Swordbearer (Edge of Humanity Supplement)

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Swordbearer[edit]

Swordsmen and swordswomen are individuals who have chosen the path of the blade, dedicating themselves to mastering sword techniques and defending humanity from monstrous threats. These warriors, known for their strength, resolve, and discipline, are often seen as the last line of defense against the horrors that plague the land. Those who wield a sword are usually trained from a young age, either under a seasoned master or through rigorous self-training. Some, however, are born with an innate talent for combat, setting them apart from the ordinary and earning them a reputation among their peers. In this world, swordsmen and swordswomen are classified by their combat style and technique. Those who fall to darker paths are known as “Fallen Blades,” while those who are still human, though highly skilled, are simply known as “Warriors.”

Quick Build

To make a Swordbearer quickly, prioritize Constitution as your highest ability score, as it fuels most of your abilities. Your second-highest should be Strength or Dexterity, depending on your combat style.

Class Features

As a Swordbearer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor and medium armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength or Dexterity and Constitution
Skills: Choose two from Athletics, Acrobatics, Perception and Stealth

Equipment

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

  • (a) Dungeoneer’s pack or (b) Explorer’s pack
  • (a) 2 Wakizachi or (b) 1 Katana or (c) 1 Nodachi
  • (a) 1 Leather armor or (b) 1 Hide armor
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Swordbearer

Level Proficiency
Bonus
Features Divine Flow
1st +2 Divine Flow, Basic Divine Flow Infusions, Adaptive Combatant 2 + con
2nd +2 Divine Flow Channeling, Renewed Light, Favor of the Divine 4 + con
3rd +2 Fighting styles, Divine Flow Paths, Subclass feature 6 + con
4th +2 Ability Score Improvement 8 + con
5th +3 Extra Attack 10 + con
6th +3 Soulspan, Oaths and Bargains, Subclass feature 12 + con
7th +3 Resistant 14 + con
8th +3 Ability Score Improvement, Divine Flow Core 16 + con
9th +4 Relentless Initiative 18 + con
10th +4 Subclass feature 20 + con
11th +4 Negative Energy Sense 22 + con
12th +4 Ability Score Improvement 24 + con
13th +5 Boundless Initiative 26 + con
14th +5 Subclass feature 28 + con
15th +5 Divine Flow Core Manifestation 30 + con
16th +5 Ability Score Improvement 32 + con
17th +6 Divine Flow Boons 34 + con
18th +6 Divine Flow Transcendence 36 + con
19th +6 Ability Score Improvement 38 + con
20th +6 Divine Flow Ascendant 40 + con

Divine Flow[edit]

Through rigorous training or a challenging situation, you’ve achieved a breakthrough, grasping the essence of Divine Flow. This energy, the natural opposite of Negative Energy, possesses properties that are not fully known to you. However, you understand that it’s not a holy or divine power but a force that harms creatures of Negative Energy while protecting you from the same. This energy manifests as a white aura, symbolizing its positive nature.

Divine Flow Pool

With your newfound ability to sense and understand Divine Flow, you can store this energy within yourself for later use. You have Divine Flow (DF) equal to 2 + your Constitution modifier, gaining an additional 2 points at each level.

Adaptive Combatant[edit]

At 1st level, you possess an innate ability to adapt and evolve through combat experiences. When you encounter a new challenge, you can attempt to learn and replicate features or techniques from those you face. Work with your DM to determine the specific conditions or actions required to gain new features or abilities, which may include studying a creature's behavior, succeeding on skill checks, or other in-game criteria. Here is a list of features that can be learned and their pre-requisite to learn them Adaptive Evolution.

Basic Divine Flow Infusions[edit]

Starting at 1st level, you’ve developed the ability to sense and harness Divine Flow. Although your control is limited, you can perform the following infusions:

Basic Weapon Infusion
  • As a bonus action, you can spend up to your proficiency in DF to do an additional 1d8 weapon damage for every DF. This effect lasts until the start of your next turn.
Basic Body Enhancement
  • As a bonus action, you can spend up to your proficiency in DF to reduce incoming bludgeoning, slashing and piercing damage by 2 until the start of your next turn.
  • As a bonus action, you can spend up to your proficiency in DF to increase your movement speed by 10 feet until the start of your next turn.
  • As a free action, you can spend 3 DF to take the dodge action as a bonus action.
Basic Divine Flow Attack
  • As a bonus action, you can spend up to your proficiency bonus + 1 in Divine Flow to make a ranged attack using your Divine Flow. This attack has a base range of 30 feet and deals 1d6 weapon damage. For each additional Divine Flow spent beyond the first, the attack gains the following benefits:

Increases its range by 10 feet per Divine Flow spent.

