rule is decided, you and the target remain in the domain for 1 minute or until you leave the domain.
11th Level[edit]
Brains, tech, what's the difference. You gain the following ability.
Cyber Enhancements[edit]
- As a bonus action for 14 Zenire, you can touch and enhance a single creature for 1 hour. The enhance creature gets +25ft movement speed, +4 AC, +6 to all saving throws, resistance to all damage except lightning, psychic, and emotional, and +5 damage tier on all attacks. The benefits end early if the creature fails a death saving throw.
12th Level[edit]
A few gadgets never hurt nobody. You gain the following ability.
Gadgeteer[edit]
- As a bonus action for 20 Zenire, you can summon a Drone which has an AC equal to your Zenire Ability Modifier and hit points equal to your Current Zenire. The Drone has a flying speed of 50ft and you can use it to use any Divinity abilities from it's location. If it is destroyed it will let out a Shockwave EMP dealing 10d8 Lightning damage to all creatures within 30ft of it and disabling the use of Zenire for 2 rounds.
- You can now purchase Gadgets as long as your Drone is within 20ft of you.
- You can now switch your Auxiliary as a free action for 4 Zenire.
Blitzing Blades: Dueling Blessed[edit]
1st Level[edit]
Everyone says be careful with a blade. Why? It's not like you're killing them, although you were blessed with Dueling. You gain the following ability.
Sword Prodigy[edit]
- You gain a +4 to hit and a +2 to damage when wielding a melee weapon that deals Slashing or Piercing damage.
- You gain proficiency in Sleight of Hand.
- You gain the Unarmored Movement feature early and count as one level higher when calculating speed. When reaching 26th level the Unarmored Movement feature will double.
2nd Level[edit]
The art of a sword, it's just beautiful. You gain the following ability
Clean Cuts[edit]
- When dealing Slashing damage, you can inflict the Bleeding Debuff.
- When dealing Piercing damage, you can deal an additional 5d6 damage.
3rd Level[edit]
In a duel, the only constant is that you can be killed at any moment. Prepare. You gain the following ability.
Combatant's Instinct[edit]
- While in combat, your AC increases by 3.
- You gain a bonus to Strength, Dexterity, and Constitution saving throws equal to twice your proficiency bonus when wielding a weapon that does Slashing or Piercing damage.
4th Level[edit]
Honing the blade requires immense speed, you've mastered both. You gain the following ability.
Swift as my Sword[edit]
- Your movement speed increases by 30ft.
- You gain a bonus +4 to damage for every 15ft you've moved before making an attack. The damage buffs resets after making an attack.
5th Level[edit]
Japanese swordplay is inspirational in it's clean techniques. You gain the following ability.
Iaido[edit]
- As an action for 5 Zenire, you can focus you soul and eviscerate a 10x10ft area up to 30ft away from you. All creatures within the radius must succeed a Constitution saving throw or take the damage of your weapon an amount of times equal to how many times you can make an attack through the attack action or extra attack. Half damage is taken on a success. 1/4th of the damage from this feature bypasses Zenire Pressure.
6th Level[edit]
In battle, speed is what is required to win, that and technique. You gain the following ability.
Sword and Shadow[edit]
- You gain a +1 to hit for every 50ft you've moved in the current round.
- You gain a bonus to movement speed equal to half of your Dexterity Score(rounded up) times 5.
- When being attacked, you can use a reaction to reduce the attack roll by your Dexterity Modifier. If this causes the attack to miss, you gain a +2 to AC until the start of your next turn.
- You gain a bonus to your Initiative equal to your Level and your Proficiency Bonus.
7th Level[edit]
Speed, more speed, you feel like you can almost reach it. You gain the following ability.
Scattered Flash Slash[edit]
- As a bonus action for 10 Zenire, you can swiftly dash 30ft in a straight line moving through objects and creatures, not provoking opportunity attacks. All creatures you pass through must make a Dexterity Saving Throw or take 35d10 Slashing damage and be inflicted with 5 stacks of the Bleeding Debuff or half as much on a success and no Debuff.
8th Level[edit]
With sword comes shadow. You gain the following ability.
Speed of Sound[edit]
- Your movement speed triples.
- After moving more than 700ft in a round, you have advantage to all attacks and all attacks against you have disadvantage.
- You can take the Dash action as free action. You can only use this dash once per turn. You can use this feature a number of times equal to half of your Dexterity modifier per long rest.
- You gain Saving Throw Efficiency in Dexterity Saving Throws.
9th Level[edit]
It’s not much of a duel if they can’t hit you. Oh well. You gain the following ability.
No Rules In A Fight[edit]
- As a bonus action for 39 Zenire, you can challenge a creature within 50ft of you to a duel. For 1 minute, you will have triple advantage against the target, you gain the Ensured Victory Buff, and all of your damage will be increased by 14 tiers. The target creature will be inflicted with the Ratio debuff by you.
10th Level[edit]
Your bladework has been recognized, you have been given access to the Divine Domain. You gain the following ability.
Within One's Blade and One's Spirit[edit]
- As a bonus action for 50 Zenire, you can shatter your blade. Selecting one creature within 30ft of you to be dragged into the spirit of the blade with you. Within this domain, you are granted Muramasa and your speed is exponentially increasing at a rate of 1000% each round, while the targeted creature's speed is halved or reduced by 20ft each round whichever has more impact. When the targeted creature's speed reaches 0, it's AC and Saving throws will start decreasing by 5 each round and it will be inflicted with the Imprisoned Debuff. When your speed bypasses 680,000,000ft, the next attack you successfully land will instantly kill granted the opponent is inflicted with the Imprisoned Debuff. This domain lasts for 1 minute, when either you or the creature is killed, or when you leave the domain. Your blade reforges after the domain ends.
11th Level[edit]
When your bladework is this refined, you can cut through anything. You gain the following ability.
Dimensional Slashes[edit]
- You gain a +10 to hit when using weapons that deal Slashing and Piercing damage.
- When landing a hit with a weapon that deals Slashing and Piercing damage, you can add 10d8 Force damage to the total damage.
- On a critical hit with Slashing, Piercing, or Force damage, you can tear through the space in a creature’s body dealing 100d12 Force damage after the critical hit calculations.
- Your critical hit requirement is reduced by 1 stage. (20>19>18>17>...)
12th Level[edit]
Just because your fast, doesn't mean you don't need range. You gain the following ability.
Blue[edit]
- You gain a state where your pupils and outline glow blue. While this state is active your attacks can reach 30ft past your attack range hitting all targets in the area. The extra ranged slashes do Force damage.
- Additionally in this state, the benefits of Unarmored Movement doubles.
Snow Dancer: Winter Blessed[edit]
1st Level[edit]
Winter was always the best season, snowman, snow days. Now you find yourself blessed by Winter, how lucky. You gain the following ability.
What's Cold?[edit]
- You have resistance to Cold damage.
- You have immunity to the Frozen and Dissociation Debuffs.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Cold.
2nd Level[edit]
A frosty aura surrounds you, and ice envelops your skin. You gain the following ability.
Icy Aura[edit]
- You gain a 10ft aura around you which constantly deals 3d4 Cold damage to all creatures in the radius. You can choose any number of creatures not to be affected by this.
- As a reaction to being hit with a melee attack for 3 Zenire, you can envelop your skin with frost, reducing the damage by double your level.
3rd Level[edit]
Ice can be used as a quick weapon. You gain the following ability.
Snowflake Shuriken[edit]
- When taking the attack action, you can expend 1 Zenire to swap the attack for a Snowflake Shuriken. Turning into a ranged Zenire attack roll with 300ft range. Dealing 5d4 Slashing and 3d4 Cold damage on a hit.
4th Level[edit]
Winter is not all cold and death. There's festivities to be had. You gain the following ability.
Festive Spirit[edit]
- As a bonus action for 9 Zenire, you can select any number of creatures in your Icy Aura to gain the Radiant and Blossoming Bud buffs.
10th Level[edit]
The winter fills your soul, you gain access to the Divine Domain. You gain the following ability.
Whereas Winter Wanes[edit]
Blazing Parade: Summer Blessed[edit]
1st Level[edit]
Summer cheer, a long break, fun with friends. Blessed by the Summer itself it truly wonderful. You gain the following ability.
Bliss of the Sun[edit]
- You gain a +2 to your Zenire Modifier.
