User:Quincy/Servant of the Gods, Old Variant (5e Class)

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Introduction[edit]

The world is truly run by the Gods. Humans that truly embraced this fact have 3 paths one is to forget, one is to worship them to grasp upon the fringe of their powers, or you let your hatred for them fester and brew devoting your life to destroying them. Gods are capable of defending themselves, but you also have some ways to fight back as well. With their powers no matter which path you choose you will still begin to meld into one of them. Friend or Fiend of the Gods the only way to fight them to harm them you have to make your way to adapt their powers.

Creating a Servant of the Gods[edit]


Quick Build

You can make a Servant of the Gods quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by charisma. Second, choose the Bantmaster background. Third, choose ;Tattered Prayer Book'

Class Features

As a Servant of the Gods you gain the following class features.

Hit Points

Hit Dice: 1d6 per Servant of the Gods level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Servant of the Gods level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools:
Saving Throws: Intelligence, and Charisma
Skills: Religion, Persuasion, Deception, History, and Insight

Equipment

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

  • (a) Tattered Prayer Book or (b) Burnt Book of the Gods
  • (a) List of Sigils or (b) A Perfect offering for your first tribute to the Gods
  • (a) Disguise kit or (b) Diplomat's pack
  • (a) 200g or (b) Abacus Ring of Storage

Table: The Servant of the Gods

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st +2 Gods are Real?, God is my Armour, Beseech the Gods
2nd +2
3rd +2 Accidental Leaching
4th +2 Ability Score Improvement, Food? GOD
5th +3 Accidental Leaching,Archetype Choice
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4 Accidental Leaching
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5 Accidental Leaching
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6 Accidental Leaching

Gods Are Real?![edit]

A God comes down to show you what the real world is. That Gods exist, they're not just myths, or just imaginary friends that crazy people have, but real and that they need your help. You gain a +2 to your intelligence you know the truth and it is mind expanding. Due to this you also gain the ability to speak celestial so that you may converse with the gods in their own language. You learn the cantrips Dancing Lights, Sacred Flame, and Speak with Animals.

God is my Armour[edit]

The heavens bless your skin with the holy strength that can only come from your idols above. You gain resistance to necrotic damage and when without armour your armour class is 10 + your religion modifier.

Beseech the Gods[edit]

Knowing that Gods exists, and knowing their language, you may call Gods from their plane to the human world to commune with them. To do this though you must offer the God you wish to call upon a gift that they would favour at the center of a mark of their sigil. This will call upon the God, when the God appeares, you must complete an intelligence saving throw with a minimum of 13. If you fail, you cannot commune with the Gods, and you lose your religion modifier until you take a long rest. This cannot be done without at least +2 in religion.

Accidental Leaching[edit]

Your business with the gods has made you spend vastly more time with them. It turns out beings of infinite power tend to exert powers like there's no tomorrow. You sense a warmth in the center of your chest and when you want something it seems to happen. At level 3 you realize that you can grant yourself small abilities by focusing hard on what you want. You can improve your own abilities just with thinking it astounds you, but also scares you because it hurts. The more you try and focus your ability the less you can think and the more it hurts. For every +1 to dice rolls you take 1d2 per level of damage, and every attempt makes you lose 1 intelligence modifier until you take a long rest (resolves after success if it succeeds). At level 5 you stop taking mental damage you have become accustomed to the strange feeling of being able to create your own powers. At level 10 you start to understand how you harness your power from inside and only take 1 point of damage per level per +3 modifier. At level 15 you have finally become a master of your own power and take no damage but you do realize that constant exploit of yourself leads to extreme exhaustion. You limit yourself to only 5 uses per short rest. At level 20 you have spent too much time with these beings and you can use it at all times without thinking about it all rolls have a +5 modifier without you even noticing.

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.