Deals an additional 1d6 weapon damage per extra Divine Flow spent.

This effect lasts until the start of your next turn.

All ranged attacks you make use your sword as a focus and the modifier calculation for attack and damage rolls follow this: proficiency + wisdom or intelligence.

Divine Flow Channeling[edit]

At 2nd level, your understanding of Divine Flow deepens, allowing you to channel it in focused ways to achieve various effects. You can use your Divine Flow (DF) to activate one of the following abilities:

Energy Surge
  • As a free action, you can spend up to your proficiency in DF to channel your Divine Flow to boost your physical prowess: You can add 1d4 per DF spent to a saving throw or ability check. You can decide to use this after seeing the roll but before knowing the outcome.
Shield of Light
  • As a reaction, you can spend up to your proficiency in DF when you are hit by an attack, you can channel Divine Flow to form a protective barrier: You reduce the damage taken by 1d6 per DF spent.
Healing Touch
  • As an action, you can spend up to your proficiency +1 in DF to channel Divine Flow to restore vitality to yourself or an ally within 10 feet: You restore hit points equal to 1d6 per DF spent to a creature you touch.

Renewed Light[edit]

Starting at 2nd level, As an action, you can absorb the residual Energy from a slain creature within 5 feet, transforming it into Divine Flow. The amount of Divine Flow you gain depends on the type of creature:

  • For creatures not made up of necrotic flow, you gain Divine Flow equal to the creature's Challenge Rating (minimum of 1).
  • For creatures made up of necrotic flow, you gain Divine Flow equal to the creature's level/CR plus your Constitution modifier.

Favor of the Divine[edit]

Starting at 2nd level you gain the following: To gain blessings from the angels, you must prove your worth through actions reflecting determination, strength, and righteousness. Mere victories over weak malborne creatures will suffice only temporarily; as your journey progresses, you must confront greater challenges, facing stronger foes to earn the angels’ unwavering trust. Each act of valor and determination furthers your favor, unlocking the potential to form deeper, more powerful Oaths.

Additionally, as you accumulate Favor, your maximum Divine Flow (DF) increases. For every 10 Favor you obtain, your maximum DF increases by 2, up to a cap of +50 DF at 250 Favor.

Fighting styles[edit]

Starting at 3rd level, you have grown accustomed to fighting in a certain way due to your training with weapons, acquiring your very own fighting style. You can choose one of the following fighting styles below:

  • Dual Wielding. When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack.
  • Heavy Weapon Mastery. You add your proficiency bonus to damage rolls with Heavy Weapons.
  • Protector. When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
  • Point Blank Shooter. When making a ranged attack with a ranged weapon while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks with ranged weapons ignore half cover and three-quarters cover against targets within 30 feet of you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Divine Flow Paths[edit]

Starting at 3rd level, choose one of the following schools: Way of the Radiant Blade, Way of the Sanctified Body, Way of the Celestial Strike, Way of the Vital Radiance, Way of the Sacred Beast or Way of the Celestial Projection. This choice determines how you focus and enhance your use of Divine Flow.

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.

You may also gain a Swordsman Feat that you meet the prerequisite of.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, when you take the Attack action during your turn. The number of attacks increases to three when you reach 17th level. Additionally features that take a free action to activate do not trigger extra attack unless a feature says otherwise

Soulspan[edit]

Starting at 6th level you gain the following:

The Soul

This essence is your very life force, the tangible representation of your soul’s energy. Your Soulspan is linked to your lifespan, and its depletion means the end of your life. Soulspan is a limited resource, and the more you use it, the closer you come to your end. Primarily, devils will make use of this resource to form bargains, drawing upon your soul's energy to grant you dark powers.

