God’s Chosen (5e Class)

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[edit]

Creating the God’s Chosen[edit]


Quick Build

You can make a God’s Chosen quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom.

Class Features

As a {{{name}}} you gain the following class features.

Hit Points

Hit Dice: 1d10 per {{{name}}} level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per {{{name}}} level after 1st

Proficiencies

Armor: none
Weapons: none
Tools: game sets
Saving Throws: CON saves and STR saves
Skills: Athletics and Intimidation

Equipment

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

  • (a) {{{item1a}}} or (b) {{{item1b}}}

Table: The {{{name}}}

Level Proficiency
Bonus
Features Stamina points/ Augmented Arts
1st +2 Power of Creation 0/-
2nd +2 Body Augmentation 100+your constitution modifier/-
3rd +2 Augmented Martial Arts 150+your constitution modifier/1d6
4th +2 Ability Score Improvement 200+your constitution modifier/1d8
5th +3 Thunder God 250+your constitution modifier/1d8
6th +3 300+your constitution modifier/1d8
7th +3 350+your constitution modifier/1d10
8th +3 Ability Score Improvement 400+your constitution modifier/1d10
9th +4 450+your constitution modifier/1d10
10th +4 500+your constitution modifier/1d12
11th +4 550+your constitution modifier/1d12
12th +4 Ability Score Improvement 600+your constitution modifier/1d12
13th +5 650+your constitution modifier/2d8
14th +5 700+your constitution modifier/2d8
15th +5 750+your constitution modifier/2d8
16th +5 Ability Score Improvement 800+your constitution modifier/2d12
17th +6 850+your constitution modifier/2d12
18th +6 900+your constitution modifier/3d12
19th +6 Ability Score Improvement 950+your constitution modifier/3d12
20th +6 1000+your constitution modifier/3d12


Power of Creation[edit]

At 1st level, You were Born with the Supernatural power of true creation. You may sacrifice stamina points equal to four times the spell slot level of any spell you wish to replicate. You must have seen this spell before. If this is in a Superhero world setting, you may copy any meta ability that does not fall under the stockpiler or mutant category, and you may not copy Body adaptations. People are immune to their own meta abilities being used on them in any way, and automatically bypass their own defensive abilities, so you cannot use a copied ability against the person the ability originated from. You may spend 5 points to copy an emitter ability for a turn, and 30 points to copy a transformation ability for one minute. The cost goes up by 4for each level the ability is, so a 5th level meta ability would cost 25 points to copy for a turn. You can also create your own abilities, which use the same rules for copying spells.

Stamina Points[edit]

At 2nd level, you have a detailed amount of stamina points detailed in your class table. These points are used for multiple class features and are regained after 30 minutes of not moving at all or a short or long rest.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Body Augmentation[edit]

At second Level, you gain access to your first Permanent manifestation, the ability to augment your body to the level of superhuman. As long as your meta ability is active, your Strength And constitution/end scores cannot be below 16 this level increases by 2 every time you gain an ability score increase/ spec (every level) And your carrying Capacity and amount you can lift goes up one category at every ability score increase. However Because you always train with your meta ability active, your Strength and Constitution scores cannot be increased above 12 when this is not active (any time your ability is disabled by any means.) Additionally, whenever this feature is active, your AC is equal to 10+ STR+CON modifiers. Your Body is also completely incompatible with cybernetic or magic body parts.

Augmented Martial arts[edit]

At 3rd level, you get more used to your augmented body, you do more damage with your unarmed attacks, the damage dice for your unarmed attacks are on your class table. Due to your training being in your augmented state, any time your ability is deactivated or nullified will cause your attacks to do a maximum of 1d4+1 damage, and you will not have access to your extra attack feature with your ability nullified. At 7th level, your fist attacks count as magical for the purpose of overcoming resistances.