Food? GOD.[edit]

At level 4 you have began to lose interest in food. You go weeks without it and notice that you don't feel pain from it, in fact you start to feel a certain strength in it. You think if this is good what if I stop drinking? You pick up this habit too and you begin to feel bliss and ecstasy throughout your body. You believe it's the Gods but you're not sure, it could be your newly discovered power.

Archetype Choice[edit]

You are either shut out by the God that you followed creating a God Scorned, or you redouble your faith to the gods and become a Devout Servant.

God Scorned

God Scorned are more physical based still retaining the blessings of Gods but not receiving more. They can obtain more but only through creative thinking, persuasion, and good circumstances.

Devout Servant

Devout Servants on the other hand have their blessings spoon fed to them. They don't have to worry about the pain of making their own power. By just asking the Gods for it, they can receive it, this is at their whim and as they will it which can be spotty and very situation based. The blessings are stronger than anything that you could do solo though.

Spell Casting[edit]

Preparing and Casting spells.

The Servant of the Gods table shows how many spell slots you have to cast your spells. To cast one of your Servant of the Gods spells, you must expend a spell 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 Servant of the Gods spells that are available for you to cast, choosing from the Servant of the Gods spell list. When you do so choose a number of Servant of the Gods spells equal to your Charisma modifier + half your Servant of the Gods level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Servant of the Gods spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is the spellcasting ability for your Servant of the Gods 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 Servant of the Gods spell you cast and when making an attack with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus

You can use an amulet, emblem or reliquary as a spellcasting focus for your Servant of the Gods spells.

Archetypes[edit]

Devout Worshiper[edit]

No Need For Weapons

Weapons are not needed this world does not always need violence and when it does your mind is the only sharp item that needs to be in your inventory. You lose your ability to use any sort of physical weapon and choose to just keep your favourite prayer book in hand to keep your God close.

Personal Attachment with the Gods

Gods are always close, you are never truly far from the the sight of the Gods. When you face truly insurmountable odds, and you fall in battle you receive a +3 to your DC. This is replenished once you take a long rest

Charity Pays Off

Although you will never be rich once again, you donate 90% of all the money you receive goes to your church to progress your church's power and reach slowly converting others. Every 15,000 platinum that is donated you receive +3 to your intelligence and charisma.

Knowledge Bestowed by the Gods

The Gods notice that you have been defending their honor, and protecting yourself with just a simple weapon and a few weak cantrips. They take pity on their faithful, and begin teaching you magic. You absorb magic from them just consuming knowledge at an otherworldly speed instantly learning everything you have the access to. You learn all spells up to your current level on your spell list.

A Key Only For Me

At level 12, the Gods make the decision that they don't want to constantly disrupt the human world by visiting, for whenever they grace the world all the humans nearby could die if something goes wrong, you've been extremely lucky that nobody suffered an early grave because of this. They're still weary of this inevitability prompting them you hand you a key, that can open any door, but instead of leading you to where the door naturally goes it opens a door to the land of the God. Here you converse with them freely almost treated as an equal, though you keep it firmly in your mind that you are still only a mortal, you can be killed, smited, or cursed as soon as you leave the world if you speak ill of any of them. Also to avoid you losing the key or it being stolen by knowing or unknowing thrives once the key is taken without your permission it becomes a regular key not changing in appearance or feel, and another key to the Gods realm appears back in your pocket.

A Shell for Gods

At 16th level when praying, a God accidentally channels into you, your mind is not fully your own, you share your consciousness with the God. They do as they please in the mortal realm, you must roll persuasion using the stats that you normally have (leech power is 2x effective and half as painful). It relinquishes you of all magic, save those the God donates to you with its presence. This includes a +6 modifier to the stats that are applicable to your God. You realize you can call upon Gods and call them into your body. (E.g. If you request Poseidon, then you will only have water based spells and abilities tba by your dm.) It lasts until the next long rest, and cannot be shortened.

