Holy Weapon User (5e Class)

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Holy Weapon User[edit]

History

Creating a Holy Weapon User[edit]

Quick Build[edit]

You can make a Holy Weapon User quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, depending on your Holy Blades form, followed by Constitution. Second, choose the Noble background with the Knight Variant.


Class Features

As a Holy Weapon User you gain the following class features.

Hit Points

Hit Dice: 1d12 per Holy Weapon User level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Holy Weapon User level after 1st

Proficiencies

Armor: All armor and shields
Weapons: All weapons
Tools:
Saving Throws: Intelligence, Wisdom
Skills: Choose two from: Arcana, History, Investigation, Medicine, and Religion.

Equipment

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

  • Holy Weapon
  • (a) a scholar’s pack or (b) an explorer’s pack
  • Leather armor and one set of artisan’s tools

Table: The Holy Weapon User

Level Proficiency
Bonus
Features Holy Weapon Damage
1st +2 Holy Weapon, Shield Nature, Spellcasting 1d4
2nd +2 Value Increment, Fighting Style, Nature Feature 1d4
3rd +2 Specialization, Holy Weapon Form, Nature Feature 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Body Experience, Natural Ability, Extra Attack 1d4
6th +3 Nature Feature 1d6
7th +3 Weapon Bless 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Dash Step Strike 1d6
10th +4 Mental Experience, Nature Feature 1d6
11th +4 Deadly Wounds 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Flash Step 1d8
14th +5 1d8
15th +5 Soul Experience, Nature Feature 1d8
16th +5 Ability Score Improvement, Divine Endurance 2d6
17th +6 2d6
18th +6 Regeneration, Nature Feature 2d6
19th +6 Ability Score Improvement 2d6
20th +6 Empyrean Metamorphose 2d6

Holy Weapon[edit]

When you gain the Holy Weapon feature at the 1st level, you can't use another weapons and shields. If your holy weapon is a shield, you can't use weapons. In combat, your holy weapon have the same traits of the weapon of choice. If you throw or drop your weapon it returns immediately return to your hand after. Your holy weapon cannot be held by anyone other than yourself, as it is soulbound. Your holy weapon can't be destroyed and you cannot be disarmed by any means. The damage of the weapon increases as you gain level in this class, as indicated by the Holy Weapon Damage column on the Holy Weapon User table.

You can chose one of the following forms for your holy weapon:

  • A Shield: The Damage die increases one size at 1st level and increases again at 5th and 10th level. For example, starts as a d6 at 1st level then d8 at 5th level and finally d10 at 10th level assuming you are using standard shield attack damage.
  • A Ranged Weapon: If it is a ranged weapon,the damage die will increase in two sizes.For example, a d4 becomes a d8, and a d6 becomes a d10. If you use a ranged holy weapon, you can create a infinite amount of nonmagical ammunition. You can draw one piece of ammunition on your turn without requiring an object interaction.
  • A Melee Weapon: If it is a melee weapon, the damage die will increase in one size. For example, a d4 becomes a d6, and a d6 becomes a d8.

Spellcasting[edit]

Spellcasting Ability

Intelligence is your spellcasting ability for your holy weapon user spells, since the power of your magic relies on your intellect. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Holy Weapon User spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

If you have any another type of Spellcasting Ability you can choose to transform any spell gained in this class to your another class.

Spellcasting Focus

You need to use you Holy Weapon as a focus to cast the spells.

Shield Nature[edit]

Starting at 1st level, you choose the nature of your weapon that decides the primal aspects of your holy weapon. Your subclass choice grants you features at 1st level and again at levels 2nd, 6th, 10th, 15th, and 18th.

Value Increment[edit]

At 2nd level, you can absorb creatures or items in order to increment your power. You have 15 points when you gain this feature, and you can accumulate a total of 100 points. To gain points, you need to absorb the entire body of a creature or 10 items of the same type to gain 1 point. The GM can determine what needs to be absorbed in order to gain a point, to fit to the campaign.

