Iconoclast (5e Class)
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Iconoclast[edit]
Deities are more likely to spread doom than peace and bounty. Some people known as iconoclasts, devote themselves to thwarting the gods by hunting down their followers
Path of rebellion[edit]
Iconoclasts despise the gods since they are nothing more than a bunch of tyrants good or evil they don’t care.
Creating an Iconoclast[edit]
What path did your character take to reach this forsaken status? Did a religious body hex them for an act the followers found abominable? Were they once devout knights of an order, only to be ousted by corruption and underhanded means? Or, were your loved ones destroyed by a god’s anger
- Quick Build
You can make an Iconoclast quickly by following these suggestions: First, either Constitution or Strength should be your highest ability score, followed by Wisdom. Second, choose the outlander background.
Class Features
As a Iconoclast you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Iconoclast level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Iconoclast level after 1st
- Proficiencies
Armor: light and medium; shields
Weapons: Simple and Martial Weapons
Tools: One musical instrument of your choice
Saving Throws: Wisdom, Constitution
Skills: Choose 3 from: Athletics, Acrobatics, Intimidation, Perception, Religion, or Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) One Martial Weapon or (b) Two Simple Weapons
- (a) a relic of your former faith or (b) Explorer's Pack
- If you are using starting wealth, you have 1d4 x 10 gap in funds.
Level | Proficiency Bonus |
Divine Essence Points | Features |
---|---|---|---|
1st | +2 | - | Unarmored defense, Denial |
2nd | +2 | - | Indomitable Will |
3rd | +2 | 1 | Deicidal Path, Stealing faith |
4th | +2 | 1 | Ability Score Improvement |
5th | +3 | 2 | Inmonrtal, Extra Attack |
6th | +3 | 2 | Ready for battle |
7th | +3 | 3 | No more lies |
8th | +3 | 3 | Ability Score Improvement |
9th | +4 | 4 | Deicidal Path feature |
10th | +4 | 6 | Survivor |
11th | +4 | 6 | Ultimatum |
12th | +4 | 7 | Ability Score Improvement |
13th | +5 | 7 | Deicidal Path feature |
14th | +5 | 8 | No More Tricks |
15th | +5 | 8 | Persevere |
16th | +5 | 9 | Ability Score Improvement |
17th | +6 | 9 | Transparency |
18th | +6 | 10 | Deicidal Path feature |
19th | +6 | 10 | Ability Score Improvement |
20th | +6 | 11 | Ascended Battler |
Unarmored Defense[edit]
Starting at 1st level, your body's power emanates from the beatings you have taken in the name of your cause. While unarmored, your Armor Class is equal to 10 + your Dexterity modifier + you Constitution modifier. You can still use a shield and get this benefit.
Denial[edit]
Starting at 1st level, the power of the divine is behind you. You no longer are fear or tempted by the gods. You gain advantage on saving throws against the charmed and frightened conditions.
Bravery[edit]
At 2nd level, you are excited to launch yourself into battle. You can't be surprised.
In addition, you can add your proficiency bonus to your Initiative.
Deicidal Path[edit]
Just as gods are varied in their powers and domains, an Iconoclast must be adapted to fighting the particular target of their animosity. This can range from tactics to elemental advantages. At 3rd level, choose a subclass You gain features from your subclass choice at 3rd, 9th, 13th, and 18th levels.
Stealing Faith[edit]
You hate the gods, but you still like their power. At 3rd level, when you finish a long rest, you can meditate to gain some of the divine essences they give to their followers. You gain a number of Divine Essence Points, shown on the Divine Essence Points column on the Iconoclast table.
You can spend these points to cast spells from the paladin spell list. You can cast any 1st-level spell, except from spells that restore hit points. You gain access to 2nd-level spells at 6th level; 3rd-level spells at 10th level; 4th-level spells at 14th level; and 5th-level spells at 17th level.
To cast the spell, you must spend a number of points equal to the spell's level. You recover these points when you finish a long/short rest.