Cellular Regeneration[edit]

At 4th level, you gain access to your 2nd permanent manifestation in its most basic form: cellular regeneration. You can sacrifice any amount of stamina points up to twice your Constitution Score as an action. You will immediately gain that many hit points, and for one minute, you will regain that amount hit points every round at the beginning of your turn. During battle, you may also spend any amount of hit dice to regain hit points as a free Action. At 18th level, you may regenerate from a single cell. If your body is not completely destroyed, you may gain back all of your body parts and hit points instantly. You can even use this if you are dead, as long as your body is not completely destroyed. When you use this feature, you immediately have your levels of exhaustion set to max, go into a comatose state, and cannot regain stamina points until your next long rest after you wake up. You regain one use of this every 6 months.

Thunder God[edit]

At 5th level, you uncover your last permanent manifestation, The ability to produce and control lightning known as Thunder God. As an action, you can snap your fingers and it will be as if there was a lightning bolt spell targeted wherever you choose within 60 feet. You may also coat your punches in lightning, adding 2d12 lightning damage to your unarmed strikes. You may also momentarily transfer yourself into a lightning form for fractions of a second, causing your movement to not provoke opportunity attacks and your movement triples for this turn, but you must use your action and reaction to do so.

  • Retribution

As a reaction, anyone who lands an attack against you can take 4d10 lightning damage as a reaction. This move can only be used your proficiency bonus times per long rest.

  • Mjilnor strike

This ability manifests at 8th level. As a full turn action, you start to charge your lightning, putting 15 stamina points into your charge. While you charge, 4 lightning bolts will go off in random locations within a 30 foot radius of you on each turn you charge. After you have charged for at least 2 turns, you can teleport above a chosen opponent within 100 feet and cause them to make a dexterity saving throw at disadvantage. If they fail, they will take 10d10 lightning damage and 10d10 force damage and are stunned for one turn. If they succeed, they will take half damage and will not be stunned. If you are hit while charging, you use concentration rules. For every turn you charge above 2, you will add 5d10 lightning and force damage, and you can only charge to 3 rounds maximum, spending a total of 45 stamina points. You can spend more points and charge for an extra round at each ASI level.

  • Thunder Greeting

At 15th level, you can form a massive sphere of destruction from your lightning. You may charge a Thunder Ball each turn for 5 stamina. For every round spent charging the ball, it gains 3d12 lightning damage. You can gather and control energy up to your Strength or Constitution score 3d12, whichever is higher, past which you must make a DC 15 + (number of d12 above your maximum) saving throw of the same ability or have the ball dissipate, losing all the energy stored inside. If you are attacked while controlling or charging a Thunder Ball, you must make a DC 15+ damage taken Wisdom saving throw to avoid losing control of it. Losing control of it while charging results in it dissipating as described above. When you launch the Death Ball, it moves at a pace of 30 + the amount of d12 controlled feet at the beginning of your turn. The Death Ball has a radius of 20ft, plus an additional 10ft per round charged after the first. You can choose to detonate the death ball at will, forcing all creatures and objects within the Death Ball's edge to attempt a DC 15 + your ability effect modifier Dexterity or Wisdom saving throw, taking its damage on a failure or half as much damage on a success. You regain use of this feature at the end of a long rest.

Extra Attack[edit]

2 attacks at 5th level, 3 at 11th level, and 4 at 20th level. You do not benefit from this feature if you are not under the effects of body augmentation.

Initial Transformation[edit]

When your best isn't enough, when you have been outsped, outskilled, and outdone, you can unlock new feats of strength through tapping into more of your regenerative power. When you reach 0 hit points at 6th level, your body reacts as you are put to 1 hit point and enter into your initial transformation. This ability cannot be used if its cost would push your exhaustion above its maximum levels. If it would kill you or leave you in a comatose state without pushing you past maximum exhaustion levels, you can choose not to have the transformation activate.

  • this immediately grants you 5000 temporary hitpoints as well as your max stamina points.
  • You are immune to the paralyzed, and poisoned conditions.
  • You lose 100 temp hit points at the end of each turn. if you take 60 damage you only lose 40 so that you lose at least 100 temp hit points each turn.
  • when you reach 0 temp hit points, the transformation ends, you gain two levels of exhaustion, and you cannot use cellular regeneration for 5 minutes.
  • while in the form, you may use cellular regeneration as a free action and it goes off 3 times the points spent.
  • You are also immune to the effects of exhaustion, but the effects of exhaustion will take effect immediately after it ends.

