God Eater (5e Class)

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Work In Progress

Adaptable Weapons[edit]

A group of traveling merchants walks by a mysterious stranger, ensnaring their attention. They see an average looking fellow with an above average sized weapon and an oddly large bracelet on the wrist of their right arm. The Merchants then continue with their journey, still gossiping and guessing about how he wields such a large weapon with ease. Once they arrive at their destination, a city a half days walk away, they are stunned to see that it is being raided by a neighboring city of thieves and mercenaries. As the merchants try to help, they are quickly pinned and held down as a large brutish looking man walks to them. The brute raises his ax, just as the strange man from earlier drops from the sky and whirls his large blade in a circle, knocking all the thieves away into the walls of nearby houses. Then He runs and leaps a great distance and cleaves more men ransacking the city. in mere minutes the town is clear of all hostiles.

In the Hills of a secluded valley, a hunter watches as a woman fights against blood-thirsty dire wolves. Going blow for blow with the great beasts, she slams with extreme force onto one of them. Finally killing it, she then miraculously alters her weapon and it Morphs into a cannon. Taking aim at the wolf's remaining, she fires a shot from the cannon and it explodes upon impact and injures another wolf. Taking a severe hit she gets back up and begins to fire again, missing the next 2 shots and she runs out of ammo. As the last wolf circles to finish her off she dodges, the cannon morphs once again into a long dragon-like figure. the figure lunges at the dead wolf, taking a bite from it and swallowing it. She then lets out a loud gesture of relief and fires the cannon once again, this time landing a shot directly on the last wolf as it dashes at her, killing it. Once finished she calls to the hunter that it's safe.

Trials of Gods To become a God Eater is to endure unimaginable pain to acquire immense power, all to achieve the goal you have set. Many do not survive the challenges but if you do pass the rigorous physical and mental tests you are asked fates changing question's, "do you accept the pain? "-" do you accept your fate? "if answered yes then no, you are given a brace on the arm that is apart of you that can not be removed as well as a weapon specific to the user which only they can wield. The weapon you acquire is living able to morph at the users command from a melee weapon to a ranged weapon. If the weapon rejects its user it will consume them and will consume any other individual that tries to touch it. You are now combined as one down to the cellular level.

Creating a God Eater[edit]

Play it your way. This class can help you play a multitude of styles. From major DPS to Long range combat to being the tank. The God Eater class has it all. "Do you know why they call us God Eaters? It's because WE DEVOUR GODS!!!"-Lenka Utsugi an extremely powerful God Eater

Class Features

As a God Eater you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light or medium armor, shields
Weapons: Simple weapons, martial weapons, God arc
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from acrobatics, athletics, history, nature, perception, or survival

Equipment

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

  • (a) Leather Armor or (b) Chain Shirt
  • (a) Dungeoneer's pack or (b) Explorer pack
  • (a) a pouch with 10 GP in it or (b) a pouch with 5 GP and 10 SP in it

Table: The God Eater

Level Proficiency
Bonus
Features Oracle points
1st +2 God Arc, Charged Strike
2nd +2 Oracle Points, Devouring 2
3rd +2 Weapon Modifications, Oracle Ammunition, 4
4th +2 Ability Score Improvement 6
5th +3 Extra Attack, Melee Modifications 8
6th +3 Berserk Devouring, Burst 10
7th +3 Melee Modification, Extra Tough 12
8th +3 Ability Score Improvement 14
9th +4 Maim, Ranged Modifications 16
10th +4 Extra Tough(2), Melee Modification, Healing Shot 18
11th +4 Heart of The Warrior, Link Aid 20
12th +4 Ability Score Improvement 25
13th +5 Melee Modification, Burst (2) 30
14th +5 Overdrive, Ranged Modification 35
15th +5 Convert Tactics, Healing Shot(2) 40
16th +5 Ability Score Improvement, Melee Modification, Extra Tough(3) 45
17th +6 Cell Burst, Ranged Modification 50
18th +6 Unnatural Endurance, Burst (3) 55
19th +6 Ability Score Improvement 60
20th +6 Divine Barrage, Link Aid (2) 70

God Arc[edit]

At 1st level, you have a living weapon known as a god arc, to which you are bonded. A god arc can only be bonded to a single creature.

The god arc is a martial melee weapon that deals 1d8 slashing damage. It has heavy and two-handed properties and weighs 50 lbs. While wielding a god arc, you can use a bonus action to change its form into a ranged weapon or back into a melee weapon.