- Whenever you receive healing, you can output half as much to all allies within a 15ft radius.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Fire.
2nd Level[edit]
The festival has arrived. You gain the following ability.
Here Comes Summer Fun[edit]
- As a bonus action for 5 Zenire, you gain grant any number of creatures within 10ft of you the Radiant Buff.
3rd Level[edit]
Let the festival begin. You gain the following ability.
Fireworks Show[edit]
- As an action for 12 Zenire, you can cause a multitude of fireworks to explode in a 50ft radius of you. All enemies in the radius must succeed a Constitution Saving Throw or take 24d8 Fire damage and be Blinded for 2 rounds. Half damage is taken on a success and they will only be Blinded for 1 round. All allies in the radius will gain 3 stacks of the Radiant Buff.
4th Level[edit]
Beach Day. Hell Yeah! You gain the following ability.
Hot Sand and Cold Waves[edit]
- You gain a 50ft aura around you. Enemies within this aura will take an additional 3d4 Fire damage every time they are hit. Allies will heal an additional 1d4 hit points when being healed within the aura.
- Allies within your aura can reduce Fire and Cold damage taken by their level once per turn while within your aura.
5th Level[edit]
Barbecue! Barbecue! You gain the following ability.
Summer Cookout[edit]
- You gain the Portable Stove Gadget for free.
- When healing allies, they additionally gain the Radiant Buff.
- You can use the healing feature of the Portable Stove as an action.
6th Level[edit]
A beautiful sky is achieved in two different ways. You gain the following ability.
Skies Shine Bright[edit]
- As an action for an amount of Zenire up to your Zenire Ability Modifier, you can launch a number of fireworks equal to the Zenire spent. These fireworks can fly up to 100ft as a Ranged Zenire Attack and explode on impact, dealing 2d8 Bludgeoning damage on impact and 10d10 Fire damage to all creatures within 15ft of the target that fail a Dexterity Saving Throw. Half damage is taken on a success. Creatures that take any amount of Fire damage from this attack are inflicted with the Blaze Debuff.
- When dealing Fire damage, you can spend 8 Zenire to grant all allies within 30ft of you (including yourself) the Radiant Buff.
7th Level[edit]
What's there to be sad about? It's time for fun. You gain the following ability.
There's No Time To Be Sad[edit]
- As a bonus action for 25 Zenire, you can remove a single Debuff from any amount of creatures within 15ft of you. On stackable Debuffs it will cleanse the entirety of the Debuff.
- Every time you clear a Debuff, you gain a stack of Joy. You can hold up to 10 stacks of Joy at a time. As a free action for 14 Zenire, you can consume all stacks of Joy and grant allies stacks of the Radiant buff equal to the Joy consumed. Joy is reset at the end of a long rest.
8th Level[edit]
Summer doesn't last forever. Make the most of it. You gain the following ability.
Bundle of Joy[edit]
- You gain a stack of Joy when granting allies the Radiant Buff. You can only gain one stack of Joy per ability usage in granting the Radiant Buff.
- You can now have a maximum of 50 stacks of Joy at a time, however only 10 can be consumed at a time.
- As a bonus action for 10 Zenire, you can spend stacks of Joy up to your proficiency bonus to heal an amount of allies equal to the stacks spent by 12d8 hit points.
9th Level[edit]
In summer, the days last longer. That means more fun. You gain the following ability.
By The Sunset[edit]
- You gain resistance to Fire damage.
- When dealing Fire damage, if the damage from one instance of Fire damage exceeds 1/2 of the creatures maximum hit points (1/4th if they have vulnerability, 3/4ths if they have resistance) they must succeed a Constitution Saving Throw or gain 2 stacks of Exhaustion.
- When attacking a creature inflicted with the Blaze Debuff, the creature takes the damage from Blaze. This can affect a creature once per turn.
10th Level[edit]
Summer cheer and festivals surround your very being, a Divine Domain unveils. You gain the following ability.
The Biggest Festival[edit]
- As an action for 50 Zenire, you can create a 100ft radius festival around you. For every ally creature inside the festival (including yourself), the Divine Domain lasts for 2 rounds. At the start of an ally creature's turn, they heal 5d8 hit points and gain a stack of the Radiant Buff. At the start of your turns, you gain a stack of Joy for every ally above 0 hit points. For every ally below 1 hit point, you lose a stack of Joy. When reaching the maximum amount of Joy, all enemies gain the maximum amount of Blaze damage they can take and your Joy stacks reset. The Divine Domain ends early if no ally creatures (not including you) are above 0 hit points.
11th Level[edit]
It's high time to enjoy yourself, don't you think? You gain the following ability.
We're All Friends[edit]
- For every ally within your Hot Sand And Cold Waves, you gain a +1 to your AC.
- All allies within Hot Sand And Cold Waves receives a bonus to saving throws equal to your proficiency bonus.
- Hot Sand And Cold Waves' additional damage and healing is boosted by 10x in a radius of 10ft around you.
Solar Sovereignty: Sun Blessed[edit]
1st Level[edit]
Blessed by the God of the Sun, you hold more potential than most of the others. You gain the following ability.
High Power[edit]
- Your Zenire total increases by 10%(rounded up).
- You gain resistance to Fire damage.
- You gain a +1 to any stat of your choice.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Radiant or Fire. Additionally, with Zenire Divinity Culmination, every time you deal Fire and Radiant damage you will heal 2d4 hit points.
2nd Level[edit]
Basking in the beauty of the Sun, your powers have furthered and you have found a way to harness some of the power. You gain the following ability.
Light Blaze[edit]
- While it is daytime, you can add 6d6 Fire damage to your melee attacks.
- As an action for 2 Zenire, you can launch a small mote of fire at a creature up to 50ft away. On a successful hit the creature will take 10d4 Fire damage.
3rd Level[edit]
The Sun feels way too good, like you can absorb it's energy just by being in it's presence. You gain the following ability.
Synthesis[edit]
- While in direct sunlight, you heal 2d8 hit points each round.
4th Level[edit]
The Sun creates light, why can't you. You gain the following ability.
Flaring Soul[edit]
- As a bonus action for 3 Zenire, you can create a blinding light in a 15ft radius around yourself, all creatures within the radius must make a Constitution Saving throw or take 5d6 Radiant damage and be Blinded until the start of your next turn. Creatures will take half damage on a success and be Staggered.
5th Level[edit]
The Sun blesses you, and it's power you do not resist. You gain the following ability.
Sun Soul[edit]
- Your hit points increases by an amount equal to double your level.
- When dealing Fire or Radiant damage, you can inflict the Blaze debuff on an enemy.
- When taking Fire or Radiant damage, you and expend Zenire to reduce the damage by 10 times the Zenire expended, you will also heal that amount.
- You gain resistance to Radiant damage.
6th Level[edit]
You have a radiating aura, just as the Sun does. You gain the following ability.
Sunlight Surrounds The Sanctified[edit]
- You gain a 30ft aura that inflicts 5d4 Fire and 2d4 Radiant damage to all creatures within the radius. You can choose any number of creatures to not be affected by this aura.
- You gain a 10ft aura that inflicts 15d6 Fire and 7d6 Radiant damage to all creatures within the radius. You can choose any number of creatures to not be affected by this aura. Creatures within this radius of your choice will be granted resistance to Cold damage.
- You gain a 5ft aura that grants immunity to Cold damage to all creatures of your choice.
7th Level[edit]
The symbol of the Phoenix, the sun. You gain the following ability.
Phoenix’s Ascent[edit]
- When landing an attack, you can expend 5 Zenire to suspend both of you and the targeted creature 20ft in the air and deal an additional 5d10 Fire and 3d10 Radiant damage. While in the air, you gain advantage to attacking the suspended creature and the suspended creature has disadvantage to all attack rolls and its movement is reduced to 0. The mid air suspension lasts until the end of their next turn or until either you or the target is reduced to 0 hit points. You will take no falling damage from landing after the suspension.
- You gain immunity to Fire damage.
8th Level[edit]
The sun’s overwhelming presence has inspired you. You gain the following ability.
The Stars Shine Bright[edit]
- You gain the Zenire Pressure Divine Feat if you don’t have it already.
- While Zenire Pressure is active, you deal an additional 15d4 Fire and 5d4 Radiant damage from the Zenire Overpressured damage.