Depending of the type of value increment, you will gain some benefit when you reach a certain amount of points. The benefits are cumulative and permanent.


Type\Amount 10 40 60 80 100
Aberrations You gain Darkvision out to 30 ft if you do not already have it. You can breathe air and water. You gain an additional 30 ft of Darkvision. You gain an additional 30 ft of Darkvision. You can detect any creature within 30 ft of you that has an Intelligence of 3 or higher.
Beasts Your movement speed increases by 5 ft. You may add +2 to Perception and Passive Perception checks. Your movement speed increases by 10 ft. Your movement speed increases by 15 ft. You may add +4 to Perception and Passive Perception checks.
Celestials You learn to speak, read and write in Celestial if you cannot already. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. You have advantage on saving throws against magic. You gain resistance to radiant damage.
Fiends You gain resistance to fire damage. You gain advantage on Deception checks. You gain +1 fire damage on every attack. You gain +2 fire damage on every attack. Increases AC by your Charisma modifier.
Elementals You gain resistance to fire damage. You gain resistance to poison damage. You gain resistance to cold damage. You gain resistance to lightning damage. You gain resistance to thunder damage.
Fey You gain +1 to Charisma saving throws and skill checks. You gain +1 to Charisma saving throws and skill checks. You gain +1 to Charisma saving throws and skill checks. You gain +1 to Charisma saving throws and skill checks. You gain +1 to Charisma saving throws and skill checks.
Undead You gain +1 AC You gain an additional 30 ft of Darkvision. You gain resistance to poison damage. You can move through objects and walls. If you stop inside of one, you take 3d10 bludgeoning damage. You gain resistance to necrotic damage.
Dragons You gain +1 AC. You gain advantage on saving checks. You gain advantage on Charisma based checks. While below half of your maximum hit points, you gain advantage on attack rolls. You gain a breath weapon. You can use your action to exhale destructive energy in either a 30 ft line or 15 ft cone, dealing 2d12 of poison, necrotic, fire, cold, thunder(of your choice). You may use this ability a number of times equal to your Charisma modifier before needing a long rest.
Plants You gain proficiency in Medicine. If you already are proficient, you gain expertise. You can identify the effects of any plant you see. You gain expertise in Alchemist Supplies. If you start your turn in direct sunlight, you regain a number of hitpoints equal to your Constitution modifier. You are immune to poison damage and can't be poisoned.
Metal/Gems/Jewelry You gain +2 to your AC, and +2 to damage rolls with your Holy Weapon. You gain proficiency in Mason's tools, Jeweler's tools and Smith's tools, and you know from sight what every metal, stone or gems is. You can transform your holy weapon into Smith's Tools or a pickaxe. You gain expertise in Mason's tools, Jeweler's tools and Smith's tools, and you now require 1/10 of the efforts and materials to use Mason's tools, Jeweler's tools and Smith's tools. Your Holy Weapon can be combined with any non-artifact magic item to gain its abilities and/or curses.
Knowledge(Items with important history write within, rare books, not magical scrolls etc) You gain proficiency in Arcana, if you already have it you double it. You learn a number of cantrips from any class equal to your Intelligence modifier. You gain 3 1st level spell slots. You gain 2 1st level spell slots. You gain 1 3rd level spell slot.
Weapon You gain +1 damage to every attack and damage roll. You gain +1 damage to every attack and damage roll. You gain +1 damage to every attack and damage roll. You gain +1 damage to every attack and damage roll. You gain +1 damage to every attack and damage roll.
Arcane(Simple enchanted items, magical scrolls etc) You gain proficiency in Arcana, if you already have it you double it. You gain +1 to your spell save DC and spell attack bonus. You gain +1 to your spell save DC and spell attack bonus. You gain +1 to your spell save DC and spell attack bonus. You gain +1 to your spell save DC and spell attack bonus.
Crafts You gain proficiency in every Professional's Kit. You can transform your holy weapon into any Professional's Kit (Disguise Kit, Forgery Kit, Gaming Set, Herbalism Kit, Musical Instrument, Navigator's Tools, Poisoner's Kit, Thieves' Tools). You gain expertise in one Professional's Kit. You now require 1/10 of the efforts and materials to use your Professional's kit. Once per long rest, you may choose to use a Professional's Kit or Artisan's Tool without expending resources.
Armor You gain +1 AC. You gain +1 AC. You gain +1 AC. You gain +1 AC. You are immune to physical damage.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack and 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 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.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Shield. When you are wielding a shield, you gain a +1 bonus to damage rolls with that weapon. If you were to be hit by an attack you may use your reaction to gain a bonus to your AC equal to your half proficiency bonus, rounded up, until the end of your next turn.
  • Brawler. If you take the Attack action on your turn to make one or more melee weapon attacks—excluding unarmed strikes—but hit with none of them, you can use your bonus action to make an unarmed strike.
  • Brutal Strike. Whenever you hit a creature with a melee weapon that you are wielding with two hands, you can attempt to drive the target back. If the target is Medium or smaller, it must make a Strength saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is pushed 5 feet away from you. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Gathering Steps. When you are wielding a melee weapon in one hand and no other weapons, the weapon you are wielding is considered to have the reach property, if it does not have it already.
  • Power Attack. When you make a melee attack, before you make the attack roll, you can choose not to add your proficiency bonus to the attack roll. If the attack hits, you add your proficiency bonus to the attack's damage. You cannot do this if you are using the finesse property of the weapon.
  • Versatile Weapon Master. When wielding a versatile weapon in one hand you get a +1 bonus to your damage rolls. When wielding a versatile weapon in two hands, you gain +1 bonus to your attack and damage rolls.
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons..
  • Close Quarters Shooter. You are trained in making ranged attacks at close quarters.When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