As a ranged weapon, the god arc deals 1d8 piercing damage and has the ammunition (30 / 120 ft), heavy and loading properties. It can use any piece of ammunition (arrow, bolt, bullet or sling stone).

If you are bonded with a god arc, you can wield it in one hand, it is not treated as heavy, and is weightless. If you lose a god arc you are bonded with, you can perform a ritual to create a new one. The ritual requires 8 uninterrupted hours and consumes materials worth 100 GP. Upon completion, the original god arc withers away, and a new god arc (bonded to you) appears within 5 feet of you.

Charged Strike[edit]

Patience is a god eater's best weapon even in the most pressing situations. If you are holding your god arc, you can hold your action and add a 2d4 force damage when you hit with a melee attack. If you don't use your attack after you charge it up you'll take 1d4 force damage

Oracle Points[edit]

You have 2 oracle points, and you gain additional points every time you level up, to a maximum of 70 at level 20. You can have more oracle points than shown on the table for your level though you will return to point max, regardless of the number of points every short rest.

You regain 1 oracle point if you score a critical hit with your god arc.

Oracle Ammunition[edit]

From 3rd level, your god arc can generate its own ammunition.

If you are holding your god arc, as a bonus action you can expend 1 oracle point. The god arc generates 5 pieces of ammunition that are held within it and cannot be removed. Until this ammunition is expended, you ignore the loading property of the weapon.

Devouring[edit]

When you reduce a creature to 0 hit points, you can choose to have the god arc devour the creature, leaving behind any items the creature was wearing or carrying. If you do so, you regain oracles depending on the size of the creature

Tiny 1 point, Small 2 points, Medium 4 points, Large 8 points, Huge 10 points, Gargantuan 25 points If its bigger then Gargantuan its 40 points

The god arc cannot devour constructs.

When devouring a legendary creature your god arc becomes empowered gaining a new elemental attribute to apply to your god arcs damage types(what type it is, is up to your DM). This gain is permanent.

Devouring Form God Arc: The god arc in its Devouring form is a black Draconic monstrosity with milky white eyes. It only shows ahead and when it maims or Devours. The head produces from the blade.

Weapon Modifications[edit]

At 3rd level, your god arc grows more powerful. Choose one of Melee Modifications and one of Ranged Modifications from the lists below.

Ability Score Increase[edit]

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

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 14th level, you can attack 3 times.

Berserk Devouring[edit]

At 6th level, by spending 5 Oracle points, you can empower your God Arc's Devouring ability for one use. When you next use Devour, your God Arc can Devour anything in a 10ft line. Anything in that area must make a Dexterity saving throw (dc=15). They take 1d12 damage on a failed save, and​ half on a successful one. You gain Oracle points equal to the damage dealt this way. You can only use this ability once per day. Can be used as a bonus action if in burst.

Burst[edit]

Whenever you are successful on a devour you enter burst. While in burst you have increased movement of 15ft and have advantage on your attack rolls for your next 2 turns and can reroll on your attacks whenever you roll a 1. You can only shift into burst twice per long rest. At 12th level [Burst 2] you can maintain this for 4 turns and regen health at 2d4+CON+PROF each turn and can shift another ally into burst alongside you. Ally gains the increased movement and health regen but does not gain the advantage on an attack roll or the ability to reroll 1s and can use burst 3 times per long rest and can not shift the same ally into burst consecutively. At 18th level [Burst 3] you can stay in burst for 1 minute, the health regen increases to 3d8+CON+PROF, the ability to reroll on CON, STR, DEX saves as well as athletic and acrobatic skill checks, can subtract from your oracle points instead of HP when you receive damage and the number of allies you can shift into burst increase to 3. Those allies gain the increased health regen, the ability to reroll CON, STR, DEX saves and temporary HP equaling to your oracle point maximum + god eater level + your prof. You can shift into burst 5 times per long rest and have no restriction on who you are allowed to shift into burst.

Extra Tough[edit]

You gain +1 AC even while wearing armor. You also gain your level in HP plus one for every level from now on. At 10th gain +2 to AC. At level 16th level this bonus goes up to +3.