- You gain 50% more damage negation through Zenire Pressure.
9th Level[edit]
The sun is so hot it emits plasma. Wait, plasma? You gain the following ability.
Radiating Rays of the Sun[edit]
- As an action for 80 Zenire, you can blast blazing plasma of the sun in a 300x15ft line. All creatures in the range of the ray must make a Constitution Saving throw at disadvantage or take 200d6 Fire and 200d10 Radiant damage and be Blinded for 1 minute. Half damage is taken on a success with no other effects.
10th Level[edit]
The radiating sun has opened it's Divine Domain for you. You gain the following ability.
Devastation of the Rising Sun[edit]
- As an action for 50 Zenire, you can point to the sky causing a single creature within 100ft of you to look up at the sun. The creature must make an Intelligence saving throw. On a failure they are sent into your Divine Domain. On a success they burn their eyes dealing 8d8 Fire and 10d12 Radiant damage. Any creature within Sunlight Surrounds the Sancitified aura automatically fails the save. While in the Divine Domain, a creature will take massive damage at the start of their turns unless they succeed a Constitution Saving throw at disadvantage. On the first turn they will take 50d8 Fire and 50d10 Radiant and be inflicted with the maximum damage of the Blaze Debuff or half as much on a success and no Blaze. On the next turn you are granted 3 stacks of the Radiant Buff and the target will take 75d10 Fire and 75d12 Radiant damage and be Blinded until the end of their next turn. On a success, half damage is taken and they are Blinded until the start of their next turn. On the final turn of the domain, the opponent is inflicted with the DoT Vulnerability and Staggered Debuffs as well as are Blinded for one minute while you are granted the Celestial Arrow Buff. On a failed save the creature will take 100d12 Fire and 200d6 Radiant damage. On a success, half damage is taken. The domain ends after the 3 turns. The damage within the domain ignores resistances and immunities.
11th Level[edit]
The sun is almost eternal. You gain the following ability.
Phoenix’s Vigor[edit]
- You heal 9d6 hit points per round unless you are downed.
- You heal hit points equal to Blaze damage you deal to creatures within 60ft of you unless you are downed.
- When you apply the Blaze Debuff on a creature, it lasts twice as long.
- When you succeed 3 death saves, you can expend 20 Zenire to resurrect with half of your maximum hit points.
12th Level[edit]
Hey, I've seen this one before. You gain the following ability.
Piercing Blaze[edit]
- As an action for 65 Zenire, you imbue flames into your hands and shape it into an arrow. Making a Ranged Zenire Attack up to 100ft away, the arrow explodes on contact in a 70ft radius. All creatures within that radius must succeed a Constitution Saving Throw or take 150d10 Fire and 125d12 Radiant damage and be inflicted with 5 stacks of the Blaze Debuff. Half damage and no Debuff is taken on a success. If you successfully hit the target, that creature automatically fails the save.
13th Level[edit]
The Land of the Rising Sun is a massive protection. You gain the following ability.
The Samurai of the Sun[edit]
- As a bonus action for 50 Zenire, you can surround yourself in a spectral armor made by solar flares for 2 rounds. You will shine bright light in a 30ft radius around you and dim light in another 50ft. All creatures within the dim light will be inflicted with the Blaze Debuff for every action they make (movement included) in the light. All creatures within the bright light will be Blinded and inflicted with 4 stacks of the Blaze Debuff per action (movement included) within the light.
- While the spectral armor is active, you gain a +11 to AC, +15ft range, 500 Temporary hit points, and you automatically succeed all Dexterity Saving Throws. The temporary hit points regenerate 100 hit points at the start of each of your turns. When attacking a creature inflicted with the Blaze Debuff, you inflict the DoT Vulnerability Debuff and your damage increases by 10 tiers.
Mystic Mirage: Illusion Blessed[edit]
1st Level[edit]
The art of misdirection is used by magicians for their tricks. Blessed by Illusions, the art came naturally. You gain the following ability.
Master of Misdirection[edit]
- You gain proficiency in Deception and Sleight of Hand.
- You have advantage to Stealth, Deception, and Sleight of Hand checks.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Psychic.
2nd Level[edit]
Illusions are a means to alter reality without destroying it altogether. You gain the following ability.
Simple Illusions[edit]
- As an action for 2 Zenire, you can create an illusion in a 5ft cube within 30ft of you. This illusion lasts for 1 minute and cannot include sound or temperature changes. You can freely dispel your illusions.
3rd Level[edit]
A facade can do more than just trickery. You gain the following ability.
Hint of Deceit[edit]
- As a bonus action for 1 Zenire, you can Frighten a creature within 60ft of you for 1 minute. This creature will be frightened as if every creature it can see had inflicted the condition on it.
4th Level[edit]
Illusions can do so much more than just trick the eyes. You gain the following ability.
Illusion Density[edit]
- Your Simple Illusions can now be made in a 15ft cube within 60ft of you and lasts for 10 minutes. When a creature passes through your illusions, they gain 1 stack of Exhaustion. For every 3 rounds they remain in your illusion they gain another stack of Exhaustion.
5th Level[edit]
It's a bit more difficult, but your illusions have improved heavily. You gain the following ability.
Improved Illusions[edit]
- Your Simple Illusions can now be made in a 30ft cube within 100ft of you and lasts for 1 hour. Additionally you can add sound and temperature changes to your illusions.
- If your illusion contains dangerous items, you can expend additional Zenire up to your Zenire Modifier to apply Xd10 damage from your illusions based on the perceived effects with X being 4 times the Zenire spent.
6th Level[edit]
Smaller illusions can be just as dangerous as the larger ones. You gain the following ability.
Mind Games[edit]
- As a bonus action for 5 Zenire, you can cause any number of creatures inside of your illusions to make an Intelligence saving throw or take 14d6 Psychic damage. Half damage is taken on a success.
7th Level[edit]
It's not just to hinder the enemies. You gain the following ability.
Shadow Buffing[edit]
- As a bonus action for 3 Zenire, you can Shadow Buff an ally within 30ft of you. They will get advantage to all attack rolls and a 5 damage tier increase for 1 minute.
8th Level[edit]
The subtle changes in reality, that is what illusions truly are. You gain the following ability.
Untouchable Army[edit]
- As an action for 25 Zenire, you can summon 10 Illusory Warriors within a 60ft range of you. These creatures last for up to 10 minutes or until you dispel them freely.
9th Level[edit]
Mystic arts can alter aspects of the real world. You gain the following ability.
Ghastly Tricks[edit]
- You gain the Phantom Dodge Auxiliary. This does not count as your chosen Auxiliary and you cannot swap it out.
- Attacking or using Zenire abilities does not break your Invisibility.
- After stepping into one of your illusions, you can expend 3 Zenire to turn Invisible for 1 minute.
- While you are invisible, you have resistance to all damage.
10th Level[edit]
Illusory arts fill reality, you have the power to alter perspective with this Divine Domain. You gain the following ability.
Whispers of Reality[edit]
- As an action for 50 Zenire, you can encase a 200ft radius of you in a transparent mist. You can freely manipulate the terrain within the radius as if it were an illusion. All creatures within the mist will be Frightened by you. You can select any number of creatures not to be Frightened. All dangerous objects or imagery you call forth will deal half of its actual damage. Creatures within the radius will return to the center next to you if they attempt to leave the radius. The domain lasts for 5 minutes, when a creature within the radius dies, when a creature in the radius takes more than 200,000 damage, or if you freely end the domain.
11th Level[edit]
What is fake and what is real? You gain the following ability.
Reality Warping[edit]
- When creating illusions, you can select any number of creatures which can sense the illusion. These creatures must succeed a Perception check against your Zenire Save DC or they will believe the illusion as reality and the illusions will be malleable to them, dealing damage or granting different effects based on the illusion.
12th Level[edit]
You're already stuck in my genjutsu. You gain the following ability.
Targeted Illusions[edit]
- You can target specific people to be affected and unaffected by your illusions.
- Simple Illusions can now be made as a bonus action.
Untainted Serenity: Purity Blessed[edit]
1st Level[edit]
Your entire being is abstinent of all evil, for this, you were blessed even further with Purity. You gain the following ability.
Detoxifying Soul[edit]
- You are immune to all poisons and diseases.
- You can stabilize allies as a free action once every 2 turns.