Soulspan Calculation

Your Soulspan is calculated as twice your current lifespan which is 100. For example, if your lifespan is 80 years, your maximum Soulspan would be 160 points.

Erosion of the Soul

The consequences of forging bargainsgrow dire as your soul deteriorates. Each tier of contract invoked imposes cumulative deficits, reflecting the gradual fading of your essence. For example, reaching the 6th tier of soul erosion. subjects you to all prior deficits except for the temporary health loss, each stacking as your soul edges closer to oblivion. This relentless decay mirrors the cost of boundless power and the price of tempting fate.

Look here for the deficits for reaching the different levels of Soul Erosion.

Oaths and Bargains[edit]

Starting at 6th level, you gain the ability to form Oaths and bargains with angels and devils only if the being's favorability is high enough, entering into agreements that offer various rewards or abilities.

Oath: Oaths are made with angels and are subject to conditions. These are sacred promises, where both the person and the angel must fulfill specific actions or requirements. In exchange for fulfilling these conditions, you gain divine rewards, such as healing, increased durability, or other boons.

Example: Vow of Radiant Resolve

  • Prerequisite: Kill a low-level entity with Negative Energy.
  • Method to Activate: Successfully land 2 strikes on an enemy in one turn.
  • Reward: Regain 1 Divine Flow Point.

bargains: bargains are formed with devils using your Soulspan, and in exchange for this sacrifice, you receive dark boons, enhancements or power. These agreements come with risk: if you fail to meet the terms of the contract, you may lose Soulspan or suffer additional consequences.

Example: Contract of the Devouring Prey

  • Offer: 10 Soulspan points.
  • Gain: When in an encounter, mark an enemy as your prey, dealing an additional 1d6 damage against it. However, if you fail to deal the killing blow, you lose half the Soulspan used to form the contract as hit points, taken by anyone who delivers the final blow to your prey.

To calculate what level of Soul Erosion you have depends on the price of the contract. Example: You have 200 Soulspan points and a contract requires 25 this will cost a bit more than 10 percent of your Soulspan points meaning you will enter the first stage of Soul Erosion.

In general oath will grant defensive and supportive boons while on the other hand bargains will provide offensive and dark related boons enhancment. Here you can find the available Oaths and Bargains.

Resistant[edit]

At 7th level, your strength as a sorcerer allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Discernment - Intelligence
  • Intuition - Wisdom

You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores except Charisma are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 20th level, you can choose one additional saving throw.

Divine Flow Core[edit]

At 8th level, during a long rest, you can spend a significant amount of Divine Flow to develop a Divine Flow Core within yourself. This core enhances one specific aspect of your body, granting a permanent boon. Once you choose one of the cores, you cannot change it during the same long rest.

  • Strength Core: Spend 15 Divine Flow. Gain +2 Strength and increase your maximum for this score by 2. Additionally, you can spend 3 DF to gain advantage on one Strength-based attack roll or saving throw which can be used once per turn.
  • Dexterity Core: Spend 15 Divine Flow. Gain +2 Dexterity and increase your maximum for this score by 2. Additionaly, you can spend 3 DF to add +3 to your AC against a single attack which can be used once per turn.
  • Constitution Core: Spend 15 Divine Flow. Gain +2 Constitution and increase your maximum for this score by 2. You can spend 3 DF to gain resistance to the next instance of damage you take which can be used once per turn.
  • Intelligence Core: Spend 15 Divine Flow. Gain +2 Intelligence and increase your maximum Intelligence score by 2. Additionally, you can spend 3 DF to gain a slight glimpse into the immediate future, allowing you to reroll an Intelligence check, attack roll, or saving throw, which can be used once per turn.
  • Wisdom Core: Spend 15 Divine Flow. Gain +2 Wisdom and increase your maximum Wisdom score by 2. Additionally, you can spend 3 DF to extend your perception beyond normal limits, granting advantage on Wisdom (Perception) check or Wisdom saving throws, which can be used once per turn. Additionally add your proficiency onto your ranged attack rolls.

Relentless Initiative[edit]

At 9th level, your mastery of Divine Flow allows you to act with unparalleled swiftness.