Maim[edit]

At 9th level, your training and practice in the field has shown you that crippling your enemies makes work much easier to perform. For 10 oracle points you can attempt to remove a limb from an opponent. This counts as an attack and will do 1d8 damage and force your opponent to make a constitution saving throw with a DC of (8+Proficiency bonus+Strength mod). If they fail the saving throw pick one of two effects:

  • Leg: Cut move speed in half and disadvantage on dexterity saving throws.
  • Arm: Disadvantage on attacks

You can't make an attack action, but you can devour as a bonus action(does 1d6 damage instead of 1d8 damage). Same as when your god arc Devours, it reverts to its Devouring form for the attack and returns to its previous form after the attack, unless you use the bonus action to devour, then it returns to its previous form after that action.

Healing Shot[edit]

At 10th level, you are experienced enough to heal your allies in combat. The properties of the bullet changes depending on the Ranged Modification you currently have. Counts as an action but each shot can be used 3 times as long as costs can be made. [Sniper: Pierce(All allies pierced within a straight line bullet Max of 3), Max Range: 60ft, Healing: 8d10, OP Cost: 35]. [Bastion: Single Target, Max Range: 30ft, Healing: 5d10 + Cleanse(Removes any poison, paralysis or charm) OP Cost: 15]. [Crater: Max Range: 20ft with 25ft radius around target, Healing: 15d10 + Temporary HP= GE level+CON Modifier, OP Cost: 40]. Laser cannon is incapable of healing shot

Link Aid[edit]

At 10th level, if an ally is down you may use half your current oracle points to bring them back up to the amount spent as their HP. You can only use this twice per long rest. At 20th level you may use this at 1/4th your current oracle points but healing a downed ally for double that amount and you can do so 3 times per long rest.

Heart of The Warrior[edit]

At 11th level, many days out in the field as a God Eater has made once terrifying tasks seem like the daily grind. You gain advantage on saving throws involving fear or terror. Should you fail the saving throw you gain advantage on any attempt to break free of your terror/fear. As an action you can free an ally from their terror/fear(use insight instead of medicine for the saving throw)

Overdrive[edit]

At 13th level, throughout your days in the field, you have found out that you can take the power in your weapon and enhance it. As a bonus action you can spend any interval of 10 oracle points to do one of the following:

1) Gain one more weapon die that your weapon uses for two rounds. In the end, you will gain 1 exhaustion point after this for 1d4 turns(ignore this if you choose to fall unconscious)

2) Knock the enemy prone until the start of their next turn.

3) Attack 2 more times (Can be ranged attacks)

Your overdrive can be used without any cost and instead will leave you unconscious for 1d4+2 rounds. At 18th level you become incapable of actions aside from defending for 2 turns.

Convert Tactics[edit]

At 15th level, when you are below half health, your God Arc is Melee Form, and you're engaged to a target in front of you. You can spend 20 Oracle points to jump back 20ft and transform your God Arc into its ranged form and make a Ranged attack with it as part of the same action. You can use this ability as a reaction. You can use this ability again after a long rest.

Cell Burst[edit]

As a God Eater, you have learned that survivability is key, not just for yourself but for your allies as well. As an action you can grant one of your overdrive abilities to an ally or use your oracle points to send healing shots towards your allies(uses same weapon die and cost as shot type. Overdrive benefits cost 10 points no matter what if given to ally)

Unnatural Endurance[edit]

At 18th level, through pushing your limits time and time again, you have found that your body can exceed mortal limits. You have an advantage on all Strength and Constitution saving throws. Additionally, you can no longer gain exhaustion levels through nonmagical means.

Divine Barrage[edit]

You have become a master combatant out in the field of battle. As a God Eater you can make a devastating combo with all your combined skills. For 30 oracle points you can do a total of 5 of the following actions for free unless it says else wise:

1) Devour

2) Attack (includes shooting)

3) Use an Overdrive ability (at half cost)

4) Use a Weapon Modification ability

5) Maim

Melee Modifications[edit]

Claymore Mod[edit]

Though many people want some fancy Modification to their God Arc, you see no problem with the classic sword.

Sharp Edge

-At 3rd level, your God Arc's blade has become sharper than most. Your God Arc now deals 1d12 slashing damage.

Parrying Upper

-At 5th level, As a reaction to being attacked by a melee attack or skill you may parry the attack with an upward strike. The target must make a saving roll of DC 13 + your Strength modifier. If they fail they are knocked prone until their next turn and their action is interrupted. You can do this once per long rest increasing to twice at level 16.

Vicious Knight

-At 7th level, you have become deadly with your God Arc. Your crit range goes to 19 and you can add an extra damage die when you crit.