Specialization[edit]

At 3rd level, depending on the holy weapon you have chosen, you will gain different benefit. The benefit gained increases at levels 10th and 18th. The level requirements of this ability count on its maximum level .

  • Shield: Your hit point maximum increases in 2 points for every level you has in this class.
  • Ranged Weapon: You score a critical hit on a roll of 19-20 on the d20. You gain a bonus of +2 on your attack and damage rolls with the holy weapon.
  • Melee Weapon: When you take the attack action, you can perform one additional attack with the melee weapon as a bonus action. You gain a bonus of +1 your attack and damage rolls with the holy weapon.

Holy Weapon Form[edit]

At 3rd level, you gain 30 points at a type of point you gain a new form for your weapon, it will grant you generic abilities and passives when your holy weapon acquires this form, you can transform your weapon into the type of the value which grants you abilities while your transformation is active, these abilities depend of the type of your holy weapon. You can transform your holy weapon with a free action. You can only have 1 Form at a time, and you can replace your current Form with another you have the points for during a short rest.

Type Passive Generic Ability Shield Ability Close-Range Weapon Ability Ranged Weapon Ability
Aberration When a creature is grappled by you, you can as a bonus action generate tentacles that leave your weapon, you can attack using them, they deal twice your Holy Weapon Dice in bludgeoning damage when attacking, it has 10 fts of range. You can use your action to make tentacles get out of the ground around you in a radios of 15 fts, they are 2 fts tall, every hostile creature that enters the area will or start your turn inside the area will receive your holy weapon dice in bludgeoning damage. You can use your reaction to gain Temp Hitpoints equal to your Holy Weapon Dice when you are hit by an attack. Your weapon become like a tentacle and it gain 10 fts of range when attacking, the weight stays the same. When you use your action to attack you can attack twice.
Beast Your body adapts to the environment, you dont gain exhaustion when at a harsh environment. As an action, you can detect nearby beasts, aberrations, dragons or fiends within 60 feet of you. You are resistant to fire and radiant damage. You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of you and the ally isn't incapacitated. Your base jump distance is 15 feet.
Celestial You gain proficiency in Religion, if you already have it you double it. You gain add your Wisdom Modifier to your life points for each level you have. You gain immunity to necrotic and radiant damage. Your weapon now deals +2 radiant damage. Your weapon now deals a extra 1d8 of radiant damage.
Fiends You gain proficiency in either the Deception and Persuasion skill, if you already have it you double it. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. When you receive fire damage you are not damaged, instead you gain the same amount of damage as Temp Hitpoints. Your weapon now deals +2 fire damage. Your weapon now deals a extra 1d8 of fire damage.
Elemental You gain advantage in every Constitution Roll. Your weapon now deals a extra 1d4 of fire, cold and lightning damage. You can now use Summon Elemental once per long rest. You can make every place in a 10 fts radios a difficult terrain. You can make your ranged attacks do turn corners like it was flying.
Fey You gain advantage at charisma save check. You gain cant not be charmed or controlled. You can add half your charisma modifiers to your AC. You have the ability to cast Charm Person one per short or long rest. You cannot be put to sleep by magical means.
