User:NightmareXIII
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Divine Successor[edit]
Holding onto the final threads of hope as their connection to their god fades, a Human Paladin stands alone in a field. A blast of radiant energy fires down from above, engulfing the human in a pale radiant beam. He feels intense warmth fill his body, His muscles feel strong again, He is no longer tired... As His god takes his final breath the human hears: "You... Will Succeed me". The light fades away.. leaving the human alone once more.. He has been chosen.
Your God is dead, You will be their legacy.
Order of the New Age[edit]
The newly appointed gods will one day carve their own fate and create their own following..
Creating a Divine Successor[edit]
How did your character become a Divine Successor? Were they once a renowned Paladin, who devoted their whole life to their god? Were they part of a cult and was chosen by an Evil god to wreak havoc? Or, were they just in the right place at the right time.?
- Quick Build
You can make a Divine Successor quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the Acolyte background.
Class Features
As a Divine Successor you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Divine Successor level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Divine Successor level after 1st
- Proficiencies
Armor: Lght armor, Medium armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength or Dexterity, Charisma
Skills: Any 3 of your choice.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Martial Weapon and a Shield or (b) 2 Martial Weapons
- (a) Five Hand Axes or (b) A Shortbow with 20 arrows
- (a) Leather Armour or (b) Chainmail
- (a) A Dungeoneer's Pack or (b) An Explorer's Pack
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Godly Sense, Godly Hands | — | — | — | — | — |
2nd | +2 | Fighting Style, Spellcasting, Godly Smite | 2 | — | — | — | — |
3rd | +2 | Godly Domain, Godly Weapon | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement, Immortality, | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 2 | — | — | — |
6th | +3 | Aura of Greatness | 4 | 2 | — | — | — |
7th | +3 | Domain Feature | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | Aura of Clarity | 4 | 3 | 2 | — | — |
11th | +4 | Righteous Bane | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | Contaminating Touch | 4 | 3 | 3 | 1 | — |
15th | +5 | Domain Feature | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Domain Feature | 4 | 3 | 3 | 3 | 2 |
Godly Sense[edit]
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Godly Hands[edit]
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Divine Successor level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Fighting Style[edit]
Starting at 2nd level, choose one of the following options. You can't choose the same style twice, even if you later get to choose again.
- Defense
When wearing armor, you gain a +1 bonus to AC.
- Protection
When you are wielding a shield, you may use your reaction to impose disadvantage on an attack roll targeting another ally within 5 feet of you.
- Dueling
When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a weapon held in two hands, you can reroll the die and must use the new roll, even if it is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Spellcasting[edit]
Starting at 2nd level, you have learned to channel the necrotic energy inside you to cast spells.
Cantrips You know 1 cantrip of your choice from the Paladin Spell List. You learn additional Paladin cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Divine Successor table.
- Preparing and Casting Spells
The Divine Successor table shows how many spell slots you have to cast your spells. To cast one of your Divine Successor spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Divine Successor spells that are available for you to cast, choosing from the Paladin spell-list. When you do so, choose a number of Divine Successor spells equal to your Charisma modifier + half your Divine Successor level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Divine Successor spells requires time spent in personal reflection, or quiet meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Charisma is your spellcasting ability for your dark knight spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dark knight spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your charisma modifier
Spell attack modifier = your proficiency bonus + your charisma modifier
Godly Smite[edit]
Staring at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8.
Godly Domain[edit]
Starting at 3rd level, You choose the Godly Domain that was assigned to you by the previous god. Choose between the following domains Arcana, Death, Life, Light, Nature, Tempest and War, all of which are detailed at the end of the class description. Your choice grants you features at the 3rd level, and again at 7th, 15th and 20th level.
- Domain Spells
Each Domain has a list of associated spells. You gain access to these spells at the levels specified in the Domain description. Once you gain access to a Domain spell, you always have it prepared. Domain spells don't count against the number of spells you can prepare each day. If you gain a Domain spell that doesn't appear on the Divine Successor spell list, the spell is nonetheless a Divine Successor spell for you.
Channel Godly Power[edit]
Your godly Ascension allows you to channel divine energy to fuel magical effects. Each Channel Godly Power option provided by your domain explains how to use it.
When you use your Channel Godly Power, you choose which option to use. You must then finish a short or long rest to use your Channel Godly Power again.
Some Channel Godly Power effects require saving throws. When you use such an effect from this class, the DC equals your Divine Successor spell save DC.
Godly Weapon[edit]
Also At 3rd Level the Godly Power in your weapon awakens, Making it the Unique tool of your godly might. Choose one weapon you are currently equipped with, it awakens and glows with a radiant energy and runes magically etch themselves along the sides, glowing with Divine Energy.
When making attacks with your Godly weapon, you can use your Charisma modifier, instead of Dexterity or Strength. A Godly Weapon is considered magical for the purposes of overcoming resistance and immunity to non-magical attacks.
The Godly Weapon is always with you, and you can store or draw the weapon from the void itself. Doing this doesn't require an action. You can have only one godly weapon at any given time.
Additionally you can use an action to speak a command word to make your weapon glow brilliantly, Providing bright light in a 15 foot radius and dim light for an additional 15 feet.