Charge Crush

-At 10th level, you can unleash a powerful cleaving strike using all your might upon a singular target as an action. You can expend 10 OP and for your next 5 turns when you hit you deal an extra 2d10 of damage to targets.

Plasma Edge

-At 12th level, your God Arc has been modified to have a plasma edge. you can cut through magical slashing resistance and do half the damage of magical slashing immunity. 5 times per long-rest you can add 1d6 radiant damage to your roll

Vorpal Champion

-At 16th level, you have become a monster on the battlefield. When you Attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it doesn't have or need ahead. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Reaper Mod[edit]

You've decided to adopt a style that gives your enemies no escape.

Reaper's Scythe

-At 3rd level, your God Arc has been modified to be a scythe in melee form and now does 1d10 slashing damage. When in melee form, your God Arc has a reach of 10 ft and has finesse.

Blunt Cutter

-At 5th level, you may make an upward swinging attack with an expanded scythe that propels you 10ft into the air and 10ft away from the target. You may make use of your extra attacks as well as devours on the target while in the air landing after the final attack. This counts as a disengage and therefore does not provoke opportunity attacks from enemies if you leave their attack range.

Death Hook

-At 7th level, when your God Arc is in melee form, you can attempt to pull an enemy that is within 10ft of your​ God Arc in front of you. The target must make a Dexterity saving throw (dc=15). The target is pulled right in front of you and stunned until the end of their next turn on a failed save. Nothing happens on a successful save. If the target fails the save, you can use Devour on it as part of the same action. You can't use this ability on creatures more than one size larger than you, or Creatures already within 5ft of you. You can use this ability as a reaction whenever​ an enemy takes the disengage action to move from you.

Spinning Pendulum, Windmill Drop

-At 10th level, you may make a triple upward strike in which the target must make a DC13 CON + your STR modifier. If they fail they take 3d10 and are launched into the air 10ft in which an ally can make a single follow up attack against the target with your prof bonus added to the attack roll and GE level added to the damage. On a fail, the target takes half damage and is not launched. When the creature lands, they must make a DC 15 Dex save or take 1d4 force damage and go prone.

No Escape

-At 12th level, your God Arc gains access to a third form, the naginata. you can spend 5 Oracle points to temporarily transform your God Arc into its naginata form, it has a reach of 15 ft and deals an additional 1d10 slashing damage While in this form, The God Arc remains in this form until the end of your next turn. Whenever you miss an attack while your God Arc is in melee form, you may transform it into its naginata form and reroll the attack on a different target. You can use this Ability any number of times.

Wraith Dance

-At 16th level, when your God Arc is in its base melee form, you can spend 10 Oracle points to target one enemy within 5ft of you, you can make three additional attacks.

When you make the second attack, deals 1d8 necrotic damage in addition to the God Arc's damage.

When you make the third attack, your God Arc transforms into its naginata form and deals 1d10 necrotic damage in addition to the God Arc's damage, and stuns the target until the end of the target's turn. If the target​ would die because of this ability, you can Devour it as part of the same action.

You must finish a long rest to use this ability again.

Shredder Mod[edit]

When it comes to close-quarters combat, you prefer to shred the enemy as quickly as possible.

Ripsaw

-At 3rd level, your God Arc's melee form has been modified into a chainsaw. Your God Arc's melee form now has an activated and inactive mode. Its activated mode deals additional damage die. You can activate it by spending 1 Oracle point. It remains activated for one minute.

Impulse Edge Detonate

-At 5th level, after melee attacks, you can quickly fire an explosive shot without switching out of blade mode. This damage strikes as 1d6 fire damage or a collected damage from the devour ability (Acid, Fire, Cold, Radiant, Necrotic, Lightning). Each shot costs 3 OP. Can be used 3 times per turn.

Serrated Teeth

-At 7th level, your God Arc now deals 1d10 damage. When you crit your god arc will activate and you can add an extra damage die to your attack only if you crit.

Vampiric Blade

-At 10th level, when you inflict damage upon enemies you heal for that amount of damage inflicted. Allies in burst are also healed for damage you deal.

Elemental Shredder

-At 12th level, when you activate your God Arc, it deals 2d12 damage. In addition, you choose an additional damage type for your God Arc while your God Arc is activated, it deals with both slashing and the chosen type at the same time. (Acid, Fire, Cold, Radiant, Necrotic, Lightning); (The damage your God Arc deals are both treated as slashing and the chosen type being, it doesn't deal additional damage because of this feature).