2nd Level[edit]
To purify the soul is the best healing. You gain the following ability.
Cleansing Touch[edit]
- As an action for 4 Zenire, you can touch a creature, healing them for 15 times your level and reducing the duration of a Debuff or Condition by 1 round.
10th Level[edit]
The art of healing requires a proper setting. Thus you were granted access to the Divine Domain. You gain the following ability.
The Perfect Utopia[edit]
Sky Walker: Wind Blessed[edit]
1st Level[edit]
Born for the skies, blessed by the Wind. Is there any better feeling than the wind in your face. You gain the following ability.
Cloud 9[edit]
- Your movement speed increases by 5ft.
- You gain a fly speed equal to your walking speed.
- When you use Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Thunder.
2nd Level[edit]
A simple wind can be a devastating force when properly used. You gain the following ability.
Swift Gust[edit]
- As a bonus action for 3 Zenire, you can gust wind into a creature's face, lowering their AC by an amount equal to your proficiency bonus for 5 rounds.
10th Level[edit]
The skies call for you, you were born to fly in the Divine Domain. You gain the following ability.
Golden Skies Above the Clouds[edit]
Myriad Illustrator: Art Blessed[edit]
1st Level[edit]
Art, the perfection of the world. A serene grace upon gazing eyes blessed by Artistic mastery. You gain the following ability.
Awesome Art[edit]
- You gain proficiency in Sleight of Hand and History.
- You gain additional Zenire equal to your level.
- You gain a +2 to Passive Perception.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Emotional.
2nd Level[edit]
Art is the essence of life, bringing forth beauty unlike any other. You gain the following ability.
Pen and Sword[edit]
- As a bonus action, you can subtle reshape reality with ink. Targeting a creature within 30ft of you, you can either grant them advantage to all attack rolls on their next turn for 3 Zenire, or double their movement speed for 1 turn for 1 Zenire.
3rd Level[edit]
Art is more than just ink on a paper. You gain the following ability.
Intrinsic Stories[edit]
- As an action or reaction to getting affected by an ability using Zenire, you can expend Zenire equal to the cost of the ability +50% to seal it away inside of a piece of paper. You can hold up to your Zenire Ability Score pages at a time. The abilities are effective as stories on a page and can be read out or described to learn what divinity it is from.
- As an action for Zenire equal to the +50% extra spent on sealing an ability, you can unleash a sealed away ability.
10th Level[edit]
You can see it all, the beauty of the world. The Divine Domain has now become visible to you. You gain the following ability.
Blank Canvas Embedded Within[edit]
Fleeting Memories: Autumn Blessed[edit]
1st Level[edit]
Fall is a beautiful season, you'd argue the best. The weather is a perfect blessing from Autumn. You gain the following ability.
As Leaves Fall[edit]
- You can attempt to hide in lightly obscured areas.
- Creatures have disadvantage on Perception checks against you while you're hiding.
- You gain a +1 to AC while there is nature around.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Emotional.
2nd Level[edit]
Fall is not just a season, it's a time of deep emotion. You gain the following ability.
Chill Breeze[edit]
- As an action for 7 Zenire, you can cause a somber wind to flow in a 60ft radius around you for 2 rounds. All creatures in the radius will take 5d10 Emotional damage. You can select any number of creatures to be unaffected by the wind.
10th Level[edit]
As the leaves fall, a new power rises within. The Divine Domain has opened for you. You gain the following ability.
The Season of Eternal Change[edit]
Blossoming Bloom: Spring Blessed[edit]
1st Level[edit]
The most perfect season, flowers bloom, plants grow. What's not to love of the blessing of Spring. You gain the following ability.
Life Anew[edit]
- You gain proficiency in Nature and Persuasion.
- You have a 10ft aura around you that grants a +2 to skill checks to allies.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Emotional.
2nd Level[edit]
Flowers and vibrant colors surround you everywhere you go. You gain the following ability.
Precious Joy[edit]
- You gain a 15ft aura around you. All creatures in this aura have disadvantage on attack rolls against you. Additionally, as a bonus action for 1 Zenire, you can select one creature within the aura to gain 1d6 to their next d20 roll.
10th Level[edit]
The season of joy is here to invite the willing. Who will join you in the Divine Domain. You gain the following ability.
Serene Blooming Garden Landscape[edit]
The People's Blessing: Humanity Blessed[edit]
1st Level[edit]
People are quite interesting. We live and breathe, but why? How do you find the blessings of Humanity? You gain the following ability.
Self Perfection[edit]
- You gain a +1 in a stat of your choice.
- You gain additional hit points equal to your proficiency bonus+your level.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Necrotic. Additionally, all Necrotic damage you deal will inflict the Soul Distortion Debuff.
2nd Level[edit]
Small imperfections is what makes us human. So what if we removed them. You gain the following ability.
Subtle Adjustment[edit]
- As a bonus action for 2 Zenire, you can touch a creature and increase their lowest stat by 5 for 1 minute.
3rd Level[edit]
Humans have infinite potential. It's your job to unlock it. You gain the following ability.
Peak Performance[edit]
- As a bonus action for 7 Zenire, you can touch a creature, granting them 3 stacks of the Radiant Buff and increasing their highest stat by 3 for 1 minute. This stat increase cannot go above the stat cap.
4th Level[edit]
The body is a weapon, or so they say. You gain the following ability.
Partial Transformation[edit]
- As a bonus action for 7 Zenire, you can turn a body part into a Tier E Weapon, allowing you to use that weapon as an unarmed strike.
5th Level[edit]
Some people's faces, need to be as ugly as their souls. You gain the following ability.
Disfiguration[edit]
- As an action for 10 Zenire, you can make a Melee Zenire Attack Roll against a creature. On a hit, you disfigure their face dealing 17d10 Necrotic damage and lowering their Charisma Score by 4 for 1 minute.
6th Level[edit]
The mind is a strong tool. So is the soul. You gain the following ability.
Body Dysmorphia[edit]
- As an action for 30 Zenire, you can touch a creature and lower all of their stats by 8 for 2 rounds.
7th Level[edit]
In changing one's soul, you can change them. You gain the following ability.
Soul Touch[edit]
- As an action for 50 Zenire, you can touch a creatures soul. You can swap any 2 of their AC, Current Hit Points, Maximum Hit Points, Passive Perception, Proficiency Bonus, Current Zenire/Gaiire, Maximum Zenire/Gaiire for 5 rounds.
8th Level[edit]
To alter to heal, honorable. You gain the following ability.
Reformation[edit]
- As an action you can touch a creature to heal them. You can spend any amount of Zenire healing. Creatures will be healed 3 hit points for every Zenire spent.
9th Level[edit]
Family is not birthed through blood. It is birthed through bonds. You gain the following ability.
Soul Link[edit]
- As an action for 10 Zenire, you can touch a creature to bond yourself to them. Any buffs and healing you receive are shared between you. You stay bonded to a creature until the end of a long rest. You can bond to any amount of creatures at a time.
10th Level[edit]
Humanity is great, but how can we improve that even further. The Divine Domain might help. You gain the following ability.
Humanity Embodying Perfection[edit]
- As an action for 50 Zenire, you can take a creature into the essence of their soul. While within the Divine Domain you can freely use any of your abilities at half of the Zenire Cost. The Divine Domain lasts for 1 minute or until you choose to end it as a free action.
11th Level[edit]
To maintain oneself, you must maintain one's soul. You gain the following ability.
Constant Tribulations Reformation[edit]
- You heal 8d8 hit points at the start of your turns as long as you have more than 20 Zenire.
12th Level[edit]
To maintain one's soul, you must maintain one's body. You gain the following ability.
Molecular Reinforcement[edit]
- When taking damage from any outside source, you can make a reaction for 28 Zenire to harden your skin to half the total damage dice and force the minimum possible damage on that attack.
Demolition Oblivion: Destruction Blessed[edit]
1st Level[edit]
What's wrong with breaking things? It relives stress and it's fun. Destruction is a blessing. You gain the following ability.
Demolitionist[edit]
- You deal double damage to buildings and constructs.
- You gain a +2 to Strength.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Force.
2nd Level[edit]
How about knocking down a few walls? You gain the following ability.
Shatter[edit]
- When taking the attack action, you can swap an attack for 4 Zenire causing a massive destructive force in a 15ft cone dealing 15d6 Force damage to all creatures within range who fail a Constitution saving throw. Creatures take half as much damage on a success.