  • Bonus Action Surge: As a free action on your turn, spend 3 Divine Flow to gain an additional bonus action on your turn.
  • Reactive Instinct: As a free action on your turn, spend 3 Divine Flow to gain an extra reaction until the start of your next turn.

Negative Energy Sense[edit]

At 11th level, You have honed your ability to perceive Negative Energy, allowing you to gauge the relative strength of beings infused with it. As an action, you can focus on the surrounding energy and sense the presence of creatures imbued with Negative Energy within 60 feet of you. This sense does not reveal exact locations but allows you to determine the general direction and intensity of the energy.

When focusing on a single target within range, you can compare their Necrotic Flow (NF) to your own level to estimate their strength relative to you:

Target’s Necrotic Flow Relative Threat
Your Level × 1 Trivial – You can handle them with ease.
Your Level × 1.5 Manageable – The fight will be challenging but winnable.
Your Level × 2 Equal – The opponent is about as strong as you.
Your Level × 3 Difficult – You will struggle but may win with effort.
Your Level × 4 Overwhelming – You are likely to lose.

Boundless Initiative[edit]

At 13th level, your mastery over Divine Flow enhances your ability to act decisively in battle.

  • Action Surge: As a free action, spend 6 Divine Flow to gain an additional action on your turn.
  • Enhanced Initiative: At the start of combat, you can as a free action spend Divine Flow to increase your initiative roll by an amount equal to the number of points spent, up to your proficiency bonus.

Divine Flow Manifestation[edit]

At 15th level, you have learned to manifest the energy of your Divine Flow in even more profound ways. Upon completing a long rest, you can select one additional core from the list of Divine Flow Core. Once this core is chosen, it cannot be changed until you complete a long rest.

Divine Flow Boons[edit]

At 17th level, you gain the ability to tap into the full potential of your Divine Flow. As an action, you can spend a number of Divine Flow points equal to your Constitution modifier to gain that many of the following effects. You can only gain each effect once per activation, and each effect lasts for up to your con mod in rounds.

Effects (Choose from the following):

  • Divine Empowerment: Your first attack each turn deals an additional 2d6 radiant damage.
  • Heaven’s Speed: Gain an additional 20 feet of movement speed until the end of your turn.
  • Celestial Shield: Gain temporary hit points equal to half your level. These temporary hit points reset at the start of your next turn.
  • Judgment’s Strike: Your next attack automatically scores a critical hit upon landing an attack or ranged attack. you can do this again after an amount of attacks equal to your proficiency.
  • Eternal Light: The next attack that hits you deals half damage and this can happen again after after getting hit 6 times.
  • Sacred Surge: Make one additional attack as part of the Attack action on your turn.
  • Vigilant Defense: The next attack made against you has disadvantage. This effect can be activated again after 6 attacks (whether they hit or miss) have been made against you.
  • Resplendent Radiance: You deal radiant damage equal to half your level to all creatures within 10 feet of you.
  • Divine Vitality: Regain hit points equal to your Constitution modifier + proficiency at the start of your next turn.

Divine Flow Transcendence[edit]

At 18th level, you have learned to channel Divine Flow into your very essence, allowing you to transcend the limitations of your physical and mental abilities. By spending a significant amount of Divine Flow over the course of several days, you can permanently enhance one of your ability scores beyond its normal limits.

Transcendence Process: Over the course of 7 days, you can spend 30 Divine Flow per day to channel the energy into one of your ability scores (Strength, Dexterity, Constitution, Intelligence, or Wisdom). At the end of the 7 days, you permanently increase the maximum of the chosen ability score by 2. This process can only be performed once per ability score, meaning you cannot use this feature to increase the same score more than once.

Divine Flow Ascendant[edit]

At 20th level, You can spend 10 Divine Flow to convert it into a more powerful form known as Ascendant Divine Flow. You gain a number of Ascendant Divine Flow points equal to your proficiency bonus. These points can be spent alongside regular Divine Flow to double the effects of any class feature that consumes Divine Flow. You can only spend one Ascendant Divine Flow point per turn.

Divine Flow School[edit]

Way of the Radiant Blade[edit]

Swordsmen who channel Divine Flow into their blades, enhancing their damage and cutting through even the toughest foes.

