God's Descendant (5e Class)

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God's Descendant

A generic class for building a god's son or daughter

Creating a God's Descendant

What god or goddess does your divine heritage come from? Do you possess divine strength capable of destroying anyone in your path? Or maybe your power is more focused on magic?

Quick Build

You can make a God's Descendant quickly by following these suggestions. First, Strength or Dexterity (Or Charisma if you want to focus on magic) should be your highest ability score, followed by Constitution.

Class Features

As a God's Descendant you gain the following class features.

Hit Points

Hit Dice: 1d10 per God's Descendant level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per God's Descendant level after 1st

Proficiencies

Armor: All Armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength or Dexterity, Charisma
Skills: Choose any 3

Equipment

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

Table: The God's Descendant

Level Proficiency
Bonus
Features
1st +2 Immortality, Divine Spark
2nd +2 Divine Form
3rd +2 Channel Divinity, Channel Divinity: Divinity Mantle
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement, Channel Divinity (2)
7th +3 Channel Dininity: Godly Solutions
8th +3 Ability Score Improvement
9th +4 Font of Divine Power
10th +4 Ability Score Improvement
11th +4 Channel Divinity (3)
12th +4 Ability Score Improvement
13th +5
14th +5 Ability Score Improvement
15th +5 Channel Dininity: God's Ill Omen
16th +5 Ability Score Improvement
17th +6 Channel Divinity (4)
18th +6
19th +6 Ability Score Improvement
20th +6 Sovereign Divine Form

Immortality

Starting at 1st level, you can no longer be killed on the material plane. Death only sends you back to the plane related to your god parent. The only way to destroy you is by killing you on your home plane. You also are imune to poison and diseases, caused by any means but divine means.

Divine Spark

At 1st level, you gain a divine spark. It can be related to the following domains: Arcana, Death, Life, Light, Nature, Tempest and War, all detailed at the end of the class description.

Divine Form

At 2nd level, you learn how to manifest an aspect of your god's divine power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • At the start of each or your turns, you gain temporary hit points equal to your class level + your charisma modifier. This temporary hit points doesn't stacks.
  • You gain a flying speed equal to your walking speed.
  • Once per turn, you can use an bonus action to force a creature that can see you to make a wisdom saving thrown, or become charmed or frightened of you (your choice) for one round.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity

At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with one such effect: Divinity Mantle.

  • When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
  • Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals to 8 + your proficiency bonus + your charisma modifier.
  • Beginning at 6th level, you can use your Channel Divinity twice between rests, at 11th level, you can use it three times, and beginning at 17th level, you can use it four times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Divinity Mantle

As a bonus action, you can expend one use of your Channel Divinity to grant yourself a mantle of divine power. When you do so, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks and effects. Aditionaly, you don't provoke opportunity attacks. The divine mantle last for one minute, or until you lose concentration (as if you are concentrating on a spell).

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. You can't increase an ability score above 24 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Channel Dininity: Godly Solutions

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your charisma modifier to the roll.

Font of Divine Power

Beginning when you reach 9th level, you regain all of your expended uses of Divine Form when you finish a short or long rest.

Channel Dininity: God's Ill Omen

Starting at 11th level, as an action, you can utter an ill omen against creatures you can see within 30 feet of you, up to a number equal to your charisma modifier, using your Channel Divinity. You gain advantage on attack rolls against that creatures, and they have disadvantage on saving throws against spells and other effects you use for 1 minute.

Sovereign Divine Form

Finaly at 20th level, you can allways stay on Divine Form. Aditionaly, you become imune to any damage or effect caused by any means but divine means. Only a divine creature can harm another one.

Divine Domains

Arcana Domain

>> Spellcasting
Arcana Domain Spellcasting
Level Cantrips Known Spells Known Spells Points Slot Level
1st 3 4 4 1
2nd 3 5 6 1
3rd 3 6 14 2
4th 4 7 17 2
5th 4 8 27 3
6th 4 9 32 3
7th 4 10 38 4
8th 4 11 44 4
9th 4 12 57 5
10th 5 14 64 5
11th 5 15 73 6
12th 5 15 73 6
13th 5 16 83 7
14th 5 18 83 7
15th 5 19 94 8
16th 5 19 94 8
17th 6 20 107 9
18th 6 22 114 9
19th 6 22 123 9
20th 6 22 133 9
Cantrips
You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 4th level, and again at 10th and 17th level.
Spell Slots
The Arcana Domain Spellcasting table shows how many spell points you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell points when you finish a long rest.
Spells Known of 1st Level and Higher
You know four 1st-level wizard spells of your choice.
The Spells Known column of the Arcana Domain Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Arcana Domain spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a arcane rage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
>> Arcane Knowledge