3rd Level[edit]
Breaking stuff is cool. You gain the following ability.
Demolition Strike[edit]
- As an action for 7 Zenire, you can create a giant shockwave dealing 24d8 Force damage to all creatures within 15ft of you if they fail a Constitution saving throw. Half damage is taken on a success.
4th Level[edit]
Destroying everything is just nature. You gain the following ability.
Breaking Surge[edit]
- When landing an attack, you can expend Zenire up to your proficiency bonus to increase the damage tier by double the Zenire spent.
5th Level[edit]
Matter cannot be created nor destroyed. Hah. You gain the following ability.
Destroying Everything[edit]
- You can ignore up to 3 AC when attacking an enemy.
- On a critical hit, you will deal 5x damage instead of 2x.
6th Level[edit]
Removing evil as fast as possible. You gain the following ability.
Obliterate[edit]
- Upon scoring a critical hit, you gain the Radiant Buff.
- Your damage tier increases by 5.
- When using a Divinity Ability, you can expend twice as much Zenire to guarantee a hit/failed saving throw.
7th Level[edit]
Enemies are no threat if they don't exist. You gain the following ability.
Disintegrate[edit]
- As a full round action for 45 Zenire, you can call the embodiment of destruction within 60ft of you. In a 20ft radius 200ft tall cylinder at the point you choose, all creatures in the radius must succeed a Constitution Saving Throw or take 200d12 Force damage. Half damage is taken on a success.
10th Level[edit]
To destroy is not to be destructive. Those who need a lesson should kindly enter your Divine Domain. You gain the following ability.
Zone of Demolition and Devastation[edit]
Deadeye Gunslinger: Firearms Blessed[edit]
1st Level[edit]
Sharpshooters are one of a kind. The Gun blesses who has the best aim. You gain the following ability.
Eyes of a Shooter[edit]
- You gain proficiency in Perception.
- You have a +2 to ranged attack rolls.
2nd Level[edit]
Never underestimate a simple gun, they can wreak havoc. You gain the following ability.
Firearm Empowerment[edit]
- You can increase the damage tier of Firearms you are using by 2 tiers.
3rd Level[edit]
Fast hands and an iron on the hip. What's more to want? You gain the following ability.
Gunslinger[edit]
- You can change the Firearm restrictions to ignore the one shot kill in order to gain all lost benefits as a free action on your turn.
4th Level[edit]
Accuracy is all that matters when holding a gun. If you can't hit the shot, you will die. You gain the following ability.
Focus[edit]
- If you have not moved more than 1/4th of your movement speed in the current round, you gain a +7 to hit with Firearms.
5th Level[edit]
If you don't have enough bullets to keep shooting, you might as well run around with a water gun. You gain the following ability.
Speedloader[edit]
- You can ignore the Loading property of Firearms.
6th Level[edit]
The barrel of a gun is a unique art, the delicately crafted interworking of the gun. You gain the following ability.
Trickshot[edit]
- Before making an attack roll, you can expend 9 Zenire and 15ft of movement to make an Acrobatics check at advantage with the DC being equal to the creatures AC. On a success your next attack is guaranteed to hit and will increase the damage tier for this attack by 5. You can use this feature a number of times equal to your proficiency bonus per turn.
7th Level[edit]
Among the history of firearms. One game stands above all. You gain the following ability.
Russian Roulette[edit]
- You gain the Quickdraw Auxiliary. This does not count as your chosen Auxiliary and you cannot switch it out.
- When using the Quickdraw Auxiliary, you can expend 10 Zenire to play Russian Roulette on yourself. Roll a d6, as the DM chooses a number 1-6, if the number was not the same as the DM chose, you gain a +15 to hit and a 9 damage tier increase to all firearms on your next turn. However if it did match the number, you will deal 16d6 damage to yourself.
8th Level[edit]
It's High Noon. You gain the following ability.
Draw At Dawn[edit]
- When wielding a firearm with the Light property, you can expend 12 Zenire to mark a creature to a duel. You cannot switch weapons after marking a creature. The creature can only attack you and you can only attack that creature.
- While you have a creature marked, you gain an additional extra attack.
9th Level[edit]
It’s time to stop upgrading the guns, and start upgrading the ammo. You gain the following ability.
Elemental Ammunition[edit]
- When taking the attack action with a Firearm, you can expend 2 Zenire to add additional Fire, Cold, Lighting, Acid, or Poison damage equal to an increase of 7 damage tiers.
10th Level[edit]
To be a gunslinger is to be better than the rest, therefore a Divine Domain came to you. You gain the following ability.
The Shooting Gallery[edit]
- As an action for 50 Zenire, you can fire a blank round at a creature within 60ft of you. The creature must make a Wisdom Saving throw or you and the target will be transported into the Divine Domain. The target will be inflicted with the Imprisoned and Staggered Debuffs at the start of every round until the domain ends. You will be granted the Deadeye Buff. The target is placed 30ft away from you for the duration of the domain. You cannot move in the domain, however you are granted advantage to hit. You can ignore the restrictions of Firearms while in the domain. On a success, the Debuffs are removed and the domain ends. The domain lasts for 1 minute, when the target dies, or when the target breaks free.
11th Level[edit]
Two guns, double the accuracy. You gain the following ability.
Akimbo[edit]
- When wielding multiple Light firearms, you can make double the attacks as long as you use the Light firearms.
Invigorating Growth: Nature Blessed[edit]
1st Level[edit]
Forests are where you spent most of your days. Why shouldn't you, Nature has clearly been blessed. You gain the following ability.
Born for Nature[edit]
- You gain expertise in Nature and Animal Handling.
- You are immune to poisons.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Poison or Acid.
2nd Level[edit]
Animals are a massive part of an ecosystem. You gain the following ability.
Beast Taming[edit]
- As an action for 2 Zenire, you can attempt to tame a beast by touching it's head. You must make an Animal Handling check with the DC being equal to double the beast's CR. A tamed creature will become a pet you can use in and outside of combat taking it's own initiative immediately after yours.
10th Level[edit]
Nature is more than just plants and animals. Those who can't seem to grasp this concept shall face the wrath of the Divine Domain. You gain the following ability.
The Forest's Deciduous Dominion[edit]
Unwavering Tides: Hydrokin Blessed[edit]
1st Level[edit]
The waves of water, so calming. A refreshing glimpse of the blessings of the Hydrokin. You gain the following ability.
Natural Currents[edit]
- You gain a swim speed equal to your movement speed.
- You have advantage to Concentration saving throws.
- You gain a +1 to AC.
2nd Level[edit]
Water can be a deadly force when done right. You gain the following ability.
Gushing Waves[edit]
- As an action for 4 Zenire, you can burst forth a massive wave in front of you in a 50ft cone. All creatures in range must make a Strength Saving throw or take 8d8 Bludgeoning damage and be knocked prone. Creatures take half as much on a success and are inflicted with the Staggered Debuff.
10th Level[edit]
When the seas rage strong, they can conquer even the strongest ships. The embodiment of the Divine Domain. You gain the following ability.
Where Mankind Shan't Explore[edit]
All-Seeing Eyes: Vision Blessed[edit]
1st Level[edit]
You see, better than others. Your Vision has been blessed. You gain the following ability.
Perceptive Nature[edit]
- You gain expertise in Perception.
- You cannot roll below a 17 on a Perception check.
- Your passive perception cannot drop below 26.
2nd Level[edit]
Your vision has allowed you to see into your opponents stats. You gain the following ability.
Statistics Tracker[edit]
- You gain the Power Scanner Auxiliary. This does not count as your chosen Auxiliary and you cannot swap it for another Auxiliary.
3rd Level[edit]
It's just seeing, it's not that hard. You gain the following ability.
Enhanced Vision[edit]
- You gain Truesight up to 300ft.
- You gain Mastery in Perception.
4th Level[edit]
To see or not to see. It is to see. You gain the following ability.
Can't Stop Seeing[edit]
- You are immune to the Blinded condition.
- Creatures have triple disadvantage to all skill checks against your Perception.
- You have triple advantage on all Perception Checks. Additionally you can ignore up to 3 instances of Disadvantage against your Perception.
5th Level[edit]
You foresee all of your enemies attacks against you. You gain the following ability.