Holy Blade

At 3rd level, As a bonus action, spend 2 DF to channel Divine Flow into your sword. For 1 minute gain the following effects:

  • Deal an additional 1d6 radiant damage on each successful hit.
  • You add your proficiency an additional time to your attack roles.
  • Activate your Basic Weapon Infusion as a free action.
Light of the Eternal Edge

As an action, you can spend 5 DF to make a melee attack with your weapon. If the attack hits, you deal your normal damage, and your weapon becomes charged with pure light for 1 minute. During this time, it gains the following benefits:

  • If you miss an attack while within 5 feet of an enemy, you can deal half of your weapon's damage to that enemy.
  • You can make a second attack with your weapon as part of the same attack action.
  • If a creature is reduced to 0 HP by your weapon's radiant damage, you gain 2d6 temporary hit points.
Judgment Cleave

At 10th level, your strikes carry the momentum of radiant devastation, allowing you to chain attacks in a relentless assault.

  • When you reduce a creature to 0 HP with a melee attack, you can immediately move up to 10 feet without provoking opportunity attacks and make another melee weapon attack.
  • This additional attack deals extra damage equal to the Divine Flow that would have been absorbed from the slain creature.
  • The extra damage is calculated based on the creature’s potential Divine Flow absorption (minimum 1d weapon damage die, scaling with the amount of flow available).
  • This attack consumes the creature’s Divine Flow, preventing you from absorbing it later.

(For example, if the slain creature would have granted you 3 Divine Flow, this attack deals an additional 3d8 radiant damage.)

Way of the Sanctified Body[edit]

Enhance your body with Divine Flow, bolstering your defenses against attacks.

Sanctified Body

At 3rd level, As a reaction when taking damage from a creature you can spend 2 DF and then for an amount of rounds equal to your con mod gain the following effects:

  • Gain temporary hit points equal to your Constitution modifier when its your turn again.
  • You now can activate your Basic Body Enhancement ability as a free action.
Aura of the Blessed Shield

At 6th level, you gain the ability to exude a protective aura that shields yourself and your allies. As a bonus action, you can spend 3 DF to activate the aura. The aura lasts for 1 minute and extends 10 feet from you, granting the following benefits:

  • All allies within the aura have resistance to non-magical bludgeoning, slashing and piercing damage.
  • When an ally within the aura is reduced to below half their hit points, they gain temporary hit points equal to your Constitution modifier at the start of their turn.
Bulwark of Divinity

At 10th level, Your defenses extend to those around you. While your Aura of the Blessed Shield is active, allies within the aura also gain resistance to radiant and necrotic damage. Additionally, whenever an ally within your aura takes damage, you can spend 3 DF to redirect half of that damage to yourself instead.

Way of the Celestial Strike[edit]

Harness Divine Flow to unleash potent ranged attacks imbued with celestial force.

Enlightening Strike

At 3rd level, As a bonus action, spend 4 DF to empower your ranged attacks. For 1 minute:

  • You now can activate your Basic Divine Flow Attack ability as a free action also having its cost reduced by 1.
  • Deal an additional 1d6 radiant damage with you're Basic Divine Flow Attack attack.
  • Your range for ranged Divine Flow attacks increases by 15 feet.
Heaven's Wrath

At 6th level, you can tap into the celestial forces within you to call down devastating radiant strikes that strike from afar with precision and force. You gain the following abilities:

  • Celestial Bolt: As an action, spend 6 DF to launch a radiant projectile imbued with the power of the heavens. The bolt travels up to 30 feet and deals 3d6 radiant damage to the first target it strikes. If the target is a creature with Negative Energy, they must make a Constitution saving throw against your spell save DC. On a failed save, they are blinded until the end of their next turn.
  • Radiant Surge: As a bonus action, spend 2 DF to unleash a wave of celestial energy in a 10-foot radius centered on you. Creatures within this area must make a Constitution saving throw against your spell save DC. On a failed save, they are pushed 10 feet away from you and take 2d6 radiant damage. On a successful save, they take half damage and are not pushed.
Starborn Retribution

At 10th level, you gain the following abilities:

  • When a creature within 30 feet hits you with an attack, you can use your reaction and spend 3 DF to unleash a radiant counterattack as a ranged attack.
  • This attack cannot have disadvantage under any circumstances, allowing it to be used even in close quarters.
  • If the attack hits, the target takes 3d8 radiant damage and must make a Constitution saving throw. On a failed save, they are blinded until the end of their next turn.
  • Upon making this attack, you can choose to either push the target back 15 feet or propel yourself back 15 feet.