Undead You do not need to eat, drink, breathe, or sleep. You have advantage at death saving trolls. You are immune to necrotic damage. Your weapon now deals +2 necrotic damage. Your weapon now deals a extra 1d8 of necrotic damage.
Herbs Every heal that affects you heal the twice amount. You can use your action to touch and heal a ally by 1d4. You can use your action to heal every ally in 5 fts radios by you Holy Weapon Damage. Every time you hit a attack you get healed by 1 hitpoints. Every time you crit a attack you get healed by 1d10 hitpoints.
Metal You can use your action to absorb 10 ingots worth of the same metal into your holy weapon to gain its traits and a +1 to hit and damage, this ability stacks. You can use your action to create a wall of metal, it has 60 ft of length max and 60 ft of height max, the size and speed in which the wall comes out of the ground are adjustable, it last 1 minute and can be summoned as a free action. You gain +4 AC. You gain advantage at every attack. You gain advantage at every attack.
Knowledge Every time you cast a spell roll 1d100 if it gets 90 or higher you do not use the magical slot. Every time you see a spell that you did not own you can make a arcane test to try to learn, the DC is 20 + Spell level, if you succed these spells are considered Holy Weapon spells. When you drop to 0 of live you recover every magical slot. When you hit a target you can cast freely a spell, it cant be higher than 1th level. When you crit a attack you can cast freely a spell, it cant be higher than 5th level and if possible it will be considered a 5th level spell.
Dragons You can gain or dismiss freely wings that give you flying speed equals to your normal movement. You can choose to convert your spell damage type to match any Draconic Ancestry. Dragons have disadvantage when attacking against you. You deal a extra 2d6 extra damage against dragons. If you crit a dragon you double the damage caused.
Weapon You gain +2 damage in every attack and damage roll. You can cast the cantrip Repair freely. You gain +3 AC, but you cant attack. You gain advantage on attacks. You gain advantage on attacks.
Arcane You +2 on the spell save DC and spell attack bonus. You have advantage on magical attacks. You have advantage against magic. You can attack once with you Holy Weapon when casting a magic. You can attack once with you Holy Weapon when casting a magic.
Crafts You gain a magical item(Your GM choose). You can be attuned with any amount of items. --- --- ---
Armor You gain +2 AC. --- --- -- ---

Body Experience[edit]

At 5th level, you gain extra bonus depending of your type of holy weapon.

  • Shield: You add double your proficiency bonus to Constitution Saving Throws.
  • Ranged Weapon: You add double your proficiency bonus to Dexterity Saving Throws.
  • Close-Range Weapon: You add double your proficiency bonus to Strength Saving Throws.

Natural Ability[edit]

At 5th level, you gain a ability depending of your type of holy weapon. Also you attacks are now magical with the purpose of ignoring resistances and immunity.

  • Shield: Any attacks made against your allies when they are 5 feet from you are done with disadvantage.
  • Ranged Weapon: You can use your action to make a attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You make a separate attack roll for each target, but you do not add you proficiency to the attacks.
  • Melee Weapon: When you deal damage to a creature of Large size or smaller, you can also push that creature 10 feet away from you.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Weapon Bless[edit]

At 7th level, you gain a ability depending of your type of holy weapon.