Perceive Danger[edit]
- Your AC and all saving throws increase by half of your Perception modifier.
6th Level[edit]
Your eyes are great, maybe others can be like you. You gain the following ability.
Vision Enhancer[edit]
- As a bonus action for 3 Zenire, you can touch a creature and boost their Perception by 10. Additionally they will gain Truesight up to 30ft. This effect lasts for 1 minute.
7th Level[edit]
Sometimes you need to see things from a different perspective. You gain the following ability.
Gaze of Minds[edit]
- As an action for 1 Zenire, you can touch a creature and will be able to see through their eyes for 1 hour.
8th Level[edit]
To see is not just to perceive. You gain the following ability.
I Know You[edit]
- You gain mastery in Insight and Investigation.
- You gain the ability to read lips.
- You can track any creature or object that has Zenire or Gaiire.
9th Level[edit]
Eyes are more than medians for vision. You gain the following ability.
Third Eye[edit]
- You have Truesight up to 500ft
- You can shift your vision up to 100ft away from you to extend your view or see other perspectives.
10th Level[edit]
Nobody can escape your sights. You see all, you know all. Especially within the Divine Domain. You gain the following ability.
Unescapable Eternal Hunt[edit]
- As a bonus action for 50 Zenire, you can force a creature that is below 10% of their max hp within 50ft of you to gaze into your eyes. The creature will be eternally marked by you. Then you and the target will be transported to the Divine Domain. Inside the domain, the creature will be permanently Frightened and Prone and cannot get up. You will take initiative last and cannot take the dash action. The target will be placed 100ft away from you and any attack it attempts will only deal 1d4 damage. When you reach the target, you can make an attack against the target. On a hit, the target will instantly die. The domain lasts until the target has died.
11th Level[edit]
If you can improve your own vision, can you hinder others? You gain the following ability.
Only Eye Can See[edit]
- As a bonus action for 1 Zenire, you can Blind a creature within 60ft of you.
- You gain 3 additional bonus actions.
12th Level[edit]
You can see towards an atomic level. You gain the following ability.
OptimEyeZation[edit]
- You can reduce the cost of all Zenire abilities by 50%.
Blinding Shadows: Light and Dark Blessed[edit]
1st Level[edit]
Sitting in silence, watching the colors of the world. A world blessed by Light and Dark alike. You gain the following ability.
Light Meets Shadow[edit]
- You gain proficiency in Stealth.
- You gain Darkvision up to 60ft.
- You gain Blindsight up to 10ft.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Radiant.
2nd Level[edit]
The aspects of light, it’s fast. You gain the following ability.
Blink[edit]
- As a bonus action for 2 Zenire, you can teleport up to 20ft to a place you can see. You can expend an additional 1 Zenire to use this feature as a reaction.
10th Level[edit]
To truly balance good and evil, light and dark, the Divine Domain has opened itself unto you. You gain the following ability.
The Brightest Light and Darkest Shadow[edit]
Perfect Warrior: Weaponry Blessed[edit]
1st Level[edit]
You can fight, you can win. All you need is a good Weapon, and the blessings that come. You gain the following ability.
Natural Fighter[edit]
- You gain a +2 to attack rolls made with weapons.
- You gain proficiency in Sleight of Hand.
- You gain proficiency in Smithing Tools.
2nd Level[edit]
Having a good weapon is one thing, being good with that weapon is another. You gain the following ability.
Prodigal Weapon Master[edit]
- You can add your proficiency bonus twice to attack rolls made with weapons.
- Once per turn for 10 Zenire, you can inflict the maximum damage on an damage roll made with a weapon.
3rd Level[edit]
Having everything one needs at any time they need it. That is how warriors are made. You gain the following ability.
Hidden Inventory[edit]
- You gain a extradimensional space of which you can store weaponry and other items. This space can hold an amount of weapons/items equal to your level plus your proficiency bonus.
- As a free action, you can take/place a weapon from the extradimensional space. When taking a weapon, it must be within 5ft of you before the move. When placing a weapon, you can place it anywhere within 15ft of you.
4th Level[edit]
What's better than a weapon? Two weapons. What's better than two weapons? Two weapons in one. You gain the following ability.
Fusion[edit]
- As an action, you can fuse two weapons together to combine their strengths. The fusion weapon will change based upon what was fused. You cannot fuse a weapon with a fusion weapon.
- As a bonus action, you can split a fusion weapon back into their normal states.
5th Level[edit]
It might just be you, but it seems that there's a mental bond between you and weapons. You gain the following ability.
Weaponkinesis[edit]
- You can now telepathically control weapons as summons. As a bonus action for 10 Zenire you can take control of up to your proficiency bonus amount of weapons you are wielding or that's in your inventory. The weapons are Small or Medium depending on size and have an AC of 18 and hit points based upon the tier of weapon it is. It's damage is how much damage the weapon normally does. You can have control over an amount of weapons equal to your Zenire modifier at a time. When a controlled weapon runs out of hit points, you lose control over it and cannot use Weaponkinesis on it for 1 minute.
Tier | Hit Points |
---|---|
Tier E | 30+Zenire Modifier |
Tier D | 50+Zenire Modifier Twice |
Tier C | 80+Zenire Modifier Twice |
Tier B | 120+Zenire Modifier Three Times |
Tier A | 170+Zenire Modifier Three Times |
Tier S | 230+Zenire Modifier Five Times |
Divine Weapons | 500+Zenire Modifier Ten Times |
Firearms | 20+Zenire Modifier |
6th Level[edit]
Weapons spark creation within your mind. You gain the following ability.
Weapon Creation[edit]
- As an action for 10 Zenire, you can create weapons that you have wielded before. The weapon cannot be higher than Tier D. This increases to Tier C (20 Zenire) at Level 10, Tier B (40 Zenire) at Level 15, Tier A (100 Zenire) at Level 20, and Tier S (200 Zenire) at Level 25.
7th Level[edit]
A weapon is not a normal weapon in your hands. You gain the following ability.
Infused Mastery[edit]
- As a bonus action, you can infuse a weapon you are holding with Zenire up to your proficiency bonus. The weapon increases damage tier by 2 times the amount of Zenire applied to it. A single weapon can only receive this bonus once. If used on already infused weapons, the weapon will keep the highest bonus.
- You gain an additional bonus action.
8th Level[edit]
When it becomes too hard to improve, simply weaken the enemy. You gain the following ability.
Unbound Battle Tactics[edit]
- When hitting a creature with a weapon attack, you can expend 6 Zenire to inflict the Ratio Debuff on the target and lower their resistance stage to your weapon’s damage type by 1. (Immunity>Resistance>Neutral>Vulnerability)
9th Level[edit]
Controlling weapons is very easy now. You gain the following ability.
Mastered Weaponkinesis[edit]
- The weapons you control by Weaponkinesis have AC equal to yours and gain the Extra Attack feature equal to your own Extra Attack.
- You can control twice as many weapons by Weaponkinesis.
- All weapons controlled by Weaponkinesis will heal 10d8 hit points at the start of your turn.
10th Level[edit]
When one truly see's to their prowess in wielding a weapon, is when they are strong. This is how the Divine Domain recognizes you. You gain the following ability.
The Blacksmith's Perfect Armory[edit]
- As an action for 50 Zenire, you can grab a creature within 5ft of you and send both you and the target into your Inventory. The target will be inflicted with the Imprisoned Debuff at the start of every round until the domain ends. You will gain Weaponkinesis on all weapons in your inventory and any weapon you held or had control of outside the domain. Every round you can make 4 attacks with each weapon via Weaponkinesis. The domain ends after 3 rounds or when the target dies
11th Level[edit]
A keen art passed down through many generations. From the beginning of combat to the modern day. You gain the following ability.
Reverse Grip Weaponry[edit]
- When wielding a weapon without the Reach, Two-Handed, or Heavy properties, you can sacrifice up to your proficiency bonus in Armor Class to a bonus to gain a bonus to damage equal to 50 times the Armor Class sacrificed. You can switch between Reverse Grip and Regular as a free action.
12th Level[edit]
There's iron in blood. Perfect. You gain the following ability.
Hemophiliac[edit]
- When dealing a fatal blow to a non Plant or Construct creature, you can extract an amount of blood from them equal to their CR/Level.
