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

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Servant of the Gods[edit]

The world is truly run by the gods. Mortals that truly embraced this fact have three paths: to forget; to worship them and 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, Charisma should be your highest ability score, followed by Dexterity. Second, choose the hermit background.

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: 6 + 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: Wisdom, Charisma
Skills: Choose two from Deception, History, Insight, Persuasion, and Religion

Equipment

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

  • (a) A spear or (b) 2 clubs
  • a shortbow and 20 arrows
  • Holy symbol
  • (a) Diplomat's pack or (b) Priest's pack

Table: The Servant of the Gods

Level Proficiency
Bonus
Cantrips Known Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 2 Glimpse of the Outer Planes, Spellcasting, Tapping the Divine 2
2nd +2 2 3 Divine Path 3
3rd +2 2 4 4 2
4th +2 3 5 Ability Score Improvement 4 3
5th +3 3 6 Spiritual Sustenance 4 3 2
6th +3 3 7 Divine Path Feature 4 3 3
7th +3 3 8 4 3 3 1
8th +3 3 9 Ability Score Improvement 4 3 3 2
9th +4 3 10 4 3 3 3 1
10th +4 4 11 Divine Path Feature 4 3 3 3 2
11th +4 4 12 4 3 3 3 2 1
12th +4 4 12 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 13 4 3 3 3 2 1 1
14th +5 4 13 Divine Path Feature 4 3 3 3 2 1 1
15th +5 4 14 4 3 3 3 2 1 1 1
16th +5 4 14 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 15 4 3 3 3 2 1 1 1 1
18th +6 4 15 Divine Path Feature 4 3 3 3 3 1 1 1 1
19th +6 4 15 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 4 15 4 3 3 3 3 2 2 1 1

Glimpse of the Outer Planes[edit]

You can speak, read and write Celestial. When you make an Intelligence (Arcana) check to recall lore about the planes of existence or the inhabitants of those planes, you are considered proficient in the Arcana skill and add double your proficiency bonus (instead of your normal proficiency bonus.)

Spellcasting[edit]

You are a conduit for divine power, not through study and ritual, but through the strength of your personality.

Cantrips

You know two cantrips of your choice from the servant of the gods spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Servant of the Gods table.

Spell Slots

The Servant of the Gods table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice form the servant of the gods spell list.

The Spells Known column of the Servant of the Gods shows when you learn more servant of the gods spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table.

Additionally, when you gain a level in this class, you can choose one of the servant of the gods spells you know and replace it with another spell from the servant of the gods spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the impact your passion and personality has on the divine realm. 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 roll with one.

  • Spell save DC = 8 + your proficiency modifier + your Charisma modifier.
  • Spell attack modifier = your proficiency modifier + your Charisma modifier.
Ritual Casting

You can cast any servant of the gods spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an holy symbol as a spellcasting focus for your servant of the gods spells.


Tapping the Divine[edit]

After you make an ability check, attack roll, or saving throw, you can expend one of your servant of the gods hit dice. Roll the hit die and add the result to the d20 roll. In addition, you gain temporary hit points equal to the hit die result. These temporary hit points last for 1 hour.


Divine Path[edit]

At 2nd level, you must choose a divine path: The Path of the Devout, or the Path of the Scorned. Your choice grants you features when you choose it at 2nd level. It also grants you additional benefits at 6th, 10th, 14th and 18th level.

Path Spells

Each path has a list of spells. When you learn a new servant of the gods spell, you can choose from these path spells in addition to those in the servant of the gods spell list. The path spell table indicates the spells available to you at your servant of the gods level.

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.

Spiritual Sustenance[edit]

From 5th level onwards, you can go without food or water for 4 weeks.

Divine Paths[edit]

There comes a time when a servant of the gods must choose whether to embrace their faith and subjugate themselves completely to their deity; or to affirm their doubts and excommunicate themselves.

Path of the Devout[edit]

Those that follow this path allow their deity to dominate their soul. They become a vessel for the god's will on the world. 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.

Servant of the Gods Level Spells
3rd augury, levitate, prayer of healing
5th create food and water, spirit guardians, tongues
7th divination, guardian of faith, locate creature
9th commune, creation, geas
11th heal, planar ally
Atelum

When you hold a holy symbol in one hand and no weapon in your other hand, you gain a +1 bonus to AC.

Channel Divinity

When you choose this path you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

If a Channel Divinity effect requires a saving throw, the DC equals your servant of the gods spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

You start with two Channel Divinity effects. Choose one divine domain from the cleric class, associated with your deity. You gain the channel divinity feature from that domain. In addition, you gain the Salvation effect.

Channel Divinity: Salvation

When you are hit by an attack, you can use your reaction to become resistant to all damage until the end of your next turn. The resistance applies to the damage from the triggering attack, and if it would reduce you to 0 hit points you instead remain at 1 hit point.

Charity Pays Off

From 6th level onwards, when you begin to perform sacred rites as a downtime activity (DMG p. 129) at a temple affiliated with your god, you can choose to donate 500 gp. If you do so, you need only spend 1 day performing sacred rites to gain inspiration at the start of each day for the next 2d6 days. The amount you need to donate increases with your level. At 11th level, the amount you need to donate increases to 5,000; and at 17th level the amount increases to 50,000 gp.