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.
Immortality[edit]
Also when you reach 4th level, you can no longer be killed on the material plane. Death only sends you back to the plane related to your Domain. The only way to destroy you is by killing you on your home plane. You also are resistant to poison and immune to diseases, caused by any means but divine means.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Greatness[edit]
Starting at 6th level, whenever a friendly creature within 10 feet of you must make a saving throw, you impose a positive modifier to the saving throw equal to your Charisma modifier (with a minimum advantage of 1). You must be conscious to inflict this feature. At 18th level, the range of this aura increases to 30 feet.
Aura of Clarity[edit]
Starting at 10th level, you and friendly creatures within 10 feet of you can't be blinded or deafened while you are conscious. At 18th level, the range of this aura increases to 30 feet
Righteous Bane[edit]
Starting at 11th level, you are so suffused with godly power that all your melee weapon strikes carry an righteous power with them. Whenever you successfully hit a creature with a melee weapon, the creature takes an extra 1d8 Radiant damage. Righteous Bane's damage is additional to Godly Smites and your weapon's regular damage.
Cleansing Touch[edit]
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Godly Domain List[edit]
When you become a Divine successor you are granted all the powers that the previous god had access to, Choose a domain that you have been appointed to (based on the god who died)
Death Domain[edit]
When you choose this domain at 3rd Level you fully assume to the mantle of a God of the Death domain ; you no longer require to eat, drink, breathe or sleep and have resistance to necrotic damage. You may still gain the benefits of a long rest if you spend 8 hours undertaking light activities such as reading or keeping watch.
- >> Spellcasting
Also At 3rd level when you choose this domain you gain access to dark spellcasting.
- Cantrips
- You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 4th level, and again at 10th level.
- Preparing and Casting Spells
- The Divine Successor table shows how many spell slots you have to cast your warlock and paladin spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spellcasting Ability
- Charisma is your spellcasting ability for your Death Domain spells,
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Domain Power
When you choose this domain at 3rd level, you gain the following two Channel Godly Power options.
- Grace of the Dead
As an action, you channel the darkest emotions and focus them into shroud of darkness. Your AC Increases by 2 and a Shadowy weapon of your choice appears in your hands This weapon uses the stat block of the chosen weapon and gains a +3 bonus to attack bonus and damage rolls, The weapon appears as a mass of shaped shadow, This weapon is considered magical for overcoming resistances and you are considered proficient in the chosen weapon. This effect lasts for one minute or until combat ends. when this ability is used it cannot be used again until you finish a long rest.
- Dragged to the Grave
You can use Channel Godly Power to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Godly Power to deal extra necrotic damage to the target. The damage equals 8 + Constitution modifier + Proficiency Bonus, You gain temporary hit points equal to half of the damage dealt.
- Reaper's Strikes
At 7th level Your attacks bring death itself. When you hit a creature with a weapon attack, you can deal necrotic damage, instead of the normal damage of the weapon. You can also add your charisma modifier to attack and damage rolls of your weapon attacks.
- Deaths Sight
At 10th level, the overflowing necrotic energy within you attunes you to the energies of life and death, helping you sense creatures you can’t see. When you attack a non-visible creature, your inability to see it does not impose disadvantage on your attack rolls against it.
You can also sense of the location of any invisible or hidden creature within 30 feet of you, provided that the creature isn’t magically hidden from you. This sense don't detect constructs.
In addition, you also gain immunity to being frightened
- Wraithshift
At 15th level, your appearance is cloaked in a shadowy haze, resembling a wraith. While in dim light or darkness you have the ability to float, gaining a fly speed of 60 feet. When in this shadowy form, you also have advantage on your Dexterity (Stealth) checks.
- Avatar of Death
At 20th level, as a bonus action, you can become an avatar of death for 1 minute. While in this form, your size becomes one size larger and your body is completely covered in a dark shadow while in this state. you gain immunity to non-magical weapons, resistance to all damage types and grow dark Skeletal wings that give you a Fly Speed of 30ft
Additionally, any hostile creature that begins its turn or enters an area of 120 foot-radius around you must make a Wisdom saving throw of against your spell save DC, becoming frightened on a failed save. The condition lasts for the duration of your transformation, and in each of its turns, the frightened creature can make another Wisdom saving throw to end the effect.
A creature that fails this saving throw by 5 or more must immediately use it's reaction to flee, moving 30 feet away from you. Creatures that would otherwise be immune to the frightened condition are not immune to this effect, but these creatures make the saving throw with advantage. Constructs are immune to this effect.
Once you use this feature, you can't use it again until you finish a long rest
Arcana Domain[edit]
WORK IN PROGRESS
Life Domain[edit]
WORK IN PROGRESS
Light Domain[edit]
WORK IN PROGRESS
Nature Domain[edit]
WORK IN PROGRESS
Tempest Domain[edit]
WORK IN PROGRESS
War Domain[edit]
WORK IN PROGRESS
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Divine Successor class, you must meet these prerequisites: Strength 15, Charisma 13
Proficiencies. When you multiclass into the Divine Successor class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons
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