Way of the Vital Radiance[edit]

Radiant Pylon

At 3rd level, As an action, you can spend 2 DF to enter a state of heightened restorative power for 1 minute, gaining the following benefits:

  • As a free action, you may spend 2 DF to create a Vital Link between yourself and a target within range. The maximum range of this link is 5 feet × (your Constitution modifier + your proficiency bonus).
  • While on your turn you may as a free action heal one creature your currently linked to by an amount equal to x + 1d4. (Look below for what the x is equal to)
  • As part of establishing a link, you may choose to spend up to your proficiency bonus in DF to add an additional die of healing to your vital link. (X = amount of DF spent)
  • You may now activate Healing Touch as a free action. If you heal yourself and have one or more creature(s) linked to you, the creature(s) would receive half the healing that you would.
Divine Channels

At 6th level, You have mastered the art of divine linking, allowing you to forge different types of Links beyond simple healing. When you use a bonus action you can send pulses through all of the active links instead of just one.

When you create a Link, you can now choose one of the following link types:

Each creature can have only one active link at a time and cannot be linked to more than once simultaneously. You can maintain a number of different types of links equal to your constitution modifier at a time. For example, if your constitution modifier is 3, you can have up to three different types of links active simultaneously.

  • Vital Link (Healing)

Allows you to send heal through all linked targets as a bonus action, instead of only previously being able to send pulses through one link.

Increases the healing die by one die tier. example d4 goes to d6

  • Empowering Link (Attack Boost)

Linked allies gain +X radiant damage on their weapon attacks, where X = your Constitution modifier + the DF spent (minimum 1).

  • Swift Link (Speed & Mobility)

Linked allies gain +x feet of movement speed and ignore difficult terrain while linked. X = your Constitution modifier + the DF spent (minimum 1).

  • Guardian Link (Defensive)

Linked allies gain temporary hit points equal to your Constitution modifier + the DF spent (minimum 1). If a linked ally is reduced to 0 HP, the link automatically breaks, preventing the ally from falling unconscious and instead leaving them at 1 HP (this can only occur once per long rest per ally).

Radiant Synergy

At 10th level, your mastery over divine linking allows you to create multiple types of links with a single target, amplifying the benefits they receive.

  • When you create a link, you can now link multiple times to the same creature, each with a different link type.
  • Additionally, when you create a link to a creature, you can spend 1 additional point of Divine Flow to enhance the link, granting the target additional benefits from that link. The bonus gained depends on the link type and the amount of Divine Flow spent.
  • The range of oyur links is now increased by an additional 15 feet.

Additionally the effects of your links increase:

  • Vital Link: healing die increases by one tier.
  • Empowering Link: You can now add your proficiency to the damage calculation.
  • Swift Link: Now does not provoke oppertunity.
  • Guardian Link: the revival feature will now instead of bringing them back to 1 hitpoints you can now instead immediatly link them with your vital link and then immediately heal them based on the amount of DF spent on the link.

Way of the Sacred Beast[edit]

Pact of the Wild Bond

You gain the ability to tame and bond with a wild beast.

At 3rd level you gain the following abilities:

  • As an action, you can attempt to tame a beast with a CR equal to or lower than your proficiency bonus. The creature must not be hostile to you and must be within 30 feet.
  • Make an Animal Handling check (DC = 10 + the creature’s CR). On a success, the creature becomes tame and will not act aggressively toward you.
  • Over a long rest or as an action, you can spend a number of Divine Flow equal to the beast’s CR + your proficiency bonus to form a permanent bond with the creature.
  • While bonded, you gain one of the creature’s innate traits (such as Keen Senses, Pack Tactics, or Darkvision). You can only be bonded with one creature at a time, and bonding with a new creature replaces the old bond.
  • If your bonded beast dies, you can either:

Bond to a new creature following the normal bonding rules.