If you donate, in addition to receiving inspiration, you are granted three or more retainers loyal to the temple. Two of the retainers are attendants are commoners (MM p. 345) who can perform mundane tasks for you, but they do not fight for you, and will not follow you into obviously dangerous areas. The third retainer is an acoylte (MM p. 342) who will fight for you and follow you into dangerous areas. You are granted an additional two attendants and one acolyte at 11th and 17th levels. Retainers will leave when the daily inspiration expires, or if they are frequently abused.

Gnosis

At 10th level, you know an additional two spells of your choice from the servant of the gods spell list or the Path of the Devout spell list. Each of these spells must be of a level for which you have spell slots.

Channel Divinity: Divine Spark

At 10th level, you can use your Channel Divinity to recover expended spell slots. This uses a bonus action. You recover one spell slot per spell level, up to your proficiency bonus. For example, if you're a 10th-level servant of the gods, you recover one 1st-level, one 2nd-level, one 3rd-level and one 4th-level spell slot (since your proficiency bonus is +4).

A Key Only For Me

At 14th level you receive a Key of Logia. Only you can hold this key, and it disappears if held by anyone else. You can summon it back to you with a bonus action.

It can be inserted into any door with a lock, and automatically unlocks nonmagical door locks with a pick lock DC of 15 or less.

When you open a door with the Key of Logia, you can have it open into a demiplane that exists on the borders of the Material Plane and the plane where your deity resides. You may pass through this portal, along with 5 other creatures of your choice. To all other creatures and objects, the portal is impassable. The demiplane appears to be a room 30 feet in each dimension, with immovable furnishings appropriate for your deity. The walls of the room are impassible but misty, vaguely showing the Outer Plane beyond. The portal lasts for 10 minutes. If you are still in the demiplane when the effect ends, you are ejected harmlessly outside the door.

While in the demiplane, your deity or divine proxy may appear as a vague form just beyond the misty wall, or may manifest in physical form within the room. They may end the demiplane effect at any point before the duration. You may cast commune without expending a spell slot once, inside the demiplane.

You must finish a long rest before you can use the Key of Logia again.

A Shell for Gods

From 18th level onwards, you can completely subjugate yourself and request to become a vessel for your deity. To do this, you must spend 1 hour praying during a long rest. At the end of the rest, roll a d20.

If the result is less than 10, your deity deigns not to possess you but nonetheless devotes some power to you. You gain an additional Channel Divinity usage.

If the result is shows a 10 or greater, your deity channels directly into you. You gain 6 divine charges. Choose one cleric domain associated with your deity. You can cast a spell from that domain's spell list by expending 1 charge. The spell is cast as though you used a 9th-level spell slot. Unused divine charges are lost when you next start a long rest.

While you are so possessed, you must comply with your deity's wishes, which includes the compliance with their dogma. If you act in a manner opposed to the deity's alignment or dogma, a conflict arises: you must make a DC 25 Charisma check. On a failure, the deity will demand that you perform some service or refrain from some action or course of activity. If you refuse to comply with this, the deity will attempt to take control of you.

If the deity attempts to take control of you, you must make a DC 25 Charisma saving throw. On a failed save, you are charmed by the deity for 1d12 hours. While charmed, you must try to follow the deity's commands.


Path of the Scourned[edit]

God scorned are more still retain some of the power already received from the gods, but are forever exiled. They can obtain more power through creative thinking, persuasion, and good circumstances.

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. You have spiritually harmed your deity, 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.

Servant of the Gods Level Spells
3rd darkness, crown of madness, misty step
5th bestow curse, fear, nondetection
7th banishment, black tentacles, compulsion
9th insect plague, mislead, planar binding
11th create undead, forbiddance, heroes' feast
Ichor Stained

Starting from when you choose this path at 2nd level, you can use a bonus action to form a weapon from the blood on your hands. This weapon can resemble any one-handed weapon. You can make a melee spell attack with the weapon. On a hit it deals 1d8 acid damage. This increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d6). The weapon lasts until you dismiss it with a bonus action, or you fall unconscious.

Vestige Pact

At 6th level you make a pact with a demigod, spirit or other divine entity excluded from the pantheon. When you use your tapping the divine feature, you can call your vestige. Instead of expending one of your hit die, you roll a 1d8 instead. You must finish a short rest before you can do this again.

Bind Vestige

From 10th level onwards, you can use your action to bind your vestige. You make a DC 10 Charisma check. On a failed save, you cannot bind the vestige again until you finish a long rest. On a success you gain the following benefits for 1 minute:

  • Your hit points and hit point maximum increases by 10.
  • Your ichor stained weapon has a +1 bonus to attack rolls and damage rolls.
  • You and creatures you choose in a 10-foot radius sphere centered on you have resistance to acid, cold, fire, lightning and thunder damage.

The DC for the Charisma check increases by 5, to a maximum of 30. When you finish a long rest, it returns to DC 10.

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.

Servant of the Gods Spell List[edit]

Spells marked with an asterix (*) are homebrew.

Cantrips
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level