  • Shield: You and every friendly creature within 30 ft. gain a +2 bonus to their AC.
  • Ranged Weapon: If you have reduced a creature to 0 hit points, your movement speed is doubled until the end of your turn.
  • Melee Weapon: If you have reduced a creature to 0 hit points, you may make one additional attack.

Dash Step Strike[edit]

At 9th level, when you take the Dash action, you may make a single attack if you stop within reach of an enemy creature. In addition, you can make an opportunity attack against one hostile creature that moves into your reach.

Mental Experience[edit]

At 10th level, your Holy Weapon has increased your otherworldy power. Increase your Intelligence, Wisdom or Charisma by 4, or two of those ability scores by 2.

Deadly Wounds[edit]

At 11th level, whenever you hit a creature with your holy weapon, the creature receives a wound point to a maximum of 5. These wounds deal damage equal to their charge at the start of your targets turn. The wounds are gone and the charges are reset if your target didn’t receive a successful hit from you at the start of his third turn since he took the last hit from you. If you alredy has a wound ability, it will doble the wounds you can do.

Flash Step[edit]

At 13th level, Your agility has become so great, your Dash Strike Step seems like teleportation to observing creatures. Once per turn, you may use your bonus action to teleport a numer of feet equal to twice your movement speed, and make an attack against one creature within range. This attack deals 2d6 extra damage of your Holy Weapon type.

Soul Experience[edit]

At 15th level, Whenever your Holy Weapon kills a creature, you can rend their soul, and grant you, or an allied creature within 30 feet temporary hit points equal to a quarter of the creatures maximum hit points.

You may use this ability a number of times equal to your Proficiency Bonus before requiring a long rest.

Divine Endurance[edit]

Starting at 16th level, when you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a short rest.

Regeneration[edit]

At 18th level, at the start of each of your turns in combat when below half your hit point maximum, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points.

Empyrean Metamorphose[edit]

At 20th level, you learn the name of the Deity who granted you your Holy Weapon. Once per day, you may speak this Deity's name as an action, polymorphing you into a Empyrean wielding your Holy Weapon. You maintain all Class features, but your Race features are replaced with the Empyrean Abilitys. This transformation lasts for 1 minute, or until you are knocked Unconscious. You may also use 1 Legendary action, ignoring action cost, but doing so will end the Transformation early.

Fury Nature[edit]

Fury[edit]

At 1st level, you can turn your pain and suffering into anger, unleashing retribution onto your opponents. You gain the ability to build up fury.

Gaining Fury[edit]

Whenever you take damage, record the damage taken. For each 10 points of damage you take, you gain 1 fury point. You can have a maximum of fury stored equal to your proficiency bonus (starting with a maximum of 2).

If you haven't attacked or taken damage since your last turn, you lose 1 point of fury.

Fury Features[edit]

You can spend your fury in fury features. You gain a fury die. Whenever an ability require you to roll a fury die, you roll this die. Its size is equal to your base Holy Weapon Damage, which increases as you gain levels in this class as shown on the Holy Weapon User table.

Whenever you spend fury on any of your fury features, you cause additional damage on your next attack made until the end of your turn equal to a roll of your fury die.

You start by knowing three fury features: Toughened Hide, Behemoth's Might and Devastation.

  • Toughened Hide. When you take damage, you can spend any amount of fury, without spending any action, to reduce the damage taken by an amount equal to 1 fury die per fury point spent. Damage reduced by this feature is recorded as damage taken for the purposes of gaining fury points.
  • Behemoth's Might. Once per turn when you deal damage to a creature with a melee weapon attack using your Strength for attack and damage, you can spend fury to cause additional damage equal to 1 fury die per point spent.
  • Devastation. When you make a contested Strength check or a melee weapon attack using Strength, you can spend 1 fury to add your fury die to the result of the attack or check.

Divine Anger[edit]

At 2nd level, you can use your bonus action to roll a fury die. Doing so reduces the size of the die by one category and causes you to gain a number of Fury points equal to the number rolled.