You gain proficiency in arcana skill. If you're already proficient, your proficiency bonus is doubled for any ability check you make using this skill. Aditionaly, you can identify any form of magic with just a glance. You are allways under the effect of Detect Magic spell, without need to concentrate. And you know how to negate the effects of magic. You have advantage on saving throws against spells and other magic effects.

>> Cantrip Specialist

Any cantrip you cast add your charisma modifier to the damage roll. Aditionaly, when you force another creature to make a saving throw against one of your cantrips, that creature takes half damage on a sucess.

>> Double Barrage

When you cast a spell, you can cast the same spell once again as a bonus action, consuming the spell points for the second cast as normal. You can use this feature a number of times equal to twice your proficiency bonus, regaining all uses on a long rest.

>> Arcane Overhang

You know how to use your magic to overcome your enemies. You can force another creatures to have disadvantage against one of your spells. You can use that feature a number of times equal to your charisma modifier, regaining all uses on a long rest.

>> Anti Magic Field

Magic is your best weapon, and you can grant it all by yourself. As an action, you can create an anti magic field, within 30ft of you. While inside this field, only you can use spells and other magic effects. Once you use this feature, you must finish a short or long rest before you can use it again.

>> Magic Charge

You can spend 1 minute charging your magic pool, to regain half your maximum spell points. Once you use this feature, you must finish a long rest before you can use it again.

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Death Domain

>> Spellcasting
Death Domain Spellcasting
Level Cantrips Known Spells Points Slot Level
1st 2 4 1
2nd 2 4 1
3rd 2 6 1
4th 3 6 1
5th 3 14 2
6th 3 14 2
7th 3 17 2
8th 3 17 2
9th 3 27 3
10th 4 27 3
11th 4 32 3
12th 4 32 3
13th 4 38 4
14th 4 38 4
15th 4 44 4
16th 4 44 4
17th 4 57 5
18th 4 57 5
19th 4 64 5
20th 4 64 5
Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 4th level, and again at 10th level.
Preparing and Casting Spells
The Death Domain table shows how many spell slots you have to cast your warlock and paladin spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of spells that are available for you to cast, choosing from the warlock and paladin spell lists. When you do so, choose a number of spells equal to your Charisma modifier + half your God's Descendant level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Death Domain spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a arcane rage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
>> Death's Servant

You can summon an Avatar of Death as an action. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. On your turn, you can verbally command the avatar where to move, or to take the Dash, Disengage, or Help action (no action required by you). If you don't issue a command, the beast takes the Dodge action and uses its move to avoid danger. You can forgot one of your own attacks to verbally command it to Attack.

The avatar remains until it is reduced to 0 hit points, until you use this feature to summon the avatar again, or until you die. Once you summon that creature, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

>> Death Reaper

Your attacks bring death itself. When you hit a creature with a weapon attack, you can deal necrotic damage, instead of the normal damage of the weapon. You can also add your charisma modifier to attack and damage rolls of your weapon attacks.

>> Undead Minions

You learn the Animate Dead spell, and it is considered a 2nd level spell for you. If you already know that spell, you learn another necromancy spell you can cast. Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to twice your God's Descendant level.
  • The creature adds your proficiency bonus to its weapon attack and damage rolls.
  • When you create an undead with the Animate Dead spell, you can mantain a number of creatures under your control for unlimited time, equal to half your God's Descendant level.
>> Death Feast

When you deal necrotic damage to a creature, you gain half that damage as temporary hit points. This temporary hit points can stack. They last for 1 minute.

>> Aura of Decay

You can emanate an aura of death itself. You can activate that aura, in a 30ft radius around you. Any creatures of your choice, than aren't undead, must suceed on a wisdom saving thrown, or become frightened of you, and take 3d10 + your charisma modifier necrotic damage at the start of each of its turns, until it leaves the area. You can use that feature once per short or long rest.