- Upon reaching 50 blood points, you can create an enhanced D tier weapon. The weapon will gain a +5 to hit and damage, a +5 damage tier increase, and will have 1/4 life steal of damage dealt.
- Gaining blood points through non Chaotic or Evil creatures will be impure, the weapon will not gain life steal and will instead reflect half of the damage dealt to you.
Guaranteed Gambler: Luck Blessed[edit]
1st Level[edit]
Luck, what is it? Many have theorized about how this mysterious presence affects our world, but you know Luck's a blessing. You gain the following ability.
Tad Bit Lucky[edit]
- You cannot roll below a 5 on skill checks you are not proficient in.
- You cannot roll below a 9 on skill checks you are proficient in.
2nd Level[edit]
Is luck supposed to be fate, or something more? You gain the following ability.
Minor Manipulation of Luck[edit]
- When you see a creature make a d20 roll(including yourself), you can expend 1 Zenire and add 1d8 to that roll. You can only use this ability once per d20 roll.
3rd Level[edit]
Science says luck is greater in a wider scope. You gain the following ability.
Aura of Luck[edit]
- You gain a 30ft aura around you that grants +1d6 to all allies skill checks (including yourself).
4th Level[edit]
Luck beyond luck, it's that simple. You gain the following ability.
Gambling Skill[edit]
- You gain advantage to all d20 rolls you make.
5th Level[edit]
Luck is based on skill, if you got a problem then it's a skill issue. You gain the following ability.
Skilled Luck[edit]
- When you make a d20 check, you can expend 2 Zenire to reroll the die. You can do this an amount of times equal to your Zenire Modifier per turn.
6th Level[edit]
It's time to gamble. You gain the following ability.
Bargaining Chip[edit]
- As a bonus action, you can enter a d100 contest with a creature within 15ft of you. The lower rolling creature will take 25d10 Force damage. You can expend 5 Zenire to reroll your d100. There is no limit to how many times you can reroll.
7th Level[edit]
Shared luck is quite lucky. You gain the following ability.
Luck Bonded[edit]
- When you see a creature within 45ft of you make a d20 check, you can expend 4 Zenire to force a reroll. There is no limit to how many times you can force a reroll.
8th Level[edit]
When your allies are lucky, so are you. You gain the following ability.
Your Luck is My Luck[edit]
- When a creature (other than yourself) within 60ft of you gets a critical success on a d20 roll, you can expend 6 Zenire to guarantee your next d20 roll is a critical hit.
9th Level[edit]
Having problems? Just get luckier. You gain the following ability.
Luck Package Pro Plus[edit]
- Your critical success chance for everything increases by 1. (20>19>18>17>...)
- You can add 1d6 to all d20 rolls you make.
- As a bonus action for 14 Zenire, you can grant 2 Inspiration points to any amount of creatures in a 20ft radius around you.
10th Level[edit]
You're luck has reached new heights, even so far as to unlock the Divine Domain. You gain the following ability.
The Grandest Casino of Gambler's Dreams[edit]
- As an action for 50 Zenire, you can transport all creatures within 50ft of you to the Divine Domain. Inside the domain, the House always wins. You can select any number of creatures within the domain to be part of the House. These creatures will always land a critical success when making a d20 roll (does not affect Firearms). All creatures in the domain who are not part of the House will critically fail every d20 roll. The domain lasts for 5 rounds or until you freely dispel the domain.
11th Level[edit]
You're luck allows you to prevent the worst outcomes. You gain the following ability.
Could Be Worse[edit]
- Creatures within your Aura of Luck cannot roll below a 5 on a d20. Any roll below 5 will be treated as a 5.
12th Level[edit]
Is this, the greatest high?! You gain the following ability.
Jackpot[edit]
- Once per round you can spend 4 Zenire to roll 3d6. If all 3 dice have the same number you enter Jackpot mode. While in Jackpot mode, you gain the Unkillable Buff at the start of each of your turns. Additionally you heal an amount equal to your max health at the end of each of your turns. Increases damage tier by 10 while Jackpot is active. Jackpot lasts for 10 minutes but decreases by 1 additional round every time you trigger the Unkillable Buff.
Innate Dealmaker: Contract Blessed[edit]
1st Level[edit]
You've felt a great sense of pride when making deals with people, blessed by Contracts so none break a deal. You gain the following ability.
Deals Done Right[edit]
- You gain proficiency in Intimidation and Insight.
- You are immune to the Charmed condition.
- Creatures have disadvantage when rolling Deception, Intimidation, Insight and Persuasion against you.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Necrotic.
2nd Level[edit]
Contracts, deals, they bind souls together. You gain the following ability.
It's A Deal Then?[edit]
- As an action, you can shake a creature's hand, creating a deal with a creature. Both creatures must agree to the conditions set by the deal. Upon agreement, your souls are bound together and if either side were to break the contract, they will take xd10 Necrotic damage. If there is a deadline to the contract that is not met, the failing creature will take xd12 Necrotic damage. If the contracts conditions are met, both souls are unbound and returned to the creature. X is equal to double your current Awakened Duality Level.
3rd Level[edit]
Deals must be made, otherwise they may turn against you. You gain the following ability.
WE HAD A DEAL![edit]
- When attacking a creature that has broken any sort of deal or contract, all successful hits will be critical hits. Additionally, you deal an additional 50% damage when attacking creatures that have broken a deal or contract and have a +3 to hit.
- As a bonus action for 5 Zenire, you can let out a 100ft radius pulse allowing you to know if any creatures in the area are dealbreakers. For every dealbreaker detected you regain 5 Zenire.
4th Level[edit]
You can meander your way around unjust deals to get your way. You gain the following ability.
Just Trust the Process[edit]
- When making a deal with a creature, you can make a Deception check against the creatures Insight check. On a success, the creature is now hindered by the terms of a bad deal. You can treat the creature as if they have broken the deal, even if they haven't.
5th Level[edit]
Fools think that they can make you agree to bad terms. They're dead wrong. You gain the following ability.
What's Your Trick?[edit]
- If a creature decides to try and make a Deception check in the midst of a contract agreement, you gain advantage in the Insight roll. Additionally, if you succeed the Insight roll, you make all attacks against the creature with advantage.
- The damage dealt from a broken or late deal increase by 4 damage tiers.
6th Level[edit]
Contracts can be used to improve people. Advantages of making a deal. You gain the following ability.
We're Partners[edit]
- When making a deal with a creature, you can choose to ignore the basic presets of the deal to grant both of you the Unkillable Buff which will last for 1 minute instead of 1 round. You can only have 1 creature affected by this (other than yourself) at a time. You can use this feature once per long rest.
7th Level[edit]
A little deception could get you your way better. You gain the following ability.
Fine Print[edit]
- You can make a Sleight of Hand and a Deception check when making a deal to add extra rules that may be unsatisfactory. The creature agreeing to the deal must make a Perception check beating your combined Sleight of Hand and Deception check to see the fine print. Otherwise they don't notice it and agree to the deal.
- You can now make deals as a bonus action.
8th Level[edit]
Sometimes you provide what you don't have. You gain the following ability.
Fabricated Benefits[edit]
- When making a deal, you can create value up to 5,000,000 Ratashi or 15 Zenire(DMs Discretion) to brighten up a deal. This value cannot be retrieved by you in any fashion.
9th Level[edit]
Deals are made to be broken, just not by you. You gain the following ability.
It’s You Against You[edit]
- You deal an additional 50%(rounded up) more damage against dealbreakers.
- When you take damage, you can use a reaction for 10 Zenire to be able to freely treat the attacker as a dealbreaker for the first attack made against them.
- If you are attacked by a dealbreaker, 10%(rounded up) of the damage is reduced and reflected back to the attacker.
10th Level[edit]
A deal is a deal, but to better seal the deal. Well, the Divine Domain has you covered. You gain the following ability.
Where Souls Are Bound by Rules[edit]
- As an action for 50 Zenire, you can transport a creature within 60ft of you to the Divine Domain. You and the target cannot attack or take damage within the domain. Inside the domain, you can propose a deal of any caliber that the creature can reasonably act upon. The target must make a Wisdom Saving throw on each proposal or be enticed to accept the deal. The domain lasts until a deal is made, the creature succeeds 10 Wisdom saves, or until you freely dispel the domain.
11th Level[edit]
A deal is a deal, so you must ensure the sanctity of said deals. You gain the following ability.