“Come on…fair and square…”[edit]

At 7th level, when you enter initial Transformation, a chosen enemy within 10 feet of you must make a dexterity or strength saving throw. if they fail the saving throw, You snatch their weapon and throw it out of view, 300 feet away.

Eternal Rivalry[edit]

At 9th level, you have formed a rivalry with another creature, gaining more motivation and power when fighting with or against your rival.

  • you will have advantage on attack rolls and saving throws against others when fighting with your rival by your side.
  • If you gain the frightened condition when fighting your rival, you may unlock God's Chosen early.
  • You have a +2 to all stat modifier when fighting with or against your rival.


These bonuses are upgraded if your rival also has an Eternal Rivalry feature targeted on you, making the rivalry mutual.

  • You have extra stamina points to use equal to your level when fighting with or against your rival.
  • The +2 to all stat modifiers is increased to +6

Pre-awakening[edit]

At 10th level, you may use Initial Transformation an extra time at will,hinging on the edges of your latent power, meaning you dont have to drop to 0 hp to trigger it, and you will have your regular use when you reach 0 hp, but this version isnt as strong as that triggered by a life or death situation. This form Will automatically activate if you gain the frightened condition.

  • You will gain only 2500 Hitpoints instead of 5000
  • You will regain half your max Stamina points instead of all of them.
  • You are still immune to the paralyzed condition, but not the poisned condition
  • cellular regeneration will go off 2 times your points spent and can be used only as a bonus action.
  • This form is weaker, but burns less fuel, as you only gain one level of exhaustion upon the form ending, and you only have to wait one minute before your Cellular regeneration is back online.

PUSH THROUGH![edit]

At 11th level, when you are low on stamina points, you may take a level of exhaustion in order to gain 20 stamina points, and may take 3 levels of exhaustion to end any effect nullifying your meta ability and preventing it from being nullified for 4 rounds. For these 4 Rounds, you are not effected by exhaustion.

If you were already in a transformation when someone attempted to disable your ability, you may negate it, at the cost of taking 3 levels of exhaustion. If it is used this way, your ability cannot be nullified for a minute.

This feature cannot be used if it would kill you, put you into a comatose state, or put your exhaustion levels above maximum.

“ILL CRUSH YOU LIKE THE ANT YOU ARE!”[edit]

At 12th level, with Godly Power comes a certain amount of Pride, when you are fighting another creature, you may make a binding vow with your own psyce. No regular person should be able to stand up to you…it’s probably just luck…theres no way you’ll be outdone. As an action, you can choose one creature you can see, and can go into a state of prideful fighting where you gain the following benefits and drawbacks.

  • you gain advantage on all melee attacks against that creature.
  • Your chosen opponent gains disadvantage on all melee attacks against you.
  • Landing a melee attack on this creature gives you 10 stamina points back.
  • You gain 50 temporary hit points If these hitpoints go away, you lose this state, but if your chosen opponent manages to break these hit points with one attack, you take a certain amount of debuffs along with losing this state, as your ego crumbles.

Cracked ego Debuffs:

  • You gain the frightened condition for one round.
  • You are forced to Activate Pre Awakening the next turn.
  • You gain disadvantage against attacking that creature for the next minute, and for every attack you miss, you lose 5 stamina points.

Thunder Crush[edit]

At 13th level, you may attempt to intercept an enemy attack by grabbing the blade or fist and grappling the opponent. As a reaction, make an enemy attacking you make a dexterity or strength Saving throw. Upon failure, the attack fails and you grapple the creature. If the creature does not escape your grapple within the next 2 turns, a Gigantic lightning bolt will come down to hit them, using your body as a conduit. It will do xd12 lightning damage, where x is half the amount of points you spend on the lightning bolt. You may spend a maximum amount pf points equal to twice your level. If the creature succeededs the saving throw you initiated, they land a critical against you instead, targeting the head or torso.

God's Chosen[edit]

At 14th level, You can manifest your body augmentation to its maximum output as a bonus action, granting you the following effects.