Fury gained in this manner can exceed your fury maximum, but must be spent until the end of this turn or else any exceeding fury is lost.

Holy Brutality[edit]

Starting at 2nd level, you can use your brutality to strike with extreme might. You gain the benefits described below.

Brutal Strike[edit]

Once in each of your turns, if you have at least 1 fury when you hit a creature with an attack using Strength, you deal additional damage equal to a roll of your fury die.

This additional damage die is equal to your current die, not your maximum amount. This means that if you have used a brutality that reduces the size of your die, this affects the size of the die used on the brutal strike.

Brutalities[edit]

You can also use your fury die to perform your brutality features also called brutalities. When you do so, the fury die reduces in one size category or more (from a d6 to a d4 for example). If your brutality die is a d4 when you use a brutality feature, you can't use your brutality again until you finish a long rest.

Brutality DC[edit]

Some of your brutality features require a saving throw to resist its effects. The save DC equals 8 + your proficiency bonus + your Strength modifier.

Ongoing Effects[edit]

Some of your brutalities are ongoing effects. This means that you can't have two of these brutalities active at the same time, unless otherwise stated. As a general rule, if the brutality has a duration of more than a round, it is an ongoing effect.

While under an ongoing effect you can't cast spells nor concentrate on spells.

Sacred Replenishment[edit]

Starting at 3rd level, during a short rest, you can cause your brutality die to grow back to its original size.

Once you use your Brutality Replenishment once, you can't use it again until you finish a long rest.

Seraphic Recovery[edit]

At 6th level, you can use your action and spend any amount of hit dice to regain hit points equal to the number rolled on the dice.

Unstoppable Force[edit]

At 10th level, your rage can't be contained. You are immune to the paralyzed and stunned conditions and have advantage on Strength checks and saves to avoid being knocked prone or moved unwillingly.

In addition, your movement speed increases by 10 feet.

Hallowed Hunger[edit]

At 15th level, when you reduce a creature to 0 hit points while you have no brutality, you can choose to cause your die to be recovered to a d6.

Once you use this ability, you can't use it again until you finish a short or a long rest.

Enraged Apotheosis[edit]

When you reach the 18th level, you gain the following benefits:

  • When you are reduced to an amount of hit points equal to half your maximum or lower, you can choose to gain a number of fury points up to your maximum. You can't use this ability again until you finish a long rest.
  • When you reduce a hostile creature to 0 hit points, you can choose to gain a number of fury points up to your maximum. You can't use this ability again until you finish a long rest.
  • Your hit point current and maximum increases by 10.
  • Whenever you are within 5 feet of a hostile creature, you can use your bonus action to give yourself advantage on a Strength based melee weapon attack against that creature.

Combination Nature[edit]

Twins Weapons[edit]

At 1st level, you are rewarded with two holy weapons. Choose another holy weapon; a Shield, Ranged Weapon or Martial Weapon. This holy weapon uses its minimal Value Increment, and has unique Holy Weapon Forms. They can be used together and when you attack with one you can freely attack with the another, but only if they are wielded together. You also gain the Two-Weapon Fighting Style, granted you haven't already taken it. If so, choose another Fighting Styler to gain.

Developing Together[edit]

At 2nd level, now every time you gain a bonus or ability based on your weapon now you can get a extra one of your choice.

Divine Wounds[edit]

At 6th level, Your Holy Weapons become more deadly. Each weapon becomes serrated if it is slashing damage, barbed if it is piercing, or spiked if it is bludgeoning. Your Deadly Wounds now stacks to a maximum of 10. You can only apply 5 stacks per turn.

Twin Spirit[edit]

At 10th level, Your Divine Weapons become more and more entwined, now sharing their Value Increment.

Holy Hemorrhage[edit]

At 15th level, Your Holy Weapons become even more deadly. Your Deadly Wounds now deals 2 Wound Points per attack, stacks to a maximum of 20, and there is no longer a limit on how many points you can put on per turn.