>> Command Undead

You can use magic to bring undead under your control. As an action, you can choose a number of undeads equal to half your level, that you can see within 60 feet of you. That creatures must make a Charisma saving throw against your spell save DC. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. You can use this feature a number of times equal to your proficiency bonus, then you must finish a long rest before you can use it again.

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Forge Domain

>> Forge Creations
Forge Creations Table
Level Modifications Magic Bonus
1st 1 +1
2nd 1 +1
3rd 1 +1
4th 1 +1
5th 2 +2
6th 2 +2
7th 2 +2
8th 2 +2
9th 3 +3
10th 3 +3
11th 3 +3
12th 3 +3
13th 4 +3
14th 4 +3
15th 4 +4
16th 4 +4
17th 5 +4
18th 5 +4
19th 5 +5
20th 5 +5
Item Creation
Your eficiency to create items is unparaleled. You can create any item with half the time. Aditionaly, you can add modifications to the items you create. The maximum number of modifications to each item is listed on the table above. Aditionaly, when you create an weapon, or armor, it is considered magical, and has a magic bonus described on the table.
Modifications
You can add the following modifications to your items:
  • Aditional Propriety: You can add another propriety to a weapon. (For exemple, add the finese propriety to an longsword).
  • Remove Propriety: You can remove a propriety of the weapon. (For exemple, remove the heavy propriety of a greatsword).
  • Replace Property: You can replace one propriety of a weapon for another (For exemple, replace the two handed propriety to the one handed propriety)
  • Remove Requisite: You can remove one requisite of a weapon, armor or another item. (For exemple, remove the requisite of 17 strength of a plate armor).
  • Precise Focus: Spells cast by this spellcasting focus ignore half cover.
  • Precise Ranged Weapon: Ranged Attacks made with this weapon ignore half cover.
  • Protective Field: While wearing or holding an armor or shield with this propriety, you can use your reaction to reduce the damage of an attack by 1d10.
  • Magic Ammunition (3rd Level): If the weapon has a ammunition tag, it can create a magical piece of ammunition as part of the attack. Hit or miss, the piece of ammunition disapears.
  • Returning Weapon (3rd Level): If you throw a weapon, it comes back to the hand of the attacker after it hit or miss.
  • Enhanced Precise Focus (6st Level): Spells cast by this spellcasting focus ignore half cover and three-quarter cover.
  • Enhanced Precise Ranged Weapon (6st Level): Ranged Attacks made with this weapon ignore half cover and three-quarter cover.
  • Resistant Armor (6st Level): You have resistance to one type of damage while you wear this armor.
>> Replicate Magic Item

You know how to replicate an magic item you already see. With an hour of work, or as part of a short or long rest, you can create the item of your choice. This feature follow the same statics as the artificer replicate magic item infusion. You can have up to your proficiecy bonus replicated items active. If you replicate another item above that limit, the oldest item disapears, and then the new one is replicated.

>> Spell Infused Item

You can infuse an item with the effects of a cantrip, or a spell of 1st level. After that, as a bonus action (or a reaction after hit a creature with an attack with that item) you can release the effect of that spell, and the infusion ends. It uses your charisma as spellcasting ability. You can infuse a number of items equal to twice your proficiency bonus per long rest.

>> Enhanced Spell Infusion

You can now infuse spells of 2nd level on your items, using the Spell Infused Item feature.

>> Attunement Expert

You can attune to up to four magic items at once.

>> Spell Infusion Savant

You can now infuse spells of 3rd level on your items, using the Spell Infused Item feature.

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Life Domain

>> Spellcasting
Life Domain Spellcasting
Level Cantrips Known Spells Points Slot Level
1st 3 4 1
2nd 3 6 1
3rd 3 14 2
4th 4 17 2
5th 4 27 3
6th 4 32 3
7th 4 38 4
8th 4 44 4
9th 4 57 5
10th 5 64 5
11th 5 73 6
12th 5 73 6
13th 5 83 7
14th 5 83 7
15th 5 94 8
16th 5 94 8
17th 6 107 9
18th 6 114 9
19th 6 123 9
20th 6 133 9
Cantrips
You learn three cantrips of your choice from the cleric spell list. You learn an additional wizard cantrip of your choice at 4th level, and again at 10th and 17th level.
Preparing and Casting Spells
The Life Domain table shows how many spell slots you have to cast your cleric spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of spells equal to your Charisma modifier + your God's Descendant level (minimum of one spell). The spells must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Arcana Domain spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a arcane rage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
>> Balm of Life

Whenever you restore hit points to a creature, the creature regains additional hit points equal to 1d6 + your charisma modifier. This bĂ´nus increases to 2d6 on the 6th level, 3d6 at 11th level, and 4d6 at 17th level.