  • Your Augmented Martial Arts dice go up a dice tier
  • you deal one extra Die of melee damage
  • You can attack one extra time
  • You gain a damage reduction of 20
  • You are not affected by exhaustion in this form.
  • You lose 10 Stamina points each turn this transformation is active.
  • this may be activated simultaneously with initial transformation, but doing so will result in an extra level of exhaustion when the Aforementioned form ends.


You may also manifest angelic or demonic wings in and out of this form. They give a flying speed equal to your walking speed. Their appearance is linked to your current state of mind when you manifest them.

Stamina Upgrade[edit]

At 16th level, you cannot die from exhaustion, and you can now gain 24 levels of exhaustion. When you reach the 24th level of exhaustion, you will fall into a state of coma in which you are effectively dead, but will wake up a day later. After waking up, you may not use your class for 2d4 days. The first 12 levels of exhaustion now have no effect on you, and you lose one level every hour.


Deflection[edit]

At 17th level, as a reaction, when you are targeted by a ranged attack, you can contest their attack roll with one of your own. On a success, you can make the same ranged attack against a different creature. If you are targeted by a spell-like effect that’s range is a line that requires a saving throw, you can choose to decrease the DC for yourself by +3, decreasing by 1 for every 3 additional stamina points spent. On a success, you can change the direction of the remaining range. (Costs 3 Stamina Points) You may not use this feature if Body Augmentation is not online.

Meteor Rush[edit]

At 18th level, you learn to use your Godly Power in bursts. You may spend 5 stamina points as an action to go into your God's Chosen transformation until the end of your next turn. You gain extra benefits while using it this way. The cost of this ability goes up by 10 every time you use it until your next long rest, when it resets.


  • you deal a total of double your base damage dice. (One for every base existing die.)
  • You may attack an extra time per turn on top of your extra from augmented form.
  • You can use a bonus action to release an air shockwave in a 50 foot cone. Those in the cone must make a Dexterity saving throw, taking 3d20+10 damage on a failed save, and half as much on a successful one.

Augmentation Mastery/Full Power Uppercut[edit]

At 19th level, You gain further mastery over your Body Augmentation. You can Use Augmentation transformation for half the stamina points each turn, and can unleash the Full power of your body enhancement in a single punch. You may charge up your body enhancement for 2 turns, taking half damage from all sources as you charge. When you are done charging, choose a creature within 120 feet of you that you can see. You immediately dash towards the creature snd release a punch that shakes the earth. The creature must make a Dexterity saving throw, or take 15d20+100 force damage and be shot a mile into the air. If they succeed, they take 7d20 damage and are blown back 100 feet. Any creatures within 100 feet of the punch must make a DC 20 Strength Saving throw or be pushed back 50 feet by the shockwave. After using this feature, you cannot Augment your body at all for one minute, as if your ability was nullified. You may still use Thunder God during this time.

God of Creation[edit]

At 20th level, you can make the ultimate sacrifice, plunging deep into your power in order to go past your limits where you should usually be bested. When you reach 0 hitpoints, and have no uses remaining of initial transformation, you may choose to charge your power for 3 rounds while you are down. Once you have charged 3 rounds, a large shockwave will erupt from your body and Any creatures within 100 feet of the punch must make a DC 20 Strength Saving throw or be pushed back 50 feet by the shockwave. You enter your final trump card, the super full power transformation.

  • You gain the benefits of the true initial transformation and the augmented transformation, but do not lose temporary hit points at the end of your turns.
  • You Regain your max amout possible of cellular regeneration on each turn at a ratio of 1/2
  • You have advantage on attack rolls.
  • You have advantage on checks to escape a grapple.
  • You are immune to all conditions and magical effects of your choice.
  • You automatically succeed Charisma saving throws.
  • You have unlimited stamina.
  • You may attack 2 extra times on top of the extra gained from augmentation form.
  • After a minute in this form, You can make your Full power uppercut attack as you end the form. you will lose all effects, gain 7 levels of exhaustion, drop to 1 hp, and will not have your class features for 30 minutes.

Multiclassing[edit]

There is no Multiclassing In or out of this class.

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