Devout Worshipper Spell List[edit]

1st Level

Healing Word, and Shield of Faith

2nd Level

Continual Flame, Gust of Wind, Prayer of Healing and Zone of Truth

3rd Level

Beacon of Hope, Call Lightning, Daylight, Plant Growth, and Remove Curse

4th Level

Control Water, Fabricate, Guardian of Faith, Ice Storm, and Wall of Fire

5th Level

Dispel Evil and Good, Greater Restoration, Reincarnate, and Tree Stride

6th Level

Chain Lightning, Guards and Wards, and Move Earth

7th Level

Conjure Celestial, Fire Storm, Plane Shift, and Reverse Gravity

8th Level

Control Weather, Earthquake, Sunburst, and Wish

9th Level

Foresight, Imprisonment, and Storm of Vengeance

God Scorned[edit]

You decided that the Gods can stick it. You become one worthy to destroy the Gods, they have deprived your life of too much through the years killing too many and laying dormant when the world needed them the most.

Ichor Stained

You have harmed a God, and their blood has stained your hands. Your hands are now forever golden, but besides making you look like a huge target to unsuspecting thieves, they also serve a purpose. The blood can lift from your hands, and to your favor, it can form into any non-heavy weapon. You attack with intelligence instead of strength or dexterity.

Persuade the Gods

You spent so long helping the Gods with their bidding that you understand their world and their mindsets so you can use your knowledge to your power and convince your former employers to do your bidding now despite your current freelancing status. You receive a +4 to all persuasions (on top of your existing modifiers) that you make towards Gods only. (Modified 20's are also counted as Natural 20's)

God Alliance

Although there are some bad apples that have ruined the taste in your mouth, you do need certain gods on your side. The gods with the same mindset of you have a disadvantage in resisting your persuasion when proposing an alliance against a common enemy or mutually beneficial goal.

There is Only One Way...

You have studied, and studied, and studied. You searched books of old and searched ancient lands for the forgotten magic that you need to slay Gods. You didn't find anything that kills Gods but you did find something that you think will work. You found a ritual that allows you to turn you into a God. It is very vague about how you do it, and what the drawbacks are, but once you complete it you begin a process to become a God. It depicted a man surrounded in blood, bodies, and books consuming the bloody books and setting fire to the entire area including himself. You perform this task of almost inevitable act of suicide. You kill a group of commoners, pouring their blood over your abhorrent scripts, and begin consuming your books. You set the entire area on fire and you don't even have a chance to feel fear, all you understand is passion as the fire etched symbols into your very flesh. The fire dies down and you sense the full effects of what you've done. You are now branded with geometric shapes and lines connecting them, that glow black. You feel power and realize that you know magic, more magic than you ever studied. You only studied this one spell, but now you see words, spells, and ingredients all melting together into your mind. You now know magic up to your level and you sense that as you grow stronger and further your journey that this brand will continue to expand and overlap until you are engulfed in whatever this magic is. At level 5 you learn magic, at level 7 you get a bonus to your intelligence modifier of +3, and your arms become engulfed in black, allowing you to cast two spells at once. At level 12 you get a bonus to your intelligence modifier of +5 (they overlap is not +8), and your legs become engulfed in black allowing you to move up and down walls and across water without performing any checks.

God Scorned Spell List[edit]

1st Level

Healing Word, and Shield of Faith

2nd Level

Continual Flame, Darkness, Gust of Wind, and Zone of Truth

3rd Level

Bestow Curse, Fear, Lightning Bolt, Remove Curse, Speak with Dead and Tongues

4th Level

Banishment, Black Tentacles, Compulsion, Control Water, Death Word, and Ice Storm,

5th Level

Insect Plague, Mislead, Planar Binding, and Raise Dead

6th Level

Chain Lightning, Disintegrate, Harm, Mass Suggestion, and Move Earth

7th Level

Conjure Celestial, Fire Storm, Plane Shift, and Reverse Gravity

8th Level

Control Weather, Earthquake, and Sunburst

9th Level

Foresight, Imprisonment, and Storm of Vengeance