Your spellcasting ability is your Wisdom modifier. The save DC to resist your spells equals 8 + proficiency bonus + your Wisdom modifier.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Immortal[edit]
Starting at 5th level, you reject defeat with all your being, unwilling to rest until your thirst for vengeance or anger has been quenched. If you would drop to 0 hit points, you may instead have 1 hit point remaining.
You must finish a long rest before using this feature again.
Ready for battle[edit]
Starting at the 6th level, whenever you make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to gain this bonus.
No More Lies[edit]
Starting at 7th level, as one who breaks the iron grip of the divine in this world, you can perceive beyond the normal mortal sights. You gain 10 feet of blindsight.
You can also spend 2 Divine Essence points on your turn, to extend your blindsense range to 30 feet, for 1 minute.
Survivor[edit]
Starting at 10th level, Iconoclasts can return even from the brink of death due to their pure overpowering will. You gain advantage in death saving throws.And proficency in constitution saving throws.
Ultimatum[edit]
At 11th level, you can cast the haste spell on yourself, without the need for concentration. However, it lasts a number of rounds equal to your charisma modifier.
You regain this ability after finishing a long rest.
No More Tricks[edit]
Starting at 14th level, you have learned how to defend against the god's primary weapon magic. You gain advantage on saving throws against spells and magical effects.
Persevere[edit]
At 15th level, after being smacked down so many times, you no longer quite feel the pain. All the carving and goring done to your body shows just how inured to pain, ascended from mortality, you have become. You gain resistance against radiant and necrotic damage
Transparency[edit]
At 17th level, the world made by gods is laid bare before you, and you see through all its lies. You gain 30 feet of truesight.
Ascended Battler[edit]
At 20th level, your feats against the divine render you like one of their ranks, with an incredible form which renders the weak unable to raise a finger against you. Your raw power and strength exude like a pressuring aura. As an action you become the bane of the gods you gain resistance to all damage and you deal an additional 2d8 of force damage with your attacks this last for one minute. Once you use this feature, you can't use it again until you finish a long rest.
Precision Expert[edit]
You take from those which you've slain, reveling in bathing in their blood and innards. Your strength gathers from these kills and the spilling of blood.
- Revenge Precision
You know few to hit fast and precise. Starting 3rd level, you gain Advantage against creatures that haven't take their turn in a fight
- Jugular
You lust for the spillage of blood, which nourishes you in its sight and content. That requires that you hit the right spot. Starting 9th level, you gain an additional +1 bonus to attack rolls made with a weapon which you are proficient in.
- Cunning Drain
Those you attack are sources to fulfill your literal bloodlust. This replenishes your killing intent and whets your power. Starting 13th level, when you score a critical hit against a creature, you cause additional 5 points of damage.
- Expert Bleeder
Your hits are so trained to strike vulnerable spots to bleed. Starting 18th level, you land critical hits on a roll of 19-20.
In addition, whenever you score a critical hit on an attack with a weapon, the target bleeds profusely, taking additional damage equal to half of the damage from the attack at the end of its next turn.
Divine Slayer[edit]
Divine slayers have their head in the game and their eyes on the prize, always. They hit hard to deal with the big fishes.
- Tools to Kill
At the 3rd level. You utilize weapons to their fullest in your mission for divine blood. Starting 13th level, you may focus and imbue a weapon that you are proficient in with your power. For one minute, you may add your Wisdom modifier (minimum +1) to all attack rolls. Once you use this feature, you can't do it again until you finish a short or a long rest.
- Fury of the Divine
At the 9th level, you choose a favorite enemy. You may choose between one of these creatures’ celestials, fiends, fey, undead, aberrations, dragons, or two subtypes of humanoid. You have a +2 bonus on your damage with weapon attacks against the creature you choose.
You can replace your chosen enemy at the end of a long rest
- Ultimate Will
At 13th level, you are always under the effect of protection from evil and good.
- Hate for the Divine
At 18th level, once per turn, you deal additional damage against your favorite enemy equal to half your level.
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