>> Restorative Pulse

You have acess to a Restorative Pulse to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals twice your God's Descendant level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

>> Protective Aura

You can manifest an aura, to protect the life of you and your allies. You can activate that aura as a bonus action. While the aura is active, choose any creatures within 30 feet of you, that you can see. At the start of each of the creature's turns, it gains temporary hit points equal to your charisma modifier + your God's Descendant level. You can use that feature a number of times equal to your proficiency bonus. When you finish a long rest, you regain your expended uses.

>> Aegis of Life

When you, or any creature you can see within 120ft are hit by an attack or you fail a saving throw, you can use your reaction to grant a +5 bonus to its AC against that attack or a +5 bonus to that saving throw.

>> Divine Touch

You can touch a creature, and use the effect of the following spells: Lesser Restoration, Remove Curse, Revivify or Greater Restoration, without need of material components. Once you use an effect, you can't use that effect until you finish a short or long rest.

>> Improved Protective Aura

Your protective aura become better to protect your allies. Creatures affected by your Protective Aura have half cover.

>> Life Sanctuary

While inside your Protective Aura, creatures of your choice can't be killed. If they are reduced to 0 hit points, they become unconscious, but stable.

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Light Domain

>> Spellcasting
Light Domain Spellcasting
Level Cantrips Known Spells Known Spells Points Slot Level Daylight Afinity
1st 3 4 4 1 1d6
2nd 3 5 6 1 1d6
3rd 3 6 14 2 1d6
4th 4 7 17 2 1d6
5th 4 8 27 3 2d6
6th 4 9 32 3 2d6
7th 4 10 38 4 2d6
8th 4 11 44 4 2d6
9th 4 12 57 5 3d6
10th 5 14 64 5 3d6
11th 5 15 73 6 3d6
12th 5 15 73 6 3d6
13th 5 16 83 7 4d6
14th 5 18 83 7 4d6
15th 5 19 94 8 4d6
16th 5 19 94 8 4d6
17th 6 20 107 9 5d6
18th 6 22 114 9 5d6
19th 6 22 123 9 5d6
20th 6 22 133 9 5d6
Cantrips
You learn three cantrips of your choice from the wizard and sorcerer spell list. You learn an additional wizard and sorcerer cantrip of your choice at 4th level, and again at 10th and 17th level.
Spell Slots
The Light Domain Spellcasting table shows how many spell points you have to cast your wizard and sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell points when you finish a long rest.
Spells Known of 1st Level and Higher
You know four 1st-level wizard or sorcerer spells of your choice.
The Spells Known column of the Light Domain Spellcasting table shows when you learn more wizard and srcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Arcana Domain spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a arcane rage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
>> Daylight Afinity

While in sunlight, spells you cast deals aditional 1d6 damage to one creature of your choice. The amount of the extra damage increases as you gain levels in this class, as shown in the Sunlight Afinity column of the Light Domain table.

>> Light Flare

As an action, you can trow an orb of light on a point within 60ft of you. Every creature that can see the orb within 30ft of it must make a dexterity saving throw, to avoid direcly look at it. On a failure, that creature is blinded until the end of its next turn. You can use this feature a number of times equal to twice your proficiency bonus per long rest.

>> Flash Movement

As a bonus action, you can travel the space with unparaled speed. With a flash of light, you teleport up to 30 feet to an unoccupied space that you can see. Once you use that feature, you can't use it again until you finish a short rest, unless you expend a spell slot of 1st level or higher.

>> Light Resilience

Every time you cast a spell that deals radiant or fire damage, you gain temporary hit points equal to 3x the spell level (2 temporary hit points for a cantrip). This temporary hit points can stack, as long as they are of the same source.

>> Flash Movement Improvement

You can now use your Flash Movement feature an unlimited number of times.

>> Light Avatar

As long as you are on direct sunlight, creatures have disadvantage on saving throws against your spells and magic effects, and you become resistant to all types of damage.

