The Hero of the Gods Cleric (5e Subclass)
Hero of Gods[edit]
There comes a time where the gods intervene with death either through choice or through Sheer Force the clerics that choose this Path are chosen by the gods To carry out the will of The king To bring the world and countries to unite and be at peace these clerics are the rarest of the domains as they are part god being considered celestial humanoids they gain access to two pathways of abilities
- The First Hero
As an action, bonus action, or free action, you may store a weapon within or remove a weapon from an extradimensional space within your body. Every weapon stored gains the Thrown (20/40) propriety, and you can use your Charisma modifier for attack rolls and damage rolls you make with them instead of Strength or Dexterity. A weapon loses these effects at the end of your next turn after you remove it. This manifests as a golden portal that appears behind the user
- Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor and shields .
- Magical arsenal
at 5th level you gain the ability to make your weapons magical For a short time for 3 rounds your weapons deal an extra d4 damage And ignore magical resistances this can be activated as a bonus action but you can only use it on weapons that were not traced
- Arcane Knowledge
At 7th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class and race requirements on the use of magic items.
- Wisdom
At 10th level you gain proficiency in wisdom saving throws and all skills that you can add your Wisdom modifier to.
- Collector
At 18th level, you have immense luck at finding rare things. You can be attuned to 2 additional magic items.
- Reinforcement
When you choose this path, you gain the ability to make an object stronger. As a bonus action, you can reinforce a weapon until the end of your turn, causing it deal +2 bludgeoning damage.
- Blade Works
When you choose this path, you can create approximation's of almost anything. As an action, you can "trace" a weapon, examining its base components and gaining the ability to recreate it. Doing so does not cost an ability use.
As an action, you can summon a copy of a weapon you have “traced”. These imperfect copies deal -2 damage (minimum 1). If you copy a normal or magic weapon, it becomes a "Broken Weapon". Broken weapon have all of their damage die reduced one die tier. The only weapon not able to be traced by this is the Sword of ends.
- Eagle Eye
At 7th level, you apply reinforcement to your eyes. You may make ranged attacks within a weapon's long range without disadvantage.
- Knowledge of Steel
As you are the closest thing to a weapon that a human could get You know the ins and outs of almost every magic weapon and item you can cast the identify spell at will And it can bypass any barriers that the weapon may have
- Perfect Projections
At 18th level, your Weapon projections no longer deal -2 damage.
- Master Projector and Reinforcer
At 20th level, you gain insight as to how to make your Broken Phantasms more deadly. When you animate a Broken Phantasm, you can choose to make it explode, forcing any creatures within a 10 ft. radius the weapon to make a Dexterity saving throw. On a failure, they take the damage of two attacks with the weapon. On a success, they take half as much damage.
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