Saintly Symmetrical[edit]

Beginning at 18th level, you have learned your ultimate attack combo. As an action, when you activate this feature, you can move up to your movement speed as part of the same action (without spending your movement) and make six attacks against the same target. You cannot stack Holy Hemorrhage with these attacks.

In addition, for the next 10 minutes or until you are incapacitated, you gain the following benefits:

  • At the start of each turn, without taking an action, you can give yourself resistance to slashing, piercing or bludgeoning damage (choose one) until the start of your next turn.
  • You have blind-sight up to a range of 10 feet
  • Whenever a creature within 5 feet hits you with a melee attack, you can make one attack against that creature, with advantage. This attack doesn't require a reaction.

You can use this feature once, regaining all uses of it after finishing a long rest.

Magical Nature[edit]

Spellcasting[edit]

Upon gaining a level in this class, you may learn 2 spells and 1 cantrip from any class, which you always have prepared. You gain spell slots as your level increases, as can be seen on the warlock table. You regain half of your expended spell slots upon a short rest, and all of your spell slots on a long rest.

If your chosen Cantrip does damage, you may infuse your Holy Blade with the Cantrip, adding the spell's damage to your melee damage roll for one attack. If the cantrip requires a Saving Throw, you roll your weapon's damage before the saving throw is made. Your attack with your Holy Blade must hit the creature, otherwise no saving throw is required.

Learning Spells[edit]

When you find a spell of 1st level or higher, through a spell scroll or gain tutaliage from someone who knows the spell, you can add it to your spell list if it is of a spell level you can prepare and if you can spare the time to decipher it.

Learning a spell involves reproducing the basic form of the spell, then deciphering either the notation of the spell scroll or practice alongside your tutor. You must practice the spell until you understand the sounds or gestures required, then you may channel the power of your Holy Blade to cast it.

The process is completed over the course of a long rest, and costs 50 gp for each level of the spell. The cost represents material components you expend as you experiment with the spell to master it, as well as the payment needed to your tutor. Once you have spent this time and money, you may add this spell to your known spell list.

Magical Combat Style[edit]

At 1st level, your Holy Weapon is considered magical for the purpose of overcoming damage resistance. Immunity to your Holy Weapon's damage is instead treated as resistance.

In addition, your weapon's arcane nature makes spellcasting more versatile. Choose one ability score from Intelligence, Wisdom or Charisma. You may use this ability score in place of Strength, Dexterity and Intelligence for attack rolls, damage rolls and Spell Save DC for your Holy Weapon.

Rune Weapon[edit]

At 2nd level, choose 2 runes for your weapon, now every 2 levels you can choose to apply one rune to your weapon and if you want change one of then to another one. The level requirements on this subclass count all your levels