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Love Domain

>> Spellcasting
Love Domain Spellcasting
Level Cantrips Known Spells Known Spells Points Slot Level
1st 3 4 4 1
2nd 3 5 6 1
3rd 3 6 14 2
4th 4 7 17 2
5th 4 8 27 3
6th 4 9 32 3
7th 4 10 38 4
8th 4 11 44 4
9th 4 12 57 5
10th 5 14 64 5
11th 5 15 73 6
12th 5 15 73 6
13th 5 16 83 7
14th 5 18 83 7
15th 5 19 94 8
16th 5 19 94 8
17th 6 20 107 9
18th 6 22 114 9
19th 6 22 123 9
20th 6 22 133 9
Cantrips
You learn three cantrips of your choice from the bard and sorcerer spell list. You learn an additional bard and sorcerer cantrip of your choice at 4th level, and again at 10th and 17th level.
Spell Slots
The Arcana Domain Spellcasting table shows how many spell points you have to cast your bard and sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell points when you finish a long rest.
Spells Known of 1st Level and Higher
You know four 1st-level bard and sorcerer spells of your choice.
The Spells Known column of the Love Domain Spellcasting table shows when you learn more bard and sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Love Domain spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a arcane rage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
>> Charming Prodigy

You become proficient in the Deception, Intimidation and Persuasion skills. If you already are proficient in any of this skills, you double your proficiency bonus to any ability check using that skill. Aditionaly, a creature never has advantage against an enchantment spell you cast that gives de the charmed condition.

>> Lover's Mark

You can mark a willing creature to be your lover. When you or the other creatures takes damage, the other part can choose to give it resistance to all damage until the end of that turn, and takes the same ammount of damage as a reaction. You can mark a number of creatures at the same time equal to twice your proficiency bonus. You can also remove the mark of a creature as a bonus action.

>> Mind Controll Charm

As an action, you can force a creature that can see or hear you to make a Wisdom saving throw, or be magically charmed for 1 minute. The charmed target obeys your verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this feature for the next 24 hours.

>> Forced Charm

When another creature suceed on a saving throw against a enchantment spell, or a charm effect you use, you can force it to repeat the saving throw with disadvantage. You can use that feature a number of times equal to your proficiency bonus per long rest.

>> Improved Lover's Mark

If one of your lovers uses its reaction to reduce the income damage to you, you takes no damage instead, and the lover takes half the damage.

>> inevitable Charm

You can spend one use of your Forced Charm feature to negate the immunity to the charm condition of a creature for 1 minute. Aditionaly, a creature no longer become immune to your Mind Controll Charm after it suceed on the saving throw.

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Nature Domain

>> Spellcasting
Nature Domain Spellcasting
Level Cantrips Known Spells Points Slot Level
1st 2 4 1
2nd 2 4 1
3rd 2 6 1
4th 3 6 1
5th 3 14 2
6th 3 14 2
7th 3 17 2
8th 3 17 2
9th 3 27 3
10th 4 27 3
11th 4 32 3
12th 4 32 3
13th 4 38 4
14th 4 38 4
15th 4 44 4
16th 4 44 4
17th 4 57 5
18th 4 57 5
19th 4 64 5
20th 4 64 5
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 4th level, and again at 10th level.
Preparing and Casting Spells
The Nature Domain table shows how many spell slots you have to cast your druid spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of spells equal to your Charisma modifier + half your God's Descendant level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Death Domain spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a arcane rage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
>> Mother Nature Tongue

You can comunicate simple ideas with plants and animals. You gain the ability to comprehend and verbally communicate with beasts and plants. You might be able to persuade a beast or plant to perform a small favor for you, at the DM's discretion.

>> Geomancer

You can manipulate the material forces to harm others. In place of one or both your attacks, you can make a ranged spell attack on a creature within 60ft of you, that you can see. The damage of this special attack is 1d10 + your charisma modifier, and the damage type is based on the material you are using to attack (Fire for fire, Blodgeoning for earth, cold for water, slashing for wind). This damage increases to 2d10 on the 6th level, 3d10 at 11th level, and 4d10 at 17th level.

>> Nature Summoner

You learn the Summon Beast spell. If you already know that spell, you learn another conjuration spell you can cast. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature's hit point maximum is increased by an amount equal to twice your God's Descendant level.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
  • The creature adds your proficiency bonus to its weapon attack and damage rolls.
  • If you cast a spell using a spell slot that restores hit points to a beast you summon, the amount of healing is doubled.
>> Improved Geomancy

Your abilities of manipulation of natural forces become stronger. You can add some effects to your attacks with Geomancer feature, depending of the material you are using.