Dealer's Mark[edit]
- You can pinpoint the exact location of any creature you have made a deal with as long as the deal is active or until the creature dies if they broke the deal.
- You gain a +10 to Intimidation checks against creatures you have made a deal with, as long as that deal has a set time limit.
12th Level[edit]
Spice up the deals a little, make it more enticing. You gain the following ability.
Always Something To Offer[edit]
- When using Fabricated Benefits, the Ratashi value is increased to 10,000,000 and the Zenire value is increased to 22. You can retrieve Ratashi value from these deals but not Zenire value.
Special Divinities[edit]
These Divinities are granted at the discretion of the dm, as they do not fall under the normal pretenses of being blessed and force specific traits upon a character. DMs, allow with caution.
A Blessing's Curse: Life and Death Blessed[edit]
This divinity, grants only one power unlike the rest of the divinities. A rare blessing that has only ever happened once before.
1st Level[edit]
What is the boundary of living and dying? Can it be controlled? Is Life the blessing, or is it Death? You gain the following ability.
Grasps to Life[edit]
- You gain advantage on Death Saving throws.
- When reducing a creature to 0 hit points, you regain Xd4 hit points. X is equal to your current level.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage type to Radiant or Necrotic.
2nd Level[edit]
What has happened to you? You were blessed but it feels unlike what was described. You gain the following ability.
Immortality[edit]
- When you are reduced to 0 hit points, you can expend 6 Zenire to heal back to half of your maximum hit points.
3rd Level[edit]
Bound to life, you are eternal. You gain the following ability.
Back From The Brink[edit]
- When rolling Death Saving throws, you only need to succeed 1 save to stabilize.
- You can reduce damage taken by 50%(rounded up) when you are below 50%(rounded up) hit points.
4th Level[edit]
You gain no special abilities from your blessing, other than living. You gain the following ability.
Focused Body[edit]
- You gain a +5 to Strength, Dexterity, and Constitution.
- You can select one Body Feat that you meet the requirements of.
5th Level[edit]
With this blessing, you were granted perfect health. You gain the following ability.
Perfect Body[edit]
- You are immune to diseases.
- When you are hit and have Zenire, you regain 2d4 hit points.
- You gain a +8 to Constitution.
6th Level[edit]
While this blessing is not the most ideal, you can make it work. You gain the following ability.
Ideal Self[edit]
- If you die, roll 2d4, you will revive after that many rounds.
- You heal 10d6 hit points at the start of every round.
7th Level[edit]
Your longer life grants you greater access to your mind. You gain the following ability.
Mind of Longevity[edit]
- You gain a +4 to Intelligence and Wisdom.
- You gain a +6 to all saving throws.
8th Level[edit]
With your undying, you have become stronger. You gain the following ability.
Brute Soul[edit]
- Your damage tier increases by 10.
- You gain 2 Body Feats you meet the requirements of.
9th Level[edit]
Your ties to death can draw people closer to it. You gain the following ability.
Deadly Strikes[edit]
- Your damage tier increases by 20.
- Your critical hit range increases by 3. (20>19>18>17>...)
- When landing a critical hit, you deal 4x damage instead of 2x.
10th Level[edit]
You may never answer your original questions. The Divine Domain will at least help you. You gain the following ability.
The God's Life[edit]
- As a bonus action for 50 Zenire, you can enter the God's Life. In this realm you can see all who have died. You can choose a creature who has died and for 20 Zenire you can bring their soul back to their body. They will be revived wherever their corpse is.
Imaginative Creator: Creation Blessed[edit]
While the blessing itself may be harmless, all those blessed by Creation have pledged allegiance to the terrorist organization: The Ascendants.
1st Level[edit]
You were blessed just like the others, with full access to your imagination. Yet, something doesn't feel right about the blessings of Creation. You gain the following ability.
Maker[edit]
- You have advantage to all skill checks involving creation.
- You gain proficiency in Religion.
- You gain additional Zenire equal to your level.
2nd Level[edit]
Your calling awaits you, and before you lies the creativity of your purpose. You gain the following ability.
Create[edit]
- As a bonus action for an amount of Zenire equal to your proficiency bonus, you can create a small item that can fit into your hand, into your hand. The item cannot have any special properties to Buff, Debuff, Heal, or Deal Damage.
3rd Level[edit]
It's. Weird. How the creation calls out to you. What could it mean? You gain the following ability.
Offensive Creation[edit]
- When using the Create feature, you can expend an additional 5 Zenire to create a Tier E weapon anywhere you can see within 30ft of you. You must increase the exponent by 1 for each Tier above E you wish to create. (Ex. Tier D=7^2=25 Zenire; Tier C=7^3=125). You cannot make Divine Weapons through this feature.
4th Level[edit]
Creation, it's. What is it even? How can something like this exist? You gain the following ability.
Core of Creation[edit]
- As an action for 12 Zenire, you can enter Creation Mastery, allowing you to instantly create 10 items within 60ft without expending Zenire. Once 10 items have been made or 3 rounds have pasts (whichever comes first), Creation Mastery will end.
- All items created in Creation Mastery must follow all restrictions from the Create feature.
5th Level[edit]
To create is to spring forth new things. Give live where there is none. You gain the following ability.
Supportive Creation[edit]
- When using the Create feature, you can expend an additional 7 Zenire to create a healing item. When used on a creature, it will heal 7d8 hit points.
6th Level[edit]
What is this feeling? It's quite captivating. Tantalizing. Tempting. You gain the following ability.
Destructive Creations[edit]
- Any creations you make deal double damage.
- When creating a weapon using Create, you can create a number of weapons equal to your proficiency bonus.
7th Level[edit]
What is your purpose? You gain the following ability.
Sparks of Inspiration[edit]
- As an action, consuming double the Zenire that it would originally cost, you can mimic other Divinity abilities that you have seen.
8th Level[edit]
What begins without end? You gain the following ability.
Imagination Never Dies[edit]
- You can not fall below 1 hit point as long as you have more than half of your total Zenire.
9th Level[edit]
Fighting alone is kinda dumb. You gain the following ability.
Arise[edit]
- As a bonus action for 10 Zenire, you can summon 5 creatures from the Beastiary as long as their CR is less than half of your level.
10th Level[edit]
Creation itself with you, now you have gained proper access to the Divine Domain. You gain the following ability.
Dreamer's Ascension[edit]
- As an action for 50 Zenire, you create a 100ft radius around you where you can use Create 5 times per turn at the cost of 1 Zenire. The Divine Domain lasts for 1 minute.
Alchemical Apprentice: Alchemy Blessed[edit]
1st Level[edit]
Alchemy, in most places it's considered a lost art. However you have been blessed with Alchemy, and all it's secrets. You gain the following ability.
Lost Art[edit]
- You gain a +3 to your Zenire Modifier.
- You gain proficiency in all skills.
- You cannot choose a Specialization.
- When using Zenire Strikes with Zenire Divinity Culmination, you can change the damage to any damage type.
2nd Level[edit]
Nigredo is the most basic form of alchemy. You gain the following ability.
The Basics[edit]
- You gain the Alchemy feature early.
- When using Alchemy, all abilities cost half as much Chalk.
- When using Currency Shifter, you gain 3 times more Ratashi.
3rd Level[edit]
Zenire is quite inclined to you. You gain the following ability.
Zenire Master[edit]
- You gain the Zenire Divinity Culmination and Zenire Within Feats.
- You automatically gain Zenire Pressure when you reach the prerequisites.
- You gain the Zenire Strikes feature early and can spend twice your proficiency bonus on the feature.
4th Level[edit]
Albedo is the stage of rebirth. You gain the following ability.
Alchemy Inclined[edit]
- You gain Expertise in Arcana if you don't already have it.
- You gain the Mind and Soul feature from the Serene Specialization.
- When you use Small Shift the range increases to 100ft.
5th Level[edit]
A master of all, the true essence of alchemical prowess. You gain the following ability.
Specialist of All[edit]
- You gain the Experienced and Adventurous Specializations with all Martial arts (taking the highest damage) from Adventurous.
- Optimized Action and Zen Mind abilities cost half as much Zenire.
10th Level[edit]
Alchemy has been released, but not quite how you expect, the Divine Domain is there nonetheless. You gain the following ability.
Land of the Equivalent Exhange[edit]
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