Destroyer of the Armory

-At 16th level, you can now destroy the armor of an enemy. When you successfully land a hit with your God Arc while it's activated, you can attempt to deteriorate their armor. You make a Strength check (dc=armor class of target creature or 20 whichever is higher). On a success, the creature's AC is reduced by 2. This can only be done two times per long rest.

Smasher Mod[edit]

Through your experience you found that slicing your enemies is just boring, why not crush their bones instead?

Crusher

-At 3rd level, your God Arc has been modified to deal bludgeoning damage instead of slashing damage. You can also spend 3 Oracle points to knock an enemy back 5ft on a successful hit.

Spiral Smasher

-At 5th level, you can swing your God Arc in an arc to hit multiple enemies adjacent to you. You roll the attack roll for all of the adjacent enemies, and roll damage separately. You can use this Ability again after a long rest.

Heavy Hitter

-At 7th level, your God Arc deals force damage instead of bludgeoning, and you can now pay increments of 5 Oracle points to knock the target back a number of feet equal to the points paid on a successful hit, and half (rounded down) on a miss.

Battlefield Brawler

-At 10th level, You can expend 10 OP to smash the ground with your god ark and make it uneven terrain in a radius of 10ft. from you. All creatures, including allies, must make a DC 17 Dex save or be knocked prone and stunned for 1 turn. You are also unaffected by uneven terrain. You can do this 3 times per long rest.

Fatal Flail

-At 12th level, you spend 15 OP making a flurry of sweeping blows upon targets within your attack range in front of you. The target takes 2d10 worth of force damage which bypass resistance. You may continue this by paying 10 OP for every additional swing inflicting an additional 1d10 worth of damage every swing. You can only do this twice per long rest.

Master of Disruption

-At 16th level, you can pay 15 OP to attack a creature and stun them. You can do this on an opportunity attack as well. When a creature gets an Opportunity attack on you, roll an attack roll; If your attack was higher than your opponents, you can expend 15 OP to interrupt their action and stun them. If you fail, the opportunity attack gets an extra damage die to use.

Biting Edge Mod[edit]

You've found that you prefer to obliterate your opponents with speed and precision

Dual Wielding

-At 3rd level your God Arc has been modified into be two smaller blades each one weighs 25 pounds weightless still applies you. Each blade does 1d6 damage (At 11th level 1d10) slashing damage and you have finesse (your finesse damage applies to each damage dice)

Double Glaive Form

-At 3rd level as a free bonus action, you can combine your God Arcs into a Double Glaive, in Double Glaive form you deal 2d6 (At 11th level you've learned how to spin your Double Glaive faster making so you hit more, your damage dice is now a 5d6) slashing damage and it has finesse (your finesse damage applies to each damage dice) In this form You can make a Reach attack of 5tf, if you hit on a reach attack you deal 1d6 piercing damage (damage dice goes up to 3d6 at 7th level and 5d6 at 14th level) you also can't use Devour, Maim and Overdrive while in Double Glaive form, you also move 5 ft faster while using Double Glaive form if in combat.

Uncanny Dodge

-At 5th level when an attacker that you can see hits you with an attack, you can use your reaction to half the attack's damage against you.

Speed Mode

-At 7th level You can now spend 2 Oracle Points to move 5ft faster for 10 minutes

Swift Opportunist

-At 10th level You've learned to take advantage as soon as you see a weak spot, your critical hit range is now 19

Mastery of Convert Tactics

-At 12th level If you are ever under a quarter(round up) of your hit points you can spend 6 Oracle Points to move to any unoccupied space within 20ft of your target as a free action

Reaction time of the gods

-At 16th level you are the master of speed your reaction time transcends time itself you can spend 20 Oracle Points to completely dodge and take no damage no matter what type of attack

Ranged Modifications[edit]

Sniper Mod[edit]

You have decided to keep your distance when possible.

Eagle Eye

-At 3rd level, your​ God Arc has been modified to conquer the field at long distances. The range on your God Arc's Ranged ​Weapon form increases to 140/300ft and you deal a 1d12 piercing damage.

Cannon Shot

-At 9th level, you can use maim while your God Arc is in its Ranged form, but you still can't use Devour as a bonus action if you use Maim in Range form.

Piercing Bullet

-At 13th level, if there are two or more enemies within your God Arc's range and in a straight line, you can roll an attack roll and damage roll for all of them. On a hit, they all become stunned until the end of their turn. You can use this ability again after a long rest.