  • When you use the earth attack, the target must suceed on a strength saving throw or become grapled. At the end of each of its turns, it can repeat the saving throw, freeing yourself on a sucess.
  • When you use the fire attack, you can set the target on fire. At the start of each of its turns it takes 1d6 fire damage. This damage can stack with subsequent attacks. The target can use its action to put out the fire.
  • When you use the water attack, the target is slowed, having its speed reduced by 10 feet until the end of its next turn.
  • When you use the wind attack, you can make the target bleed. It takes an extra 1d6 damage at the end of each of its turns, unless its suceed on a constitution saving throw to close the wound. This damage can stack with subsequent attacks.
>> Animal Form

You can use the Polymorph spell on yourself a number of times equal to 2 + your proficiecy bonus, regaining all uses on a long rest. Your attacks in this form are considered magical to overcome resistance and imunity to non-magical damage.

>> Improved Animal Form

You can now use your Animal Form an unlimited number of times.

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Tempest Domain

>> Storm Caller

You can use your action to conjure a magic weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon has the thrown property, with a normal range of 40ft, and a long range of 80ft, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

As an action, while you have the Storm Caller in hands, you can call a lightning on a point you can see within 60ft of you. Every creature within 10ft of this point must suceed on a dexterity saving throw, or take 2d10 lightning damage, or half as much on a sucess. This damage increases to 3d10 on the 6th level, 4d10 at 11th level, and 5d10 at 17th level.

>> Tempest Soul

You became a manifestation of the storms. You became imune to thunder and lightning damage. Also, your weapon attacks delas aditional damage equal to half your God's Descendant level. And when an enemy hits you with a melee attack, it takes that aditional damage as well. This damage type is thunder or lightning (your choice).

>> Lightning Speed

You can push yourself beyond your normal limits. You can give yourself the effect of the Haste spell, without need to concentrate. It remains for one minute, but you don't suffer the aftereffect of letargy when it ends. You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature after a short or long rest.

>> Controll Lightning

As an action, you can summon a Living Lightning Bolt. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. You can command it as a bonus action. If you don't issue any command, it takes the Dodge action and uses its move to avoid danger. The creature remains for one hour. You can use that feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

>> Improved Tempest Soul

Your imunity to thunder and lightning becomes damage absortion. When you takes thunder or lightning damage, you take no damage, and heal by the same ammount instead.

>> Eletric Overcharge

As an action, you create an orb of eletricity on a point you can see within 60ft of you. The orb remains for one minute. Any creatures of your choice within 120ft radius of the orb must make a constitution saving throw at the end of each of its turns, or be stuned by the orb, and takes 5d10 lightning damage.

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War Domain

>> Divine Whrath

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, double your strength bonus for the damage rolls.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your rage on your turn as a bonus action.

Once you have raged the maximum number of times for your class level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 11th, and 6 at 17th.

>> Born to Battle

Your knowledge of the battlefield is unparalleled. As a bonus action on your turn, you can switch instances to adapt to the combat in front of you.

  • Ofensive Instance: While in this instance, your weapon attacks are made with advantage, but enemies also attack you with advantage.
  • Defensive Instance: While in this instance, your weapon attacks are made with disadvantage, but enemies also attack you with disadvantage.
>> Divine Blow

You can channel divine fury into your weapon strikes. Once per turn, you can make a Divine Blow, in place of one of your attacks. On a hit, it deals the damage as normal, plus 1d10 times your proficiency bonus. The adicional damage is necrotic or radiant.

>> Divine Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.

>> Improved Extra Attack

Whenever you take the Attack action, you can make three attacks, instead of two.

>> Improved Divine Surge

You can now use your Divine Surge twice before a rest, but only once on the same turn.

>> Divine Strike

When you miss a melee weapon attack, you can choose to hit instead. This attack is a critical. Once you use this feature, you can't use it again until you finish a short or a long rest.

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Multiclassing

Prerequisites. To qualify for multiclassing into the God's Descendant class, you must meet these prerequisites: Strength or Dexterity 13, Charisma 13

Proficiencies. When you multiclass into the God's Descendant class, you gain the following proficiencies: All Weapons, All Armors

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