Restore your fallen companion by spending Divine Flow equal to three times the creature’s CR over a long rest. This revives the creature with full hit points, but the Divine Flow spent in this way cannot be regained until your next long rest.

Fusion of Fang and Steel

Your bond deepens, allowing you to channel the essence of your companion into powerful weaponry.

At 6th level you gain the following abilites:

As a bonus action, you can transform your bonded beast into a weapon for 1 minute you cannot gain the benifits from extra attack while using these weapons, spending an amount of Divine Flow equal to half the creature’s CR (minimum 1). The weapon takes on aspects of the creature’s abilities, granting one of the following benefits:

  • Predator’s Fang: Gain a melee weapon with a damage die equal to your bonded creature’s natural attack die. If the creature had Multiattack, you can attack twice when using this weapon.
  • Guardian’s Hide: Instead of forming a weapon, you can reinforce your body. Gain temporary hit points equal to your bonded creature’s maximum hit dice.
  • Stormcaller’s Talon: If the bonded creature had a flying speed, your attacks with the weapon deal an extra 1d6 lightning or wind damage (your choice).
Beast's Wrath Unleashed

At 10th level, your bond with your beast reaches its peak, allowing you to unleash its full potential in combat.

When you activate Fusion of Fang and Steel, you can now choose to summon your bonded beast as a spectral entity for 1 minute. Also acts on your turn. The creature takes on an ethereal form, appearing as a shimmering version of itself, and gains the following benefits:

  • The creature gains temporary hit points equal to your proficiency bonus + your Constitution modifier.
  • It can use your Charisma modifier for its attack rolls, damage rolls, and saving throws while summoned.
  • The creature gains one of your Divine Flow-enhanced traits, such as increased damage or additional resistance.

Way of the Celestial Projection[edit]

Celestial Manifestation

At 3rd level, you gain the ability to create a celestial projection of yourself, manifesting as a divine, radiant form. This projection allows you to extend your presence into the world, but at a cost. The projection shares a portion of your damage and can act on your behalf.

As an action, you can spend 3 Divine Flow to create a celestial projection of yourself within 15 feet. The projection acts on your turn and has the following properties:

  • The projection has your weapon but cant make any ranged attack
  • The projection can use your class features and abilities.
  • The projection has 1/4 of your maximum hit points and has an AC equal to half of yours.
  • Any damage dealt to the projection or you is split between the projection and you: Three quarters of the damage is dealt to the projection, and the other quarter is dealt to you.
  • You can swap places with the projection as a bonus action, teleporting to its location if it's within 30 feet of you. If the projection is more than 30 feet away, you cannot swap places with it.
Radiant Projection

At 6th level, your control over your celestial projection becomes more refined, enhancing its effectiveness and making it a more powerful extension of yourself. The projection now improves in the following ways:

  • Health: The projection now has 3/4 of your maximum hit points instead of 1/4.
  • AC: The projection’s AC becomes equal to your AC, rather than half of it.
  • Any damage dealt to the projection or you is split between the projection and you: two-quarters of the damage is dealt to the projection, and two-quarter is dealt to you.
  • You can now create the projection within 30 feet instead of 15 feet
  • Projection Empowerment: The projection now gains a bonus to attack and damage equal to your Wisdom modifier
Divine Reflection

At 10th level, your mastery over your celestial projection reaches new heights, making it an even stronger and more reliable extension of yourself. The projection now improves in the following ways:

  • Health: The projection now has your maximum hit points * 1.5 instead of 3/4 of your maximum hit points.
  • AC: The projection’s AC becomes equal to your AC + your proficiency.
  • Damage Split: Any damage dealt to the projection or you is split between the projection and you: three-quarters of the damage is dealt to the projection, and one-quarter is dealt to you.
  • Increased Range: You can now create the projection within 60 feet instead of 30 feet.
  • Projection Empowerment: The projection gains a bonus to attack and damage rolls equal to twice your Wisdom modifier.
  • Celestial Empowerment: When the projection makes an attack, it gains an additional radiant damage equal to your Wisdom modifier. This extra damage is added to all successful attacks, further empowering the projection in battle.

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