God's Eye

-At 17th level, your God Arc's Ranged form can now fire up to 300ft and you cannot receive disadvantages on Ranged attacks made with your God Arc. You also deal an additional 1d12 piercing damage.

Bastion Mod[edit]

You prefer to pepper your enemies in a blaze of bullets.

The Vulcan

-At 3rd level, you only need to spend one oracle point to fire your God Arc. You can also now fire any number of shots equal to 1/4 your max Oracle points per attack (you roll one attack roll for all the shots). Each shot does 1d4 piercing damage + half proficiency bonus rounded down.(pick how many shots your going to take before you role to attack)

Oracle Barrage

-At 9th level, you can spend half your current Oracle points, you fire that many shots at Target enemy, you deal 1d6 piercing + proficiency per shot. The target must make a Dexterity saving throw (dc=17). The target takes​ half damage on a successful save, and full damage on a failed save. You must complete a long rest to use this ability again.

Vulcan Rain

-At 13th level, you can now fire any number of shots, as long as you have the Oracle points to pay for them.

Bastion Mode

-At 17th level, you can enter a stance known as Bastion Mode. While in this stance, you gain +1 to AC and cannot take the movement action. You can switch between stances at the beginning of your turn. In addition, while you are in this stance, you can select any number of creatures within your God Arc's range (MAX 7), you attack each with 10 shots from your God Arc (this still consumes your Oracle points). You roll one attack roll per target and one damage roll for all. You must complete a long rest to use this ability again (you can still enter the stance at will, just not the ability).

Crater Mod[edit]

Boom, Boom, BOOM! You love to blow up your enemies and watch their ashes fall like snow.

Rocket Launcher

-At 3rd level, your God Arc had been modified to destroy enemies in very few shots. It costs 3 Oracle points to fire the God Arc now, and its range has been reduced to 60ft, but it now does an additional 1d8 fire damage per shot.

Shrapnel Ammo

-At 9th level, whenever you hit on a Ranged attack, everything within a 10ft radius must make a Dexterity saving throw (dc=15) or take 1d6 piercing damage.

Mortar Master

-At 13th level, you can enter the Mortar Master stance. While in this stance, your God Arc's range increases to 120ft, but you cannot take the movement action. In addition, while in this stance, whenever you make a hit, the dc for your Strapinal Ammo ability increases to 17, and those who fail the save takes 1d4 piercing damage. You can remain in this stance for up to three rounds. You must finish a long rest to use this stance again.

Death From Above

-At 17th level, you can spend Oracle points in increments of 10 to fire a missile with a range of 50 to any space within ​it. When the missile lands at the designated space, all creatures within a 30ft radius must make a Dexterity saving throw (dc=19). They take Xd8 Fire damage on a failed save, and half on a successful one (X is every 10 Oracle points spent on this ability). If the missile lands on a space that is occupied by a creature, that creature automatically fails and takes. You can warn any number of Allies of this Attack to give them advantage, but they have to hear it for this to apply and must use your Bonus Action. You must finish a long rest to use this ability again.

Laser Mod[edit]

Out of all these Ranged mods you just want some magic.

Laser Cannon

-At 3rd level, your god arc has been modified into an experimental magic firing cannon, you shoot a beam of magic piercing damage, your damage dice is 1d6 but ever time you hit the same enemy you add one more damage dice if you miss you reset, it only cost 1 oracle point to shoot, you can hit anything as long as you can see it and are successful on a hit.

(DM note the player has to have line of site on what they want to hit not a familiar or something they can see though)

Cartridge Swap

-At 9th level, you can add and change one damage type to your god arc in range mode. You can pick Acid, Fire, Cold, Radiant, Necrotic, or Lightning. You can only do this while you have downtime.

Superior Magic

-At 13th level, you can shoot through magical resistance of any type and do half the damage of magical immunity of any type.

Magic Cannon Mastery

-At 17th level, you have mastered your experimental magical cannon and with that, you know how your cannon works and how to apply it better than ever, you can make a charged shot that takes one turn to ready and 20 oracle points to use. If you hit you can remove one type of immunity and make it resistant, if you pick a resistance you just remove it. You can only use this one time per long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the God Eater class, you must meet these prerequisites: Str or Dex 14 and Con 12

Proficiencies. When you multiclass into the God Eater class, you gain the following proficiencies: The god arc.


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