  • Elemental Rune: Choose 1 elemental damage type (Acid, Fire, Cold, Thunder, Radiant, Necrotic, Lightning, Psychic or Poison). Attacks made with a weapon with this rune deal an additional 1d6 damage of the element chosen. At 18th level, the damage increases to 1d8.
  • Rune of Deftness: Your weapon gain the finesse property. At 18th level your gain additional damage equal to your Constitution Modifier.
  • Rune of Heft: Your weapon gains the Heavy Property and must be wielded in two hands (versatile weapons only). At 18th level when you take damage from a creature that is within 5 feet of you. you can force a creature you hit with a melee attack to make a Strength Saving throw vs the attack roll or be disarmed of one item it is holding (your choice). The creature gets advantage on the save if the object is being held with both hands.
  • Rune of Speed: When you take the Attack action, you can make an additional attack as a bonus action. (Pre: 5th Level). At 18th level you gain the Fighter's Action Surge ability while holding your bound weapon.
  • Rune of Returning: Your Weapon gains the thrown property (20/60). When the weapon is thrown, it returns to your hand once the attack is resolved. At 18th level the range increases to (40/ 120)
  • Rune of Transformation: Choose one simple or martial weapon other than the form your Holy Blade is taking. As a bonus action you may transform your bound weapon into the chosen weapon. You can take this rune how many times you want.
  • Rune of Siphoning: Each time you reduce a creature to zero hit points, you gain temporary hit points equal to your total level.
  • Rune of Understanding: You can read all Languages.
  • Rune of Mastery: You gain proficiency in 3 skills of your choice and expertise in 2 skills which you are already proficient with.
  • Rune of Recovery: As a Bonus Action on your turn you can regain Hit Points equal to 2d10 + Your total Level, you must finish a short rest before the magic in the Rune replenishes itself and allows you to use the ability again.
  • Rune of Celerity: Your Walking Speed increases by 10 feet. You can choose to inscribe this rune twice.
  • Rune of Sight: You can see normally in mundane and magical darkness up to 60 feet.
  • Rune of Wild Magic: You learn 2 cantrips and 3 spells from any class Spell list and gain 1 spell slot to cast these spells that replenishes after a short rest. You can inscribe this rune on yourself twice. The slot level is equal to your proficiency bonus - 1. You can change the spells known as you gain levels.
  • Rune of Metamagic: Choose one metamagic option from the sorcerer class. Every spell on that you cast using this weapon now have it, if it need to choose a amount of sorcery points to cast it you treats as if you have 2 points available.
  • Rune of the Untouched: This rune enhances your reflexes, opportunity attacks have disadvantage to hit you. In addition, you may take the Dodge Action as a Bonus Action.
  • Rune of Expulsion: You infuse this rune with your own lifeforce. As an action. you can force each creature within 15 feet of you must succeed on a Constitution saving throw or suffer 16d10 force damage and be pushed outside the 15 foot radius, success suffer only half damage and no pushback. Doing this forces you to take 1 level of exhaustion. You cannot do this again until you take a long rest. DC= 8+ CON Mod + Prof. Mod. (Pre: 17th Level)
  • Rune of the Arcanist: You may learn one 2nd level or lower spell from any class list. (Pre: 15th Level).
  • Rune of the Runemaster: You can cast the Time Stop spell once per long rest; however, doing so forces you to suffer 1 level of exhaustion as the rune draws necessary power from your life force. (Pre: 17th Level).

Runic Inscription Upgrade[edit]

At 6th level, you grow more connected to your runes, manifesting stronger runes. You gain access to

  • Rune of Deception: As an action you may alter your appearance to match any humanoid of your size that you have seen before. If you die, you revert to your natrual appearance. In addition, you gain Expertise in the Deception skill and can take the Dash, or Disengage Actions as a Bonus Action.
  • Rune of Telepathy: You can communicate Telepathically with any Intelligent creature you can see within 30ft of you. You need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
  • Rune of the Shadow: You can turn invisible anytime you are in an area of dim light or darkness. In addition, you can cast silence once per short rest
  • Rune of the Warrior: For every level you gain after inscribing this Rune on yourself, you use a d10 for your Hit Die instead of a d8, In addition, you learn 1 fighting style available to the Fighter
  • Rune of the Fish: You gain a Swim Speed of 30 feet and can breath underwater.
  • Rune of Shielding: You gain a +2 to Armor Class.
  • Rune of Strength: Your unarmed strike damage is increased by one die (d6 to d8...etc). You can inscibe this rune twice.
  • Rune of the Angel: You gain a fly speed of 30ft. and can cast the zone of truth spell once per short rest

Advanced Comprehension[edit]

At 10th level, you can go deeper on the knowledge contained inside the runes. Whenever you complete a long rest, choose one of your skill or tool proficiencies. Until your next long rest, you can add twice your proficiency bonus in checks with it.

Divine Arcanum[edit]

At 15th level, You begin to understand the Arcane, granting you access to every 4th level spell, and 3 more cantrips.

Consecrated Infusion[edit]

At 18th level, You learn to infuse your Holy Blade with spells. When you cast a spell, you can choose to Infuse the spell into your weapon. Your next attack with the weapon will trigger the spell, hit or miss. If the spell requires a Saving Throw, the opponent makes the throw after taking the Holy Weapon Damage, and the spell works as usual. You can only Infuse an amount of times equal to your Magical Combat Style Modifier.



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