The Alien God (5e Subclass)

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Alien God Patron[edit]

Warlock Subclass

The distant stars conceal many secrets. Not all of them are safe for the mortal mind and not all of them wish to cause harm. The goals of many of the entities inhabiting the far corners of space are incomprehensible. For better or worse, an Alien God has turned his attention to you. It doesn't matter how an Alien god made you his disciple. You could search for information about extraplanar beings and get him interested in you. Or maybe you just died and got a simple deal: life for a seemingly trivial thing. Now you have become an Disciple of this Entity. Observe. Study. The Alien god will take care of the rest.

Expanded Spell List[edit]

You get these spells added to your warlock spell list and you can use one of those spells from this list added to your spell list without counting towards your spell limit, equal to your proficiency times.

Spell Level Spells
1st detect evil and good, magnify gravity
2nd prayer of healing, rope trick
3rd blink, intellect fortress
4th banishment, freedom of movement
5th conjure volley, destructive wave
Alien Blessing

At 1st level, choose a part of your body, this part can be used as arcane focus for your spells, the options are: Arms, Legs, Chest or Head Your God gives you messages directly through your body part (you will hear his voice if you chose head or chest, if you chose arms or legs, you will have a message written on your limb made of stars and planets aligning themselves and only you can understand these messages).

The alien God keeps you alive and well at all costs. Even at the cost of violating certain laws of the universe. From now on and forever you don't need to eat or drink, air is no longer required to maintain your vital functions, you no longer age and cannot die from such effects. Moreover, if you lose a part of your body or die, in a course of 36 hours, your body will regenerate itself back (You can ignore the effects of a long rest to bring forward 28 hours of this waiting time, if you only lost a body part).

Planar equipment

At 1st level, when you take a long rest, you can take one weapon that you are proficient and make an astral connection with it, it now is counted as a Planar Weapon, it now uses your Charisma modifier instead of Dexterity or Strength also you can choose the type of damage from those to which you have resistance from Planar Armour, in a long rest you can change your Planar Weapon with another weapon you have proficiency, making the older one lost the effect of this feature. (Also the antimagic field has no effect on it).

The Alien God has provided you with armour so strong that it can only be broken by wish spell and the antimagic field has no effect on it, during a long rest, you can turn armour that you have proficiency into your Planar Armour, if it is magic armour, it will not lose its magic effects. You can also change the Damage type of your eldritch blast to match your Planar Armour damage resistance (in the case of Force damage, you can ignore Resistance of creatures to Force Damage).

Planar Armour is a light armour that has an AC 15 + Charisma modifier, you can summon and dessumon this armor with an action, when wearing this armor you become resistant to the types of damage selected from the options offered below, and you choose its appearance yourself. (On a short rest, you can change the types of resistances).

  • 1st Level & 3rd level
    • Slashing damage
    • Bludgeoning damage
    • Piercing damage
  • 6th Level & 8th level
    • Fire damage
    • Lightning damage
    • Poison damage
    • Cold damage
  • 10th Level & 12th level
    • Radiant damage
    • Necrotic damage
    • Thunder damage
  • 14th Level & 16th Level
    • Psychic damage
    • Force damage
  • Note: You can own 2 resistance options at levels 1-3 and 6-8. You choose what kind of resistance it will be. Starting from levels 10 & 12, you can choose any 3 resistances. At level 14, you can take the previous 3 options and choose one of the options for levels 14 & 16 - one of these resistance options becomes constant and cannot be changed. However, there is a price to pay for such power. Your patron's reality-distorting power only allows you to have resistances gained from this armor. (Any racial resistances and immunities to damage and resistances gained from magic items will be lost).


The essence of the alien order

At the 6th level, you took a big step in getting closer to your patron. Your patron has granted you his protection from other universal forces of good and evil, so that you can resist the usual order of the universe. Now you are under the effect of the spell protection from evil and good, this effect can only be suppressed by the wish.

When you deal damage to creatures or products of civilization you add your proficiency bonus to that damage.

You also get one additional invocation.


Distortion of reality

By 10th level, the Alien God has provided you with some more of its reality bending power.

You can activate an aura up to 15 feet high around you, this aura can look like anything: like a part of space that revolves around you, as well as planets, stars, comets and everything else moving in perfect harmony, etc. Each creature you choose within this aura receives a penalty equal to your modifier Charisma to any saving throw. Whenever you cast a spell from the list of spells gained from this class while this aura is active they are treated as if they were casted 1 spell slot higher (spells that cannot be upcasted remain the same). Additionally three times per turn you may negate an amount of damage from an attack up to your Charisma modifier. Also your Planar weapon bypasses resistance.

The duration of this feature last for a 1 hour and can be used equal to your proficiency bonus. This feature is recharged with a short rest.


Apostle

At 14th level, You have reached the limit in worshiping an Alien god. Now you stop being a simple disciple and become an Apostle, a harbinger that can shake the foundations of world and civilization.

Your kind of creature becomes "Other being" and you ignore all effects that require a specific type of creature. Moreover, you can extend your protection from evil and good to humanoids. While this bonus is active, you receive half of the damage from any source inflicted by these types of creatures. You can do this the number of times equal to your Charisma modifier (minimum of 1) All uses are recharged after a long rest. This feature lasts for 1 hour.

Star of Destruction

You can create a sphere of distorting energy with a radius of 60 feet. Any creature/object in this area is required to make a Charisma saving throw or receive force damage equal to 12d12. This damage cannot be reduced in any way. Any achievement of civilization, such as constructs, non-wearable objects and structures, automatically fails the saving throw and receives double damage.

Once you use this feature you are cannot use it again until you finish a long rest.



Unique Eldritch Invocations[edit]

Starlight (Prerequisite: The Alien God Patron)

You learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction or bonus action to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.


Astral Arts (Prerequisite: The Alien God Patron, 5th level, Thirsting blade invocation)

Your reflexes and fighting skills have become developed to an extent impossible for a mere mortal.

Whenever you make an attack with your Planar Weapon, you may make one more attack as a part of this action.


Voyager of the sea of stars (Prerequisite: The Alien God Patron, 13th level)

The power of your god allows you to break the boundaries of dimensions and move to another plane.

Once in a long rest period, you can cast the "Plane shift" without requiring material components.


Witness the immense horrors (Prerequisite: The Alien God Patron)

You have seen many indescribable horrors. It doesn't matter live or in the form of visions. These nightmares have hardened you and now you are immune to frightened and madness condition.


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